飞飞世界论坛
标题:
自动饮血和登录视频
[打印本页]
作者:
admin
时间:
2016-1-10 03:46
标题:
自动饮血和登录视频
食品车:
, ?$ g# s% B0 Y, Q! h
尾翼:
' B$ N, Z: M5 B( b
2 D+ N- I ~- \8 [) O% K) v+ p
代码:
7 K. T8 ?* k; F
CWndAutoFood::CWndAutoFood()
0 {9 }8 X- J& u: J9 H& `% f6 g
{
- Z9 L$ x* Y1 p! i; [& L
m_pItemElem = NULL;
4 n% q$ D2 h3 U3 E: L ^" C
m_pTexture = NULL;
( @# {" b' F2 e5 Q9 m6 x
bStart = FALSE;
) U" p: ? E# ?1 g' q* Z4 |; Q
}
. e# h; U$ J* L- J1 q+ x3 k
0 Y% S" u) r8 Q# Q
CWndAutoFood::~CWndAutoFood()
6 f' [% K7 {9 W2 q) g" p# _* _
{
/ g- G0 T! i0 A; n: Q2 K+ x( H
AfxMessageBox( "AutoFood ist gestorben
" );
8 f( K7 M6 E6 T) ~) S v7 U
}
; g0 f2 F! |% y% P
BOOL CWndAutoFood::Initialize( CWndBase* pWndParent, DWORD nType )
2 ~ _& r- S; h' V j5 J, a& u
{
* O- b& I9 E6 }2 N
return InitDialog( g_Neuz.GetSafeHwnd(), APP_AUTOFEED, WBS_MODAL, CPoint( 0, 0 ), pWndParent );
: q# q) q( Q, p* B- N
}
' |. E5 j. N* N5 R1 q) B" z
$ a& u4 R T" {4 W
BOOL CWndAutoFood::OnDropIcon( LPSHORTCUT pShortcut, CPoint point )
, [" U% S1 C. d/ V
{
4 J8 a5 B* I8 u# g7 z0 r/ h
LPWNDCTRL pWndCtrl = GetWndCtrl( WIDC_CUSTOM1 );
; H* l" u6 A6 s R8 `/ A, W
CRect rect = pWndCtrl->rect;
, d8 @* O, Q" V$ M* O7 E
if( rect && rect.PtInRect( point ) )
& g( A S+ P6 o5 Z, F) H) I: A
{
/ c# _, Y W* b' ?
CItemElem *pItemElem = (CItemElem*)g_pPlayer->GetItemId( pShortcut->m_dwId );
$ c3 s! [9 L9 f# H9 Q- Z% T
if( pItemElem && pItemElem->GetProp() && pItemElem->GetProp()->dwItemKind2 == IK2_FOOD )
/ y# s" N( G9 N: Z$ [ g
{
) w$ s9 h6 f& B, W. @2 l
if( m_pItemElem )
$ B; x5 ?1 t# W" L* m# W' L2 ]
{
3 l o1 B6 V! i3 e8 z$ u
m_pItemElem = NULL;
" g- T( s* Y) z( M
}
# Q5 Z2 C4 | h5 D+ z
m_pItemElem = pItemElem;
$ }8 R, L1 x# `( s% _; `; E6 a
m_pTexture = CWndBase::m_textureMng.AddTexture( D3DDEVICE, MakePath( DIR_ITEM, m_pItemElem->GetProp()->szIcon ), 0xffff00ff );
3 u0 I3 a/ P& Q) w w& b
}else{
; r- y$ t$ J7 T" n( e: O. u" A
SetForbid( TRUE );
) E( g) l4 \0 k7 n* ^; X; S) g
}
0 R8 |8 ?: D/ }4 v2 {5 e- K
}else{
* w5 E& Y! B& f+ J- b/ ?: e3 z% n
SetForbid( TRUE );
3 n8 w1 ~) X. f1 W; y- R
}
- [3 D2 h) k$ R6 A& |# C7 ?8 t
return TRUE;
/ e1 X- K7 a4 j# O
}
" L# _7 Y, f- s; Y% u5 u1 w
& Q2 i ~( A* f
BOOL CWndAutoFood::OnChildNotify( UINT message, UINT nID, LRESULT* pLResult )
' m& c0 B$ J7 `" x! h J5 X: H/ Q
{
5 |9 i1 d: c/ r: p& U- ]) @% |
switch( nID )
& {$ y" p# ~! x
{
* ?: P# q0 o8 v& J/ p0 ^
case WIDC_BUTTON3:
