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:
8 S0 W7 f! L8 ^( c0 w. k& ^- \+ z; f
尾翼:
2 z/ P/ @6 W7 r* n" ~
5 Y! {$ O" q# L+ L g" x$ t% g8 u
代码:
$ a2 N6 a% D; t# h- @% q4 x. d p' ~
CWndAutoFood::CWndAutoFood()
% R. ?% }" I( ^
{
p: n* } \4 [0 a
m_pItemElem = NULL;
, }6 Y+ R( H3 j- K9 u
m_pTexture = NULL;
! U' p+ \& y% d; S1 c
bStart = FALSE;
& B- T& K$ b2 y. l+ o) I
}
) J, T% L3 ~7 R( g4 s0 r
) _0 N9 e* z+ C: U" q0 t: Z
CWndAutoFood::~CWndAutoFood()
0 p9 [' E- i8 p. W% J0 |3 }# A p
{
; P, @& @' A' c l$ Z! V- Z! E
AfxMessageBox( "AutoFood ist gestorben
" );
8 h- _& V& |# Q! r' l/ X, F- [
}
/ L% D- v7 t: j8 {9 y
BOOL CWndAutoFood::Initialize( CWndBase* pWndParent, DWORD nType )
1 S8 N) Y3 W7 M
{
& b) {( f: u/ x1 A: N" n8 Z
return InitDialog( g_Neuz.GetSafeHwnd(), APP_AUTOFEED, WBS_MODAL, CPoint( 0, 0 ), pWndParent );
/ W7 z% d' S3 }" h6 l. y
}
T3 d& S- O. L% z- j) m
( n5 \% O' M. d4 M8 i
BOOL CWndAutoFood::OnDropIcon( LPSHORTCUT pShortcut, CPoint point )
% }- B" w) M9 @6 c! g" `0 I
{
4 Z' d/ Y, P: w0 h/ X
LPWNDCTRL pWndCtrl = GetWndCtrl( WIDC_CUSTOM1 );
! f+ h4 k# o$ F" y( \: ^* |
CRect rect = pWndCtrl->rect;
: F4 n& S) p: b* y
if( rect && rect.PtInRect( point ) )
2 [/ I. M: b# Q! ~! v: h4 P/ A
{
; x# [% B& L! R+ ?* k2 E) N
CItemElem *pItemElem = (CItemElem*)g_pPlayer->GetItemId( pShortcut->m_dwId );
% V9 h# n1 P' O/ h( r6 n2 }
if( pItemElem && pItemElem->GetProp() && pItemElem->GetProp()->dwItemKind2 == IK2_FOOD )
; B# |! | V1 D
{
7 `' A8 J# Q# f1 Y- n
if( m_pItemElem )
! w3 G' _- G: a! A4 `1 S& Q
{
3 ^1 q4 Q- M- r9 K4 e$ u
m_pItemElem = NULL;
% x0 {# [2 {% c; p4 N3 A( l5 }
}
' e. H- a" \( |, u7 h% p. Y3 H
m_pItemElem = pItemElem;
5 @, U' ~. i* l2 d% j! H) d! [1 g+ |
m_pTexture = CWndBase::m_textureMng.AddTexture( D3DDEVICE, MakePath( DIR_ITEM, m_pItemElem->GetProp()->szIcon ), 0xffff00ff );
3 r, O/ k8 E: [6 z# k5 {! J" I: ]# i: G
}else{
; h; T# M# o9 p7 _% S
SetForbid( TRUE );
. W0 g2 t7 V+ E8 F) J
}
* z: a) V" B- i; P4 Z
}else{
) C& ?3 u. t1 O$ ~$ F+ Q
SetForbid( TRUE );
# ^$ B6 D4 i5 {' v7 q& i7 y S6 h
}
% y/ O9 Y/ m7 t: c3 I* e; y
return TRUE;
8 R z5 m9 @2 g% V
}
6 \5 b- [4 i( S8 t6 U% m" E0 \
6 z9 n, F0 v5 o0 E$ L
BOOL CWndAutoFood::OnChildNotify( UINT message, UINT nID, LRESULT* pLResult )
r& r* I9 p* p# B2 v
{
& v, f6 n$ k* n- c! a/ Y8 {
