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:
+ e3 ^5 j* b4 _- C* l: V1 C
尾翼:
9 M8 x" [+ G1 `% A$ q$ O8 y
2 p# q+ @6 c6 w: r
代码:
# C, k+ I& P( r4 _+ g. G* y
CWndAutoFood::CWndAutoFood()
, ] T* q. X0 T+ f5 W* N) ^6 B4 D$ X
{
% t* h- m4 z: p0 e8 u
m_pItemElem = NULL;
/ W* u4 o, H+ Q* H
m_pTexture = NULL;
, ]4 E. t) C3 q! H
bStart = FALSE;
5 E$ J$ z: u# I* f9 ]/ s
}
1 A: F4 S$ G: E6 z2 t" Y/ q
" }' G' k) u/ N! p' o: r% ]
CWndAutoFood::~CWndAutoFood()
4 ~( h: b1 y% i9 p8 ~
{
- z8 V% R8 H) Q" [6 H
AfxMessageBox( "AutoFood ist gestorben
" );
: D" a. n0 ]; M2 y1 z
}
% k4 f1 e+ p% |" G' t! k z( u4 e1 w
BOOL CWndAutoFood::Initialize( CWndBase* pWndParent, DWORD nType )
2 w7 J* e# Z7 H. i6 r/ J
{
6 ~: j7 r$ l* C) K) C/ F" ~
return InitDialog( g_Neuz.GetSafeHwnd(), APP_AUTOFEED, WBS_MODAL, CPoint( 0, 0 ), pWndParent );
0 K0 I0 a; Y$ v% o- s* o+ s
}
/ V7 {( g4 g. g- B5 g
- d5 R1 a: n X6 ]: R n
BOOL CWndAutoFood::OnDropIcon( LPSHORTCUT pShortcut, CPoint point )
- K) H& W$ l1 i3 B4 C% y2 I
{
7 B, d9 F9 x* [7 B) J5 |+ Y. B' j
LPWNDCTRL pWndCtrl = GetWndCtrl( WIDC_CUSTOM1 );
3 ?9 W+ i* L& p& I+ Z
CRect rect = pWndCtrl->rect;
$ ]9 n/ y1 Q) J. K8 v
if( rect && rect.PtInRect( point ) )
0 i. l5 N5 C1 i6 J! q) _
{
% @. [: L4 ^- }
CItemElem *pItemElem = (CItemElem*)g_pPlayer->GetItemId( pShortcut->m_dwId );
& {) x0 C% B* o$ U6 O( J
if( pItemElem && pItemElem->GetProp() && pItemElem->GetProp()->dwItemKind2 == IK2_FOOD )
* G) H J$ Q% {5 J2 U5 k6 G
{
, f9 E: ]# k3 o2 E, t& L! q. H( p W
if( m_pItemElem )
8 f% w; H; J* w7 U' y" q: n% C4 l
{
* E7 E* e6 ~8 z, @5 E
m_pItemElem = NULL;
$ P g/ ?' J8 d! e. J7 W& L
}
% N* G1 X1 R+ f& j j
m_pItemElem = pItemElem;
0 { b5 {6 T- I' x C3 R) f
m_pTexture = CWndBase::m_textureMng.AddTexture( D3DDEVICE, MakePath( DIR_ITEM, m_pItemElem->GetProp()->szIcon ), 0xffff00ff );
8 W9 d% w/ R% i
}else{
8 X% B( z( C. ^. ?( e% x! G
SetForbid( TRUE );
/ {1 |7 ?. W9 h0 b! ]' O+ P4 U0 T3 v
}
- g) s6 I y; t0 F% Z/ R5 `
}else{
" R" c, ~3 p& y. K
SetForbid( TRUE );
8 k6 D, r1 X$ c" p- x5 K. T4 l
}
0 t% S R' J) E9 u% G! L5 R
return TRUE;
& ^7 g$ u/ x b/ ^9 Z8 N
}
" K& f4 v. J# {+ y6 U
# h) R/ X1 T% J x: t
BOOL CWndAutoFood::OnChildNotify( UINT message, UINT nID, LRESULT* pLResult )