$ M2 E, f! l0 @+ r4 C8 K# Z% t+ }
{
) z @& Q- G* c" K$ e" \6 S i
bStart = TRUE;
, C# V7 ]- R* i7 m, `' g- ^
break;
. |9 s7 y. d% N3 e
}
- I: d+ o" X- Z* G# u# t) Y7 O- R
case WIDC_BUTTON4:
$ U. k3 W2 _" ~6 \: y( y
{
- I" p% L9 Y+ o) r! x0 w0 ]
bStart = FALSE;
; n6 H3 n7 \+ y, k
break;
+ A( w# O. X4 W, U7 L
}
4 E9 n+ X4 X( n% d! I
}
5 Y( w) b* _7 e9 H1 J3 d
return CWndNeuz::OnChildNotify( message, nID, pLResult );
: j4 ?, }8 n5 t
}
" B( c# x+ I( i0 k5 F
void CWndAutoFood::OnDraw( C2DRender* p2DRender )
3 k1 k$ N8 j! A
{
J0 K9 H8 i* i
CWndButton* pBtn = (CWndButton*)GetDlgItem( WIDC_BUTTON3 );
- g/ U' @6 R3 t, ^9 Z. r
if( bStart || !m_pItemElem )
4 i) O, `9 _+ Y* m$ h. s# w% j
{
( A. W( K' |2 d2 C9 i; S" w, X
pBtn->EnableWindow( FALSE );
4 I. Y: ? B' B: @" l* r0 D
}else
+ \: q. _& z B R0 x
pBtn->EnableWindow( TRUE );
( m' v/ b/ |5 p \4 |6 J
if( m_pTexture )
: r4 V2 E5 j8 [# c& m, a
{
# M s: A5 E; t7 x/ \
LPWNDCTRL wndCtrl = GetWndCtrl( WIDC_CUSTOM1 );
- _6 ^6 c: G7 i
if( wndCtrl && wndCtrl->rect )
) }" o. e: g0 D, @7 C3 Z% G: u
{
* ^4 z$ U) v( ^5 S
m_pTexture->Render( p2DRender, CPoint( wndCtrl->rect.left, wndCtrl->rect.top ) );
0 T4 |. [' x! P8 b
}
: L& s$ l* z* M0 o& s7 B4 u
}
* i- v6 f4 I( q, O
}
, s7 ?" E$ O+ ^1 h$ n5 w/ g% x
) }! y( V" l: o2 |: I
BOOL CWndAutoFood:
rocess()
9 e; a2 t: s0 m
{
* Z* Y* _! o- C! H) d8 p8 z8 s
if( bStart )
5 F |& X" p5 ?; b/ h6 ~! b
{
0 Z' P# c$ h7 F1 x2 \ o
if( m_pItemElem && m_pItemElem->GetProp() && m_pItemElem->m_nItemNum > 0 )
/ J: o! S) }. k, x, g
{
& A9 M1 O0 X9 g% j. U
if( g_pPlayer->m_cooltimeMgr.CanUse(g_pPlayer->m_cooltimeMgr.GetGroup( m_pItemElem->GetProp() ) ) && m_pItemElem->GetProp()->nAdjParamVal1 + g_pPlayer->GetHitPoint() <= g_pPlayer->GetMaxHitPoint() )
$ l) }$ t1 E7 G9 C% ?+ x
g_DPlay.SendDoUseItem( MAKELONG( ITYPE_ITEM, m_pItemElem->m_dwObjId ), NULL_ID, m_pItemElem->GetProp()->dwParts );
* P1 R& x% t, m: f+ \
}else{
3 v7 R* ?! ?) U6 |2 K
bStart = FALSE;
: K6 i0 o% x1 r* ^. n5 {
m_pItemElem = NULL;
4 L% R: p- n6 E% y( {4 \% J
}
, b. W" u8 y8 x3 c: p8 s
}
9 Z1 Z+ y+ ^) |; D& Y
return TRUE;
) a E7 J- l: }( ]& ?; g
}
+ b9 Y* e! y3 B: G2 z
: |* V5 l9 k9 C7 F- L9 H
登录视频废话:
' }# R) o( A8 @. o Z, m8 {
尾翼:
: T z+ _ @' r- t
+ m; q1 \' m# Z h; s: N7 ~
代码:
0 x; C! H% i8 F
3 U- L1 [ q7 G( d
void CWorld::SetLight( BOOL bLight )
* F& e, E- p2 J* B! T% o F
durch
! N$ t+ O4 B8 b& P; E7 ?