switch( nID )
9 J2 X. }+ t( z0 G1 k8 F* F
{
' S& ?, O* @9 q n$ q6 P
case WIDC_BUTTON3:
C; S# }/ @0 x# h/ w7 l
{
! [* B1 V+ O' ]. S z% Z2 e7 T. }, a
bStart = TRUE;
5 ?; v$ ?) O- C/ i* V
break;
2 C. R# \: \' Y
}
) c) q8 }' @1 t' M. k
case WIDC_BUTTON4:
7 y9 y- v) Y5 ^% S2 N
{
$ u4 |0 q5 N& f2 x( ^/ ~) w
bStart = FALSE;
8 D4 c% B( d, E; v8 d) P
break;
! Z+ C- H) @& ]8 o6 m3 X/ u+ [/ r
}
2 w# x, G$ n* N9 f+ X
}
6 m7 e7 e) x8 A- V3 j" N
return CWndNeuz::OnChildNotify( message, nID, pLResult );
4 C( D2 e9 K# `, p
}
5 j# N' F) g2 k" f( O# n' E# d
void CWndAutoFood::OnDraw( C2DRender* p2DRender )
3 s1 P+ W+ q& v/ L1 n5 g
{
) S+ h6 d: }" Q* M; m" c2 x* @% a8 i5 V
CWndButton* pBtn = (CWndButton*)GetDlgItem( WIDC_BUTTON3 );
) g( {$ q4 [ z; b
if( bStart || !m_pItemElem )
& `9 ]1 C# z+ z) M' t
{
4 _# M1 z& n3 V; r! c* E
pBtn->EnableWindow( FALSE );
2 @1 Q1 V. O. ~. | Y3 n! U
}else
$ ]& B5 p* [# g& O
pBtn->EnableWindow( TRUE );
/ q; s6 W8 ?6 k* \0 m
if( m_pTexture )
3 C# n6 ^! h1 d
{
( z Y( z' M) ]
LPWNDCTRL wndCtrl = GetWndCtrl( WIDC_CUSTOM1 );
' G; Y* v- @0 h+ o7 N+ A
if( wndCtrl && wndCtrl->rect )
- T8 r' E! I1 L) V& H4 k
{
1 ]6 ^& S3 J S( W: X1 E
m_pTexture->Render( p2DRender, CPoint( wndCtrl->rect.left, wndCtrl->rect.top ) );
) F; H; O% J) ]; c0 a7 K5 ]* ^1 y
}
$ ^5 A* Q5 `" _1 {4 S3 z9 L
}
) w1 O# D+ u1 k; M9 _
}
; V5 r& `8 N! N: Y1 ~# l, U; h0 F, v
- z! ~: M2 o) N& ]* m' |6 O& b
BOOL CWndAutoFood:
rocess()
$ f5 Z8 N5 w$ R/ A4 U9 u9 E; M' V
{
4 H# O9 N! f# y+ G
if( bStart )
/ a8 r4 T2 @, j! |
{
1 ~8 e$ V6 t& U
if( m_pItemElem && m_pItemElem->GetProp() && m_pItemElem->m_nItemNum > 0 )
6 V5 v$ {( t; |/ b0 H) z* y
{
% A' Z* H4 r' }5 k9 p4 R
if( g_pPlayer->m_cooltimeMgr.CanUse(g_pPlayer->m_cooltimeMgr.GetGroup( m_pItemElem->GetProp() ) ) && m_pItemElem->GetProp()->nAdjParamVal1 + g_pPlayer->GetHitPoint() <= g_pPlayer->GetMaxHitPoint() )
% S. G9 R. i# x9 p1 Z: T: v
g_DPlay.SendDoUseItem( MAKELONG( ITYPE_ITEM, m_pItemElem->m_dwObjId ), NULL_ID, m_pItemElem->GetProp()->dwParts );
( f0 s% l% D% X+ _8 }% e# E
}else{
* ~6 B0 Y3 X9 l& q/ Z
bStart = FALSE;
# @: `" C0 A, I1 f
m_pItemElem = NULL;
8 g) j& _& B8 ~9 N3 _4 }
}
/ i1 L/ m; L7 b( t3 m6 D
}
4 k% G9 J8 M0 Q1 M% M. u
return TRUE;
9 M* j- u" ^ o8 c
}
& V% z; y$ o/ H X/ u
8 a& ]% I. @ J$ Z9 O g
登录视频废话:
3 w$ D8 f6 x" S3 t9 o [2 _. ?
