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:
$ c' h( P D& ]1 Z
尾翼:
4 j* u G! J) Z5 W
J6 D" p/ A/ n
代码:
% l; K- P. P; m4 m$ |; @4 A
CWndAutoFood::CWndAutoFood()
9 ~3 K# D7 q ~/ C! [
{
" d& c/ D6 v3 L1 h E& i- g: w
m_pItemElem = NULL;
" g! G; M9 Y5 q
m_pTexture = NULL;
0 q4 X7 k z$ d" h7 b
bStart = FALSE;
2 U' u' `+ d+ i' w
}
" X( T L' R' }
5 m4 Y% \# N7 l/ D2 A8 F# L1 T* \
CWndAutoFood::~CWndAutoFood()
( n7 {. V+ q' N5 V
{
/ T( I7 U$ B4 s5 `4 _
AfxMessageBox( "AutoFood ist gestorben
" );
8 q4 K# a7 g E( G" s/ u
}
" n( [1 c( i2 c/ W/ W
BOOL CWndAutoFood::Initialize( CWndBase* pWndParent, DWORD nType )
! V9 `. g& Z7 H, M. y2 K m/ P
{
0 X' [4 ^$ k" b9 Y! J+ S' D
return InitDialog( g_Neuz.GetSafeHwnd(), APP_AUTOFEED, WBS_MODAL, CPoint( 0, 0 ), pWndParent );
6 D& Q- G/ v: E+ r* z+ c
}
. k, V: l X3 M' u3 n# d: C; V& s! f
# W0 g! @( l# @, |) v8 Q' G
BOOL CWndAutoFood::OnDropIcon( LPSHORTCUT pShortcut, CPoint point )
( z3 \0 ~) V$ \; t& n
{
* \+ [: N2 V8 H1 B) u5 `& n1 v
LPWNDCTRL pWndCtrl = GetWndCtrl( WIDC_CUSTOM1 );
4 y, J4 V/ I0 k# {8 @/ G. w5 y
CRect rect = pWndCtrl->rect;
6 S8 @, ?* j9 C n+ V; D8 Z
if( rect && rect.PtInRect( point ) )
$ D, c+ ~0 R K' R. j5 _! e5 n
{
) F& ?% f( j& D. B
CItemElem *pItemElem = (CItemElem*)g_pPlayer->GetItemId( pShortcut->m_dwId );
% m: X! k9 E( Y' |" c3 \
if( pItemElem && pItemElem->GetProp() && pItemElem->GetProp()->dwItemKind2 == IK2_FOOD )
t5 M* D" \, C& w2 Y4 G
{
5 j) j- ^' H. S7 c' l3 v
if( m_pItemElem )
0 }2 \3 |/ ]& v- f
{
[- O) L" |' D) I% R4 b
m_pItemElem = NULL;
3 L9 X+ ?7 C, _' A# d1 T5 B
}
1 A0 q0 e+ X+ d3 P
m_pItemElem = pItemElem;
* s" Y- u* a' {4 x5 w% C
m_pTexture = CWndBase::m_textureMng.AddTexture( D3DDEVICE, MakePath( DIR_ITEM, m_pItemElem->GetProp()->szIcon ), 0xffff00ff );
: l# A. \7 R4 i5 N5 d8 i
}else{
1 o S8 ?0 g/ v2 j
SetForbid( TRUE );
1 w9 Y w8 L* f; O* ^" A% I1 B
}
1 j! \, G( C) Z( q, w5 ]
}else{
b! I, ?; s: h+ E
SetForbid( TRUE );
) m3 f2 W1 T$ d' P' j& k4 i: e
}
; ~: d+ ]* G2 L9 O- J
return TRUE;
. R2 L2 A+ H4 \) V% k+ G1 L7 O) q5 e" l
}
6 [% l4 G5 _/ I- c1 a# |7 H' V
9 A- G, \( e1 I& k
BOOL CWndAutoFood::OnChildNotify( UINT message, UINT nID, LRESULT* pLResult )
3 y8 a+ c0 ?& X* ]( I2 f# O0 o7 v" {
