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 B* M; @3 X, h& D
尾翼:
, b: V9 M0 G9 a3 _% \, `" ~7 }6 Y) V
* [, s4 x& o8 Z
代码:
6 H8 {1 u3 S' w3 s
CWndAutoFood::CWndAutoFood()
4 T/ F4 q. {. C6 e- o% l. ?) ]8 t
{
' ?( V9 @ H9 n3 k
m_pItemElem = NULL;
' q+ q: Y- M' a9 ~, t' q4 k. a
m_pTexture = NULL;
. o- c; B3 q; K/ _% g
bStart = FALSE;
. Y' w: E3 t! x7 P
}
- i/ h( s3 O; N; G" u1 ~4 o
+ ~- x2 z' x) D) @: ~
CWndAutoFood::~CWndAutoFood()
# W1 M# l( g1 J' P
{
( K% q/ T. W. T9 f# \
AfxMessageBox( "AutoFood ist gestorben
" );
* k6 f4 O3 V( {6 I6 X; F4 i
}
8 @ c/ I) ~+ Y& x( g( \
BOOL CWndAutoFood::Initialize( CWndBase* pWndParent, DWORD nType )
' k; I& e |0 d$ ?/ X4 F
{
0 l, f) s, Q' w3 L
return InitDialog( g_Neuz.GetSafeHwnd(), APP_AUTOFEED, WBS_MODAL, CPoint( 0, 0 ), pWndParent );
0 S7 h/ [- M, u* F" g6 B' W3 D
}
/ ~" w; I" x: e7 G7 w' c1 f
! r$ \' P% k5 Y: {
BOOL CWndAutoFood::OnDropIcon( LPSHORTCUT pShortcut, CPoint point )
$ _& J% o4 O% d) y+ n( D3 o
{
2 `2 ^: _& s+ }3 @$ p7 C0 [2 h
LPWNDCTRL pWndCtrl = GetWndCtrl( WIDC_CUSTOM1 );
5 C: z7 o, _8 Y6 T
CRect rect = pWndCtrl->rect;
6 ^* U, _0 a( P$ i9 l0 y, g
if( rect && rect.PtInRect( point ) )
6 n7 Y: j# Y& X
{
$ y3 c' B% Y. e' H( Z
CItemElem *pItemElem = (CItemElem*)g_pPlayer->GetItemId( pShortcut->m_dwId );
1 ]' B0 Y C5 H/ g0 b
if( pItemElem && pItemElem->GetProp() && pItemElem->GetProp()->dwItemKind2 == IK2_FOOD )
% ^1 R+ o1 X3 v, _9 i
{
1 p h. _. u# G4 n# x: R( E; [. x
if( m_pItemElem )
5 ^5 K% r8 B7 ^! ?) {0 [2 r8 g3 v
{
: F. ^- U- M$ B+ U
m_pItemElem = NULL;
$ r# U1 _& \& _6 q, |! p1 Z
}
3 l" {! V1 A- }/ S
m_pItemElem = pItemElem;
5 u5 w) O3 K1 c; l+ \6 m: _
m_pTexture = CWndBase::m_textureMng.AddTexture( D3DDEVICE, MakePath( DIR_ITEM, m_pItemElem->GetProp()->szIcon ), 0xffff00ff );
# Y! O' n* g/ U0 ]" F" y
}else{
, U: t$ ^. p* c7 g
SetForbid( TRUE );
, v+ }6 {8 M* a9 C
}
3 \4 j, u1 c& H; g. ], p7 J6 z
}else{
- |9 Z& V) f0 B! h4 M" {1 _: S
SetForbid( TRUE );
5 b+ c v: m7 n* v
}
V$ C3 ?/ H' h) x
return TRUE;
! P4 I {% y# ^
}
% p I6 f! C7 J/ i& ?