8 g, D2 `" d6 J. Z. Z/ i: V7 T9 ~
{
) @# ]+ G5 }$ B. p# Z% N
switch( nID )
w6 w; g; N- t1 I
{
" |# j! I! ~9 [& C+ R" k
case WIDC_BUTTON3:
+ s. \ ]- v4 D% [5 _+ |
{
6 q; [, t0 k9 |& G# S6 v
bStart = TRUE;
. r- d D# S4 M9 c8 D1 e# e* a1 \
break;
3 x% f1 L$ ]! C6 Z
}
i6 E% j6 K. K! H8 o
case WIDC_BUTTON4:
- T2 ~2 p B/ b) c5 u$ D6 m- f
{
9 y" _" s2 G7 j. k+ _3 x' U5 v1 Q7 P
bStart = FALSE;
: G, p& o2 I$ t6 c- }$ \1 p% D
break;
2 Q1 B2 K) t% l7 [4 H) \
}
) y e1 m" m3 U2 l
}
1 I1 i2 r; h" ~ N
return CWndNeuz::OnChildNotify( message, nID, pLResult );
+ N1 n% m, V1 A) Q$ c7 a
}
$ F9 X& V4 z3 u k0 x6 P- g6 B
void CWndAutoFood::OnDraw( C2DRender* p2DRender )
; |# d7 Z1 K' {
{
) {+ s7 m: D! {# _0 ?' p
CWndButton* pBtn = (CWndButton*)GetDlgItem( WIDC_BUTTON3 );
; j& [3 `( p6 O4 a
if( bStart || !m_pItemElem )
6 D6 C( j9 ]% P% Q. Y/ i, x* z/ U9 G
{
5 c$ K9 H3 u G: L; g/ W
pBtn->EnableWindow( FALSE );
. t: k1 ?- l7 |
}else
& t. z0 P- K5 p0 u5 a, K; u% h, m
pBtn->EnableWindow( TRUE );
) v; f3 I/ q3 E4 h$ k+ p1 ?/ I% D
if( m_pTexture )
; g% ^8 A7 C5 i
{
2 W& s; G" C# A- G& B9 [' A- x
LPWNDCTRL wndCtrl = GetWndCtrl( WIDC_CUSTOM1 );
& H0 g# w' T4 y K
if( wndCtrl && wndCtrl->rect )
4 i( \. p4 w' x
{
9 g% Y5 b5 X! U% J9 |2 }
m_pTexture->Render( p2DRender, CPoint( wndCtrl->rect.left, wndCtrl->rect.top ) );
1 N7 { O2 t% V% Y; y1 J2 i
}
3 |" w8 E% k$ f/ u: o# S4 I: B$ q
}
2 W# v% U4 i2 L
}
# k3 C& L/ U8 @: ?* A
& Z7 \3 p( u6 N3 `9 b
BOOL CWndAutoFood:
rocess()
( Q- D% ^ j4 J: ^ d6 [
{
, W$ P! `7 C9 F- b
if( bStart )
5 `; I; b# i% t: R4 P7 Y
{
/ @7 p9 u- @; g0 U! @
if( m_pItemElem && m_pItemElem->GetProp() && m_pItemElem->m_nItemNum > 0 )
0 U" o$ I6 T0 V! m
{
1 I. u5 i& s' o
if( g_pPlayer->m_cooltimeMgr.CanUse(g_pPlayer->m_cooltimeMgr.GetGroup( m_pItemElem->GetProp() ) ) && m_pItemElem->GetProp()->nAdjParamVal1 + g_pPlayer->GetHitPoint() <= g_pPlayer->GetMaxHitPoint() )
- z- O% e+ ^4 [$ b4 V, t) y5 I
g_DPlay.SendDoUseItem( MAKELONG( ITYPE_ITEM, m_pItemElem->m_dwObjId ), NULL_ID, m_pItemElem->GetProp()->dwParts );
$ X/ p$ y4 j, ~
}else{
3 ?# Y$ _' u/ i/ h% V
bStart = FALSE;
E5 _* l% ?# N! n( X, ~& h
m_pItemElem = NULL;
6 J( F' [5 F( R+ u' [$ e8 U0 T
}
% L8 E' z9 Y1 F