{
2 i( E! \. V2 d. e
switch( nID )
- x/ b* ^4 E' [8 z
{
; {* I2 U/ W1 J& w
case WIDC_BUTTON3:
% O a3 |: W; A8 I
{
3 W1 p, m# K& R, h
bStart = TRUE;
/ B# U. b- O; k# Y! M
break;
( f+ X1 D* W; o' t
}
9 Z4 h& `7 f, U
case WIDC_BUTTON4:
7 S. K9 f5 M' S" J, j8 i9 v
{
& }' Y2 A7 _% o( V; [1 b% h; `
bStart = FALSE;
: t+ B$ O4 ^+ x$ O
break;
T! { i+ F) k8 |! C" ?( s
}
- A+ T) E2 Q0 F: B6 c
}
# @) A$ v6 a5 k$ C3 u
return CWndNeuz::OnChildNotify( message, nID, pLResult );
6 a5 s& |& G, G9 J3 ~/ v4 a, ]
}
, k6 ]+ N( a& p# E1 |
void CWndAutoFood::OnDraw( C2DRender* p2DRender )
" a! X+ ]" G" G2 Z* [
{
* m7 D; D* J6 S; \1 e
CWndButton* pBtn = (CWndButton*)GetDlgItem( WIDC_BUTTON3 );
; d' X: ^/ `& i, p! @* b
if( bStart || !m_pItemElem )
8 {0 J, g! d1 k0 x9 d* X
{
* T) V5 n# t) H1 H5 R5 F
pBtn->EnableWindow( FALSE );
3 O; Y+ X, r. x4 j
}else
6 c( \$ O0 F7 e# a% W- g: ^, `* P
pBtn->EnableWindow( TRUE );
; d# u' G- z% A
if( m_pTexture )
* f, ?8 ?, p, K* A
{
3 ]8 ]- n3 H1 { S
LPWNDCTRL wndCtrl = GetWndCtrl( WIDC_CUSTOM1 );
2 R7 N# G5 |2 m& ^" \
if( wndCtrl && wndCtrl->rect )
5 R' L( u# x- g- f; x2 c. E3 @8 m& ~3 r
{
% N, ?0 R7 I4 l) ~
m_pTexture->Render( p2DRender, CPoint( wndCtrl->rect.left, wndCtrl->rect.top ) );
r' I# x7 h1 P/ h0 f) ?9 e& g
}
% W' n" Z2 w, R8 R
}
$ G6 a9 y6 v4 z, w a. \
}
( Q; S6 u+ H( m8 ^. o& E
! G6 _0 `) y' E/ N+ W% | U
BOOL CWndAutoFood:
rocess()
4 z) v( p! q- y. Y; U
{
& p {% y) A9 N- M
if( bStart )
% p: W% s1 u4 `/ U2 I$ M+ S* s c$ O
{
* m* }* Q: ^+ V& y! T u# I
if( m_pItemElem && m_pItemElem->GetProp() && m_pItemElem->m_nItemNum > 0 )
- M; I1 e: }+ o$ ~$ p- C
{
) ?. t; V8 q8 [% }
if( g_pPlayer->m_cooltimeMgr.CanUse(g_pPlayer->m_cooltimeMgr.GetGroup( m_pItemElem->GetProp() ) ) && m_pItemElem->GetProp()->nAdjParamVal1 + g_pPlayer->GetHitPoint() <= g_pPlayer->GetMaxHitPoint() )
% `! Q' x& S8 P, |4 f8 o- N. c
g_DPlay.SendDoUseItem( MAKELONG( ITYPE_ITEM, m_pItemElem->m_dwObjId ), NULL_ID, m_pItemElem->GetProp()->dwParts );
# t( M+ g# T" ^6 Y* x Q: l( L2 o
}else{
' h: M" k6 m& @2 k
bStart = FALSE;
' H' _1 M; E# j5 |6 A9 I
m_pItemElem = NULL;
8 x3 j& Q# r' T* g* w/ h+ X
}
7 A! ?+ C8 ~" b1 ^
}
6 ^- V: M- Q: S7 L
return TRUE;
; Y6 T% r2 h( k$ G. D' u