1 t! h- i1 J& N( W
BOOL CWndAutoFood::OnChildNotify( UINT message, UINT nID, LRESULT* pLResult )
6 T; h9 E. U8 S7 L5 J
{
# g# n) E6 e6 P$ [* P; B
switch( nID )
6 e# X- H6 ]& m3 k
{
) j+ O! n% F& L4 D
case WIDC_BUTTON3:
6 p( X( ]! e7 e
{
0 k9 a" ?, e( R8 j
bStart = TRUE;
! ^) q C( F# ]8 v, F
break;
" y1 o# F* X( _$ ?9 `& ?: l4 s( V
}
% \' {! ^8 @; H. @# v- ]; Q
case WIDC_BUTTON4:
( c5 h% R; o+ a! Z
{
8 K. S# M7 T7 I+ U' {0 Q
bStart = FALSE;
. [8 C8 a, ?* L% K: A
break;
" l8 {6 {" Y- N; |7 ~/ I6 p2 D& I
}
7 w# Z" x6 W2 P5 [/ U
}
# M. C, y! _: K( G
return CWndNeuz::OnChildNotify( message, nID, pLResult );
( ~! i2 J( k h* \% T. |0 h9 V; E
}
0 q) m/ R7 b, c; e M5 y! M/ z
void CWndAutoFood::OnDraw( C2DRender* p2DRender )
% {2 C& f1 q, ~$ Y- ]! t b* X
{
( c% s( P. w \$ `) f
CWndButton* pBtn = (CWndButton*)GetDlgItem( WIDC_BUTTON3 );
# x i" s7 i, T
if( bStart || !m_pItemElem )
( G# Z1 V) Y# e
{
3 @& {$ n& b5 {3 b
pBtn->EnableWindow( FALSE );
. c" K+ o. j( G
}else
6 p! z6 M& m! o4 G/ T
pBtn->EnableWindow( TRUE );
8 ^' `' ]6 A8 J, R7 U& \, w
if( m_pTexture )
+ X# w, O7 ]' R% w% t% k2 A1 _. ^
{
1 S) ?9 `$ a" A! r
LPWNDCTRL wndCtrl = GetWndCtrl( WIDC_CUSTOM1 );
( b! n( b5 V- l! n& y4 h
if( wndCtrl && wndCtrl->rect )
' V! ]! J+ ?' R8 J9 H0 i( _
{
7 l# x X* r4 k; [) D" k
m_pTexture->Render( p2DRender, CPoint( wndCtrl->rect.left, wndCtrl->rect.top ) );
7 ]6 J8 j8 I7 L0 X( } U
}
6 K' D5 g' P) c8 H+ u, d( C" u$ v
}
$ M% e* {' ~6 Y2 t; s
}
, T# j- g9 s, _7 e
- R- F! D4 s; D3 r/ Z
BOOL CWndAutoFood:
rocess()
) e4 x6 X* C' @1 k" n2 Z& w$ A
{
1 L; z' q+ p' Q6 u! y5 w [& `
if( bStart )
3 v4 W: y: O0 Z3 A9 O. ^
{
7 H, {: N H! j0 m8 f* `
if( m_pItemElem && m_pItemElem->GetProp() && m_pItemElem->m_nItemNum > 0 )
8 [* O8 K: P4 \3 P
{
6 q7 X+ U3 H1 G4 m& R3 v3 N
if( g_pPlayer->m_cooltimeMgr.CanUse(g_pPlayer->m_cooltimeMgr.GetGroup( m_pItemElem->GetProp() ) ) && m_pItemElem->GetProp()->nAdjParamVal1 + g_pPlayer->GetHitPoint() <= g_pPlayer->GetMaxHitPoint() )
) M6 E3 M; g& H% ~1 g# O
g_DPlay.SendDoUseItem( MAKELONG( ITYPE_ITEM, m_pItemElem->m_dwObjId ), NULL_ID, m_pItemElem->GetProp()->dwParts );
" f! a! U3 d+ [* E8 V) A
}else{
! y c' W/ F9 q
bStart = FALSE;
% b6 {: j7 j$ V- z3 p
m_pItemElem = NULL;
( Z% _/ I2 a, ^4 s4 I
}
- e2 P1 A. |+ h/ V. u- l: v, E- n2 w3 c
}
( N# y7 I3 O n( `/ X: z( C
return TRUE;
# i A0 K, J9 y* P- f7 k! m
}
! q0 b( b. q# ~% J5 l s! ^
% G% Q2 ?5 [+ P P# u0 d) b$ P6 F
