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:
3 x% C+ k2 `% O* l" o( b& L3 d
尾翼:
; ]# V3 e) R. o7 D
. q; E- C0 J# T5 y1 u
代码:
; _5 V) _# M, \, Z0 ]6 G
CWndAutoFood::CWndAutoFood()
' L# K3 }" H1 P7 C" u
{
# W6 n) z/ F' y: D+ C s8 L( g4 j
m_pItemElem = NULL;
6 n* L7 `2 I k1 T9 b$ K4 _- k6 W
m_pTexture = NULL;
9 p- [* n0 g! v1 d
bStart = FALSE;
4 w8 j+ W; u0 ^; E
}
; ]1 e7 \, h' s8 m. Y
7 c, t5 P) b) F
CWndAutoFood::~CWndAutoFood()
1 W! g- ?. E4 V) `: F
{
) @9 g: E. E! ]! M6 @
AfxMessageBox( "AutoFood ist gestorben
" );
+ N, L. p# I. b8 j* m" X1 e$ c
}
) ?* D4 d- f* n3 s W
BOOL CWndAutoFood::Initialize( CWndBase* pWndParent, DWORD nType )
! @6 v# g, w7 {: b( ?6 t0 P
{
- e( j0 L1 l4 M. Z$ ^: c: e9 F
return InitDialog( g_Neuz.GetSafeHwnd(), APP_AUTOFEED, WBS_MODAL, CPoint( 0, 0 ), pWndParent );
0 a7 [9 F, r3 I
}
7 T' L& B. h' C8 [( `
3 t6 N' q( K/ a0 U. d! ~" `) H
BOOL CWndAutoFood::OnDropIcon( LPSHORTCUT pShortcut, CPoint point )
3 j/ u3 }) [& V
{
* d5 c$ b& v+ i/ E4 ?
LPWNDCTRL pWndCtrl = GetWndCtrl( WIDC_CUSTOM1 );
9 H* z' S$ o8 R% }
CRect rect = pWndCtrl->rect;
5 `* K9 u) t9 L
if( rect && rect.PtInRect( point ) )
* {' F( N F) |7 J5 f% m
{
% x* a0 B6 G5 W: ~! Q- P
CItemElem *pItemElem = (CItemElem*)g_pPlayer->GetItemId( pShortcut->m_dwId );
4 M5 T1 q& m; S- a4 ]
if( pItemElem && pItemElem->GetProp() && pItemElem->GetProp()->dwItemKind2 == IK2_FOOD )
2 \6 Q7 i8 G! L, w* b# Q1 S
{
# M4 e0 z5 D3 Q0 T% x% |
if( m_pItemElem )
0 w% e! @5 J+ Q0 y% p# w% l
{
8 q1 ^% N6 S9 t9 z
m_pItemElem = NULL;
; e) d( r, p I6 _8 `! S/ Q
}
0 c" _) R, Q9 |2 V1 M4 U$ c1 {
m_pItemElem = pItemElem;
# W3 `2 [6 \) h& X3 z
m_pTexture = CWndBase::m_textureMng.AddTexture( D3DDEVICE, MakePath( DIR_ITEM, m_pItemElem->GetProp()->szIcon ), 0xffff00ff );
: x/ t3 w! k6 d8 J
}else{
. ?2 a! o7 G* S/ N: Y
SetForbid( TRUE );
" y6 |: A0 B2 L) l) p
}
1 p/ w8 T2 H1 o1 E! s
}else{
' q# j& O* b/ r4 A j6 M
SetForbid( TRUE );
6 e& {4 ^ a/ t5 P& m; P
}
' J9 Z1 u P+ D$ ~% j6 j0 n' W
return TRUE;
* c+ t1 k; x1 w/ g* J
}
- r- n! c/ E4 j, o' y
* f( X1 o D) B6 M- \) M' {$ f
BOOL CWndAutoFood::OnChildNotify( UINT message, UINT nID, LRESULT* pLResult )
3 F7 \5 N# V# c
{
4 L' i- S1 ?0 O
switch( nID )
) {. ?6 {# c7 D' _0 V- L: i