}
' t) V- B; w+ j9 K
% l5 u6 |2 g9 F% _
登录视频废话:
8 |6 q" E I4 \# N
尾翼:
( S7 Y0 ^9 x" ~, `9 G
2 ^3 H* D6 F, q, D4 L
代码:
7 a: Z2 G& \$ h" T$ r" V- g
% f6 I, \# V d. Y7 e# m5 R
void CWorld::SetLight( BOOL bLight )
- R% W3 w& h) c7 C2 j1 Y, }
durch
. }) I. w5 i' E4 X
Code:
^+ v5 _2 h, V2 ^0 |, }
void CWorld::SetLight( BOOL bLight )
. s3 h9 n: h/ \4 c1 u
{
" [7 k. @* ~" V N/ j, @
//ACE("SetLight %d \n", bLight);
3 V9 p1 R' M3 A; X8 V2 ^
' A1 G0 H4 g- e; b8 v
#ifndef __WORLDSERVER
9 x! o5 \% k4 m2 \7 [# y
DWORD dwAmbient = D3DCOLOR_ARGB( 0,0,0,0);
0 G& \ a$ \/ @" E; E' {6 ]- U5 t/ }2 [5 D4 }
CLight* pLight = NULL;
0 O; T0 X o; {; ~0 W0 j1 W
" u: y0 K9 W, k. v! I
D3DXVECTOR3 vPos = ( CObj::GetActiveObj() != NULL ? CObj::GetActiveObj()->GetPos() : D3DXVECTOR3( 0, 0, 0 ) );
9 b+ ~. y* O: _8 G( Z
7 n2 A ~! N. _6 r/ I- A
pLight = GetLight( "direction" );
* H* o( E6 r) Q' C, t
[9 \: \5 D5 f
#if __VER >= 15 // __BS_CHANGING_ENVIR
p- @& h9 g1 l5 n0 a# y
if( g_pPlayer ){
! x R$ e" C. Z$ Y- r& ?" s
ENVIR_INFO* pInfo = GetInContinent( g_pPlayer->GetPos( ) );
2 e% N0 S. D# ?0 }+ I
if( pInfo && m_kCurContinent._bUseEnvir ) // ′??ú ?èàì°í ′??úá¤o??| àì???ò °??ì?? !!
- p$ v* p5 U L
{
( y' E1 d4 A0 t/ P- Z
if( pLight )
! s! H5 [3 `' F. g( O/ `5 u/ F# f
{
7 a; X P6 D" b4 S, q
pLight->Ambient.r = pInfo->_fAmbient[ 0 ];
]" M/ l3 Y- k0 p; ?" y7 {: j
pLight->Ambient.g = pInfo->_fAmbient[ 1 ];
2 _' |4 t$ ?% L1 _* |3 n2 Z
pLight->Ambient.b = pInfo->_fAmbient[ 2 ];
$ Y' ?' A7 W0 C4 u: \( I
, ^% H, ]2 y5 m n
pLight->Specular.r = 2.0f;
5 \% c6 e: s8 g* W: p3 Y6 C3 P' t
pLight->Specular.g = 2.0f;
6 ]9 i% s: W/ P6 r9 F* Y, M
pLight->Specular.b = 2.0f;
P- T/ H1 }! z' a
' v( l! @$ h+ K4 s
pLight->Diffuse.r = pInfo->_fDiffuse[ 0 ];
, E' H' T$ a1 Y% e B: H: w
pLight->Diffuse.g = pInfo->_fDiffuse[ 1 ];
9 ~% V6 |6 M7 l0 ]& g& `
pLight->Diffuse.b = pInfo->_fDiffuse[ 2 ];
% _. Z* @" K* {. ~- e+ S
' U" H; ~& j2 D! x
HookUpdateLight( pLight );
9 v- l3 d& g' [% w' \) L# k, w7 k' F
( @' w5 S) N8 u
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
8 e: q5 P- U& R9 R$ D) N: h' _
: m2 G9 F( Z% ?5 `- T+ c: F
pLight->Diffuse.r *= 1.2f;
, s8 I3 T4 j! y
pLight->Diffuse.g *= 1.2f;
$ M( g4 j- I6 j6 h1 y