Code:
# N/ `/ ]7 q. r r$ r, z4 f2 p4 d; J
void CWorld::SetLight( BOOL bLight )
2 b1 t* q7 H2 G, i$ S
{
/ W- d& r0 _3 q/ \/ `9 p0 a0 G
//ACE("SetLight %d \n", bLight);
% H4 o6 L5 }- _/ y" ]
4 H, V& ^, {* \- r2 p, j
#ifndef __WORLDSERVER
1 ]0 z0 k) b" g$ {) C
DWORD dwAmbient = D3DCOLOR_ARGB( 0,0,0,0);
. c# Y0 w) @% h3 b1 o; ^+ ?
CLight* pLight = NULL;
8 {" j- ~& \; }' Z7 e& q
5 ~# l: {' N* t6 I% [- n+ `8 O1 e7 e
D3DXVECTOR3 vPos = ( CObj::GetActiveObj() != NULL ? CObj::GetActiveObj()->GetPos() : D3DXVECTOR3( 0, 0, 0 ) );
2 x: K2 \) o! Y' R
, ]! d, R/ L* Y$ p/ {# x) o1 a! S4 A
pLight = GetLight( "direction" );
! B6 S/ G; b3 C3 O$ K9 V) F9 q
! L) j/ o x* b' w0 \
#if __VER >= 15 // __BS_CHANGING_ENVIR
5 Z m& a7 W& b. f/ G$ m$ x4 ~
if( g_pPlayer ){
# v$ {! f" u% \
ENVIR_INFO* pInfo = GetInContinent( g_pPlayer->GetPos( ) );
8 r5 f0 @9 p7 f/ p4 j) I# {
if( pInfo && m_kCurContinent._bUseEnvir ) // ′??ú ?èàì°í ′??úá¤o??| àì???ò °??ì?? !!
9 G2 F2 R9 e- D+ K5 Z5 i! i
{
, P7 p* w$ t/ M+ ?# e: r9 @# a
if( pLight )
. m; p' Y. w& ]) P+ \9 `+ N
{
& {4 U/ M4 M* e* E
pLight->Ambient.r = pInfo->_fAmbient[ 0 ];
. r0 J$ a9 J9 B
pLight->Ambient.g = pInfo->_fAmbient[ 1 ];
/ g, I. |* v1 p; ^7 G
pLight->Ambient.b = pInfo->_fAmbient[ 2 ];
1 [( e" k, c* R9 [9 L
) r; u" I) `3 w: j& m% w
pLight->Specular.r = 2.0f;
$ w8 @( X9 e9 u# j# C8 J; N5 f( J4 Y
pLight->Specular.g = 2.0f;
. P1 M% h! h3 ^/ I3 I+ T$ u" ~
pLight->Specular.b = 2.0f;
" {4 k$ A. j- z9 _
" i l! t L6 n
pLight->Diffuse.r = pInfo->_fDiffuse[ 0 ];
9 _4 i; `1 r2 I3 a
pLight->Diffuse.g = pInfo->_fDiffuse[ 1 ];
) P6 K% N4 v. w" z, Y3 R
pLight->Diffuse.b = pInfo->_fDiffuse[ 2 ];
8 V4 o# ~0 g! m2 ~0 \
0 m! ~. v# ?( t2 `3 |5 H
HookUpdateLight( pLight );
& J6 |& j$ R L& O' N& h: y8 r
# x5 u! O$ r8 {7 w
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
6 \: U3 P5 f5 X. w! G
" @! N& Q/ z$ F
pLight->Diffuse.r *= 1.2f;
6 u, T! ~& v0 g/ K8 X8 C2 C& L" @
pLight->Diffuse.g *= 1.2f;
$ S' q. ~2 Q3 K7 i# W! N
pLight->Diffuse.b *= 1.2f;
8 `$ ]" y! |* K
; {% J1 c3 h9 f! K
pLight->Ambient.r *= 0.8f;
9 \. H8 l' F1 n! t7 E
pLight->Ambient.g *= 0.8f;
" N* E! I3 Q. W9 r
pLight->Ambient.b *= 0.8f;
. G' U; ^7 l' I1 r, `
% W7 _5 j0 V6 H
memcpy( &m_light, pLight, sizeof( m_light ) );
3 M4 ^1 G. [3 `! s2 ^
" s: |+ d( U- u S: j2 Q0 l& ?