登录视频废话:
7 ~/ [" B8 n i
尾翼:
7 t: u; s4 k% b; Z3 X
. m0 p+ Y, a2 K8 f6 [2 C$ s
代码:
( t8 s2 ?4 @9 |: s9 T
( x% O# \6 N3 i
void CWorld::SetLight( BOOL bLight )
8 S& G2 L' n0 t7 v$ [+ Z
durch
1 J) a+ R! u% J" `
Code:
( M. \( ~" X: R5 x0 J& o; @
void CWorld::SetLight( BOOL bLight )
I, g' M2 n$ u
{
# X" J# e, o8 P0 `, c( U/ I
//ACE("SetLight %d \n", bLight);
" m: f# I2 }9 T
' [: { L& k+ }& { p
#ifndef __WORLDSERVER
r8 p! S2 e& R9 E( @! b
DWORD dwAmbient = D3DCOLOR_ARGB( 0,0,0,0);
2 C% |% L, }6 I' v
CLight* pLight = NULL;
1 T" _( j3 Y* N1 i. k8 {' `
3 I/ h6 [ E. \+ h2 N
D3DXVECTOR3 vPos = ( CObj::GetActiveObj() != NULL ? CObj::GetActiveObj()->GetPos() : D3DXVECTOR3( 0, 0, 0 ) );
' r2 J6 C |0 ], n; l1 d
& c- b6 V! P6 ]1 E0 P! |4 ^0 O
pLight = GetLight( "direction" );
6 t$ J" e: u: B8 c- o( p/ \# o
- p% {% t& I( E4 o& O; j2 j
#if __VER >= 15 // __BS_CHANGING_ENVIR
* V; h7 }) ?$ M9 }7 h% s( g
if( g_pPlayer ){
7 `: m3 @% ^- t
ENVIR_INFO* pInfo = GetInContinent( g_pPlayer->GetPos( ) );
/ ^$ Y( p$ C$ a' F3 q2 A+ S
if( pInfo && m_kCurContinent._bUseEnvir ) // ′??ú ?èàì°í ′??úá¤o??| àì???ò °??ì?? !!
/ C( c! L5 f \" x% s( L
{
6 V7 g4 K& n+ G( A# @1 @$ m
if( pLight )
/ P; s& e) w7 F0 y! R" |
{
$ C* l+ z8 X8 M# \# P4 I
pLight->Ambient.r = pInfo->_fAmbient[ 0 ];
4 q& d! h! q6 L0 O( c/ n
pLight->Ambient.g = pInfo->_fAmbient[ 1 ];
8 c2 @5 D6 [( x: Y1 C. k
pLight->Ambient.b = pInfo->_fAmbient[ 2 ];
' N( s$ p# M+ ^7 F# E5 C
X2 S9 O; S Q2 x( ^: d1 d
pLight->Specular.r = 2.0f;
0 t/ b" U' K! m$ P- w
pLight->Specular.g = 2.0f;
6 \6 ?$ L$ `% ^% U2 X- X+ o
pLight->Specular.b = 2.0f;
+ v7 d# X' N' E# P
6 y; J# B" n& T& H0 |- _. c& q; R8 @
pLight->Diffuse.r = pInfo->_fDiffuse[ 0 ];
. P4 K3 x$ k: J$ W- y
pLight->Diffuse.g = pInfo->_fDiffuse[ 1 ];
, q( S# v+ N, B' N5 J1 X/ e' l0 V1 u
pLight->Diffuse.b = pInfo->_fDiffuse[ 2 ];
5 H- O0 M v2 K0 O
* _" A& }* i$ o; I8 U) B
HookUpdateLight( pLight );
& g/ `/ O+ ^5 G. O: l% |% P
" O4 J# T4 S) Z/ |
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
. X) P0 u3 ^! k
, P! m) ]0 C. I) d8 s$ ] M2 B
pLight->Diffuse.r *= 1.2f;
, F* \: F# ?% b& e8 `8 `! S, `
pLight->Diffuse.g *= 1.2f;
! w; H; M/ C- x4 o' R
pLight->Diffuse.b *= 1.2f;
) u0 X+ p0 ]# ~
; g i: x/ b3 ]' s* Y
pLight->Ambient.r *= 0.8f;
4 ]6 ^6 w5 }6 L/ m4 ~
pLight->Ambient.g *= 0.8f;
' G4 _- a2 Q, _5 u
pLight->Ambient.b *= 0.8f;
) f% I& S! ~! V2 D# j1 s
2 q0 P# G k7 u4 w/ G8 \% ?