pLight->Diffuse.b *= 1.2f;
1 x5 m5 `5 B& ?9 |$ W
5 _, _, |: Z' Z' f2 w1 ^& p
pLight->Ambient.r *= 0.8f;
) B* A' ]# d/ n- W9 e; @: Q
pLight->Ambient.g *= 0.8f;
$ u8 v" U D# W9 T
pLight->Ambient.b *= 0.8f;
7 M( k; g) Q6 ^$ i' n9 k
5 M& b5 a* w: U) ~7 g% W3 N* E
memcpy( &m_light, pLight, sizeof( m_light ) );
, A* v# g( E+ s
5 y7 p9 b6 g/ B) P7 f
D3DXVECTOR3 vecSun = D3DXVECTOR3( 0.0f, 0.5f,0.5f);
' d& _+ h! { O
D3DXVec3Normalize(&(vecSun),&(vecSun));
# d; \, u; ^* k0 o
pLight->SetDir( -vecSun.x, -vecSun.y, -vecSun.z );
' A$ Y- g- T: a1 ?7 O/ |3 ]
pLight->Appear( m_pd3dDevice, TRUE );
- V8 \! c$ Q8 {: R; e3 e
" i8 d, E. e* P, p
DWORD dwR, dwG, dwB;
- V/ M0 _& r6 p6 o0 e; f1 x) z9 X
dwR = (DWORD)( pLight->Ambient.r * 255 );
' O$ o+ @& V- ~2 q* m. a
dwG = (DWORD)( pLight->Ambient.g * 255 );
7 j) e2 ~0 I9 M, a5 c
dwB = (DWORD)( pLight->Ambient.b * 255 );
; h4 g! I3 I+ }
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
, _+ @; g# x/ u0 y- C3 u6 b
}
3 Z. f, J2 g; |& ^
}
! d: i5 N* x3 K! Y9 K0 c
}
+ y0 q/ F" o; B; e, P
else
. P3 ?2 m0 P1 l- }6 f* m5 [( d1 n: t
#endif
- q/ A& T' _3 j
: T+ @. T3 e5 _0 H5 z5 V, i
if( m_bIsIndoor )
5 Z; D$ \, d9 T' ^3 U; D# d& x
{
; Z, u: F% f i) d O7 O6 s& X8 m# m
if( pLight )
, d f# M' b& m
{
0 M- N' S2 u% S/ ~ q# Q1 s% @
// à??μ oˉè*
]9 J# v' e1 ^5 H
pLight->Diffuse.r = ((m_dwDiffuse>>16) & 0xff) / 255.f;
3 l: C& P( [& u* n* ~5 i
pLight->Diffuse.g = ((m_dwDiffuse>>8) & 0xff) / 255.f;
# N! d9 J5 `# M1 U( h2 y0 j
pLight->Diffuse.b = ((m_dwDiffuse) & 0xff) / 255.f;
, r, X7 p5 u7 B: N2 _2 U2 n/ H
9 C c/ y" v# X. U2 N# ?
// oˉè* ??à?
& T7 t, n4 u: ~# b5 J9 Y0 ]- o
pLight->Specular.r = 1.0f;
' q5 n- X$ u5 q, z2 \3 l" [5 R# M
pLight->Specular.g = 1.0f;
% l7 a( J. M) {0 W. z
pLight->Specular.b = 1.0f;
5 F a; R1 @- o3 F) F
// àü?? oˉè*
0 M. O9 A' L! r3 M% B# W
pLight->Ambient.r = ((m_dwAmbient>>16) & 0xff) / 255.f;
r, M {* I" H0 ^
pLight->Ambient.g = ((m_dwAmbient>>8) & 0xff) / 255.f;
8 T* K: O8 j8 C, r; }" \! ]/ [- d* V2 F
pLight->Ambient.b = ((m_dwAmbient) & 0xff) / 255.f;
6 K# x, x& l8 B* n, }5 J, |
. ~5 {/ N! K' N. k: K6 c! q4 v! C
if( g_Option.m_nBloom ) // ???t?? ?é??àì ??á?à?à??? á??íà? á? 3???áà?? ??′ù. ?è±×?ˉ?é 3ê1? 1à??.