尾翼:
3 J* U. i E; t* R3 b$ K
( |1 z( v6 J- k" Z
代码:
+ f$ N, O+ W* I9 P# J/ _% U" u& J; f) l9 r
/ ^: d5 o# m& m& e# H- Y
void CWorld::SetLight( BOOL bLight )
' U! \% S0 |1 I) A7 u8 j
durch
" F; B' r! N" g# m' ?+ E" ?$ \. ^# w
Code:
: ^- a. y! R/ e7 k
void CWorld::SetLight( BOOL bLight )
$ `* L" d G: x' b
{
2 o5 {. L9 b6 E! D* D
//ACE("SetLight %d \n", bLight);
# c( a/ C) s% I2 k' U; @
4 X" r0 G5 a2 T# T! J7 R
#ifndef __WORLDSERVER
|& K W1 |8 C7 d
DWORD dwAmbient = D3DCOLOR_ARGB( 0,0,0,0);
" ^- U1 o" L' X6 R8 c
CLight* pLight = NULL;
9 r* x& a. x/ q- `. w7 N* H. E, q
1 f. g' l" X5 g+ G
D3DXVECTOR3 vPos = ( CObj::GetActiveObj() != NULL ? CObj::GetActiveObj()->GetPos() : D3DXVECTOR3( 0, 0, 0 ) );
i) B, N. v2 w( c& o1 D) p$ m0 J
% D- ^/ N1 p3 Q3 X$ [
pLight = GetLight( "direction" );
H' p* {+ O: O g2 T% i3 c
1 Z7 O, R' A6 I) [4 K( g/ k) A
#if __VER >= 15 // __BS_CHANGING_ENVIR
. X- ?/ J( i; t1 `
if( g_pPlayer ){
c! N5 O- ~! x4 P! I
ENVIR_INFO* pInfo = GetInContinent( g_pPlayer->GetPos( ) );
1 ]* Z B6 e# {* ^5 `
if( pInfo && m_kCurContinent._bUseEnvir ) // ′??ú ?èàì°í ′??úá¤o??| àì???ò °??ì?? !!
8 C3 u( `' b Z }' Z
{
! w! V. e+ [6 f( y' d+ a
if( pLight )
: I T5 Q/ L1 B: N; _2 |5 s+ ?
{
, q4 H& N5 D: j: I: ^! X
pLight->Ambient.r = pInfo->_fAmbient[ 0 ];
3 b, i: o. L" e) @
pLight->Ambient.g = pInfo->_fAmbient[ 1 ];
* B; H) l, W* j
pLight->Ambient.b = pInfo->_fAmbient[ 2 ];
) j9 T% V' R" x% j
! A* }, m0 \0 Y
pLight->Specular.r = 2.0f;
1 I5 I3 i9 H* s! S1 @2 E/ J5 j
pLight->Specular.g = 2.0f;
" b0 A5 _3 B' y) s6 [0 n
pLight->Specular.b = 2.0f;
# o: g5 D8 y' N6 j* \
" ?6 \* h" F& j/ f
pLight->Diffuse.r = pInfo->_fDiffuse[ 0 ];
$ g& Z& n9 d+ @# U% [$ ~8 v
pLight->Diffuse.g = pInfo->_fDiffuse[ 1 ];
: I4 o1 I, [2 h, e+ L
pLight->Diffuse.b = pInfo->_fDiffuse[ 2 ];
. n5 O1 _2 p) W% x, {
2 r- Z" _5 b- B& Z( c
HookUpdateLight( pLight );
, l g3 @ U2 l; R
& z9 I/ _$ L7 p' j8 O) t2 O
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
% K0 o- O7 a* Z2 g8 B
+ U) Y: x% [, q
pLight->Diffuse.r *= 1.2f;
8 v% T/ F% ~5 F, K2 X# m
pLight->Diffuse.g *= 1.2f;
8 Z+ o( Z- \! R# r! ~0 {
pLight->Diffuse.b *= 1.2f;
% F1 C' c [9 A- y
" b$ T5 s" R9 i1 i6 S% _& j+ A: Y
pLight->Ambient.r *= 0.8f;
( N, o2 o" U1 I \
pLight->Ambient.g *= 0.8f;
( M3 C) b9 C+ @/ `5 }# \0 x5 t
pLight->Ambient.b *= 0.8f;
8 a6 T- E3 Q) V' |& g; z+ c6 F! g
) ~; c! V1 z }3 ?