}
' s$ @, }! u% Q
return TRUE;
! l3 {# D7 u: P8 t
}
# I4 Z$ [8 Z, Z
$ L. S+ `% o! N. |4 r3 Q" k6 ^" `1 ^2 C
登录视频废话:
; C, K4 }' D& b$ k% q' v# i
尾翼:
% I: O9 ]2 a( M" h; I
; I. ]3 C5 }# J& p% G6 b
代码:
* A/ t# `* j$ u" f
% Q1 Y8 A6 |; N3 h9 A4 v4 a
void CWorld::SetLight( BOOL bLight )
- _, R6 F# `8 m! M
durch
0 \& [' [; ^: S y+ g' F- O- C
Code:
$ L& h. _- f; ~. C! G# {0 [
void CWorld::SetLight( BOOL bLight )
* d5 l; [/ P+ I7 F. x; n
{
8 ]3 u0 d F1 b
//ACE("SetLight %d \n", bLight);
2 f3 m( K4 R$ j( ]3 A
0 x: s( s4 v+ O4 x" A2 O( B
#ifndef __WORLDSERVER
* a8 q7 G F0 A; Q
DWORD dwAmbient = D3DCOLOR_ARGB( 0,0,0,0);
: I& X/ c" t2 O# c0 k; C9 d/ E
CLight* pLight = NULL;
' L; i( b$ k& q7 X
0 y3 F& w. h* g/ L$ c5 ^0 _
D3DXVECTOR3 vPos = ( CObj::GetActiveObj() != NULL ? CObj::GetActiveObj()->GetPos() : D3DXVECTOR3( 0, 0, 0 ) );
. }# _: C* _% T. j9 v$ |: o4 ]
4 C* w1 _( N6 @/ P0 i4 g3 U
pLight = GetLight( "direction" );
( ^ t. A/ V1 Y3 w3 d. e
$ p6 N5 q; _+ u D5 E
#if __VER >= 15 // __BS_CHANGING_ENVIR
0 Y) M4 N3 F0 U5 g
if( g_pPlayer ){
$ u! w6 V- P' d
ENVIR_INFO* pInfo = GetInContinent( g_pPlayer->GetPos( ) );
+ s$ J1 V/ l! h1 g$ c+ d
if( pInfo && m_kCurContinent._bUseEnvir ) // ′??ú ?èàì°í ′??úá¤o??| àì???ò °??ì?? !!
1 v( K& Q( p2 l( q0 j$ ]8 B
{
5 M* @2 e# Z% ^# I% S
if( pLight )
$ i/ y, k/ m( S9 R0 O, q9 \4 x
{
( o5 c% k6 _4 H" S/ x# e
pLight->Ambient.r = pInfo->_fAmbient[ 0 ];
6 d/ ], G- S: j# I
pLight->Ambient.g = pInfo->_fAmbient[ 1 ];
( j5 j6 _' E6 o& d( e1 P
pLight->Ambient.b = pInfo->_fAmbient[ 2 ];
- K( L: h' T# N4 L0 s
0 D0 \8 K! I% c0 l6 \
pLight->Specular.r = 2.0f;
, P1 r; U* W. A% w
pLight->Specular.g = 2.0f;
2 k: [$ r* M6 a1 ~
pLight->Specular.b = 2.0f;
; W$ f. \" `4 T f- ^! t, D k
7 \6 \ q# K$ w% z* N8 U
pLight->Diffuse.r = pInfo->_fDiffuse[ 0 ];
1 d) i% [( w% ]( A
pLight->Diffuse.g = pInfo->_fDiffuse[ 1 ];
; h9 _( a z6 [% y# X
pLight->Diffuse.b = pInfo->_fDiffuse[ 2 ];
' G: X0 L9 A5 b) E) [5 i
, ~4 d9 B, Z" c- P9 P
HookUpdateLight( pLight );
d1 D) V& L. X6 K6 q
# b0 q( f& |, Y; ?0 P: B, j3 o
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
; D& u$ _, p* Q0 E$ y
, y: o' m; q0 j$ w
pLight->Diffuse.r *= 1.2f;
! T5 t3 P' y; J8 g1 s, }7 i2 U
