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:
$ W% c2 m* G: D0 b+ J4 L# m
尾翼:
* d% C2 l" S8 @3 }& }
2 g6 K* f8 L7 W! |, I& y
代码:
2 V! m0 l+ B: C/ N
CWndAutoFood::CWndAutoFood()
- E, b. d3 O- S6 E6 b( q
{
& T! e' ~' R# R' x) j& f- v, ^7 ^
m_pItemElem = NULL;
: t4 ?4 v7 p" K2 |
m_pTexture = NULL;
: q& w( I7 ~) o2 ^: c( F
bStart = FALSE;
6 T3 N5 Z0 k- p7 K) R4 l/ t
}
2 `; J: J4 X+ w6 T
9 `0 d+ k' v+ z2 Z! Y% W, N
CWndAutoFood::~CWndAutoFood()
( o, r4 W7 }: Z5 e: p) X V
{
* y1 k9 u4 y& `" T3 f0 J
AfxMessageBox( "AutoFood ist gestorben
" );
/ n, w+ k0 v& J$ O" n
}
2 ?$ J6 P5 D1 t: p2 T
BOOL CWndAutoFood::Initialize( CWndBase* pWndParent, DWORD nType )
, F' ~, |0 X" ]: X% p* q0 g
{
3 A6 y( H+ p6 a: n5 D
return InitDialog( g_Neuz.GetSafeHwnd(), APP_AUTOFEED, WBS_MODAL, CPoint( 0, 0 ), pWndParent );
/ V. }/ A2 D$ L6 a# W7 n
}
4 ?; {/ m; ~5 H' O E9 M( d
2 A( y6 M U7 I9 }
BOOL CWndAutoFood::OnDropIcon( LPSHORTCUT pShortcut, CPoint point )
' H7 h- Q5 L- u5 D! S1 e9 C( v
{
' X* [- \( W8 h F! a
LPWNDCTRL pWndCtrl = GetWndCtrl( WIDC_CUSTOM1 );
* ~# ^ T9 Q( O" J1 h3 g
CRect rect = pWndCtrl->rect;
9 S5 O, O. w# h! {( B7 |
if( rect && rect.PtInRect( point ) )
+ n& t! h8 N% D. [. t5 O6 [- z
{
0 B0 O1 l& Y, o* J, F4 m2 p: e
CItemElem *pItemElem = (CItemElem*)g_pPlayer->GetItemId( pShortcut->m_dwId );
% N+ w) o2 a, q7 ~1 p8 _
if( pItemElem && pItemElem->GetProp() && pItemElem->GetProp()->dwItemKind2 == IK2_FOOD )
" K$ C( v9 q7 @* U
{
3 E, l1 O+ o# W7 n9 R
if( m_pItemElem )
8 d3 J" M; {" b( T. b
{
- M1 q" r# H2 o/ C
m_pItemElem = NULL;
! s& G7 K; p R7 ?% F7 u+ Y" z" X
}
; B" @5 Y1 y$ S* @# I! u
m_pItemElem = pItemElem;
' u0 k4 ~: R1 s/ Y; b) f
m_pTexture = CWndBase::m_textureMng.AddTexture( D3DDEVICE, MakePath( DIR_ITEM, m_pItemElem->GetProp()->szIcon ), 0xffff00ff );
; o: G2 O: P# s- c3 ?5 N8 K/ g
}else{
_; O, q; T/ ^ _, c# J- e) g
SetForbid( TRUE );
+ k, `! j& F- E9 N9 b) b) M
}
* g( h% C; ]$ r @/ H* a. `$ p
}else{
3 U. ?) h, P$ C0 H. ]) Y