memcpy( &m_light, pLight, sizeof( m_light ) );
" A- Y5 x0 e; i7 N
5 x, i7 l3 q$ z4 T7 \/ a; z
D3DXVECTOR3 vecSun = D3DXVECTOR3( 0.0f, 0.5f,0.5f);
/ s6 t. Q5 ?5 a9 P! d1 Y9 |
D3DXVec3Normalize(&(vecSun),&(vecSun));
+ h+ {1 J* G$ J8 B7 n) A( K1 s
pLight->SetDir( -vecSun.x, -vecSun.y, -vecSun.z );
; S7 n' _+ `# m0 r7 W% Y w
pLight->Appear( m_pd3dDevice, TRUE );
! m. ^+ d) w5 I/ s
+ Q- P) H( ]8 d% W
DWORD dwR, dwG, dwB;
7 o5 Y8 T' g- m* r
dwR = (DWORD)( pLight->Ambient.r * 255 );
p) l. k& ~! A# t
dwG = (DWORD)( pLight->Ambient.g * 255 );
8 N: \ X5 _- x' d, [, y
dwB = (DWORD)( pLight->Ambient.b * 255 );
" p; h1 I; F% v. y9 P
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
3 O7 A1 g# u" T r0 y# K) j$ s
}
3 g4 ~; |; O! r9 @8 J
}
3 _9 y6 P- s1 y
}
z; \% E$ [1 \! A& z& ~& y6 u7 @: `
else
1 f [7 b. ]9 Z. _/ ~
#endif
1 p2 E+ h; b1 b1 e6 S$ B
4 W) P' H% a6 l x6 e
if( m_bIsIndoor )
' R$ {% u5 U: H$ n) r" e
{
3 S% u4 T- v/ J9 z7 e
if( pLight )
5 w' P, t% b( Q8 w+ d3 H0 a0 L- j# k
{
3 O4 t9 m8 Y# X8 O7 v
// à??μ oˉè*
* r5 b& Y: D8 I2 }8 S3 {6 }
pLight->Diffuse.r = ((m_dwDiffuse>>16) & 0xff) / 255.f;
/ T. o$ W: L. J8 } E) }9 Z
pLight->Diffuse.g = ((m_dwDiffuse>>8) & 0xff) / 255.f;
9 U+ M5 L7 D9 I
pLight->Diffuse.b = ((m_dwDiffuse) & 0xff) / 255.f;
. u$ M2 z2 f! w: q L4 X& U M
6 D9 S' O) m, t+ C) a" a
// oˉè* ??à?
; F; Q& x% P5 n/ z4 f$ L; D
pLight->Specular.r = 1.0f;
9 Y- q) P# v h: N! `8 W7 R
pLight->Specular.g = 1.0f;
" t; z- N/ j. \. M) V
pLight->Specular.b = 1.0f;
5 V& N+ @" O" I
// àü?? oˉè*
^# G7 X4 k, ]8 X; W
pLight->Ambient.r = ((m_dwAmbient>>16) & 0xff) / 255.f;
- \3 C- P" f$ h+ q
pLight->Ambient.g = ((m_dwAmbient>>8) & 0xff) / 255.f;
0 U* U) n5 N4 |) I' C' e3 G0 K9 ?
pLight->Ambient.b = ((m_dwAmbient) & 0xff) / 255.f;
" s& v" X n# N5 w5 ?