{
' r$ k, _: e2 {. L7 r+ C- a
case WIDC_BUTTON3:
) c d- U- G# D. R8 J% a
{
& V. ~7 ^. d6 v
bStart = TRUE;
1 f P8 c+ q2 C4 T4 \* K
break;
6 N7 \- C: P: C- {- u) D
}
5 `' m# p: H& A7 u/ M% q9 ~! a
case WIDC_BUTTON4:
9 p# ^: V2 K- a4 e! r5 b! \3 A
{
( s2 c% @+ x* Z; n
bStart = FALSE;
# w N, R$ }8 q( b" l; c
break;
' O6 A8 B7 K2 k6 o/ {
}
5 W2 N' |2 @3 A0 j& Q, U/ F! b4 I
}
/ Q; j3 K- c1 f" _$ J
return CWndNeuz::OnChildNotify( message, nID, pLResult );
; P5 ]7 k! d2 \( z
}
1 x% Y5 b2 L+ \# _4 ]
void CWndAutoFood::OnDraw( C2DRender* p2DRender )
1 U/ a% B8 t8 d4 n$ j1 A
{
5 g }9 b% z0 W! C4 a
CWndButton* pBtn = (CWndButton*)GetDlgItem( WIDC_BUTTON3 );
, ]8 t- [7 k! N
if( bStart || !m_pItemElem )
; |( F; o1 K; F. l. @0 s: ^
{
4 N8 C' j2 K; i5 J7 [
pBtn->EnableWindow( FALSE );
# z5 ^5 y7 l' h6 _% k
}else
. g- G3 r$ O: ~9 v& Z
pBtn->EnableWindow( TRUE );
; k' x6 f$ b2 U. Q; B: _
if( m_pTexture )
) h7 s& `) K. }+ Z8 U
{
& h/ h8 J9 z' _; B p
LPWNDCTRL wndCtrl = GetWndCtrl( WIDC_CUSTOM1 );
4 Z, j) D" e( x: d5 b$ H
if( wndCtrl && wndCtrl->rect )
. }$ H* Z+ x: S5 ]* ]
{
$ V1 ^. q2 _" R: F9 O5 U3 ?2 M- D2 ?
m_pTexture->Render( p2DRender, CPoint( wndCtrl->rect.left, wndCtrl->rect.top ) );
4 `% t9 s7 E6 W/ x' {8 q5 x) v
}
8 C/ x2 g S8 b/ |! p
}
- @2 o* c7 Q+ Q7 y) s
}
8 h+ v1 J6 r8 Q5 G) _/ p( V9 g6 A
6 t6 o: K4 A- V3 G- t9 ]3 G5 C
BOOL CWndAutoFood:
rocess()
" ^! L8 k4 k e# Q2 h
{
4 {- j" q/ M! U1 z
if( bStart )
- {5 K) y* v# n' h% \ A$ O: s
{
1 c- u9 f1 ^' y" T
if( m_pItemElem && m_pItemElem->GetProp() && m_pItemElem->m_nItemNum > 0 )
: h4 U/ e4 Q8 H8 A6 g6 L
{
! ^0 j% G8 E4 S. [! e" x
if( g_pPlayer->m_cooltimeMgr.CanUse(g_pPlayer->m_cooltimeMgr.GetGroup( m_pItemElem->GetProp() ) ) && m_pItemElem->GetProp()->nAdjParamVal1 + g_pPlayer->GetHitPoint() <= g_pPlayer->GetMaxHitPoint() )
+ D, \( e9 T' ^+ |( s4 V1 a
g_DPlay.SendDoUseItem( MAKELONG( ITYPE_ITEM, m_pItemElem->m_dwObjId ), NULL_ID, m_pItemElem->GetProp()->dwParts );
" M9 w, O1 S9 y# Z8 S: i
}else{
* E* b2 t& Z8 ~2 r
bStart = FALSE;
' \( g/ R: d% d! C; ]( D1 X
m_pItemElem = NULL;
) v5 ?8 q( A9 i
}
0 C+ L& B% ~ d5 W* h" F- r
}
6 r0 `2 C7 ~6 S1 p) a1 `& c. ?/ v
return TRUE;
6 K; _, [0 E* v! C7 W+ L
}
# J6 Q Z9 h( d B
; ~; b& y( N, o* N
