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:
: S- J. V1 _- w% a
尾翼:
: w# J* Q, E4 u! a7 X9 H! \3 C% D i1 o- k
" H8 T1 p* D2 z7 ], J$ n* V
代码:
/ F8 q+ u9 U% v) L" M
CWndAutoFood::CWndAutoFood()
) H7 f4 T r) D- W; b1 m
{
, e! u0 F: K4 G. P d$ T, S
m_pItemElem = NULL;
! u. [) S* V7 W) N& ~5 C( W% w
m_pTexture = NULL;
) N, Y& W+ P4 R, k- B
bStart = FALSE;
. i7 D( y2 G a( u
}
; Z e f, f! L) P4 W
" j5 T0 V- E0 }' A' E
CWndAutoFood::~CWndAutoFood()
' ^( w- u( E) D0 m6 `6 n
{
) @% F# }2 r" d' Y% \) j0 O
AfxMessageBox( "AutoFood ist gestorben
" );
, b# l; _8 C/ ~1 x
}
q4 R% S, m7 w) S2 w4 o
BOOL CWndAutoFood::Initialize( CWndBase* pWndParent, DWORD nType )
! x/ l* F, b; g# l3 q; z; w' b
{
$ l5 S# z2 Y r. s' \' z
return InitDialog( g_Neuz.GetSafeHwnd(), APP_AUTOFEED, WBS_MODAL, CPoint( 0, 0 ), pWndParent );
- w" s$ [4 j/ n6 e
}
7 S# F6 G# v5 c" {8 _
" r) N% \4 |* G+ a: l6 Q1 }
BOOL CWndAutoFood::OnDropIcon( LPSHORTCUT pShortcut, CPoint point )
/ X+ \$ X2 N( t, r% U' y
{
; y, f, {9 @6 Y
LPWNDCTRL pWndCtrl = GetWndCtrl( WIDC_CUSTOM1 );
. R/ R- s% [9 ]- h
CRect rect = pWndCtrl->rect;
; b c) j f4 t9 T
if( rect && rect.PtInRect( point ) )
( ~% b/ e& z6 @0 ^
{
7 t, ?; |5 ~4 B! Z0 B
CItemElem *pItemElem = (CItemElem*)g_pPlayer->GetItemId( pShortcut->m_dwId );
7 `! j( {3 n: t4 Y; [& a5 p
if( pItemElem && pItemElem->GetProp() && pItemElem->GetProp()->dwItemKind2 == IK2_FOOD )
" F# W7 }& Z' y; z4 d
{
" {0 O+ x2 r1 v. ~5 h
if( m_pItemElem )
% o! A- a4 C) G' J! `$ o& R
{
- \- p' n6 Q+ x1 q8 m. Z7 ^5 l
m_pItemElem = NULL;
: j$ v1 }4 _$ w8 d+ G
}
1 e' `* B+ g: |- b! ^. I, z: Q
m_pItemElem = pItemElem;
7 N* \3 P) Z2 \- d( S
m_pTexture = CWndBase::m_textureMng.AddTexture( D3DDEVICE, MakePath( DIR_ITEM, m_pItemElem->GetProp()->szIcon ), 0xffff00ff );
& k! y1 V8 D/ T" I$ y
}else{
5 O& M m: ^: [5 j' J1 o4 S
SetForbid( TRUE );
* J( W* R8 j8 F9 T5 l4 ^2 h
}
/ R# D3 i0 u2 ?( ^8 `
}else{
& ?; L. n/ |2 u# K. e
SetForbid( TRUE );
1 w; n9 a& A9 W( D
}
9 Y( z1 Q8 m( D' k E6 [6 {
return TRUE;
: U2 w" g% ?9 J4 q2 L2 ^
}
$ H) _' P2 c3 {
! e4 p+ G# k* Q3 u2 Y3 J) F, t4 h6 w, u
BOOL CWndAutoFood::OnChildNotify( UINT message, UINT nID, LRESULT* pLResult )
$ j+ b( G4 y/ G$ m c" W- q
{
' h% P* X2 m7 k& Y" H