D3DXVECTOR3 vecSun = D3DXVECTOR3( 0.0f, 0.5f,0.5f);
4 g1 Z; G& D. i8 O
D3DXVec3Normalize(&(vecSun),&(vecSun));
4 T5 b+ y* p; v
pLight->SetDir( -vecSun.x, -vecSun.y, -vecSun.z );
9 y3 F3 C) Z, `4 R3 [4 E2 X3 H) e
pLight->Appear( m_pd3dDevice, TRUE );
- v/ x, @; t4 S
# G- e k' d1 ~2 R; Q4 |! L
DWORD dwR, dwG, dwB;
6 ]6 g7 ~) V. {
dwR = (DWORD)( pLight->Ambient.r * 255 );
8 m4 Y$ E6 S/ U# }
dwG = (DWORD)( pLight->Ambient.g * 255 );
/ F1 F: l z& x( C( [, N) K
dwB = (DWORD)( pLight->Ambient.b * 255 );
& z' Z/ `3 [, ] o2 J
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
d: [! E. a$ B& v; T, F% H9 r( w
}
' c$ z4 ^$ i- A3 ]( H* g
}
' {, |7 K. _8 c9 c: h
}
# \* n. t5 U" W
else
' S+ s" Q! b' n: b! \
#endif
1 M( ?7 @; T! H# V
9 D* B$ d2 r& S( V; X
if( m_bIsIndoor )
1 U9 J- S2 Y9 c( h. z$ R2 \
{
8 w( x q. x! e z: {+ p- J: n+ N
if( pLight )
0 P# c& o. s+ d W+ I
{
: h- U" I- @. _) N' F
// à??μ oˉè*
: D1 r0 r. d* `4 [6 D
pLight->Diffuse.r = ((m_dwDiffuse>>16) & 0xff) / 255.f;
8 X m* n5 j" @+ V( l7 ~. d7 U, o
pLight->Diffuse.g = ((m_dwDiffuse>>8) & 0xff) / 255.f;
% o- C4 `1 `* ^" P* j- W$ x0 j6 s3 f
pLight->Diffuse.b = ((m_dwDiffuse) & 0xff) / 255.f;
# h2 ~& S7 A3 g9 j3 T+ j
' s; T& O$ V% N( T/ o, ^
// oˉè* ??à?
: [( C' _8 { \. e$ V0 I' t; c
pLight->Specular.r = 1.0f;
6 U6 Z0 W: A8 ~; k+ ]
pLight->Specular.g = 1.0f;
% e8 J5 L7 a( d8 t+ M3 B
pLight->Specular.b = 1.0f;
" f$ n3 B* E$ E0 Z2 I$ S, @
// àü?? oˉè*
- d: J1 Z7 r; U; U
pLight->Ambient.r = ((m_dwAmbient>>16) & 0xff) / 255.f;
+ u( W5 d8 M: @% R
pLight->Ambient.g = ((m_dwAmbient>>8) & 0xff) / 255.f;
2 }( o! b, ~# F! A7 i
pLight->Ambient.b = ((m_dwAmbient) & 0xff) / 255.f;
/ i$ O* }9 X0 |6 {$ e9 Y
6 F2 H: h. }0 J( ]+ }0 ~
if( g_Option.m_nBloom ) // ???t?? ?é??àì ??á?à?à??? á??íà? á? 3???áà?? ??′ù. ?è±×?ˉ?é 3ê1? 1à??.