SetForbid( TRUE );
' d# y4 A& d; X- S
}
- B% R: G8 R5 C6 ?) H/ u- ?0 z
return TRUE;
/ F. t3 c! w1 k1 `- Q/ ^: A
}
! E0 u; v6 E; v/ I$ C8 R- g
* v' q/ o o5 {0 ^
BOOL CWndAutoFood::OnChildNotify( UINT message, UINT nID, LRESULT* pLResult )
& k5 Y# `; J" s9 u% r: N! g' S
{
: g: N9 L7 k3 W+ {. U4 f/ d' D$ R$ v. I
switch( nID )
% Z" m& ?! |' |
{
, r1 v$ r+ k# Y1 @
case WIDC_BUTTON3:
9 q" p: R; }; Q" c2 \
{
! V1 R3 z* [! Y4 o: m4 Z B
bStart = TRUE;
' u, W4 A2 w% B" w5 _- h" }
break;
0 f- L' T- o; ?/ Q
}
0 l6 A- x- S/ O; V \
case WIDC_BUTTON4:
2 J7 e" `8 Y8 I' X# X7 w; U
{
2 _* p) E F! d/ n% v4 H
bStart = FALSE;
3 E9 M a& e& `9 V+ b; i" _
break;
$ C3 u& j( F5 Z0 _! H: K
}
0 T; B* N t' m0 V, k! }
}
$ A: c. ]3 Y: b' N
return CWndNeuz::OnChildNotify( message, nID, pLResult );
! L x$ t' P9 f D
}
7 y% W- z) U4 g/ ]
void CWndAutoFood::OnDraw( C2DRender* p2DRender )
( H, f) W4 j3 P1 R' t) s
{
/ C6 Y* _) q! X- F! C( @
CWndButton* pBtn = (CWndButton*)GetDlgItem( WIDC_BUTTON3 );
& X7 V5 G3 Y( n7 E6 Q
if( bStart || !m_pItemElem )
% G, G, {& Y0 D5 b W% @( }# r7 A
{
* L" y$ M9 s: N+ X0 S
pBtn->EnableWindow( FALSE );
& k8 H9 U4 e- r! j: U
}else
! m) A% N7 k! J. V% @5 N
pBtn->EnableWindow( TRUE );
2 R; v3 x: I4 Z3 O1 g, F
if( m_pTexture )
3 j0 E; v4 l$ N4 V9 m
{
* ~4 P, F4 d* n9 M% v, ?
LPWNDCTRL wndCtrl = GetWndCtrl( WIDC_CUSTOM1 );
4 j; A- b' m/ D
if( wndCtrl && wndCtrl->rect )
% J/ ]; f7 N5 ^ Q
{
0 G7 ~0 v Q r) b' r3 X/ e: u/ _8 _
m_pTexture->Render( p2DRender, CPoint( wndCtrl->rect.left, wndCtrl->rect.top ) );
( a" q, J6 H5 f6 A% @4 V ^
}
% K3 C! s' C1 g( Z! ^2 L& w7 p
}
! ^3 u p1 Z" s) f3 n
}
4 t( B' n3 `, k, }/ r& ]- f6 r3 z5 K, V
; @! |6 Q! f- u; k& \( ~/ |
BOOL CWndAutoFood:
rocess()
% [0 F2 K% g( E; H& t. q1 e
{
# d7 S8 q/ }8 C, V/ g) B! S3 \
if( bStart )
; J0 I5 J0 t7 W$ v S* A
{
) W1 j5 S4 i3 D; i9 ^* N8 D
if( m_pItemElem && m_pItemElem->GetProp() && m_pItemElem->m_nItemNum > 0 )
% p5 V6 ^2 [7 D1 j( t; d
{