memcpy( &m_light, pLight, sizeof( m_light ) );
2 s& H4 p5 l1 b, b3 q
5 G3 f6 T% p" T7 u7 z; I
D3DXVECTOR3 vecSun = D3DXVECTOR3( 0.0f, 0.5f,0.5f);
* W# V+ x' u# [; M+ G5 Y; C
D3DXVec3Normalize(&(vecSun),&(vecSun));
/ E |0 y8 l7 k
pLight->SetDir( -vecSun.x, -vecSun.y, -vecSun.z );
/ o# d6 N3 A$ m# T" v: C) X+ _
pLight->Appear( m_pd3dDevice, TRUE );
& S4 |0 |5 {9 `' o$ D
/ s; w! b& _, t
DWORD dwR, dwG, dwB;
: i$ S. M3 d9 M5 Z8 H" j* e; i
dwR = (DWORD)( pLight->Ambient.r * 255 );
2 k3 M: k: a& z0 a+ k1 T) U
dwG = (DWORD)( pLight->Ambient.g * 255 );
# m" Q, {( u( ?% R) j
dwB = (DWORD)( pLight->Ambient.b * 255 );
9 s# T( y/ d" M1 l+ k! j
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
/ ^( O' t4 g% A2 |1 U/ F
}
$ o0 }' W% Z9 e2 D
}
# P; Z; g! G8 O/ Q5 ]) f! Z. b* G
}
& Z }$ N1 |- d: e1 d* p" {
else
3 K0 ^9 R) Q6 x w4 e5 f4 x" d
#endif
7 v9 W9 p0 p' p+ t; N& d
4 O. ?! R8 ^6 P) C1 G
if( m_bIsIndoor )
0 r* |1 ^, h3 W8 v! S! K
{
1 T# y" j$ t5 P. E" \
if( pLight )
t2 \2 z# N! M7 v- h- p# {
{
l( G+ K/ ^" a
// à??μ oˉè*
3 ^# q! h0 y8 B% s
pLight->Diffuse.r = ((m_dwDiffuse>>16) & 0xff) / 255.f;
7 l0 ]! t0 B, E
pLight->Diffuse.g = ((m_dwDiffuse>>8) & 0xff) / 255.f;
3 \! R; ~3 I0 C' M
pLight->Diffuse.b = ((m_dwDiffuse) & 0xff) / 255.f;
& |' Q, D9 h" q; A# P! i
9 D6 a! b3 j# N/ G
// oˉè* ??à?
" B) A' x5 l+ E$ T6 g% L/ [
pLight->Specular.r = 1.0f;
! X3 J5 _. Y% @& J2 H
pLight->Specular.g = 1.0f;
! U5 C* U5 U- `5 g9 I% Z1 ~
pLight->Specular.b = 1.0f;
" E8 i. P2 s, o4 y' Q; R
// àü?? oˉè*
; D) E( o6 {$ t( C* T
pLight->Ambient.r = ((m_dwAmbient>>16) & 0xff) / 255.f;
& u# x% `' D6 G1 j# B, r
pLight->Ambient.g = ((m_dwAmbient>>8) & 0xff) / 255.f;
2 S$ A5 d+ |) a8 _
pLight->Ambient.b = ((m_dwAmbient) & 0xff) / 255.f;
3 m8 b5 j) G6 j3 ^( I2 B$ l
% c7 Y7 t7 A5 S; Z1 H: n
if( g_Option.m_nBloom ) // ???t?? ?é??àì ??á?à?à??? á??íà? á? 3???áà?? ??′ù. ?è±×?ˉ?é 3ê1? 1à??.