/ ?, X2 S7 i" p6 O. ^
{
) y8 A+ ]# f! t% y. u# M: E
pLight->Diffuse.r *= 0.6f;
( S# J; G- M$ L) |% m
pLight->Diffuse.g *= 0.6f;
7 t- |8 G8 `" t6 }
pLight->Diffuse.b *= 0.6f;
$ N. _) t2 A; M
pLight->Ambient.r *= 0.7f;
+ @; z' h6 N+ s4 f) S: q
pLight->Ambient.g *= 0.7f;
4 H; U- e8 z* r
pLight->Ambient.b *= 0.7f;
3 z b: U% J2 e# h
}
; m ]6 N* ]" f# l
3 E3 B+ l& S+ B3 f- @! q
#if __VER >= 15 // __BS_CHANGING_ENVIR
* L( L+ K; K0 y. A. |/ |# ~4 @4 s6 q
if( g_pPlayer )
; n a# |' ~1 t
HookUpdateLight( pLight );
3 @! X& H+ m ~+ W. l" W$ b( ]2 y
#endif
' C a# x8 v7 p. Z" F4 u" F! K- [
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
; t4 E ^" B8 `/ ]0 |
6 u( z' g4 i4 r/ Z5 Z
pLight->Diffuse.r += 0.1f;
* D& h% h+ ?4 q
pLight->Diffuse.g += 0.1f;
2 [: a/ d5 W: f3 T2 a5 F7 Q; m
pLight->Diffuse.b += 0.1f;
! o4 k- V' b1 S8 g0 K/ x- d
// oˉè* ??à?
& n2 `) m) l( U8 b4 w* M9 R) j
pLight->Specular.r = 2.0f;
& C6 w( N) h$ V% t0 b6 j. q) y8 T5 o- Y
pLight->Specular.g = 2.0f;
8 R {7 f6 h! L; W
pLight->Specular.b = 2.0f;
0 `6 Y' B: @& c: Q1 E
// á?oˉ
. Q# X# `9 w* z- {* W$ n/ M. H0 Y
pLight->Ambient.r *= 0.9f;
) w, w1 A; B. I6 a$ M4 p7 t: S
pLight->Ambient.g *= 0.9f;
2 O! w- R6 S& X* Z$ C
pLight->Ambient.b *= 0.9f;
' I1 V4 u1 D+ C7 ~' o. e; e
- k0 Q& s: h6 M9 e! G, H: d
memcpy( &m_light, pLight, sizeof( m_light ) );
J& Q. t3 \" v" d8 O! E. l+ p* p
8 O6 T- S4 R- A+ f( R
pLight->SetDir( m_v3LightDir.x, m_v3LightDir.y, m_v3LightDir.z );
) K9 P$ E. Z( M
pLight->Appear( m_pd3dDevice, TRUE );
8 R( P$ Y2 |; J& w; r
6 P7 }9 M6 Z, ^( }% ], [1 Y
DWORD dwR, dwG, dwB;
, }0 j) I1 B- D) P1 X% C/ m9 v
dwR = (DWORD)( pLight->Ambient.r * 255 );
3 P i. {% T3 c& m) G( ?' S/ I6 K
dwG = (DWORD)( pLight->Ambient.g * 255 );
# U7 j( I b* S$ B; y
dwB = (DWORD)( pLight->Ambient.b * 255 );
) ^* V$ \6 ?1 Z9 I) b2 Y8 t
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
& G6 O7 M7 ]2 |. _* v. f$ S2 q
}
- ]% D, ?9 I- V7 t# A0 N
}
! ~: V9 C( {, w9 Q7 v
else
* X' \- v4 j/ v2 B; f1 f
{
: I. |0 {. R e7 x# I
if( pLight )
' M" b1 [' D# ]0 U: o
{
$ I) t$ _/ z) _
0 m# `1 O; x" {* p$ m; k
int nHour = 8, nMin = 0;
( d+ Z1 H2 Q% Y7 H5 A* r4 v* h- l( y
#ifdef __CLIENT
! Q/ r! F7 V/ v. u& |7 K, u) q
// ???óàì?e??′? ??°£à? g_GameTimer???* °?á???′ù.