) ^0 J1 t, q( j1 L- y7 O' 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() )
& w% S- e# V; y# L Z H- o
g_DPlay.SendDoUseItem( MAKELONG( ITYPE_ITEM, m_pItemElem->m_dwObjId ), NULL_ID, m_pItemElem->GetProp()->dwParts );
- p5 m f8 X' `# R2 R& v
}else{
9 t: o r1 B$ W3 A# V& K# p( W1 j7 k
bStart = FALSE;
9 g- i( k# Y+ O( N8 U/ o
m_pItemElem = NULL;
" `2 _' U+ i R2 a3 O5 E K
}
* q) R* L; S! C) l7 y8 q2 ? R
}
. d7 f# k+ I% Y
return TRUE;
9 K- a; K/ j w/ q
}
, c( }! f: k. }% ?" @
. Z7 `) i$ Z" Y/ r5 ~
登录视频废话:
3 C$ T8 C# S/ R P
尾翼:
* M( l8 R+ C; L% L0 F# H1 F: p
4 t2 `5 x) D5 R3 \+ |* q2 d
代码:
8 R6 q0 k: B7 ]# _, Y: E( N' d
" N+ B2 L9 Z8 z0 Y: F1 W
void CWorld::SetLight( BOOL bLight )
7 r: j) h1 I3 F- S( j
durch
8 `- ^9 o8 h2 X+ U$ H& q/ b
Code:
( b t: i) }4 ?, A* G* z8 N6 m
void CWorld::SetLight( BOOL bLight )
2 ~7 K( j) r: Q8 C2 m0 P( S; i" b
{
; u* D, h, W) B' m; p W" T2 C+ P Q
//ACE("SetLight %d \n", bLight);
% I$ @6 o* W' \5 K& r
% p% Y* m$ B3 p0 r
#ifndef __WORLDSERVER
; F( m3 h. }$ e: N
DWORD dwAmbient = D3DCOLOR_ARGB( 0,0,0,0);
; }& |% ~) n9 Y" ^; l" ~" z
CLight* pLight = NULL;
2 Z7 K3 A8 s5 x) L! X# _
" J! b% ?. R4 V6 q& y. i
D3DXVECTOR3 vPos = ( CObj::GetActiveObj() != NULL ? CObj::GetActiveObj()->GetPos() : D3DXVECTOR3( 0, 0, 0 ) );
4 i# R- `. Y8 o! |
2 {; @3 k) w m1 d( l% D) h* x
pLight = GetLight( "direction" );
0 k3 ]& @5 a% Q- e& Q2 H8 ~
) J( b- F0 B* P: i
#if __VER >= 15 // __BS_CHANGING_ENVIR
( r: o0 b1 h1 R2 j9 i9 t
if( g_pPlayer ){
/ G K0 h, \8 ]* ?- b
ENVIR_INFO* pInfo = GetInContinent( g_pPlayer->GetPos( ) );
2 C3 y2 w3 X- S# M9 |+ z* j8 j1 k( X& _. J
if( pInfo && m_kCurContinent._bUseEnvir ) // ′??ú ?èàì°í ′??úá¤o??| àì???ò °??ì?? !!
X* w% p5 `5 r) p0 @. D
{
7 {% F+ t3 k- K& r' U
if( pLight )
+ ]3 K; T2 n6 e3 r) O
{
& F+ A* l& M8 J
pLight->Ambient.r = pInfo->_fAmbient[ 0 ];
! Z% p; ~% t* c5 E
pLight->Ambient.g = pInfo->_fAmbient[ 1 ];
" c7 c1 {9 M3 P6 P* n! Z) z4 o* R
pLight->Ambient.b = pInfo->_fAmbient[ 2 ];
6 r9 Z! `! M" X; L3 ?