0 Y, \1 w. `% g. I3 s+ W0 S/ q
{
( _9 D# R+ X3 U5 ]4 s3 z
pLight->Diffuse.r *= 0.6f;
3 K1 V: x& t m1 W V$ p; N' u
pLight->Diffuse.g *= 0.6f;
G, r Q/ S- a( t
pLight->Diffuse.b *= 0.6f;
9 f6 X$ U( Y% H+ R7 X
pLight->Ambient.r *= 0.7f;
% q2 _) S, l! j. e
pLight->Ambient.g *= 0.7f;
" W5 {6 P. S0 x% {/ I
pLight->Ambient.b *= 0.7f;
5 q" e, F7 s/ x/ z
}
% Q/ B0 _- X7 ^3 k F
( R! r, F0 I( e# ?/ m' ^" ? d
#if __VER >= 15 // __BS_CHANGING_ENVIR
6 O$ k8 ` I- w& i
if( g_pPlayer )
" e6 d& |% p& O) w2 V+ t0 x/ {
HookUpdateLight( pLight );
~' L L6 B& H
#endif
9 z" L1 g% Y" I7 ]0 m" S( ~% x
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
8 m- v; u& a; B
4 y# e/ }6 C( w
pLight->Diffuse.r += 0.1f;
6 [8 U- T2 p% r1 @/ g- o
pLight->Diffuse.g += 0.1f;
0 Y3 `: D& H7 I+ c \( ^
pLight->Diffuse.b += 0.1f;
5 J0 W3 O* d+ `) j: L& g7 f3 L
// oˉè* ??à?
9 y. H" ]1 q, M* R8 ^( Q2 i
pLight->Specular.r = 2.0f;
7 V b0 W8 L( d/ x+ y
pLight->Specular.g = 2.0f;
Q% H8 Z6 A( Q. E% h: }. q
pLight->Specular.b = 2.0f;
/ P, C: f) E6 ?( f P
// á?oˉ
1 u! j/ E+ d6 v! i% ]# y! m# H
pLight->Ambient.r *= 0.9f;
2 t4 S7 J1 p* f+ p- p2 |
pLight->Ambient.g *= 0.9f;
) i8 ^) e' _$ f# ?/ H+ T4 K. @/ Z; ^& X
pLight->Ambient.b *= 0.9f;
, o7 k1 O+ Y8 F G
" b, X; u# q2 D& }% c
memcpy( &m_light, pLight, sizeof( m_light ) );
- M6 T. l6 Q0 u/ @3 q! r N/ e
3 R! L2 r+ {& d2 ?+ d% H
pLight->SetDir( m_v3LightDir.x, m_v3LightDir.y, m_v3LightDir.z );
6 g* I+ }1 |2 y, J( h5 i$ G1 U
pLight->Appear( m_pd3dDevice, TRUE );
( p' d) ]9 L/ \/ U) X, |6 v# ~
1 c( {& @( r! d. Y/ G) [0 Y
DWORD dwR, dwG, dwB;
! L: c+ c0 a8 j$ F$ p
dwR = (DWORD)( pLight->Ambient.r * 255 );
9 l3 V6 ~ \! _6 @& V
dwG = (DWORD)( pLight->Ambient.g * 255 );
/ U+ p' d% K1 c5 Y8 K. h4 I
dwB = (DWORD)( pLight->Ambient.b * 255 );
9 K+ u* ?: H8 h3 q
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
. k% X3 I B- b$ W: ?
}
. ^* l. C- {- t- J
}
. q x! [8 J/ O% c H
else
- P% I' w! F( ?( _
{
; r8 m" G* e8 B
if( pLight )
/ p8 W/ M+ ^0 d$ b9 S" ~7 V) R
{
2 J8 s5 ^8 W& k. R+ ?
. x7 L; j+ O: x' m
int nHour = 8, nMin = 0;
2 J) P: n. O% R9 f" u3 b. M
#ifdef __CLIENT
& T' k$ k H# S* w
// ???óàì?e??′? ??°£à? g_GameTimer???* °?á???′ù.