# D7 A1 X9 @/ e2 |/ M
nHour = g_GameTimer.m_nHour;
+ a C% \. ^1 s( H }3 {9 |, C
nMin = g_GameTimer.m_nMin ;
0 L. v5 d# ]5 G
#else
/ F: U0 t+ U& p' D2 Z# B
// o??o??′? ??°£à? m_nLightHour???* °?á???′ù.
A! M/ @$ d( N) @0 r& h x: r
if( m_nLightType == 1 )
4 A' K- e( k) ?- F& N: @% }: `
nHour = m_nLightHour;
. U$ D/ j" U @8 k1 N1 B
#endif
7 a0 y$ f4 j5 C- R
nHour--;
8 F& p5 L0 h G2 P# v
if( nHour < 0 ) nHour = 0;
8 N( z, {) j: n( E7 \1 R' m
if( nHour > 23 ) nHour = 23;
6 ?# K) _ I6 s2 G; e
6 `% _8 b/ f# f. }# Z
//if( m_bFixedHour )
: @! O! \ d& x. N) i& Z
// nHour = m_nFixedHour, nMin = 0;
. p/ u; h( b2 R% R; V/ \. c7 z
LIGHTCOLOR lightColorPrv = m_k24Light[ ( nHour - 1 == -1 ) ? 23 : nHour - 1 ];
3 x6 o* O7 ? i4 v' p. N
LIGHTCOLOR lightColor = m_k24Light[ nHour ];
' J$ R# n% g1 `' ?! T; g
5 Y3 A/ W7 D' N! V9 O+ c& T
//m_lightColor = lightColorPrv;
3 d2 }5 @! _; h: U0 q8 S6 [
lightColorPrv.r1 += ( lightColor.r1 - lightColorPrv.r1) * nMin / 60;
9 H8 v) v7 h: {# _6 _/ t5 f
lightColorPrv.g1 += ( lightColor.g1 - lightColorPrv.g1) * nMin / 60;
3 z& c4 @: w$ B6 X- q9 H
lightColorPrv.b1 += ( lightColor.b1 - lightColorPrv.b1) * nMin / 60;
6 Z' V% j7 M1 _6 O% a" p8 w8 R
lightColorPrv.r2 += ( lightColor.r2 - lightColorPrv.r2) * nMin / 60;
8 z/ D D3 P' Z) i9 a2 d$ Q
lightColorPrv.g2 += ( lightColor.g2 - lightColorPrv.g2) * nMin / 60;
$ {9 J4 L- }( A p! F7 z
lightColorPrv.b2 += ( lightColor.b2 - lightColorPrv.b2) * nMin / 60;
2 e7 k# b" @6 c9 Y. ]$ |% \7 E" }
// 60(minMax) : 15(curMin) = 0.5(colorDistant) : x(curCol)
1 v+ N7 _0 {% n' h
4 l8 S5 n; O: S X
// à??μ oˉè*
/ _4 [/ s, I( n3 j; W7 h0 K
pLight->Diffuse.r = lightColorPrv.r1;
) U6 N) A7 c$ x( T0 g
pLight->Diffuse.g = lightColorPrv.g1;
% x: V/ Y0 s5 r# C) c8 A
pLight->Diffuse.b = lightColorPrv.b1;
+ e F) f# p7 s; q3 t6 m* t
// oˉè* ??à?