& E4 r+ e7 s$ w6 O5 y; I
pLight->Specular.r = 2.0f;
. s9 n7 \8 g6 Y" J
pLight->Specular.g = 2.0f;
/ m) B r5 {- J* M2 _# s \
pLight->Specular.b = 2.0f;
# H+ H3 g. ~1 g J" O1 s
+ N& L& `% I1 W6 P M' w$ ^
pLight->Diffuse.r = pInfo->_fDiffuse[ 0 ];
: K f/ z- y- j, L3 z" ~
pLight->Diffuse.g = pInfo->_fDiffuse[ 1 ];
! o8 ~( g. @5 b" n7 \4 Z" W2 i- Q) C
pLight->Diffuse.b = pInfo->_fDiffuse[ 2 ];
8 ^7 t8 ~) X. \ i( a$ G
% _ `3 R; m. i; |% J
HookUpdateLight( pLight );
) s& p; M2 V J' V2 _) }, U/ j
0 r' \; w, C& J7 ~1 s) E, f
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
0 Q, r# B) Z9 z, u V
" @3 S- h& ]( k3 N. |' n
pLight->Diffuse.r *= 1.2f;
* w& u3 T5 H' c6 `' l
pLight->Diffuse.g *= 1.2f;
9 Z; ~1 s( `- s. d# j2 M
pLight->Diffuse.b *= 1.2f;
4 v$ ~ N, Q$ ?+ v; W5 f' L
* B7 ^0 D+ m9 @) w2 g! \2 @
pLight->Ambient.r *= 0.8f;
6 }1 G" O6 g4 C, U# ?/ T4 g
pLight->Ambient.g *= 0.8f;
) U# |* t* ^/ k s w/ D% R
pLight->Ambient.b *= 0.8f;
( \, k$ z3 @% G
' z3 a1 [7 Z9 l# V: M
memcpy( &m_light, pLight, sizeof( m_light ) );
- g& ^1 |4 Q. L: R# L$ S
' [, X- w/ [$ v# i) a
D3DXVECTOR3 vecSun = D3DXVECTOR3( 0.0f, 0.5f,0.5f);
! V3 q" M) J" i7 g- f7 S* m0 k
D3DXVec3Normalize(&(vecSun),&(vecSun));
7 i5 p. T7 s, B$ G: v: z/ o& P; c
pLight->SetDir( -vecSun.x, -vecSun.y, -vecSun.z );
$ u8 x- h6 x+ ]' d0 a; ]
pLight->Appear( m_pd3dDevice, TRUE );
& v7 r: I1 }4 O. A
& M7 v) A( t+ n
DWORD dwR, dwG, dwB;
3 k" B) T# w9 f2 l
dwR = (DWORD)( pLight->Ambient.r * 255 );
0 v B/ C( `1 {! W
dwG = (DWORD)( pLight->Ambient.g * 255 );
l8 c) ~/ r9 G, W% q+ ^
dwB = (DWORD)( pLight->Ambient.b * 255 );
\4 ^, m, m: K; L
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
5 l$ J0 v y7 }+ K- q9 U+ s p
}
/ }- n* U u- k/ k$ t
}
- r3 d3 z( X0 ]9 e
}
- U& ?" _' @6 O9 a! v0 Y
else
2 w- }% e E5 |9 O4 R, x0 }& c
#endif
8 Z. F: r7 i" I& n8 @( h# d
" K' a5 R! Q) @9 g% Y( D# C. C% k+ o
if( m_bIsIndoor )
& p4 I- z9 V6 v' P0 A* s: _
{
' K2 H L2 z: S. N/ E* u" x
if( pLight )
7 O' h: h# L) u3 _" J% `
{
' u7 b: E, ]7 ^3 D5 d
// à??μ oˉè*
" Y9 m- O& D2 k: F6 q+ l: `
pLight->Diffuse.r = ((m_dwDiffuse>>16) & 0xff) / 255.f;
0 E# y; m: f9 r8 {
pLight->Diffuse.g = ((m_dwDiffuse>>8) & 0xff) / 255.f;
8 Q, l8 `5 V+ f/ o; k6 ?
pLight->Diffuse.b = ((m_dwDiffuse) & 0xff) / 255.f;
) s4 p, p5 p/ r E" y$ l
1 u8 N! ?; w \6 h
// oˉè* ??à?
# K: I5 s8 A; A4 J
pLight->Specular.r = 1.0f;
4 a- n8 M+ n! L/ a% h
pLight->Specular.g = 1.0f;
; H% F. X# Q; d- d. l
pLight->Specular.b = 1.0f;
! y' a5 W" T$ t
// àü?? oˉè*
& s9 r/ x) J& O0 O0 @" M- }
pLight->Ambient.r = ((m_dwAmbient>>16) & 0xff) / 255.f;
* M t+ M( K) C; v6 s
pLight->Ambient.g = ((m_dwAmbient>>8) & 0xff) / 255.f;
3 M4 f" \8 R5 A3 A
pLight->Ambient.b = ((m_dwAmbient) & 0xff) / 255.f;
/ {: _/ M/ G3 f6 G7 ^. t' `
! o+ |* |% Q; z1 ?
if( g_Option.m_nBloom ) // ???t?? ?é??àì ??á?à?à??? á??íà? á? 3???áà?? ??′ù. ?è±×?ˉ?é 3ê1? 1à??.