( T% F& N2 n8 M# k+ S
nHour = g_GameTimer.m_nHour;
3 ]% i7 ~/ x& h: |8 `+ r
nMin = g_GameTimer.m_nMin ;
9 m! L; n# \% b* h+ b6 B* p7 |
#else
7 ]# s. U# A* K, i# B. C' X7 m" P
// o??o??′? ??°£à? m_nLightHour???* °?á???′ù.
! {2 P3 Q1 w4 r% A, @
if( m_nLightType == 1 )
' w6 v, q9 @9 G4 A) m' a
nHour = m_nLightHour;
* q3 V5 Z6 R# U. [& I2 v& \# s
#endif
: h6 E8 f4 s( d- G
nHour--;
% j* D9 V! _. O0 v5 H
if( nHour < 0 ) nHour = 0;
+ z( K+ \2 k$ W, H* e
if( nHour > 23 ) nHour = 23;
! Y" c5 D2 K+ V- J2 {6 h; ]5 ^
& L. ?" B( V: T
//if( m_bFixedHour )
; J- F7 b6 O6 ?$ g0 c; U
// nHour = m_nFixedHour, nMin = 0;
/ ^( o& i* i$ c0 W6 o+ F
LIGHTCOLOR lightColorPrv = m_k24Light[ ( nHour - 1 == -1 ) ? 23 : nHour - 1 ];
% m2 W4 L- z+ c7 T: H. l% v
LIGHTCOLOR lightColor = m_k24Light[ nHour ];
) j5 u' }; W7 W' K# j
/ Q/ Q" J0 k* p. j- \7 A
//m_lightColor = lightColorPrv;
4 X3 k/ V/ D T# n% U' z
lightColorPrv.r1 += ( lightColor.r1 - lightColorPrv.r1) * nMin / 60;
; _% B5 }3 F, C, }& ?& r
lightColorPrv.g1 += ( lightColor.g1 - lightColorPrv.g1) * nMin / 60;
+ c: i r6 L4 ^' {, m5 ~7 S- q' y
lightColorPrv.b1 += ( lightColor.b1 - lightColorPrv.b1) * nMin / 60;
4 k- _+ l- P% f) C5 Q
lightColorPrv.r2 += ( lightColor.r2 - lightColorPrv.r2) * nMin / 60;
( B4 _6 A0 v- s% g& @( w8 C
lightColorPrv.g2 += ( lightColor.g2 - lightColorPrv.g2) * nMin / 60;
: ?' w! K: i2 t4 K
lightColorPrv.b2 += ( lightColor.b2 - lightColorPrv.b2) * nMin / 60;
8 \/ P8 X* X) B5 c- `* Z) w( _2 R
// 60(minMax) : 15(curMin) = 0.5(colorDistant) : x(curCol)
# b* k( L; J1 c" f/ _% E! Y1 ?
- w1 w8 `0 e; `; v
// à??μ oˉè*
& m5 Y. ~2 W1 @6 e! k
pLight->Diffuse.r = lightColorPrv.r1;
* i) C( f, w# d+ d
pLight->Diffuse.g = lightColorPrv.g1;
: u: P" b1 @- J2 \0 h& G$ \
pLight->Diffuse.b = lightColorPrv.b1;
2 j# `! v& z2 l7 ~; H$ v9 i9 F( X
// oˉè* ??à?