+ w' v, n# z$ z
{
4 m" F( l: k5 g; l: Q
pLight->Diffuse.r *= 0.6f;
6 k& \" z5 Z Q
pLight->Diffuse.g *= 0.6f;
4 i2 Q/ d7 x4 V" J" i! B6 A7 k( n
pLight->Diffuse.b *= 0.6f;
9 |" M8 q# m+ ]8 c/ t
pLight->Ambient.r *= 0.7f;
4 B* e4 O+ l$ A1 m
pLight->Ambient.g *= 0.7f;
$ v' }: {# S, C) c' N9 i, Z, [0 Q
pLight->Ambient.b *= 0.7f;
( |/ @& R7 O! ~; o4 V* Y6 g
}
6 c) n: Y4 f( ]. A2 l# ?- [3 b2 J; c
. Q) _0 W. d' v# ?
#if __VER >= 15 // __BS_CHANGING_ENVIR
( B; F G1 U% k- J0 [& `2 a
if( g_pPlayer )
# P% t6 D" _$ p7 Z! @- X1 [
HookUpdateLight( pLight );
; I. H' E$ e9 `
#endif
; L. U) B. @9 ]0 S0 j6 h
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
$ p/ s, x! O( q) z
6 M- @% O% A5 h: E5 j! o d8 o; `
pLight->Diffuse.r += 0.1f;
$ x# A* T4 }8 X* v/ u0 t4 i
pLight->Diffuse.g += 0.1f;
/ w7 H3 D( h5 h8 \* E* b2 k
pLight->Diffuse.b += 0.1f;
- u& T; H$ m# P8 k2 ^
// oˉè* ??à?
8 v$ K2 J7 @+ G4 k: v& D- ]
pLight->Specular.r = 2.0f;
7 W6 j+ x6 I9 |( p
pLight->Specular.g = 2.0f;
0 a$ ]0 S o9 Z( Z8 r) z q
pLight->Specular.b = 2.0f;
i, I9 e2 I' I: k8 f7 B
// á?oˉ
/ N! p) w$ X5 ?9 E2 [1 l4 r
pLight->Ambient.r *= 0.9f;
5 L" A2 o/ v9 \
pLight->Ambient.g *= 0.9f;
: ]& p/ t( o# p+ L5 S
pLight->Ambient.b *= 0.9f;
9 A& L. E9 {" b5 q2 [' a1 a% a
5 e! C+ ]+ F* c) r
memcpy( &m_light, pLight, sizeof( m_light ) );
. X8 c7 [9 l7 J9 G5 ]% W7 |
, m& p0 Y; ?: E4 [
pLight->SetDir( m_v3LightDir.x, m_v3LightDir.y, m_v3LightDir.z );
' P. u# r/ [% M; y
pLight->Appear( m_pd3dDevice, TRUE );
5 J: V6 C2 h8 N/ S# N+ K
: K8 }1 j) Y5 R2 F! K
DWORD dwR, dwG, dwB;
* b- s3 R9 ]. Z
dwR = (DWORD)( pLight->Ambient.r * 255 );
! ? Y! v% _# G" \1 b' b
dwG = (DWORD)( pLight->Ambient.g * 255 );
2 i, P1 f* Z6 k! r) U: l/ F
dwB = (DWORD)( pLight->Ambient.b * 255 );
$ f6 l) i: Z- I2 z/ e' l9 H
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
6 @1 P+ E# a. q/ Z! M" T3 @
}
; X3 @( D$ g" t* ^* L
}
7 c5 A* {" J7 d. A
else
: K# d; n! N" o2 J! k
{
0 R' Z2 r2 ]( h, B1 I: j% P
if( pLight )
* f% Y; o5 \, e! t' Q( J7 k
{
! d! a% |, R- X* |/ _! g
( v: l, r2 O% j
int nHour = 8, nMin = 0;
6 z( w* M1 f; A: d1 V' q
#ifdef __CLIENT
. w$ O0 ] O7 V( @. v% [
// ???óàì?e??′? ??°£à? g_GameTimer???* °?á???′ù.