* Y- Z! P! O+ k' J5 k# `8 Q
{
0 N8 f6 t7 a! q( ~
pLight->Diffuse.r *= 0.6f;
" w+ G9 p/ T2 O `; K, w1 h `' h
pLight->Diffuse.g *= 0.6f;
0 F$ T$ ~! Y f, x: D3 c% w/ x
pLight->Diffuse.b *= 0.6f;
: w4 y5 D" y$ X1 x0 B5 e5 o, S
pLight->Ambient.r *= 0.7f;
; C, w- P# A% p: ] |% m
pLight->Ambient.g *= 0.7f;
% Z9 y9 S2 a8 l7 u: P! ]4 U: a
pLight->Ambient.b *= 0.7f;
q+ t6 h6 }1 q* A" k
}
( |0 T3 f0 n* z7 H# j
6 k1 M" b, h5 |6 f! y
#if __VER >= 15 // __BS_CHANGING_ENVIR
; e" X" q; j: p
if( g_pPlayer )
" t: Q& n2 k- N2 a$ d
HookUpdateLight( pLight );
0 H" r+ A3 @1 T2 E' t, S
#endif
1 o4 J, M4 r! D7 ]
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
/ _; ?5 G9 A" F0 ^! c* l- M, Y# L! I
" v& N- \* w- x8 k! o
pLight->Diffuse.r += 0.1f;
8 A# L" c- e' a# [. r
pLight->Diffuse.g += 0.1f;
d) r- ?7 ^4 v( O
pLight->Diffuse.b += 0.1f;
; `) { q7 ~# {% j% w5 H2 I
// oˉè* ??à?
+ P9 L" [0 c* @* E) W
pLight->Specular.r = 2.0f;
2 l: \+ x6 D1 t* z% {0 _& ~% I7 }
pLight->Specular.g = 2.0f;
( Z1 o; \6 @- I9 K
pLight->Specular.b = 2.0f;
( C' U9 g- s D
// á?oˉ
+ g& g' G. n+ c! U# }- C
pLight->Ambient.r *= 0.9f;
- U& B. c T# m" d6 B, l; T
pLight->Ambient.g *= 0.9f;
9 f }# L8 L) R, x
pLight->Ambient.b *= 0.9f;
+ q% v: ]: f7 E& R2 G
% |3 _3 v' H" O
memcpy( &m_light, pLight, sizeof( m_light ) );
/ \. H& U, z% x0 A6 v
/ `! S- y2 X# ^2 N" F
pLight->SetDir( m_v3LightDir.x, m_v3LightDir.y, m_v3LightDir.z );
* ]9 A# c: c2 z1 G* A! h4 u' P
pLight->Appear( m_pd3dDevice, TRUE );
6 N L% S. D$ O/ [
* z. @: W. m% I! R0 i* G9 d9 R
DWORD dwR, dwG, dwB;
4 ]+ j1 y0 p9 E/ I9 G
dwR = (DWORD)( pLight->Ambient.r * 255 );
9 J3 R$ I- Y* m; G) B4 h
dwG = (DWORD)( pLight->Ambient.g * 255 );
# z( S! B# I- c/ z
dwB = (DWORD)( pLight->Ambient.b * 255 );
1 X8 o1 S. b# ?8 O
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
2 n! M+ }$ l$ h- c' w7 S( P
}
; m6 R: L, C7 i
}
0 ?9 ?- g5 r* F% R* O
else
* i. y8 `0 f/ F& q+ A
{
7 H1 v% ^9 F& x% v7 s8 L1 |
if( pLight )
2 k- }* K9 [" p" M" D9 u9 A
{
* o# @" W: s) W8 K, i9 Z; a/ Q
3 F( L- y2 B, M: S4 F
int nHour = 8, nMin = 0;
* {! [. J3 X% r% f* ?' f
#ifdef __CLIENT
% B# }! T9 y! T3 ?# O( Q5 s
// ???óàì?e??′? ??°£à? g_GameTimer???* °?á???′ù.