2 k# W* w- T( O& V9 Q7 u% J
pLight->Specular.r = 1.0f;
/ p0 j7 x2 l8 |) Z
pLight->Specular.g = 1.0f;
2 L7 o5 I4 u( U- v" F1 D2 \
pLight->Specular.b = 1.0f;
; T2 f F# l. ]' y. c2 g
// àü?? oˉè*
' ~! [% H* D& X6 Y0 C
pLight->Ambient.r = lightColorPrv.r2;
6 E& F% Q3 y+ j
pLight->Ambient.g = lightColorPrv.g2;
_8 O; x" w& Y: j' i0 e
pLight->Ambient.b = lightColorPrv.b2;
- B/ t7 s5 B( z# b7 F" N
6 r; F/ G# B6 `, I. X
if( g_Option.m_nBloom ) // ???t?? ?é??àì ??á?à?à??? á??íà? á? 3???áà?? ??′ù. ?è±×?ˉ?é 3ê1? 1à??.
! Q+ e1 E& p v7 G7 h8 m% u5 \
{
) f9 m' A1 W& p/ ~3 y8 k& N- B0 S
pLight->Diffuse.r *= 0.6f;
3 t1 n5 z) r6 \2 V5 |
pLight->Diffuse.g *= 0.6f;
9 R- d; J+ k: P: L2 [3 E
pLight->Diffuse.b *= 0.6f;
! k- `; s0 H4 D% g4 U; h9 f
pLight->Ambient.r *= 0.7f;
- v @. @9 ]+ ^$ X7 [# Y9 i
pLight->Ambient.g *= 0.7f;
. h2 G& S ~) A
pLight->Ambient.b *= 0.7f;
: i Z t. o" t' \" k9 K l$ _
}
]2 ^8 y* _. H
: U+ E: G4 ~6 x( i
#if __VER >= 15 // __BS_CHANGING_ENVIR
9 k0 L r) k# \9 B$ Q' p$ r
if( g_pPlayer )
. ~2 e" j+ p, g3 n! W, `
HookUpdateLight( pLight );
( k) i0 |- ~- A& L" s
#endif
( Y* u' X, R9 J1 R; N7 ?: n/ `
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
) L z0 q; V4 Q8 ^& Q
- t" d- L' x' @$ {9 e# o
#ifdef __YENV
! j& m+ a5 g5 L9 I, U" @ R
pLight->Diffuse.r *= 1.1f;
* E. v1 Z' v; ?
pLight->Diffuse.g *= 1.1f;
' J: t- H2 ~$ _7 X9 J2 K4 `* D
pLight->Diffuse.b *= 1.1f;
, w5 O1 \; Y8 T& j# l
// oˉè* ??à?
8 l+ I8 s# u! v; v U" d( k0 N" Z
pLight->Specular.r = 2.0f;
; ~: n0 P( v$ l
pLight->Specular.g = 2.0f;
% z% f7 H6 c# }5 v, E; f6 O% \
pLight->Specular.b = 2.0f;
# A2 z, e( I; H* o# K
// á?oˉ
. [8 m& @& B3 \" W. }3 T( P
pLight->Ambient.r *= 1.0f;
. m' y3 d9 H9 c5 F* G+ L
pLight->Ambient.g *= 1.0f;
; x0 h1 Y0 y5 K
pLight->Ambient.b *= 1.0f;
' g* K8 v. k6 ^: W" U% W% E% `
#else //__YENV
- Q+ q4 a, ]+ F; p k
pLight->Diffuse.r *= 1.1f;
7 a7 j$ @6 j$ e) D0 f
pLight->Diffuse.g *= 1.1f;
+ r& _3 x3 g; L+ [
pLight->Diffuse.b *= 1.1f;
- A9 u1 i, P- ?, Y
// oˉè* ??à?