switch( nID )
5 A4 b) q( w7 Q( J M
{
, K$ Z+ X/ @* s; r
case WIDC_BUTTON3:
5 c. n5 I2 v% r! h
{
. t& o p' j- T
bStart = TRUE;
9 T3 m; W$ a: ~+ O
break;
0 ^( e; I' K3 B `# d @/ q {5 j
}
6 |* @; q# H% d3 x9 R- I
case WIDC_BUTTON4:
+ i6 R1 l- Z$ K; X% t7 w
{
5 r7 {* _& v. P9 p# h" O
bStart = FALSE;
1 D( {6 S) Q' t. ^+ V$ w
break;
% i5 e$ g5 F7 u# W y: `
}
: }5 j% ]0 K/ L+ `: ?; K, Y1 [
}
2 z+ ]$ e' m/ m' i2 N1 y" B% p
return CWndNeuz::OnChildNotify( message, nID, pLResult );
& | T4 u$ W7 }9 ?7 R3 e
}
. ]! P( ]8 A& R F/ ^3 C: u" J2 g& I
void CWndAutoFood::OnDraw( C2DRender* p2DRender )
! B9 ]8 k ?, e# V% b
{
- E1 l% D3 l+ M/ _' Z* s
CWndButton* pBtn = (CWndButton*)GetDlgItem( WIDC_BUTTON3 );
2 G! m: G7 p. [( z6 f- C7 h
if( bStart || !m_pItemElem )
/ s& o% X4 W' j2 r) ]. E
{
, n0 Z+ R( _- v1 }7 p" U
pBtn->EnableWindow( FALSE );
* d* `9 |4 V \; w' u
}else
+ w. _8 n ]$ `
pBtn->EnableWindow( TRUE );
1 ?( C% K5 c; p0 g' E# ?+ m
if( m_pTexture )
: p( M! c& h' h" N% k
{
[4 Q( b2 ^ f' |; p
LPWNDCTRL wndCtrl = GetWndCtrl( WIDC_CUSTOM1 );
8 [6 f/ ?" M' V+ w1 V
if( wndCtrl && wndCtrl->rect )
$ C9 }2 ^, M) A3 L
{
) S( [9 Q T; d+ V
m_pTexture->Render( p2DRender, CPoint( wndCtrl->rect.left, wndCtrl->rect.top ) );
% x* J$ _+ U7 s3 V, F; ]
}
$ o% [& \% B8 D3 l: `: b. j# c
}
o9 B4 C9 z5 k: z; b* X# r& l
}
8 @7 f# n, d* y3 Z8 k
, m& w9 D2 H1 C/ \% Q1 L& o4 M
BOOL CWndAutoFood:
rocess()
7 ]$ V; @$ l9 m* h2 b0 z$ [! B* J
{
{( t! S" @' B9 L# @9 o
if( bStart )
- p* s* |: y) S3 \/ _
{
! m2 D6 N! r! u) r/ e2 k
if( m_pItemElem && m_pItemElem->GetProp() && m_pItemElem->m_nItemNum > 0 )
9 n' D; U3 s/ F) U0 W1 j
{
# i3 g& q1 ~* ^5 |( E
if( g_pPlayer->m_cooltimeMgr.CanUse(g_pPlayer->m_cooltimeMgr.GetGroup( m_pItemElem->GetProp() ) ) && m_pItemElem->GetProp()->nAdjParamVal1 + g_pPlayer->GetHitPoint() <= g_pPlayer->GetMaxHitPoint() )
/ T; k+ q$ F# q; D7 s* V5 G [- Y
g_DPlay.SendDoUseItem( MAKELONG( ITYPE_ITEM, m_pItemElem->m_dwObjId ), NULL_ID, m_pItemElem->GetProp()->dwParts );
* `% O( E) W. A, I6 R4 L; y
}else{
2 v* r& O" O6 Q" |" d
bStart = FALSE;
: [% e+ @+ C8 `% g
m_pItemElem = NULL;
: _) T6 C+ Q) L* ^" c1 O! V
}
. I) K, d. A+ _( H
}
/ @5 T* n' b& z, J7 E( G% f' d: ]; B
return TRUE;
+ u7 p7 w+ M5 N