登录视频废话:
1 D9 `& a _; r* y
尾翼:
( ~! {2 S; l! ^+ L3 l) H. G
9 D' B/ D/ ?! C9 j# O4 D6 C
代码:
# v, J, r1 X* W1 ~8 s+ `( h9 }
# L. U n K$ k) T3 R$ l
void CWorld::SetLight( BOOL bLight )
0 W+ K: Q9 _* T
durch
# I, m8 E& x7 k4 z
Code:
; ^* R2 g# Q0 s% b) C' e- N: {7 }& F/ j. Z
void CWorld::SetLight( BOOL bLight )
7 V. Z) s7 a% x
{
. D3 l M! x0 O% w" d) N
//ACE("SetLight %d \n", bLight);
9 S' b: O$ W; a% r+ Y% J
. X. k) \" L) Z; ]0 l, J3 k, r' n0 P
#ifndef __WORLDSERVER
/ @5 u% d# Z6 i# M
DWORD dwAmbient = D3DCOLOR_ARGB( 0,0,0,0);
1 }0 c( z$ T0 z: Z* O6 l$ V
CLight* pLight = NULL;
9 t* V. E- D3 z B% u( c
. P V9 R" S0 }) l* p
D3DXVECTOR3 vPos = ( CObj::GetActiveObj() != NULL ? CObj::GetActiveObj()->GetPos() : D3DXVECTOR3( 0, 0, 0 ) );
3 p7 G( F" g# E4 q! j
* Y) N) ^7 }9 D
pLight = GetLight( "direction" );
1 m& R6 |0 I, l) j) c a( C/ ?
: S# s6 q0 G) ~3 L
#if __VER >= 15 // __BS_CHANGING_ENVIR
T; @8 U. D" n4 u
if( g_pPlayer ){
9 r# h5 B& Z+ L$ M6 V' G5 s$ B
ENVIR_INFO* pInfo = GetInContinent( g_pPlayer->GetPos( ) );
' |+ t( C* j/ [" F
if( pInfo && m_kCurContinent._bUseEnvir ) // ′??ú ?èàì°í ′??úá¤o??| àì???ò °??ì?? !!
; d+ S9 p# N0 c, r1 A6 C9 F
{
, x4 f0 |2 L+ Y' k. w* ~: A- v
if( pLight )
( l* P6 @: }" g! P
{
8 C$ v7 b, ^7 X* V& i6 U' N/ n
pLight->Ambient.r = pInfo->_fAmbient[ 0 ];
5 f6 T* J/ I3 X8 Z2 x: w( v5 G
pLight->Ambient.g = pInfo->_fAmbient[ 1 ];
; I7 [. X" Y& e o- u6 T
pLight->Ambient.b = pInfo->_fAmbient[ 2 ];
/ o6 r7 D" `* }& d8 W
, \9 V8 a/ }2 m: b! F9 k7 ?# A0 j- `* a
pLight->Specular.r = 2.0f;
+ ]' b& y# V8 F4 {: { j3 Q$ i
pLight->Specular.g = 2.0f;
" s P% S% |6 g/ D
pLight->Specular.b = 2.0f;
/ H9 U) T, x( z; t' u4 {* _( d( x
2 ?9 \6 \0 Y. x1 z" @6 }$ F3 e
pLight->Diffuse.r = pInfo->_fDiffuse[ 0 ];
4 t6 d! U# ?) ]& E& ?& i# {8 V
pLight->Diffuse.g = pInfo->_fDiffuse[ 1 ];
* | h& Q$ v/ w2 h
pLight->Diffuse.b = pInfo->_fDiffuse[ 2 ];
- h, h& x( f, w( W& W' {9 ~8 l
2 S8 L- Y* e, c- s' Q0 ]5 R" r
HookUpdateLight( pLight );
6 r$ Y2 o: Q2 R4 K6 A5 W
# k/ T8 @7 Y/ r3 I) A4 E
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
+ G2 u/ [7 r+ o0 s. [! I$ s
' D: D# e. b2 x
pLight->Diffuse.r *= 1.2f;
! E9 z c2 I6 I9 T0 G3 |% ^2 Y
pLight->Diffuse.g *= 1.2f;