# d1 s. E4 q t9 @! C
nHour = g_GameTimer.m_nHour;
; s( c5 a8 G! g9 A
nMin = g_GameTimer.m_nMin ;
$ t, A- c* k5 K1 U* O
#else
& f; V/ {1 ~6 M7 ]
// o??o??′? ??°£à? m_nLightHour???* °?á???′ù.
+ o, L. i" _* m) V7 J0 a0 d
if( m_nLightType == 1 )
! y8 u; X: p6 r* }9 L
nHour = m_nLightHour;
& [- @! { k) ?7 X* h4 z3 o q1 A8 G
#endif
& _( @* n" e% z- N3 p. q; `+ d
nHour--;
+ j& e2 {& H% t& r! ?
if( nHour < 0 ) nHour = 0;
% d% x& T0 _# t1 ?
if( nHour > 23 ) nHour = 23;
8 Y7 H# c, J6 d. L) e: P J, x
5 |- B# e4 |! h8 n" [
//if( m_bFixedHour )
: E$ U5 D' U4 h/ G6 [9 N& H
// nHour = m_nFixedHour, nMin = 0;
; |8 s5 l6 y# T/ A3 F+ a) }5 C
LIGHTCOLOR lightColorPrv = m_k24Light[ ( nHour - 1 == -1 ) ? 23 : nHour - 1 ];
% T; L: T% Y8 \- F' a8 `2 l
LIGHTCOLOR lightColor = m_k24Light[ nHour ];
% e% u, p' _. T9 Z9 K0 ^, u
; y- K7 o0 r9 e/ S$ ?
//m_lightColor = lightColorPrv;
9 S8 @ c% T: N* P( u" x7 i! W2 s
lightColorPrv.r1 += ( lightColor.r1 - lightColorPrv.r1) * nMin / 60;
! U1 z `: b4 j0 x" F4 d
lightColorPrv.g1 += ( lightColor.g1 - lightColorPrv.g1) * nMin / 60;
5 B3 y8 M# ^$ V& k
lightColorPrv.b1 += ( lightColor.b1 - lightColorPrv.b1) * nMin / 60;
$ u. ^- n$ ]2 l- x' M
lightColorPrv.r2 += ( lightColor.r2 - lightColorPrv.r2) * nMin / 60;
" F( L; f* e; j- W* j3 [: G
lightColorPrv.g2 += ( lightColor.g2 - lightColorPrv.g2) * nMin / 60;
1 e$ k: J' I: U5 y3 n
lightColorPrv.b2 += ( lightColor.b2 - lightColorPrv.b2) * nMin / 60;
% |& {$ n& g% Q g( m
// 60(minMax) : 15(curMin) = 0.5(colorDistant) : x(curCol)
( t: C7 a$ p6 O# j+ w3 K9 o9 m
4 Y4 i/ Z. N4 n2 F$ V
// à??μ oˉè*
$ a( [- j- Y5 ]! ^! I8 B& ]
pLight->Diffuse.r = lightColorPrv.r1;
" c, _' @! @; B! H( O! g
pLight->Diffuse.g = lightColorPrv.g1;
# N9 s: x1 k6 q8 e% c! A( T& V
pLight->Diffuse.b = lightColorPrv.b1;
% T, T/ c0 R, R( K- [0 [2 H
// oˉè* ??à?