}
+ U3 E. u( X) m! |, L
2 l/ `) }' S1 u8 P0 H
登录视频废话:
9 L( E* b0 l, K, Y2 j3 _# d
尾翼:
# D) K$ x: n5 h4 T# [9 |( M
! g) x% P/ r8 D, ^1 f4 a
代码:
2 O3 `$ U+ U) F1 J. `3 d# X
2 e& p/ G P! l/ K/ ~0 c
void CWorld::SetLight( BOOL bLight )
$ {& X8 X* L8 A3 b' M& X) g
durch
! l t6 Q. C5 z% R5 K3 ~8 S
Code:
" E0 S! ?+ M- ^
void CWorld::SetLight( BOOL bLight )
+ X( z8 Q& V G# H- h
{
R# ]* R9 L3 g5 D9 F
//ACE("SetLight %d \n", bLight);
5 E3 L3 y- x x Q/ [1 T+ [
3 ^& x1 A& J% H2 \3 ~, z
#ifndef __WORLDSERVER
# w3 L8 ~% W- {
DWORD dwAmbient = D3DCOLOR_ARGB( 0,0,0,0);
- Q) F+ Y* V6 F& V8 F
CLight* pLight = NULL;
; H) _: {( b/ p5 {
, I* x# o* V2 r' Q2 `
D3DXVECTOR3 vPos = ( CObj::GetActiveObj() != NULL ? CObj::GetActiveObj()->GetPos() : D3DXVECTOR3( 0, 0, 0 ) );
3 H+ w. H1 `5 D3 {6 s' _8 f
8 M& I& v: I! s% e
pLight = GetLight( "direction" );
1 b9 s6 V; I `, b' K* [4 {9 K% t
- H+ b7 ^! G2 k; S6 A& V
#if __VER >= 15 // __BS_CHANGING_ENVIR
4 g' F) n3 B! Y, ]
if( g_pPlayer ){
+ K- X; G& ?) y& X6 E( R8 j& n; E* k
ENVIR_INFO* pInfo = GetInContinent( g_pPlayer->GetPos( ) );
3 T9 }0 A5 a! k! T' W
if( pInfo && m_kCurContinent._bUseEnvir ) // ′??ú ?èàì°í ′??úá¤o??| àì???ò °??ì?? !!
3 X; a/ s7 ]6 h/ I7 ~! J1 L! f4 a6 q! o
{
( d: E$ K( e x2 P; x3 G
if( pLight )
c1 g6 m8 y1 x: b# t3 Y
{
2 K% S2 t/ t) f7 B2 L1 x9 T5 s1 _6 a2 i
pLight->Ambient.r = pInfo->_fAmbient[ 0 ];
& a9 \; e- W, X5 Q' H4 P6 M
pLight->Ambient.g = pInfo->_fAmbient[ 1 ];
& u$ P( `' Z5 k- a. o3 ^! D
pLight->Ambient.b = pInfo->_fAmbient[ 2 ];
) w$ \! E4 |" A, w5 h2 v
3 q) P: { R5 C w+ X
pLight->Specular.r = 2.0f;
. q- a' @" }; u* A0 t
pLight->Specular.g = 2.0f;
$ ?! f0 i9 a- _" _, d) ?" z
pLight->Specular.b = 2.0f;
R$ t4 D6 ?+ D
- L5 E6 h, C+ B2 m/ @; `0 q" y6 i
pLight->Diffuse.r = pInfo->_fDiffuse[ 0 ];
+ q- p' p9 G4 G. \' L
pLight->Diffuse.g = pInfo->_fDiffuse[ 1 ];
7 ~0 e4 e; e% e A9 X9 t6 q8 s
pLight->Diffuse.b = pInfo->_fDiffuse[ 2 ];
' o; ]3 d: y. \9 a
4 R0 Z3 S9 Y( |, X5 O- d# U/ N0 {
HookUpdateLight( pLight );
1 U4 q/ `9 A( ~" K
( i1 j i8 D) _4 i
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
, Q5 }* M+ z6 F$ R- ]
1 x" [* N) n; a( g' G8 x* q: o
pLight->Diffuse.r *= 1.2f;
+ o7 E# f7 n8 t C2 y6 |
pLight->Diffuse.g *= 1.2f;