9 w v$ T- o1 J3 m: X0 o# i* h
pLight->Diffuse.b *= 1.2f;
0 n7 y+ E$ k& p2 L2 x8 i9 A/ ?; T
, u2 t: Y2 n/ O. p2 @1 x
pLight->Ambient.r *= 0.8f;
( d8 q, r. U+ {$ w6 X8 G q
pLight->Ambient.g *= 0.8f;
, K L+ J% s/ s1 e) Z' v
pLight->Ambient.b *= 0.8f;
: D6 V! T+ s4 ?5 S1 {/ q
- n8 w' T- l) x! d3 M, z% f3 O" }
memcpy( &m_light, pLight, sizeof( m_light ) );
: p! t" R. x; u! ? ]
L5 f% F5 l$ U% w5 m( ~# f& N
D3DXVECTOR3 vecSun = D3DXVECTOR3( 0.0f, 0.5f,0.5f);
t! _1 x4 K# i+ @- P
D3DXVec3Normalize(&(vecSun),&(vecSun));
- c& j* @6 {) {7 A/ _
pLight->SetDir( -vecSun.x, -vecSun.y, -vecSun.z );
& g! e7 D3 v/ W }2 H: r1 ]7 b
pLight->Appear( m_pd3dDevice, TRUE );
# W) L8 s' Q4 ]9 U9 i- }" ~5 b
7 C4 \' i( t9 W, ~ I9 a
DWORD dwR, dwG, dwB;
$ ^" H3 w+ |% I0 b3 @$ s# Y2 U; ?$ u9 P
dwR = (DWORD)( pLight->Ambient.r * 255 );
9 {, W$ T: O+ k( Y& ~+ @$ q6 }
dwG = (DWORD)( pLight->Ambient.g * 255 );
. y0 Z" v8 z0 n$ q$ c
dwB = (DWORD)( pLight->Ambient.b * 255 );
) p2 `5 Y& B$ G
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
" v! E7 ^5 X3 L7 m* \/ y- o
}
' ^' U0 F4 o7 N) Q2 _7 f
}
R. }4 ?5 I, O# H
}
4 \; ]/ c* w( F3 D% ^$ W! h9 f
else
3 W* g5 s- L: i$ A
#endif
& n1 R. @: @ ^6 w4 m
9 B5 }- {0 F1 E5 n& D/ n
if( m_bIsIndoor )
' }$ s4 m9 G) I( y1 b
{
' I4 G/ _. I! v+ E3 X( |
if( pLight )
2 A; \4 `- X/ d' Y7 ?1 l% Q, a
{
5 Q' [ \) C/ S& F2 J; d
// à??μ oˉè*
, p5 `( m" C: z- A( F( d
pLight->Diffuse.r = ((m_dwDiffuse>>16) & 0xff) / 255.f;
- q$ l; o E2 q8 y
pLight->Diffuse.g = ((m_dwDiffuse>>8) & 0xff) / 255.f;
7 |) W# S/ l) _) c1 K# S
pLight->Diffuse.b = ((m_dwDiffuse) & 0xff) / 255.f;
! x- C+ g0 K5 e' B5 s1 |
/ M( E: `9 ^1 x" x
// oˉè* ??à?
3 I0 g6 l" D# r2 p
pLight->Specular.r = 1.0f;
. z. Z1 `6 u8 R1 _& r& y; p
pLight->Specular.g = 1.0f;
# \; B* Z" y! b" B6 ]9 J
pLight->Specular.b = 1.0f;
& o" Q8 G- S7 i( G6 ^
// àü?? oˉè*
a0 q8 @% g% q1 u9 l
pLight->Ambient.r = ((m_dwAmbient>>16) & 0xff) / 255.f;
- W* o) h; P! ^; P& }
pLight->Ambient.g = ((m_dwAmbient>>8) & 0xff) / 255.f;
n* O) I# W# }5 J% z# H
pLight->Ambient.b = ((m_dwAmbient) & 0xff) / 255.f;
# c& U Y/ j. g; W( @; K; d+ v
7 Y; t8 x- h+ f& B, r/ Y
if( g_Option.m_nBloom ) // ???t?? ?é??àì ??á?à?à??? á??íà? á? 3???áà?? ??′ù. ?è±×?ˉ?é 3ê1? 1à??.