3 a0 Y0 w: k- N# ~: ]
pLight->Specular.r = 1.0f;
7 O: d* c1 l _$ ^: Z
pLight->Specular.g = 1.0f;
* K5 d1 i$ G, ]6 i/ G
pLight->Specular.b = 1.0f;
8 c0 _4 B. n! [$ x: A
// àü?? oˉè*
4 ]: ^' ~2 _& o
pLight->Ambient.r = lightColorPrv.r2;
' N1 z8 x" [3 E4 `( i% D
pLight->Ambient.g = lightColorPrv.g2;
' P& j1 {( y4 P6 q B1 J* y
pLight->Ambient.b = lightColorPrv.b2;
5 Y; x0 A, L/ | {1 A3 D& l; A
! j& p% M% P& n# T- i/ |: p* n
if( g_Option.m_nBloom ) // ???t?? ?é??àì ??á?à?à??? á??íà? á? 3???áà?? ??′ù. ?è±×?ˉ?é 3ê1? 1à??.
; a& K M- r+ W0 \# a6 ~% ?! H
{
3 D8 k! O8 v9 `* T$ a0 E, [
pLight->Diffuse.r *= 0.6f;
4 w2 k' O0 Z1 z# s
pLight->Diffuse.g *= 0.6f;
$ f" H9 G) j( N1 {+ E# z7 ~& @
pLight->Diffuse.b *= 0.6f;
# H4 e ?$ t4 v/ ^' z, ]
pLight->Ambient.r *= 0.7f;
' \" ?6 m9 D$ K, j6 {# f
pLight->Ambient.g *= 0.7f;
5 ?# P- P, `5 j1 f
pLight->Ambient.b *= 0.7f;
: l, j& M2 @& X; w2 @$ D
}
5 {3 u* _6 Z/ m* T- a s
. |+ T5 I H: @7 c% d! h, _# p% Y
#if __VER >= 15 // __BS_CHANGING_ENVIR
9 K- c: b& T4 p' E Z1 {
if( g_pPlayer )
% j/ m7 O- e; g4 a
HookUpdateLight( pLight );
0 K& @, K# r2 k: ?' _4 w, G
#endif
& X( |/ W% f& D; i1 P$ L
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
0 D3 b5 ?. P: t. x6 M( |1 ?
% I! Z: ], \$ T7 k V: `
#ifdef __YENV
: h) S2 S/ I& k1 B7 m
pLight->Diffuse.r *= 1.1f;
4 ~9 O) M0 B/ I: q$ N
pLight->Diffuse.g *= 1.1f;
& K- n& R+ y- P
pLight->Diffuse.b *= 1.1f;
! u% y8 H" F. \& }# d, {
// oˉè* ??à?
; Z& U+ L% |: Q7 t4 x: p
pLight->Specular.r = 2.0f;
$ V7 P' v- p- [+ U$ o7 C! M
pLight->Specular.g = 2.0f;
0 ]; d- N7 F5 W! C/ M
pLight->Specular.b = 2.0f;
; L/ h0 U' f1 c* @/ [+ j8 t3 ^
// á?oˉ
" }9 Z3 i- H0 }" t
pLight->Ambient.r *= 1.0f;
7 P* P/ }. p0 x6 J- F5 V
pLight->Ambient.g *= 1.0f;
- K8 y- G3 Z6 U# X' U) J, D
pLight->Ambient.b *= 1.0f;
, b- y% S4 V8 c* Q0 b3 L/ a; f
#else //__YENV
1 h8 l# G; D- v, E
pLight->Diffuse.r *= 1.1f;
! R! O% S5 d( l% a- L/ e5 R
pLight->Diffuse.g *= 1.1f;
" Q7 t* a, ?4 s! x& L6 I
pLight->Diffuse.b *= 1.1f;
$ ?8 ?- u% {% S4 S- W5 Z
// oˉè* ??à?