! D+ e& n1 I3 M6 d
nHour = g_GameTimer.m_nHour;
2 ?" N q" V! ~, x( y/ {- i
nMin = g_GameTimer.m_nMin ;
; h9 Z* ^4 q5 u2 e$ n# Z
#else
1 ]+ h, N+ {$ B# ^; a2 j! c, R
// o??o??′? ??°£à? m_nLightHour???* °?á???′ù.
9 |- T$ _% k+ U5 `7 I
if( m_nLightType == 1 )
7 z Z' s; y0 X! g/ ?, U( @* E2 k
nHour = m_nLightHour;
3 m& m) w% G3 n$ \7 O
#endif
2 f$ I% q) W( h1 v) F
nHour--;
1 S% T7 a6 J( ^6 D1 K
if( nHour < 0 ) nHour = 0;
7 @; K8 k4 g$ T+ S
if( nHour > 23 ) nHour = 23;
7 o* H$ a" m1 |9 U0 p; x
5 L$ s, C& B6 [; _4 x
//if( m_bFixedHour )
- ?0 R) G7 k' @4 b4 p$ u9 O
// nHour = m_nFixedHour, nMin = 0;
5 B- i7 F" p I D- J: u7 h
LIGHTCOLOR lightColorPrv = m_k24Light[ ( nHour - 1 == -1 ) ? 23 : nHour - 1 ];
$ D+ v: [' O1 v) @6 x
LIGHTCOLOR lightColor = m_k24Light[ nHour ];
% \2 c) O4 n! M; q T5 ]; m8 W
) ^$ e6 z' ~+ l" N: Q3 A- p9 Z
//m_lightColor = lightColorPrv;
+ u- \" U& v( Z9 c7 f" h$ Q9 W
lightColorPrv.r1 += ( lightColor.r1 - lightColorPrv.r1) * nMin / 60;
" K {+ P8 p& l$ g, d: ^9 C
lightColorPrv.g1 += ( lightColor.g1 - lightColorPrv.g1) * nMin / 60;
9 t' k5 w0 z0 b) b: z
lightColorPrv.b1 += ( lightColor.b1 - lightColorPrv.b1) * nMin / 60;
1 ~- b/ m$ R! {# W( R
lightColorPrv.r2 += ( lightColor.r2 - lightColorPrv.r2) * nMin / 60;
8 L+ u. }- g! j& u7 F
lightColorPrv.g2 += ( lightColor.g2 - lightColorPrv.g2) * nMin / 60;
; T& J: T3 j- e/ [$ n2 i
lightColorPrv.b2 += ( lightColor.b2 - lightColorPrv.b2) * nMin / 60;
$ A4 i3 f+ p$ p' Z: `
// 60(minMax) : 15(curMin) = 0.5(colorDistant) : x(curCol)
# N; ^/ }" D9 C# i7 { e9 M
# l, I; K' e9 ]
// à??μ oˉè*
( g7 D9 ?3 F4 k
pLight->Diffuse.r = lightColorPrv.r1;
2 \9 p7 S+ \) O: _
pLight->Diffuse.g = lightColorPrv.g1;
5 o1 p8 U% g; P& W' ?
pLight->Diffuse.b = lightColorPrv.b1;
% X! J! h& r+ e# `7 J
// oˉè* ??à?
. b+ m$ q' i* G) _; O$ D
pLight->Specular.r = 1.0f;
+ c6 J' i6 A; G: |6 t, r
pLight->Specular.g = 1.0f;
! v. F! d6 P# p$ h7 b2 z
pLight->Specular.b = 1.0f;
2 K6 ]0 o8 n. _! n
// àü?? oˉè*
4 A- s- G5 v7 G I! `7 x
pLight->Ambient.r = lightColorPrv.r2;
" l: G8 A2 s9 n( i
pLight->Ambient.g = lightColorPrv.g2;
+ W* Q$ `( H# N* q5 ^4 m5 ~
pLight->Ambient.b = lightColorPrv.b2;
8 U Q) Z/ K9 T% }# W3 B
6 l. R/ d* T K- b: J% Q" Y# R: ]
if( g_Option.m_nBloom ) // ???t?? ?é??àì ??á?à?à??? á??íà? á? 3???áà?? ??′ù. ?è±×?ˉ?é 3ê1? 1à??.