5 _% b0 G- Z% ` h; Z
{
# i( u- T2 e, H* V* x: w
pLight->Diffuse.r *= 0.6f;
9 N2 {6 a5 N. Q) x b
pLight->Diffuse.g *= 0.6f;
3 h& A5 T0 C+ o5 }7 r2 s
pLight->Diffuse.b *= 0.6f;
: o" U' T- C6 x
pLight->Ambient.r *= 0.7f;
- y( V& F R( y" m6 I
pLight->Ambient.g *= 0.7f;
% N3 h+ S1 u" d4 \" K) ?1 N6 }
pLight->Ambient.b *= 0.7f;
1 j# O+ R0 P/ G5 s) w0 c, O
}
2 _8 @( b7 G/ F n/ X! {4 d+ m
$ C7 l4 Z- w: x& @7 ?! }! d
#if __VER >= 15 // __BS_CHANGING_ENVIR
1 U' | X6 h6 }8 x8 V- G: z
if( g_pPlayer )
4 m& Z7 \- K1 |' u
HookUpdateLight( pLight );
+ H) _0 z2 G6 s2 R, _) M
#endif
^" U0 H1 b7 d' N
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
4 ^: L1 p" D7 E7 t
. N* }9 _; x4 E; ^) I
pLight->Diffuse.r += 0.1f;
" j8 P+ o; d8 Y% |5 Y/ {& X
pLight->Diffuse.g += 0.1f;
4 G" J4 R, A4 m
pLight->Diffuse.b += 0.1f;
. ~1 H z3 b! k6 m" \5 z
// oˉè* ??à?
; R% t9 R6 |. _/ {* ?9 v
pLight->Specular.r = 2.0f;
9 S) J+ Q; c) j3 l9 n# B
pLight->Specular.g = 2.0f;
* \. S' b4 \9 ~2 J; D1 r
pLight->Specular.b = 2.0f;
4 T) W: }3 h0 }: `: ?
// á?oˉ
% ~# U {3 p! k, @! \+ q
pLight->Ambient.r *= 0.9f;
! `4 \% _/ z q- S4 C
pLight->Ambient.g *= 0.9f;
6 D0 ?3 J2 y$ B. i3 I
pLight->Ambient.b *= 0.9f;
$ ]* W8 Y2 j5 O
7 F6 q% e% Q$ Z% c
memcpy( &m_light, pLight, sizeof( m_light ) );
. B& a2 @ u2 a, T
1 |3 L' v/ H4 Q# P- M' Q% d
pLight->SetDir( m_v3LightDir.x, m_v3LightDir.y, m_v3LightDir.z );
% v3 w7 W/ k7 G) j8 d p y; ]
pLight->Appear( m_pd3dDevice, TRUE );
+ ~: F7 P1 k! A9 r3 ]
& V' @1 C, v0 i0 F% {. h
DWORD dwR, dwG, dwB;
9 u& p, i- M% U3 r
dwR = (DWORD)( pLight->Ambient.r * 255 );
$ v# O/ i) H2 O/ C7 ?) X1 L( H* O
dwG = (DWORD)( pLight->Ambient.g * 255 );
! [/ f4 v/ y! d
dwB = (DWORD)( pLight->Ambient.b * 255 );
: @( n. P0 k6 y6 j: l
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
+ n0 f0 b7 w5 j0 x: M+ N
}
, e' A- H% }, O/ @; w G( c
}
2 J8 \; ~0 N% V0 g. D! G
else
- r- U- a: ~. I5 q6 d$ p
{
[6 D$ u: h8 }4 N
if( pLight )
; k- D9 z$ { \ O# |) @- p+ v+ r
{
: }9 h: l7 ^. k9 ?' ?6 j
4 U9 [8 b. E3 `# U
int nHour = 8, nMin = 0;
8 \$ s3 E+ a7 s& c; ?