, D* F U5 X V# n# P- ?0 R
pLight->Diffuse.b *= 1.2f;
+ k* L* k- H) N1 u) p$ T; n
4 O8 O: P P/ g7 W& g( ?8 h
pLight->Ambient.r *= 0.8f;
3 u% I4 g: N& o) s4 s: c+ c2 E L
pLight->Ambient.g *= 0.8f;
) I& H; } P- @- ]2 _
pLight->Ambient.b *= 0.8f;
! l" k) z$ M% a* i
5 p4 ?) P% g4 v* h7 a: [
memcpy( &m_light, pLight, sizeof( m_light ) );
. \0 R/ [# L3 j6 s W( `
: r) \: N! W, Y# G' s
D3DXVECTOR3 vecSun = D3DXVECTOR3( 0.0f, 0.5f,0.5f);
1 Y2 l7 T* b4 N/ G% U: j, J# s
D3DXVec3Normalize(&(vecSun),&(vecSun));
( Y+ G A# L& ? H
pLight->SetDir( -vecSun.x, -vecSun.y, -vecSun.z );
5 R) U/ b. `. ^7 b6 e: x
pLight->Appear( m_pd3dDevice, TRUE );
7 k" [0 `- w/ ?* a+ F N ` l
, v( V& Y; K+ M _! @4 J
DWORD dwR, dwG, dwB;
- r+ ~9 C* n9 M+ g8 l# ]
dwR = (DWORD)( pLight->Ambient.r * 255 );
1 a" e9 A q4 s; D4 W
dwG = (DWORD)( pLight->Ambient.g * 255 );
. Y# R ^, W: D
dwB = (DWORD)( pLight->Ambient.b * 255 );
' u8 t# l, F9 m" r( l
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
% y; f1 m' x7 Z1 Z( y3 `
}
# M: M8 K3 f: S6 h4 `8 C. k5 K
}
6 q9 I5 N3 r8 T
}
& A+ r& q/ g+ G i) j* W/ x' a( ], N6 G5 g
else
& f8 `' O4 N0 N$ _, A
#endif
1 P5 y+ I' P, J
4 w* y- }' Z2 @: l( i( V) x' f3 u
if( m_bIsIndoor )
3 p0 y. {: T2 t# ]2 B
{
2 b: d6 `; p8 i# M0 V. d+ B* W. V
if( pLight )
6 y% c& E. L2 I ~) }5 h* y
{
0 T, \' z' p# m2 d, g- y
// à??μ oˉè*
F+ q6 M# d& c: H- h
pLight->Diffuse.r = ((m_dwDiffuse>>16) & 0xff) / 255.f;
4 s; `# [* r/ w& O7 h1 c% ?' ~
pLight->Diffuse.g = ((m_dwDiffuse>>8) & 0xff) / 255.f;
! L: J9 N- b! m- X
pLight->Diffuse.b = ((m_dwDiffuse) & 0xff) / 255.f;
( `: Y6 B( q' a3 _/ i
3 s" o1 o/ I( {/ [2 g3 O+ P5 y8 d
// oˉè* ??à?
8 k/ M" o$ Z: @0 C! M5 Y& }
pLight->Specular.r = 1.0f;
: V. C% i+ H( J3 [# \
pLight->Specular.g = 1.0f;
! \. [3 r3 [, [
pLight->Specular.b = 1.0f;
8 R; f* ?! ~6 m6 p
// àü?? oˉè*
; x. E% L8 M, R$ _9 }1 [. U
pLight->Ambient.r = ((m_dwAmbient>>16) & 0xff) / 255.f;
( T& J: [$ E" `4 p1 p9 k8 e; e
pLight->Ambient.g = ((m_dwAmbient>>8) & 0xff) / 255.f;
, d! [4 p- w) p) n9 N9 h6 C; s+ z
pLight->Ambient.b = ((m_dwAmbient) & 0xff) / 255.f;
6 N1 @8 i; H) a+ @! @
5 i! `8 Y, U! i/ T V- M
if( g_Option.m_nBloom ) // ???t?? ?é??àì ??á?à?à??? á??íà? á? 3???áà?? ??′ù. ?è±×?ˉ?é 3ê1? 1à??.