2 i& |( n2 ~+ v# A+ }7 f* Z. o
if( g_Option.m_nBloom ) // ???t?? ?é??àì ??á?à?à??? á??íà? á? 3???áà?? ??′ù. ?è±×?ˉ?é 3ê1? 1à??.
" W( @3 b5 P0 B+ j+ q
{
! K+ Z- P# {" h) l
pLight->Diffuse.r *= 0.6f;
, M9 H. Z% _9 B
pLight->Diffuse.g *= 0.6f;
6 F: N. ]! P7 V
pLight->Diffuse.b *= 0.6f;
, R$ ^5 M8 r6 G& U( A3 L2 G
pLight->Ambient.r *= 0.7f;
" D6 b) I) N9 B
pLight->Ambient.g *= 0.7f;
. H) O6 S( ?& j% Z( s0 A" Q" f
pLight->Ambient.b *= 0.7f;
* }9 N- W0 X5 b) X) ]8 A) _4 _* O
}
" E0 d d; N& ?& o; {9 P
7 c/ e( z! @) G F
#if __VER >= 15 // __BS_CHANGING_ENVIR
7 ]( f- K! {' U9 {
if( g_pPlayer )
+ t, h4 ^& ]7 F7 ~
HookUpdateLight( pLight );
+ r! r9 X) a t$ H& @; [3 X; ^* @
#endif
4 V V- P8 _6 }, w6 r: |
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
8 ?0 C3 z+ ?& y
( c1 L- O8 Z$ @8 J- ~
pLight->Diffuse.r += 0.1f;
/ B S' O5 V8 d2 B
pLight->Diffuse.g += 0.1f;
3 b$ Z6 ]: H w* E
pLight->Diffuse.b += 0.1f;
7 k* i# j' ~& I3 P! E
// oˉè* ??à?
3 m5 c, p7 h0 S t% \
pLight->Specular.r = 2.0f;
" M* a: H: ]9 H! G1 C# `. r3 o9 a4 G
pLight->Specular.g = 2.0f;
7 U* e2 o2 B0 ?' ~
pLight->Specular.b = 2.0f;
+ _* G7 s) R' }
// á?oˉ
7 ^( J- o7 Q9 q$ j" S- G: n9 d
pLight->Ambient.r *= 0.9f;
! b8 p2 z! ?3 B0 t) b. V3 n( b5 @ s9 O
pLight->Ambient.g *= 0.9f;
' L; K5 ^* n, G* u3 z
pLight->Ambient.b *= 0.9f;
1 _, a# P* }* X5 \( K4 X. b
?5 H2 x6 g3 Y Z7 Y- q5 W5 s
memcpy( &m_light, pLight, sizeof( m_light ) );
, ^- Y0 s+ {' F. l
( h( M* H7 C& D# P9 l
pLight->SetDir( m_v3LightDir.x, m_v3LightDir.y, m_v3LightDir.z );
" O8 D3 H$ j4 R2 g% O9 I& h) R
pLight->Appear( m_pd3dDevice, TRUE );
+ n1 v4 W/ X y4 l
; t5 b' w" L' L R
DWORD dwR, dwG, dwB;
8 |/ Q' d. H' K) I( p
dwR = (DWORD)( pLight->Ambient.r * 255 );
$ v0 t7 L) o- @ J
dwG = (DWORD)( pLight->Ambient.g * 255 );
- `9 d; B. l/ C, h/ ^
dwB = (DWORD)( pLight->Ambient.b * 255 );
/ P- c! `, A" C8 K8 g
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
5 }( y# D7 e/ X- o$ E# d4 ?