#ifdef __CLIENT
* K) B2 u9 ?% _6 W, R
// ???óàì?e??′? ??°£à? g_GameTimer???* °?á???′ù.
" r; ?9 n; A3 D/ T8 s# ^
nHour = g_GameTimer.m_nHour;
/ G, I$ i/ {$ @" U" j
nMin = g_GameTimer.m_nMin ;
4 y* X6 \1 `! t# o l
#else
# |* e8 W, a. j8 G; q7 m7 D& u
// o??o??′? ??°£à? m_nLightHour???* °?á???′ù.
. |" _* ^! V5 t( q6 c7 a7 W
if( m_nLightType == 1 )
- \! m8 b- Q% R( g5 b- p" j g
nHour = m_nLightHour;
# A0 o* E: I8 `& H
#endif
6 b7 B( U# n& t( y0 q& m& k
nHour--;
, }* P+ B0 P) \" o# h
if( nHour < 0 ) nHour = 0;
* E! p+ @$ j, p4 O& I* k; ^# R* |
if( nHour > 23 ) nHour = 23;
/ t; a9 s9 c# q5 ?7 @( I( m: w
$ I( q8 X' ~: F' x j9 f s- b, e
//if( m_bFixedHour )
' z7 m; q v( N2 T* A
// nHour = m_nFixedHour, nMin = 0;
) ]6 F" ^3 Z9 B6 S, X4 o
LIGHTCOLOR lightColorPrv = m_k24Light[ ( nHour - 1 == -1 ) ? 23 : nHour - 1 ];
( V+ c) b9 q8 x' O# X4 Z
LIGHTCOLOR lightColor = m_k24Light[ nHour ];
u6 W# D, k0 U% G4 w1 n" W9 \# ?
5 N) M7 Z, N* D2 l/ \) M0 w) u
//m_lightColor = lightColorPrv;
. u! n! w C! O- J$ p W3 _
lightColorPrv.r1 += ( lightColor.r1 - lightColorPrv.r1) * nMin / 60;
8 l9 n2 [4 e# u
lightColorPrv.g1 += ( lightColor.g1 - lightColorPrv.g1) * nMin / 60;
0 D! m- `5 Q% A* c1 e. Y' ^; F4 A
lightColorPrv.b1 += ( lightColor.b1 - lightColorPrv.b1) * nMin / 60;
' ~: B% e) R/ c0 l7 B9 Q
lightColorPrv.r2 += ( lightColor.r2 - lightColorPrv.r2) * nMin / 60;
( f. u! w! n7 c' u/ O) l& n6 h
lightColorPrv.g2 += ( lightColor.g2 - lightColorPrv.g2) * nMin / 60;
) z! g8 n2 |6 P' c. M
lightColorPrv.b2 += ( lightColor.b2 - lightColorPrv.b2) * nMin / 60;
4 v# w/ D1 S( O5 }- {. R+ X
// 60(minMax) : 15(curMin) = 0.5(colorDistant) : x(curCol)
! z$ B2 D, o! Q* r+ F+ _2 X, H
* f# i( R/ l5 S. Q
// à??μ oˉè*
% W" T" e6 h; D$ m
pLight->Diffuse.r = lightColorPrv.r1;
4 b; a) l/ \1 s$ J
pLight->Diffuse.g = lightColorPrv.g1;
* ~2 E, z {9 C o
pLight->Diffuse.b = lightColorPrv.b1;
7 l5 v' N! a6 _2 g0 E4 ~
// oˉè* ??à?