pLight->Diffuse.g *= 1.2f;
4 A) P; C. h" |0 p$ a; T" w
pLight->Diffuse.b *= 1.2f;
: E/ U! m, y& D7 l4 T& a" L- @
. O3 h c$ m0 }; O3 i# I, l- z
pLight->Ambient.r *= 0.8f;
" W/ A2 z0 Z" c: P$ @5 F# i0 o
pLight->Ambient.g *= 0.8f;
: g! N% |* |# Y, M
pLight->Ambient.b *= 0.8f;
7 I/ c- U1 _% P9 P
1 W: S- h' v" L9 d7 E
memcpy( &m_light, pLight, sizeof( m_light ) );
3 l# g0 i, b$ l G0 w
; j8 P% B M6 Z+ A' X
D3DXVECTOR3 vecSun = D3DXVECTOR3( 0.0f, 0.5f,0.5f);
1 ?( f9 [( v% Y% p0 m% {
D3DXVec3Normalize(&(vecSun),&(vecSun));
" s; H0 w5 v8 k% ^. s
pLight->SetDir( -vecSun.x, -vecSun.y, -vecSun.z );
; ?/ g$ ?- [ J/ U4 u; `
pLight->Appear( m_pd3dDevice, TRUE );
" @. n" D% O8 d. \& H
' f3 D% }- Q* [. P% r" ?. O& c
DWORD dwR, dwG, dwB;
8 V- N. e, J" W/ n |
dwR = (DWORD)( pLight->Ambient.r * 255 );
) q' M' q/ S; e% \ x2 S/ O
dwG = (DWORD)( pLight->Ambient.g * 255 );
0 ^- K/ c Q5 v
dwB = (DWORD)( pLight->Ambient.b * 255 );
7 t: d3 X, v D3 o [- l# N% Q
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
- I, i, X$ S% ^+ j2 s2 D! A
}
/ ]2 a0 C D+ e
}
' D5 m0 m) ^2 V+ [7 L/ ?; a2 ~! H! v
}
% g" A# a: G P
else
, u) L! @+ b0 w5 U) W
#endif
* |* v1 e6 n3 [3 i- @
; [& O7 Y4 i' k; u
if( m_bIsIndoor )
4 `, m) H$ }4 L8 M& T$ c3 i
{
( E* G) m: e- f: v: M
if( pLight )
+ z" E u( w- ]3 z/ v1 z F
{
) G# s( h# H L1 p
// à??μ oˉè*
* [. i* q( Z# ^1 o" t( }
pLight->Diffuse.r = ((m_dwDiffuse>>16) & 0xff) / 255.f;
, m, o, N- |6 j& o, b6 a4 m
pLight->Diffuse.g = ((m_dwDiffuse>>8) & 0xff) / 255.f;
) N; n4 Y2 [5 q
pLight->Diffuse.b = ((m_dwDiffuse) & 0xff) / 255.f;
6 k2 y3 o+ \8 g+ X) s0 G+ s8 f
8 [% A4 q) n$ {1 M ^
// oˉè* ??à?
% @( X5 m) f! z1 L) ]
pLight->Specular.r = 1.0f;
: n9 ^' P1 B! l# ~" D% v* F/ |
pLight->Specular.g = 1.0f;
' F. s: Y# s% r6 Y q& _
pLight->Specular.b = 1.0f;
; c; e4 e0 [8 J3 l, Z) `0 Y# |
// àü?? oˉè*
# q9 v, a# C5 X& x2 U) b- M* L
pLight->Ambient.r = ((m_dwAmbient>>16) & 0xff) / 255.f;
6 }, j# j3 a, v
pLight->Ambient.g = ((m_dwAmbient>>8) & 0xff) / 255.f;
% p0 B, `# l: [+ I* @% k) u( C
pLight->Ambient.b = ((m_dwAmbient) & 0xff) / 255.f;
( K' H' r2 I! W. p+ ~
0 c* F' @* m8 r; K3 x
if( g_Option.m_nBloom ) // ???t?? ?é??àì ??á?à?à??? á??íà? á? 3???áà?? ??′ù. ?è±×?ˉ?é 3ê1? 1à??.