}
- y: T, D d3 g# n
}
! u: ?, m6 l$ u+ g% c0 {5 y3 y# F
else
3 h6 |" m& h; y0 o
{
' v- I* I1 s5 N8 |! S# ]1 Z
if( pLight )
M2 `/ L/ ]* R* [
{
1 p- J1 ^! t& l) {% }+ O0 H0 t
- F% e2 G( m; e# S2 s
int nHour = 8, nMin = 0;
5 L# M/ i |9 T) S
#ifdef __CLIENT
1 d( P. d0 J# v+ T1 W1 v
// ???óàì?e??′? ??°£à? g_GameTimer???* °?á???′ù.
* J: p6 I" ~3 `
nHour = g_GameTimer.m_nHour;
% P2 D2 H5 _! d2 z: ?4 Y9 b2 q
nMin = g_GameTimer.m_nMin ;
, l* O. d" O" e, y
#else
/ S( h9 A1 W3 L- W \7 Q" c7 p
// o??o??′? ??°£à? m_nLightHour???* °?á???′ù.
/ g4 c: l9 A: }1 F$ i: [
if( m_nLightType == 1 )
% Y5 w: P4 Q+ r
nHour = m_nLightHour;
6 R {1 d% C& }5 z
#endif
4 s9 i5 D* O3 M: L+ H* W
nHour--;
6 X7 B$ Y0 m. f) \8 m8 V
if( nHour < 0 ) nHour = 0;
1 A' j) U) \0 @$ |4 z1 K
if( nHour > 23 ) nHour = 23;
; N# y' C% k! N( }$ _5 o) N" `
7 P9 V; W \5 G3 r
//if( m_bFixedHour )
; k4 W6 P* t7 }$ A$ E
// nHour = m_nFixedHour, nMin = 0;
, g( J" I: \7 f; U2 G0 J
LIGHTCOLOR lightColorPrv = m_k24Light[ ( nHour - 1 == -1 ) ? 23 : nHour - 1 ];
* y2 \1 P/ K# \
LIGHTCOLOR lightColor = m_k24Light[ nHour ];
+ m& i' C% R! P9 y" A4 v
+ o0 s7 T/ h) ?7 k
//m_lightColor = lightColorPrv;
; Q$ \1 @% g7 e& J! R
lightColorPrv.r1 += ( lightColor.r1 - lightColorPrv.r1) * nMin / 60;
7 L" a% t) K: ]1 b- ]
lightColorPrv.g1 += ( lightColor.g1 - lightColorPrv.g1) * nMin / 60;
$ W: _) ?. E5 f9 K
lightColorPrv.b1 += ( lightColor.b1 - lightColorPrv.b1) * nMin / 60;
% F5 Z8 n% c6 `4 O. A. E
lightColorPrv.r2 += ( lightColor.r2 - lightColorPrv.r2) * nMin / 60;
+ V8 g' T8 }- `3 \
lightColorPrv.g2 += ( lightColor.g2 - lightColorPrv.g2) * nMin / 60;
* {1 |( K" ?9 Q* V
lightColorPrv.b2 += ( lightColor.b2 - lightColorPrv.b2) * nMin / 60;
1 E" G4 s4 U" o
// 60(minMax) : 15(curMin) = 0.5(colorDistant) : x(curCol)
0 y1 |) r' {. C
' G8 N* _" E1 [( W/ p% C5 C8 c. x
// à??μ oˉè*
- B8 Z: I# h( i( W' ?- y5 }/ [
pLight->Diffuse.r = lightColorPrv.r1;
0 R9 K7 F2 c9 Q# _& h
pLight->Diffuse.g = lightColorPrv.g1;
4 G! ?/ e1 ?0 s0 s' j _9 x, s& s$ H
pLight->Diffuse.b = lightColorPrv.b1;
5 e& m8 L# C% J' ^( k8 t/ s
// oˉè* ??à?