! c4 `# D& G" w0 ^! z
pLight->Specular.r = 1.0f;
. A; i' L( v( Q3 l
pLight->Specular.g = 1.0f;
( I% Z$ J5 u# j7 t
pLight->Specular.b = 1.0f;
- e: k- c; u; z
// àü?? oˉè*
8 u1 G; ]& A8 q/ n- b+ s) W
pLight->Ambient.r = lightColorPrv.r2;
* [- E- I( @& d# }5 r; p
pLight->Ambient.g = lightColorPrv.g2;
7 l& U' B9 i& U0 s1 v
pLight->Ambient.b = lightColorPrv.b2;
0 H( s4 k! T, F# c
3 O$ F( ~. h7 X* Y' i& @2 Z
if( g_Option.m_nBloom ) // ???t?? ?é??àì ??á?à?à??? á??íà? á? 3???áà?? ??′ù. ?è±×?ˉ?é 3ê1? 1à??.
, t3 N& S k" _, r! D7 N
{
) c8 v. c+ V$ W# I# u
pLight->Diffuse.r *= 0.6f;
% x* ]1 }5 x3 C3 @
pLight->Diffuse.g *= 0.6f;
0 y3 `' g1 P( i
pLight->Diffuse.b *= 0.6f;
( J: l7 J- g0 u' g5 a3 A9 c/ m
pLight->Ambient.r *= 0.7f;
3 R- `* E& ^ i+ X' \) q2 ?
pLight->Ambient.g *= 0.7f;
1 g0 S4 C1 D+ c( b- _
pLight->Ambient.b *= 0.7f;
1 A$ C* |" ^6 B* ^( U
}
7 w; J1 ]% Q( Q/ m8 q
$ e. m/ W2 ~+ c7 l3 {) [
#if __VER >= 15 // __BS_CHANGING_ENVIR
! x0 B* T7 T7 }( ^9 `) w
if( g_pPlayer )
, X: ?2 g( p! w+ H- i& U
HookUpdateLight( pLight );
$ m' F, l& ~' d; D
#endif
% o9 C: l( U$ I
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
4 h0 A) P, {5 m4 c1 v
" K! h4 Q9 `- V" {: J) f6 }
#ifdef __YENV
& {5 c' ?1 v+ k) Y! O
pLight->Diffuse.r *= 1.1f;
1 z; @1 |1 Y7 l/ X$ R K$ a j8 G
pLight->Diffuse.g *= 1.1f;
3 M3 e+ B( P- X
pLight->Diffuse.b *= 1.1f;
/ Z- g5 I7 c1 }" _9 g7 [
// oˉè* ??à?
/ u; f h+ G, S% k
pLight->Specular.r = 2.0f;
; ]6 K5 ~1 l3 P+ a @: K
pLight->Specular.g = 2.0f;
3 H) T% x( k5 r4 |
pLight->Specular.b = 2.0f;
o; }/ P* ?/ T6 {4 g2 J! a0 F
// á?oˉ
- `% e2 W% N' b: M4 ~! f) i4 D
pLight->Ambient.r *= 1.0f;
# i0 l; J9 i9 q
pLight->Ambient.g *= 1.0f;
* T+ u: B- ~0 U, s7 E2 |+ h
pLight->Ambient.b *= 1.0f;
/ y: f. Z2 Y. w$ X8 b
#else //__YENV
* t0 m- b; |: O& d- C0 t7 g
pLight->Diffuse.r *= 1.1f;
7 E- `2 |* t, a+ t) y1 j8 P
pLight->Diffuse.g *= 1.1f;
+ I) G9 Y+ l+ {$ K
pLight->Diffuse.b *= 1.1f;
' T; I7 Z% l0 l9 H. A6 n0 O5 t' I
// oˉè* ??à?