1 S7 o# b, d- M6 p
{
" l4 s n$ E* }, s x
pLight->Diffuse.r *= 0.6f;
2 d4 g. f+ Q/ O3 m; v
pLight->Diffuse.g *= 0.6f;
6 X u# {0 l, H8 c
pLight->Diffuse.b *= 0.6f;
7 r! M( i4 q* f( |* }' j- I. c
pLight->Ambient.r *= 0.7f;
" A; i5 {$ Y: u/ m5 B, P! w* ?( k$ a
pLight->Ambient.g *= 0.7f;
. V+ L, N. V: F1 Z4 E
pLight->Ambient.b *= 0.7f;
% S8 J' Y' D' V) N: E8 u( F
}
" G2 i2 F) f6 H; D* z5 D' C
) K( |* d9 p: V* o, Z% r/ A; N
#if __VER >= 15 // __BS_CHANGING_ENVIR
j- W. u& r, @ H4 ^& n* B
if( g_pPlayer )
" q6 a* v+ g1 K& I8 G( D2 f: R
HookUpdateLight( pLight );
& y; K* E0 L; c/ ]$ J
#endif
# V5 ?5 u: o) Z6 T7 F
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
: r% H; N$ j: S/ G
( Z. p' }. E0 v1 Q& j8 x1 }! l0 u d
#ifdef __YENV
" U& I N* K; n# \( w, w
pLight->Diffuse.r *= 1.1f;
( L: K+ o' M$ r p
pLight->Diffuse.g *= 1.1f;
' A: n" T, p# y3 G1 }
pLight->Diffuse.b *= 1.1f;
! L8 z& s) A: G# ^! [) s! Z# I
// oˉè* ??à?
- Z+ [- f9 }% P0 Y/ @9 L5 T
pLight->Specular.r = 2.0f;
0 C4 }) t: f2 I3 v! k& f1 |
pLight->Specular.g = 2.0f;
4 K* J) D2 b6 j E: H1 i9 o% V- t2 m
pLight->Specular.b = 2.0f;
! @1 C( ~7 m2 g0 V
// á?oˉ
, E+ j, ?( J0 a4 o$ \; `
pLight->Ambient.r *= 1.0f;
! W5 B* C) o! g0 `. H
pLight->Ambient.g *= 1.0f;
5 U, |$ B" w9 u' B$ n( }
pLight->Ambient.b *= 1.0f;
3 B0 n u) w6 j- _+ i, D& N
#else //__YENV
3 I" L7 Z! d% j+ p& x% `$ q- o" B
pLight->Diffuse.r *= 1.1f;
! u: A6 M, M& q& F1 q0 U
pLight->Diffuse.g *= 1.1f;
+ j6 ]( |+ t/ P
pLight->Diffuse.b *= 1.1f;
* y7 y3 S: q) O" q8 d
// oˉè* ??à?
7 ^) w* ~* B- a
pLight->Specular.r = 2.0f;
( i7 b; R9 o7 y* m$ n
pLight->Specular.g = 2.0f;
/ C$ J4 R% ~* Z$ |
pLight->Specular.b = 2.0f;
& H4 d& D) | E5 {9 y: S. n
// á?oˉ
, N9 f6 U* V2 U& C2 G, c) `) k
pLight->Ambient.r *= 0.9f;
8 M) [; y$ ^9 z2 O% l
pLight->Ambient.g *= 0.9f;
# m3 N* ], J: |# g
pLight->Ambient.b *= 0.9f;
" z5 L8 \& g3 _9 a2 m9 f3 o6 w
#endif //__YENV
4 ^. k5 o! k$ ?* `* ^$ V
, ~9 J# [! I ~) g' K7 l4 j
memcpy( &m_light, pLight, sizeof( m_light ) );
5 X7 H3 K& b5 F- h9 O
* X; p+ I+ J) z- a
D3DXVECTOR3 vecSun=D3DXVECTOR3( 0.0f, 0.0f,1.0f);
2 y/ [9 C' p3 R. w( \8 V! K; ?