, D( P) { J3 l& }
pLight->Specular.r = 2.0f;
I, ]8 x+ f3 e* Z5 V, F" U
pLight->Specular.g = 2.0f;
. k3 D6 ~ S, E+ U
pLight->Specular.b = 2.0f;
/ e: T0 N' R3 C2 J* p
// á?oˉ
& A1 c; u: m* e* @: u+ H% y
pLight->Ambient.r *= 0.9f;
( W i6 D Q; B3 A1 T( F ?+ H$ H
pLight->Ambient.g *= 0.9f;
n; @* V2 m) ?0 T# O: H
pLight->Ambient.b *= 0.9f;
7 w; L# r3 z5 L2 h0 h1 _
#endif //__YENV
" \& ]. l0 M1 q/ p
' q; x' O% U4 y+ ]" ]6 P8 [
memcpy( &m_light, pLight, sizeof( m_light ) );
" h- M) k( K" i9 C" _% s+ [9 e- T$ B/ f" d
2 V# n% b% Q# s
D3DXVECTOR3 vecSun=D3DXVECTOR3( 0.0f, 0.0f,1.0f);
! g) H h4 Q0 J8 k
D3DXMATRIX matTemp;
/ Z: q$ |2 d6 w; c1 c
static const float CONS_VAL = 3.1415926f / 180.f;
8 {& s3 j2 y- `4 {9 G
) [( N/ |4 n/ X" w# ~* P' j
D3DXMatrixRotationX( &matTemp,(m_skyBox.m_fSunAngle +180)*CONS_VAL);
& @7 i8 E8 Y `4 }
D3DXVec3TransformCoord(&vecSun,&vecSun,&matTemp);
" H* `) U; r8 `# f$ a
pLight->SetDir( vecSun.x, vecSun.y, vecSun.z );
% K1 f4 T6 H R6 m. y
pLight->Appear( m_pd3dDevice, TRUE );
E! Z& v {4 H* x3 A* d
4 a8 [+ \, z& d: l
// D3DXVECTOR3 vecSun = D3DXVECTOR3( 0.0f, 0.5f,0.5f);
4 j- l" ^6 y" m0 [; B
// D3DXVec3Normalize(&(vecSun),&(vecSun));
# h1 ?, b7 h- T7 t
// pLight->SetDir( -vecSun.x, -vecSun.y, -vecSun.z );
5 D1 Y* V& f! ]2 N% O0 ~: T
6 X4 c" P) X4 N( L$ B( |: |1 L* H
DWORD dwR, dwG, dwB;
9 V" {, C$ }% j/ B- R3 Y9 e' m
dwR = (DWORD)( pLight->Ambient.r * 255 );
- `6 ?) @' d3 v# n# e3 H
dwG = (DWORD)( pLight->Ambient.g * 255 );
& m+ O+ b y1 n8 _
dwB = (DWORD)( pLight->Ambient.b * 255 );
+ t5 s* X$ _1 {2 u* f" b
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
8 \- L) _' B) U) G; V
}
0 @. \) _0 K: ^) ~5 d0 G# f3 F
}
$ ?" s% R- o& `
0 t) Q6 j2 U, _7 }
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, bLight );//m_bViewLight );
/ v4 z5 T f; i" O
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) );
* O8 L* I0 z2 o+ S
::SetLight( bLight );
7 D0 m9 H- b/ i/ S5 R& V, X- p: X
, ], X. S; ~/ @& w' T
// ±ao? ?D?í???ó á¤à?
& Q/ P2 y' e* Z! A: f1 K! y
m_pd3dDevice->SetMaterial( &m_baseMaterial );
/ v7 _, w$ j, `8 {8 i
* ^" Q+ m( c7 D, v
#endif // not WORLDSERVER
5 h+ z1 X/ u, ]% E
}
; Z* L8 b# l# W0 k
并更换
3 O& G$ f I# a+ g
Code:
6 I% H; G: J$ I% y2 Q/ L! y
__FLYFF_INITPAGE_EXT
9 P" I% g0 h! V5 U7 M
定义
- ~# C+ j; {% L: U
$ `, s0 v& z7 Q D. E
5 z$ g. {/ q# N, H( O9 M
$ N+ i3 ^1 T* }9 g' K' q. i9 v
& E/ ]* r t8 ^, j/ T# {4 k& m
现在终于删除我的狗屁加速...
4 e7 |& R5 ^5 G' J9 @- S) |1 R/ t. N
6 \% {3 ~- @1 `" S# w! n: x
0 M/ T3 E) O6 ^# h
; {% x$ s( _' z! C2 @
欢迎光临 飞飞世界论坛 (http://www.ffwold.com/)
Powered by Discuz! X3.2