. S/ m; c3 F# N' [
pLight->Specular.r = 2.0f;
% T/ z/ ]6 d) V) W/ J# K6 c! ?. e
pLight->Specular.g = 2.0f;
4 r. G: y9 b8 I
pLight->Specular.b = 2.0f;
1 h; U% v2 F0 M4 }7 j
// á?oˉ
. q8 Z+ n* m: v* [ z! @ O& s( d; X
pLight->Ambient.r *= 0.9f;
+ k, Q: h. G. k2 ^: b1 j
pLight->Ambient.g *= 0.9f;
4 S: {: w9 n) H+ U
pLight->Ambient.b *= 0.9f;
0 u `; ? c7 ^4 A1 {! }
#endif //__YENV
2 r! n& }# H% ^3 Y" T# c
) Z8 T* X$ ]8 j% q
memcpy( &m_light, pLight, sizeof( m_light ) );
$ r7 O. S. |5 ]4 O
2 H' u3 G J0 R2 D; c; }& S- P
D3DXVECTOR3 vecSun=D3DXVECTOR3( 0.0f, 0.0f,1.0f);
$ ?+ U% `. L6 @0 P7 b
D3DXMATRIX matTemp;
- ]# h" S- N. P# G3 m$ n
static const float CONS_VAL = 3.1415926f / 180.f;
9 Q H7 ]8 Q- M0 q: Z2 T/ d/ j* ]+ N
( @: q9 E; l* h& ~9 |4 G! N
D3DXMatrixRotationX( &matTemp,(m_skyBox.m_fSunAngle +180)*CONS_VAL);
7 u- Y( U3 a) a
D3DXVec3TransformCoord(&vecSun,&vecSun,&matTemp);
' @: N/ [4 E* p% b! B) q0 K' E* F& s T
pLight->SetDir( vecSun.x, vecSun.y, vecSun.z );
0 m& J/ ?- g8 V/ c% D
pLight->Appear( m_pd3dDevice, TRUE );
9 U5 I' `/ _: B$ Q
2 }; ]/ N& y2 N; Z: }
// D3DXVECTOR3 vecSun = D3DXVECTOR3( 0.0f, 0.5f,0.5f);
7 m; D% D% Q2 H
// D3DXVec3Normalize(&(vecSun),&(vecSun));
: E4 s; W# @- X7 a% k
// pLight->SetDir( -vecSun.x, -vecSun.y, -vecSun.z );
( V5 F A7 @7 m1 B+ s8 }, C
5 ^( N% p i- ^1 z; T0 f. F8 n0 J
DWORD dwR, dwG, dwB;
# {2 Z" @& d1 i: i2 ~
dwR = (DWORD)( pLight->Ambient.r * 255 );
) x o2 R l& C
dwG = (DWORD)( pLight->Ambient.g * 255 );
& U0 z" y3 f6 [
dwB = (DWORD)( pLight->Ambient.b * 255 );
: H2 E5 ^$ B$ u
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
# Z( }8 a6 I4 M; s
}
8 [' W+ E! H. G8 d: A
}
' s! B- x) Y- g! Q) t0 e9 C
4 Y0 N& J& X& P
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, bLight );//m_bViewLight );
6 }/ l" S* X; E3 S" k K2 x
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) );
# X, l7 _$ X: Q
::SetLight( bLight );
g/ q& k/ V: a- v. P
) o1 i f9 C) V3 D P0 M
// ±ao? ?D?í???ó á¤à?
% \. F( k" h/ X. ~) U. Z8 U
m_pd3dDevice->SetMaterial( &m_baseMaterial );
; `+ k$ P+ N! y6 c, U
) v2 f5 r& M7 n1 t' g4 P; N
#endif // not WORLDSERVER
' _2 Z! I1 l( I* {) h
}
, K) z7 R+ O- x" ]
并更换
6 c( M( q9 I6 s h9 M: v. z
Code:
9 h! Y" q3 x3 \0 G- p8 E8 r/ x
__FLYFF_INITPAGE_EXT
% A" s! F |. ]8 E) i
定义
4 F r' G' B+ K" i
! e. `. d, \' ^' ^0 A; O. O' C
; K" {& U: m! s) }
# H: x$ S- I3 |) z' V# D! B
" }) ?- U9 b2 R, @) u) w* Y
现在终于删除我的狗屁加速...
/ D/ y$ g$ J0 O. i
$ b) O. k2 W8 J6 E/ Q
: @) X% k0 J" n* I$ g G- f* z
' E7 x' W5 E0 {) ?" p& g! p
欢迎光临 飞飞世界论坛 (http://ffwold.com/)
Powered by Discuz! X3.2