: P |. k4 @! v
pLight->Specular.r = 1.0f;
5 i% Z7 s ]1 B5 P/ ~
pLight->Specular.g = 1.0f;
+ I( U' F. F. g1 I, f9 [
pLight->Specular.b = 1.0f;
5 i: ^, J) A4 E
// àü?? oˉè*
5 ^, k# ~0 l6 p* ^ s
pLight->Ambient.r = lightColorPrv.r2;
$ Q. p4 e- s/ \; n6 E
pLight->Ambient.g = lightColorPrv.g2;
- l9 o7 N3 p2 z+ B0 C4 K
pLight->Ambient.b = lightColorPrv.b2;
- s) s& l$ F5 m- h L
7 o& o3 M% b0 X; y. A. o
if( g_Option.m_nBloom ) // ???t?? ?é??àì ??á?à?à??? á??íà? á? 3???áà?? ??′ù. ?è±×?ˉ?é 3ê1? 1à??.
9 Z! p0 I0 f0 m- I
{
1 ]- \, B+ q6 b: a) V: s6 a
pLight->Diffuse.r *= 0.6f;
F" g5 [5 j% ^: }) T A
pLight->Diffuse.g *= 0.6f;
9 w; V4 `/ }! c
pLight->Diffuse.b *= 0.6f;
! L$ W: E" b* P; r- w6 d4 \+ ^
pLight->Ambient.r *= 0.7f;
7 b7 f# y* f2 d' N5 Q% ]4 q/ A* A
pLight->Ambient.g *= 0.7f;
, K% U" D0 y2 R4 x* K3 _
pLight->Ambient.b *= 0.7f;
8 c- n: _/ j- ~9 k& E0 t& D
}
$ [- `9 K( [+ ^2 \6 b. e9 K, Q
0 s8 m, a4 z+ o7 @8 C* V. D! G
#if __VER >= 15 // __BS_CHANGING_ENVIR
4 R6 x0 j: t/ B0 v- Y9 \
if( g_pPlayer )
) F! H1 B4 `* D0 L7 S- t
HookUpdateLight( pLight );
: w! f1 I/ r b+ a
#endif
5 G9 s. b( ?$ _; V
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
. j; b- @6 L; _, |: G
! s# H7 F2 s# U( T R
#ifdef __YENV
% x& K' }; ~( w1 {9 J9 P; k6 X
pLight->Diffuse.r *= 1.1f;
5 b) B; B) M5 l( J* C. h! U
pLight->Diffuse.g *= 1.1f;
( O7 ?6 Q8 y+ d' Q( Z: O
pLight->Diffuse.b *= 1.1f;
+ Y" a& _5 R+ b5 o# p
// oˉè* ??à?
& _( p6 G! z0 ~) g# z+ p* M3 q
pLight->Specular.r = 2.0f;
: i3 y9 _0 T" f
pLight->Specular.g = 2.0f;
8 x; F& u9 H+ l# b, t7 v
pLight->Specular.b = 2.0f;
8 R9 p1 v# X2 B& O" D! W X
// á?oˉ
* @' V w4 t3 x9 s( z- D
pLight->Ambient.r *= 1.0f;
4 H& J; I1 L; T+ s% [8 w9 x
pLight->Ambient.g *= 1.0f;
! c# z4 k0 o, L/ ^" H8 u( l8 i' B
pLight->Ambient.b *= 1.0f;
" W" n8 ?! w: {$ @2 t. @- E
#else //__YENV
( f0 x+ X4 D# ]5 C) X0 U i
pLight->Diffuse.r *= 1.1f;
9 W( @3 W: m. u# Y9 L1 o
pLight->Diffuse.g *= 1.1f;
+ [ a: R! f" \9 x+ w
pLight->Diffuse.b *= 1.1f;
/ ^ _" Q* r" k9 X, T/ k: X
// oˉè* ??à?