, y" p, A, v4 t. ~* E; V
pLight->Specular.r = 1.0f;
5 c* S9 r! a6 L8 A! H+ T2 Q
pLight->Specular.g = 1.0f;
4 |( h1 y. T' S; X! O+ I* T" f: d
pLight->Specular.b = 1.0f;
; k4 l/ n. J+ w* X
// àü?? oˉè*
: ?0 t' b* _' |1 K. z' \0 v- M9 a
pLight->Ambient.r = lightColorPrv.r2;
9 |; V" T4 Z% e# l) f' O4 h
pLight->Ambient.g = lightColorPrv.g2;
1 {: b5 G, D* W/ g; t3 q. `
pLight->Ambient.b = lightColorPrv.b2;
4 w# w# F6 s; S) f" z* s
2 h1 v- F/ ?7 T0 G
if( g_Option.m_nBloom ) // ???t?? ?é??àì ??á?à?à??? á??íà? á? 3???áà?? ??′ù. ?è±×?ˉ?é 3ê1? 1à??.
$ a# e/ U3 h8 j) l6 I; z2 ]
{
. ~6 h+ _$ F1 Z( \; g1 L
pLight->Diffuse.r *= 0.6f;
0 f* o- m" |8 F+ _/ }- p# X
pLight->Diffuse.g *= 0.6f;
& h* l4 a: \: N5 x6 ]
pLight->Diffuse.b *= 0.6f;
p9 c$ Z: s; w1 `
pLight->Ambient.r *= 0.7f;
+ N( Y6 M6 b- K2 X
pLight->Ambient.g *= 0.7f;
" P( K! u1 ?% W
pLight->Ambient.b *= 0.7f;
" ?* f" U, D3 E f( E
}
- o, C0 L3 m) n
1 y; L: [8 I/ l1 ?" X6 G' O
#if __VER >= 15 // __BS_CHANGING_ENVIR
7 t: z6 O) m/ ?& v
if( g_pPlayer )
6 `! f! s* S) R7 t* _5 t9 \1 U
HookUpdateLight( pLight );
2 i2 w+ k- J( \" {0 i
#endif
) |. ?2 ]8 Y0 G! c, R9 P0 R# d; w
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
6 s3 S1 c3 ]) x+ [
+ W# V2 J+ F. a
#ifdef __YENV
' `3 D. P; `. z9 u# K0 C0 s# b
pLight->Diffuse.r *= 1.1f;
( V; ]/ V, n% g3 Z# }* k
pLight->Diffuse.g *= 1.1f;
0 W+ y( U1 v; @" D$ F& o
pLight->Diffuse.b *= 1.1f;
1 O' u& s) [2 y7 D {
// oˉè* ??à?
% @* @. L, N# K2 s
pLight->Specular.r = 2.0f;
# Z3 ?3 N' q# f e: k) Y8 m: M% k
pLight->Specular.g = 2.0f;
1 b7 D# W; D# n/ C9 n+ _ _
pLight->Specular.b = 2.0f;
. h4 [0 }+ o( U! K
// á?oˉ
% t7 c$ v' K7 D- g6 _! _; `) H Q
pLight->Ambient.r *= 1.0f;
2 z2 W8 R$ w. f" Z0 B1 L
pLight->Ambient.g *= 1.0f;
& K$ t- g5 t: S* q# |
pLight->Ambient.b *= 1.0f;
# H/ W) Y3 Y5 X0 G
#else //__YENV
9 ]% X2 [( f$ L" u
pLight->Diffuse.r *= 1.1f;
0 U# E$ W) f k/ F
pLight->Diffuse.g *= 1.1f;
) O8 l6 |2 T, I
pLight->Diffuse.b *= 1.1f;
2 v) \+ x. l3 f4 J
// oˉè* ??à?
# s7 C2 S/ o1 L% [) E2 S/ w
pLight->Specular.r = 2.0f;
& b, O2 y8 }, X
pLight->Specular.g = 2.0f;
# a. [% n9 V5 D- O' h, N( M
pLight->Specular.b = 2.0f;
# O! ?7 K8 t! W+ b: r
// á?oˉ
) |) N" z2 \2 U- E/ N
pLight->Ambient.r *= 0.9f;
3 |7 I3 t* R( [1 u* l" @/ I
pLight->Ambient.g *= 0.9f;
2 B* p# u) J% W4 i8 h$ ~- P) u* ^
pLight->Ambient.b *= 0.9f;
Z# x. |$ j9 ?( s4 A
#endif //__YENV
' h; b( ?8 U% O/ E' v% a2 M8 r" u
$ @. f6 a$ Y) V! ^+ e! [
memcpy( &m_light, pLight, sizeof( m_light ) );
7 ]" J. |! F: Q; b+ }$ Z
( F4 y6 k. ~( |; e( ?