D3DXMATRIX matTemp;
" T3 y7 i0 B' z9 y' f
static const float CONS_VAL = 3.1415926f / 180.f;
1 z' }! k; t) z2 f! S. M
, P4 Z6 P! r4 I O& ^0 G
D3DXMatrixRotationX( &matTemp,(m_skyBox.m_fSunAngle +180)*CONS_VAL);
$ M2 ^' \% { X1 H9 j4 E) f7 I, ]9 J0 K
D3DXVec3TransformCoord(&vecSun,&vecSun,&matTemp);
+ m1 Z; s$ `( v& ?: D) f% Z8 M) l9 B
pLight->SetDir( vecSun.x, vecSun.y, vecSun.z );
/ E$ n0 T7 S5 k; f/ |8 U+ I
pLight->Appear( m_pd3dDevice, TRUE );
8 d" u2 g$ c& f$ A* e( f
, N) U* m/ k; `0 A
// D3DXVECTOR3 vecSun = D3DXVECTOR3( 0.0f, 0.5f,0.5f);
! X- Y8 w' N5 V, \* O
// D3DXVec3Normalize(&(vecSun),&(vecSun));
4 o1 r7 j, e9 Y M4 O
// pLight->SetDir( -vecSun.x, -vecSun.y, -vecSun.z );
3 [' t$ h+ Q% C
, L g4 d* n* V
DWORD dwR, dwG, dwB;
' j! {+ N3 h& R
dwR = (DWORD)( pLight->Ambient.r * 255 );
4 [+ S( E; z* \. ]& L/ G9 B
dwG = (DWORD)( pLight->Ambient.g * 255 );
7 W3 ]0 W+ P8 g) L; G( B
dwB = (DWORD)( pLight->Ambient.b * 255 );
" t9 [! D; f/ g! H1 N- C5 C! [
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
/ p7 j4 I; [3 d o0 t% X
}
. b4 M3 A8 Z! [% Z2 y: X
}
3 Y1 z* S2 \8 e# f1 p A
& Y7 }2 H9 R* X- M
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, bLight );//m_bViewLight );
4 p. b- N+ }9 k" N# T) \; {: Y
m_pd3dDevice->SetRenderState( D3DRS_AMBIENT, dwAmbient );//D3DCOLOR_ARGB( 0,0,0,0) ); //m_dwAmbient );//D3DCOLOR_ARGB( 255,128,128,128) );//D3DCOLOR_ARGB( 255,50,50,70) );
3 l8 Y" p, P- ?0 x+ f
::SetLight( bLight );
4 j6 ^# D4 L; ~' U8 @+ y
7 B+ i* ]4 [3 R
// ±ao? ?D?í???ó á¤à?
9 w/ K# u+ e( K4 _. {8 b
m_pd3dDevice->SetMaterial( &m_baseMaterial );
7 c& D" N5 Q8 c0 N1 F
3 w2 z) g2 ^4 }; I7 n( B' ?/ g
#endif // not WORLDSERVER
- b/ J' I& J s) s$ z" u
}
. t1 D( }3 n a2 ~# u2 g$ l
并更换
9 j/ \ A4 W" Q o
Code:
7 c0 G3 @: w- ]; G3 n
__FLYFF_INITPAGE_EXT
6 f8 H4 f. R, f" G/ { v5 Q
定义
* W/ }& \4 W4 o: e9 z
, V) ~$ |- ?& p2 j
+ {# _. b+ w/ j0 |0 Q
" {& `" q5 x6 e+ ~+ j+ t' U& E
$ i" i- i M8 W g3 h. ^
现在终于删除我的狗屁加速...
) v7 g, N0 M4 t7 o; H- s5 t( x
( M6 z( I9 t0 E- b4 z$ G# j
8 b, f+ d! N" S! m8 `
, R8 f- P1 ]' A9 O8 Q" C/ ^; {
欢迎光临 飞飞世界论坛 (http://ffwold.com/)
Powered by Discuz! X3.2