' `9 l; }; u `: t9 L' U
{
- L7 s3 N- K4 W, J. ~/ M* j7 v
pLight->Diffuse.r *= 0.6f;
' i4 p4 P6 f9 Q! K+ F
pLight->Diffuse.g *= 0.6f;
% U4 p3 P( u7 q3 k, [' E( e: e/ G! ?2 q
pLight->Diffuse.b *= 0.6f;
, V! n' p1 T" [/ Y" n2 T- j7 a) |
pLight->Ambient.r *= 0.7f;
9 }/ |- z! E/ n2 @6 [3 `# D9 O
pLight->Ambient.g *= 0.7f;
& |5 m7 v8 f. g' |) G' l
pLight->Ambient.b *= 0.7f;
0 x+ n+ h# c4 e& l/ V
}
( j- ]9 u& z" M% d+ H) M
* b% s8 q1 [7 I. ]0 \7 P
#if __VER >= 15 // __BS_CHANGING_ENVIR
% V# l* G1 V1 @0 H$ j" @
if( g_pPlayer )
2 n% ]* B3 f6 s
HookUpdateLight( pLight );
: ]% e, l, M2 Y# m% H
#endif
# N2 U8 ]0 ?5 G$ R! B6 i& i- ~4 y
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
7 C9 Z0 M' q: Z% a
3 s4 [* q9 s/ D" q
pLight->Diffuse.r += 0.1f;
% G9 n/ `& h# H& p# j
pLight->Diffuse.g += 0.1f;
1 K, ^) g* `( p" @
pLight->Diffuse.b += 0.1f;
( V: B! ?4 Y0 y( \, g
// oˉè* ??à?
3 ^, J5 k- u: C: }+ w. g- A
pLight->Specular.r = 2.0f;
: M! Q7 D/ y# Y; a" h
pLight->Specular.g = 2.0f;
* z3 K5 P2 `; N* @. {0 P; r9 [
pLight->Specular.b = 2.0f;
W+ }0 B7 d2 S9 J
// á?oˉ
- o6 w! [' C5 A
pLight->Ambient.r *= 0.9f;
* ~' `% f; Z- A& g1 O! O* m
pLight->Ambient.g *= 0.9f;
8 @( i6 ~- `" s: j& ^" J
pLight->Ambient.b *= 0.9f;
3 }, K" |2 Z# h5 c, ]4 L
1 `, }& A w6 Y/ ~- c" G
memcpy( &m_light, pLight, sizeof( m_light ) );
- f1 |4 w B& A* h
2 B; S7 P5 y3 V9 b* P
pLight->SetDir( m_v3LightDir.x, m_v3LightDir.y, m_v3LightDir.z );
& I# M4 X# w$ _& W! J
pLight->Appear( m_pd3dDevice, TRUE );
% R, z" D: D/ e% R; L+ x) W
, v8 ?( T7 T0 F, v& Y1 y
DWORD dwR, dwG, dwB;
7 E; V( j! K0 L' J
dwR = (DWORD)( pLight->Ambient.r * 255 );
7 c9 H8 _$ Q* m. {
dwG = (DWORD)( pLight->Ambient.g * 255 );
6 z6 r$ |' e" I: ]# y
dwB = (DWORD)( pLight->Ambient.b * 255 );
2 |9 s7 p( \7 Y4 p( X0 ^
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
7 h6 F* l _0 Y1 S* Z1 q o' ~
}
8 [3 O$ V; q+ L+ j+ m
}
7 Y, Q; G# f- U
else
2 }! k: k! e; T# h
{
% p- i! d" y2 E8 F5 V' b" c
if( pLight )
4 C, d6 V$ I9 j, \# I) Y+ S3 t
{
* E1 }6 t b2 l$ x
3 y, l6 I$ I: p# r" V5 p: s6 Z
int nHour = 8, nMin = 0;
+ R7 V9 J& Q: @/ H
#ifdef __CLIENT
5 m, ] N. z; _. v3 x
// ???óàì?e??′? ??°£à? g_GameTimer???* °?á???′ù.