4 w& Q* K- |( d0 \: ? j! d
pLight->Specular.r = 2.0f;
/ B4 ?8 y! ~# q* S6 I. k1 V! g
pLight->Specular.g = 2.0f;
. w* T! Z% F7 \0 I
pLight->Specular.b = 2.0f;
0 k) `; Y! f( x! Y2 }
// á?oˉ
& V" x" @$ O" t5 L9 |
pLight->Ambient.r *= 0.9f;
. ?0 x! M4 ^# S' C: G6 Z
pLight->Ambient.g *= 0.9f;
5 w& V* _7 Z" _5 z4 Z" e$ W% G- s f
pLight->Ambient.b *= 0.9f;
+ {+ p- I; V' ~) a3 {6 A2 C1 S, ]
#endif //__YENV
M; F1 {) a/ H) W% a& F
; g" e$ C1 g% O& A. a U
memcpy( &m_light, pLight, sizeof( m_light ) );
9 F, H( u5 Z+ u% c" v5 u
6 T3 c' f: [ Z* H% Z* ^
D3DXVECTOR3 vecSun=D3DXVECTOR3( 0.0f, 0.0f,1.0f);
" b" w9 c. V9 I3 e
D3DXMATRIX matTemp;
) X0 o* ^" w* z7 v% Q
static const float CONS_VAL = 3.1415926f / 180.f;
# s' _" S$ {9 i
/ ~$ O9 C, n) p' N! E7 F
D3DXMatrixRotationX( &matTemp,(m_skyBox.m_fSunAngle +180)*CONS_VAL);
9 R' B$ t: y( e7 Q7 ] d0 e q8 a: q& ?
D3DXVec3TransformCoord(&vecSun,&vecSun,&matTemp);
( n+ M- t4 _. |: m- F5 e8 s0 r" B
pLight->SetDir( vecSun.x, vecSun.y, vecSun.z );
5 p6 }! R( ]% D: j6 [
pLight->Appear( m_pd3dDevice, TRUE );
, a$ P& a* J$ p- ], @
" f! @$ @1 C& z
// D3DXVECTOR3 vecSun = D3DXVECTOR3( 0.0f, 0.5f,0.5f);
# j" p, K0 I( `2 G) \
// D3DXVec3Normalize(&(vecSun),&(vecSun));
7 I* `' z: d% K" @3 i9 i6 ~
// pLight->SetDir( -vecSun.x, -vecSun.y, -vecSun.z );
* R% p$ D* v4 s
& X$ P- l9 k1 M2 v
DWORD dwR, dwG, dwB;
" n$ f0 x* t; R' i; b! M
dwR = (DWORD)( pLight->Ambient.r * 255 );
# F. {& J7 ?5 u) ^( K: @: S) N
dwG = (DWORD)( pLight->Ambient.g * 255 );
! w9 E, _. A7 M2 F V3 T$ r
dwB = (DWORD)( pLight->Ambient.b * 255 );
6 m$ T! _& O/ m0 ~& ^; X
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
/ x8 V- x9 `0 i
}
6 ~6 i3 B' T4 o+ d, e
}
- e9 s$ k+ }% D5 z+ J' S; J
9 Z$ I* Z6 ]# M0 y% K2 H
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, bLight );//m_bViewLight );
0 r$ b5 ?9 T. d8 s% S1 a' D0 h
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) );
. \6 P8 P1 ?) J7 o
::SetLight( bLight );
5 f4 L. L0 h4 P5 R& q" J" ~) [
8 L1 S# d+ K7 f9 `
// ±ao? ?D?í???ó á¤à?
+ R4 q8 L9 K! z9 O4 W' }
m_pd3dDevice->SetMaterial( &m_baseMaterial );
( ]8 F) l$ F4 n" B; b
* H3 \" n c$ W, s
#endif // not WORLDSERVER
# j5 X/ H8 d: n+ X; A5 V; R: {
}
; n6 d; L/ t8 M6 e0 v' |
并更换
1 r. i- q! T; ]1 S
Code:
* J' c! b5 j& [$ |$ c) `
__FLYFF_INITPAGE_EXT
+ g8 `$ q" k; K3 {0 o" r
定义
- L7 c! I8 y' I4 z; D0 O
- g- y8 ^' |8 A" z. u+ f0 E
+ [3 A: A) W6 W3 z$ V+ E8 o
7 e& m; w v( q! B
, b* h0 j6 Z2 r g
现在终于删除我的狗屁加速...
% n8 I1 j4 r4 {9 N8 O- ?' S
' [2 Q( s. L+ r& n, a# Z
n+ `/ v- k) v
0 |" k4 J( ^# y F
欢迎光临 飞飞世界论坛 (http://ffwold.com/)
Powered by Discuz! X3.2