D3DXVECTOR3 vecSun=D3DXVECTOR3( 0.0f, 0.0f,1.0f);
0 j5 q$ _: a5 h# N, M
D3DXMATRIX matTemp;
/ r/ G! F( v5 E: i) R) h8 L: M
static const float CONS_VAL = 3.1415926f / 180.f;
/ L* M2 f- \9 P' k ]
8 K3 `7 H, J- B1 A" f5 Y; a
D3DXMatrixRotationX( &matTemp,(m_skyBox.m_fSunAngle +180)*CONS_VAL);
$ Y9 [ k+ `# V# d" A/ A
D3DXVec3TransformCoord(&vecSun,&vecSun,&matTemp);
' d: W/ M% d7 ]
pLight->SetDir( vecSun.x, vecSun.y, vecSun.z );
; @! C k2 \* h3 I7 L( q$ M" U' `' v
pLight->Appear( m_pd3dDevice, TRUE );
/ ?0 s8 j% c* j8 V% x# E2 E& D* A
/ r: X; u& e4 X. H2 P
// D3DXVECTOR3 vecSun = D3DXVECTOR3( 0.0f, 0.5f,0.5f);
2 y1 M! m6 L# C( \( V* L% [$ f
// D3DXVec3Normalize(&(vecSun),&(vecSun));
/ B# X1 {8 L& U
// pLight->SetDir( -vecSun.x, -vecSun.y, -vecSun.z );
+ q3 h1 V) c$ u* _/ A/ j
6 \! \+ F9 o$ i$ P( B) B# e
DWORD dwR, dwG, dwB;
1 c$ y! J) M1 Z( E, O* J
dwR = (DWORD)( pLight->Ambient.r * 255 );
0 o2 H2 Y# F+ t! p7 G, e3 D) \
dwG = (DWORD)( pLight->Ambient.g * 255 );
2 o. L7 ~# M$ b% Q' j5 R% f
dwB = (DWORD)( pLight->Ambient.b * 255 );
2 w% a( m' G6 Z
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
+ @1 N% h: z Y3 F
}
, C' j/ O X' ?. U" @" [4 n
}
# H1 F: q7 o; j& j7 X5 d
! t4 \3 v, H/ T2 z, I
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, bLight );//m_bViewLight );
" [3 j& E9 }% d: F# n# @
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) );
, w; n8 o" W( V
::SetLight( bLight );
2 [( H! S- }: D4 o. Y8 K0 t
$ }6 j0 s. o1 f8 a+ y
// ±ao? ?D?í???ó á¤à?
8 g: [* x3 N; a3 J
m_pd3dDevice->SetMaterial( &m_baseMaterial );
- v: m7 f' H/ _8 { s
8 C6 L* @) k- A8 J1 x
#endif // not WORLDSERVER
( O( J5 G F$ u! L+ ?( F
}
; G% K3 m& }7 E& z: w& i
并更换
9 _! L& Y% b+ f! _
Code:
* v! D5 ]4 U: m- _ Q
__FLYFF_INITPAGE_EXT
! _/ X" _- I; l) T/ H0 \
定义
* n" e6 K3 v: y& [3 G
* O+ u2 n7 ^/ v0 w, d6 Z
0 U7 I' {# @8 ~. i
! [8 ^$ J& m" A O( v! ]0 }
, ^, F0 v$ N) a( k$ Z H
现在终于删除我的狗屁加速...
/ H" f, M0 f% S5 t. }) v5 O8 q
1 C5 S% {' [7 j/ [. d- g
# ]2 U2 p0 y/ D) ^1 G
6 Z" C( B) W$ h5 O# j
欢迎光临 飞飞世界论坛 (http://ffwold.com/)
Powered by Discuz! X3.2