9 u8 k5 [9 a; |) n
nHour = g_GameTimer.m_nHour;
/ g( _( U) ]/ e6 p& U
nMin = g_GameTimer.m_nMin ;
* n7 S+ j8 }, c/ B4 G, X7 N
#else
0 B* }& H% q& W! |# G& ^
// o??o??′? ??°£à? m_nLightHour???* °?á???′ù.
6 W6 k' Z' u" ~4 ?% W1 W0 j
if( m_nLightType == 1 )
3 P3 o; ~" W C/ m& m
nHour = m_nLightHour;
) U( m2 g' H8 W4 r
#endif
3 A# d; @7 j3 o) f! e1 R! o
nHour--;
# J5 Q9 k7 `8 s, K a
if( nHour < 0 ) nHour = 0;
5 C+ [0 H, H7 x7 ]( {! L+ x
if( nHour > 23 ) nHour = 23;
p4 x% e! K5 _+ |# {# W
6 M" ?; V6 h9 g1 n. ^' g; o
//if( m_bFixedHour )
7 q9 a* {8 G" L- u, p5 N6 g
// nHour = m_nFixedHour, nMin = 0;
P7 p5 }3 k: |& U' G, s4 s
LIGHTCOLOR lightColorPrv = m_k24Light[ ( nHour - 1 == -1 ) ? 23 : nHour - 1 ];
! m, G2 ]9 m! A+ t, m
LIGHTCOLOR lightColor = m_k24Light[ nHour ];
4 i) X. q4 g$ g% ~) ?: l, D
/ {% _9 D5 V j; [8 f
//m_lightColor = lightColorPrv;
. B; u/ f" q, M5 ~* t8 U& w: s
lightColorPrv.r1 += ( lightColor.r1 - lightColorPrv.r1) * nMin / 60;
( n* F! H; ] j- w
lightColorPrv.g1 += ( lightColor.g1 - lightColorPrv.g1) * nMin / 60;
5 t4 h3 r- O& s
lightColorPrv.b1 += ( lightColor.b1 - lightColorPrv.b1) * nMin / 60;
( D! ^) }0 Q7 p. d: q8 b; R
lightColorPrv.r2 += ( lightColor.r2 - lightColorPrv.r2) * nMin / 60;
7 \# z( T7 z5 |6 G
lightColorPrv.g2 += ( lightColor.g2 - lightColorPrv.g2) * nMin / 60;
6 L4 Y/ c. T4 G F5 R3 q7 Z
lightColorPrv.b2 += ( lightColor.b2 - lightColorPrv.b2) * nMin / 60;
& d3 W1 q) O/ Y J0 Y. S
// 60(minMax) : 15(curMin) = 0.5(colorDistant) : x(curCol)
$ D6 K- _" Z8 Z$ t* u
% S2 a, S; u, w$ {& \# R! S
// à??μ oˉè*
. j9 e+ {0 h, g* ]; c. C# L( K
pLight->Diffuse.r = lightColorPrv.r1;
" [' c/ h) ?% K* Y3 E/ E8 z8 e" K
pLight->Diffuse.g = lightColorPrv.g1;
1 l: s7 A% h- d0 v k
pLight->Diffuse.b = lightColorPrv.b1;
B0 r% R. V, Q" C0 m+ q
// oˉè* ??à?