6 h- Z. c8 T7 G& O" O3 u
pLight->Specular.r = 2.0f;
. y8 _+ o4 ?7 U3 R
pLight->Specular.g = 2.0f;
. c# h' H' F1 P( \
pLight->Specular.b = 2.0f;
+ @# J8 T2 Q: s+ o1 T
// á?oˉ
6 ]% }% U' X2 ?! a
pLight->Ambient.r *= 0.9f;
a9 P0 i# J- k" @
pLight->Ambient.g *= 0.9f;
% l& D7 @' O* S
pLight->Ambient.b *= 0.9f;
0 z ~1 m# ~4 W$ F# G( b2 ~
#endif //__YENV
8 [& D1 A4 l/ U2 G: b* H
8 v4 j+ E% D4 p/ a& g: [5 P
memcpy( &m_light, pLight, sizeof( m_light ) );
P& ]# O& E" _4 I# ?( x
( v* r3 Z# b% _- }$ k4 B
D3DXVECTOR3 vecSun=D3DXVECTOR3( 0.0f, 0.0f,1.0f);
/ c. a# A2 s8 s5 w1 k4 @
D3DXMATRIX matTemp;
+ _4 Y ]. M0 }. z& r7 A& X" z
static const float CONS_VAL = 3.1415926f / 180.f;
4 H; a, J; M6 N, U/ A; C
# P$ ?/ g9 }! i1 o
D3DXMatrixRotationX( &matTemp,(m_skyBox.m_fSunAngle +180)*CONS_VAL);
/ C& I& n7 @* g1 K3 W2 c
D3DXVec3TransformCoord(&vecSun,&vecSun,&matTemp);
" j# ~5 N* u! j/ r G" L4 i4 s
pLight->SetDir( vecSun.x, vecSun.y, vecSun.z );
3 O. d, j" s( ~0 O* \! `+ m; @/ [
pLight->Appear( m_pd3dDevice, TRUE );
4 _( Q3 p/ L6 c4 \. H0 s
5 s% d1 _+ c: y. K* W8 ~5 V
// D3DXVECTOR3 vecSun = D3DXVECTOR3( 0.0f, 0.5f,0.5f);
; z$ B6 X N; o- D
// D3DXVec3Normalize(&(vecSun),&(vecSun));
+ T0 O9 W0 u }
// pLight->SetDir( -vecSun.x, -vecSun.y, -vecSun.z );
' F0 a# r0 Y" b! Y
" K+ S; C9 Y# d9 I. S) d5 [
DWORD dwR, dwG, dwB;
: T2 E9 D# Z( M; [
dwR = (DWORD)( pLight->Ambient.r * 255 );
8 F8 A! N9 Y. d6 W, E1 c; m8 b( y
dwG = (DWORD)( pLight->Ambient.g * 255 );
- j7 H) _: @8 i8 R+ Q2 T
dwB = (DWORD)( pLight->Ambient.b * 255 );
" Q ]! R# J# I" W4 ?
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
- [3 X& q- m" z. D* l
}
/ I* c( v( t+ @
}
/ T; \$ Z$ B- K; i; i, i$ e0 h% I& R
2 }4 H( P1 U+ e$ E2 s6 U1 A
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, bLight );//m_bViewLight );
' w4 F) b4 [, H* D. a s
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) );
. u6 H+ d- }. b8 Y; q' o. @
::SetLight( bLight );
. h: H: T6 I7 r, J
- d8 E/ T5 w7 R/ h+ V* a! h) {
// ±ao? ?D?í???ó á¤à?
; G) @6 g: A+ ^
m_pd3dDevice->SetMaterial( &m_baseMaterial );
4 j1 }6 L* e7 s8 S. B
8 ^7 n1 D9 j6 I* a4 @
#endif // not WORLDSERVER
9 M. k5 Q, ? E/ ~5 R5 l* k% M7 L
}
. w$ ^; n2 U3 x" J( U
并更换
8 }) N+ j% c! ]
Code:
% C- r+ H4 ?+ e3 n
__FLYFF_INITPAGE_EXT
/ W1 z ]! U* q4 ?* V3 k
定义
( p9 B" A1 s n1 `. q* G
9 x4 b* ]8 ~; T! X f( E
/ m7 n7 z b" N) p' ^
* G$ w) t _. {2 o6 _
& m# G& `% s, Y% [2 V
现在终于删除我的狗屁加速...
5 j0 _9 l, Q! N, w- W
" k# e: n. V4 {! v. A* X
; E' ~1 {- k+ C7 w* s& L. a
* O$ N; g2 D) L- W7 H. k) G% A
欢迎光临 飞飞世界论坛 (http://www.ffwold.com/)
Powered by Discuz! X3.2