7 J, Z& F. T3 O/ z" u
pLight->Specular.r = 1.0f;
; O) Z% E& i* Y+ x
pLight->Specular.g = 1.0f;
- W* h/ ]* V7 }, Y8 z! W/ [
pLight->Specular.b = 1.0f;
) F% C f: j2 I+ L* U1 f0 ]' B* O
// àü?? oˉè*
5 [. m; ?8 m) U5 U
pLight->Ambient.r = lightColorPrv.r2;
- x( X( M9 G/ B. m% y
pLight->Ambient.g = lightColorPrv.g2;
n4 C" g+ s' _, [. M" E
pLight->Ambient.b = lightColorPrv.b2;
) _/ x' S( p0 y8 p& ~
. T4 r1 a1 V( k% m9 |( [& n6 f
if( g_Option.m_nBloom ) // ???t?? ?é??àì ??á?à?à??? á??íà? á? 3???áà?? ??′ù. ?è±×?ˉ?é 3ê1? 1à??.
2 O; H. u/ X5 l0 R) `8 u6 f: g
{
$ _# f/ u' Y& X. c. D i- T
pLight->Diffuse.r *= 0.6f;
5 e& y1 c6 N$ q9 A' s. |
pLight->Diffuse.g *= 0.6f;
9 z, l5 P) o& e- l; h$ v
pLight->Diffuse.b *= 0.6f;
1 T3 H [( @. e, ^
pLight->Ambient.r *= 0.7f;
, f- g6 U! F u& _1 g% s
pLight->Ambient.g *= 0.7f;
0 f1 ]/ x$ b) b/ c! c& r
pLight->Ambient.b *= 0.7f;
& d' U2 k8 e3 c7 k
}
- {' ^2 k. j. Z" }& o* v
3 u) B/ ]7 Q8 [+ ^$ @, A2 _
#if __VER >= 15 // __BS_CHANGING_ENVIR
6 g- ? {9 }$ g3 K
if( g_pPlayer )
4 j/ r! p1 O9 k3 p( l0 f
HookUpdateLight( pLight );
& @) V; A5 d, R" G! G- G
#endif
# |; X$ l( ^$ w4 Z$ B! V$ K- [/ S/ r
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
, \6 g- d# J2 t O) }$ q; } ]
2 V% `0 N# |7 d5 g
#ifdef __YENV
: E! z! D& u- ~3 J# w" v1 N
pLight->Diffuse.r *= 1.1f;
: Q/ Z' s+ u. ^% F" z& L3 N
pLight->Diffuse.g *= 1.1f;
3 G- r' f4 ?4 N3 G
pLight->Diffuse.b *= 1.1f;
% W* R1 L! D2 `* J5 M8 K- p- w
// oˉè* ??à?
$ c0 G) |, m/ L: v) }
pLight->Specular.r = 2.0f;
( Y3 m* a/ _5 M. i# N2 _
pLight->Specular.g = 2.0f;
. K! n; m9 o% l4 o
pLight->Specular.b = 2.0f;
! b0 ^7 @ A) }8 w
// á?oˉ
/ X% t8 ]) V2 m6 q9 ~# p5 g
pLight->Ambient.r *= 1.0f;
! I+ |0 @9 d, X. @0 H! Z
pLight->Ambient.g *= 1.0f;
7 B( x9 R9 u& E2 S0 r
pLight->Ambient.b *= 1.0f;
# n& m0 P; k3 k* q& z" Z
#else //__YENV
/ \% y& o6 ^; \: r/ {
pLight->Diffuse.r *= 1.1f;
9 O7 U7 J- W3 X& l# e$ e2 t
pLight->Diffuse.g *= 1.1f;
/ D' m9 X. Q5 C4 x! Y2 R. E
pLight->Diffuse.b *= 1.1f;
( F @6 c6 ~8 k& A) f
// oˉè* ??à?
% D8 c( {/ M3 i
pLight->Specular.r = 2.0f;
' X- x$ J! y& h
pLight->Specular.g = 2.0f;
* |9 l; b6 V' ^: T0 n
pLight->Specular.b = 2.0f;
% V& V$ D0 }% D+ R5 P
// á?oˉ
( g1 f) j9 A8 _* y# k/ F8 |& d
pLight->Ambient.r *= 0.9f;
9 U6 p0 Q- u( ^1 x$ J
pLight->Ambient.g *= 0.9f;
( Y3 t+ X2 {/ T! v8 M& j
pLight->Ambient.b *= 0.9f;
$ R0 [6 p0 E1 p
#endif //__YENV
$ T/ q. l* U. o; M# H: ~
6 `7 F% B/ T& r* }# c- t8 l
memcpy( &m_light, pLight, sizeof( m_light ) );
) }0 }( z1 Z9 C# A8 L
9 |5 S+ U" }; u t+ y+ {
D3DXVECTOR3 vecSun=D3DXVECTOR3( 0.0f, 0.0f,1.0f);
a/ P. |3 d! I8 |# [& R% T
D3DXMATRIX matTemp;
9 v4 r6 T- S" S: \7 Q
static const float CONS_VAL = 3.1415926f / 180.f;
9 i4 M+ v& U d& R( v. u4 [! j& E
; e" j) N0 q2 [$ w
D3DXMatrixRotationX( &matTemp,(m_skyBox.m_fSunAngle +180)*CONS_VAL);
+ l" U. q7 @7 c$ f& t/ P; Q, t+ v
D3DXVec3TransformCoord(&vecSun,&vecSun,&matTemp);
! b& J6 O7 {0 n* ^5 b& N
pLight->SetDir( vecSun.x, vecSun.y, vecSun.z );
6 T+ g5 v6 X) r' b* c3 E+ F' U" m. `
pLight->Appear( m_pd3dDevice, TRUE );
% x/ C$ ?6 o, Q/ r1 M) S. Y
* c: e% q w* R2 g
// D3DXVECTOR3 vecSun = D3DXVECTOR3( 0.0f, 0.5f,0.5f);
' \! L4 p0 q1 ]5 J4 y/ n
// D3DXVec3Normalize(&(vecSun),&(vecSun));
) V. {& `& X9 u8 y8 \
// pLight->SetDir( -vecSun.x, -vecSun.y, -vecSun.z );
& u: O" s( u Q% f( p! u7 Z `
q, L9 m5 m1 }
DWORD dwR, dwG, dwB;
" `- |( T& m2 i. r& q' ]
dwR = (DWORD)( pLight->Ambient.r * 255 );
& U1 K3 L/ ?4 {7 H0 f
dwG = (DWORD)( pLight->Ambient.g * 255 );
9 g! Z: M' t8 F$ @- t8 t
dwB = (DWORD)( pLight->Ambient.b * 255 );
& L. s, C6 _4 B) m; D6 S
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
0 `3 Q8 d7 k/ H
}
1 d6 o' _1 x$ `% s8 U
}
3 O/ f; o# |2 A% m. b4 a. I: `
4 x4 K: L9 m9 B, F# o c. G
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, bLight );//m_bViewLight );
: `$ ?( C& L+ M* j$ z
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) );
* \$ _* E( \& |: F5 Q
::SetLight( bLight );
' h. R' n2 a+ `: U: g% y% Q' ~0 @3 s
- w2 C/ i" V) n5 u6 t0 a
// ±ao? ?D?í???ó á¤à?
5 k0 G {- J* I
m_pd3dDevice->SetMaterial( &m_baseMaterial );
$ X* ^, l+ ^" F2 ~9 R, ^
* Q) X( P7 I4 b: E3 d) N6 v
#endif // not WORLDSERVER
" j; n; f# K4 s
}
3 m& Y+ J' b+ _5 E& O
并更换
- F- |9 C, ^5 x, f, P$ W
Code:
- Q' w# ?- N& p b$ g, A$ N: L
__FLYFF_INITPAGE_EXT
6 H s' T" [/ x" f/ n# a
定义
3 F2 h2 c; X* A' n+ J f- n
" \" b# F) ^2 n$ Q
& q( G8 J* [5 [+ @& o
) A! E7 E: J8 d
, `5 E7 O( \6 C' l/ P) m
现在终于删除我的狗屁加速...
' f5 K k/ e7 S" R* i1 J$ m- Q8 Y
9 J# x% z7 C2 R& n
* {- U, B& S4 u
' Q3 n7 E6 N/ e% v
欢迎光临 飞飞世界论坛 (http://ffwold.com/)
Powered by Discuz! X3.2