+ j1 `' T- g! T3 q6 E! H; }& j
{
: q. ^& K( Z! v4 s9 ]- W9 E
pLight->Diffuse.r *= 0.6f;
5 k& N% m6 Z( Z) ~* A' f
pLight->Diffuse.g *= 0.6f;
, z( p8 O/ G0 [, k8 }
pLight->Diffuse.b *= 0.6f;
0 X" ^- @; I& t
pLight->Ambient.r *= 0.7f;
1 o( p }4 U) Y7 E" J6 F9 c
pLight->Ambient.g *= 0.7f;
; l5 O/ t1 B1 r6 Q; P, b
pLight->Ambient.b *= 0.7f;
: W) J& X# S/ I
}
! ^- u5 A$ S9 v" X4 p
1 Q3 ?4 |) l: l7 T. V+ S
#if __VER >= 15 // __BS_CHANGING_ENVIR
' h" f$ `* R; X9 H8 _7 Y
if( g_pPlayer )
, p6 Q4 p& S# z; y' E% t+ }
HookUpdateLight( pLight );
; T. ?; B5 B# y' G
#endif
8 e/ q. R& B, q" r7 {! v: a
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
* }8 |: ^$ H- r3 W1 T/ X8 |' n/ l2 s
: ^1 g: e3 s. `: f# a/ q$ N
pLight->Diffuse.r += 0.1f;
7 A o2 u ^/ e& i) v
pLight->Diffuse.g += 0.1f;
J: E! t! b8 S# K
pLight->Diffuse.b += 0.1f;
% E/ h/ ^- G" W0 G
// oˉè* ??à?
: `, A( l7 j3 y, X2 z# ?
pLight->Specular.r = 2.0f;
5 P) b D- G* H9 c$ w
pLight->Specular.g = 2.0f;
4 L* `, h. @( W0 j8 T3 X
pLight->Specular.b = 2.0f;
1 \4 |$ u# W" D9 C1 ~
// á?oˉ
, e" K, P/ a1 `. x V. m7 I
pLight->Ambient.r *= 0.9f;
& R% \: F+ K) r5 E1 B
pLight->Ambient.g *= 0.9f;
* s7 m; M" n1 w% M/ r# Q
pLight->Ambient.b *= 0.9f;
4 t1 n# y" s( R" }
2 U V' O: ?9 y. x( n" v
memcpy( &m_light, pLight, sizeof( m_light ) );
: x" C2 i3 \# C8 S. l; ^
( I9 z# T& B* M7 {$ c
pLight->SetDir( m_v3LightDir.x, m_v3LightDir.y, m_v3LightDir.z );
1 g1 B; b# @" w7 a; s& ]
pLight->Appear( m_pd3dDevice, TRUE );
* x" n* B! P; z3 X1 E! G
1 {+ ]$ B$ c2 b8 Z- ~* \* \' w
DWORD dwR, dwG, dwB;
+ j: n4 }" M2 N* X
dwR = (DWORD)( pLight->Ambient.r * 255 );
) y% W$ F0 C6 h( `
dwG = (DWORD)( pLight->Ambient.g * 255 );
# w% x7 H- ?4 f: C4 k: d; R
dwB = (DWORD)( pLight->Ambient.b * 255 );
3 F) ]; f# m! a3 [) X
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
2 |( |' A. @! n% [
}
' h& z& ]7 P9 S' X3 `
}
$ B! T9 c' c2 [& W
else
W; T! q! R6 [0 G# n/ h
{
h. {$ a' S+ A- C
if( pLight )
6 ?' j& I. e& }/ Z0 E
{
% x( W0 z1 \1 `( H2 J% z
1 H1 W+ o+ Q. d3 W3 J
int nHour = 8, nMin = 0;
2 z. s9 D6 O8 J8 d0 x! x
#ifdef __CLIENT
' l( @; A6 j N' t$ `+ B) ~; M1 V
// ???óàì?e??′? ??°£à? g_GameTimer???* °?á???′ù.
1 y- b4 y" @8 |5 W
nHour = g_GameTimer.m_nHour;
8 A6 O" `: V4 ~. R
nMin = g_GameTimer.m_nMin ;
. w9 H z F$ I2 y7 l& Q; K5 |4 O
#else
( `8 n0 a$ ?8 O3 G' D1 n
// o??o??′? ??°£à? m_nLightHour???* °?á???′ù.
. r. D) i# K( H5 ^4 @5 d
if( m_nLightType == 1 )
" s5 ?$ V5 h& k) e" n
nHour = m_nLightHour;
' J6 o" P% W! \ i/ S( R, @9 a% n
#endif
* F0 x' `3 }" T' n1 e b% M; M; ?5 r
nHour--;
# P# X! C" x+ S& P( J
if( nHour < 0 ) nHour = 0;
K! u6 Y2 h( B$ ^1 C# E. L- _
if( nHour > 23 ) nHour = 23;
: K# l5 \) f0 N* W; r! F' d; Q
/ w6 g3 W4 q2 y+ h2 y1 F2 d) v
//if( m_bFixedHour )
; q5 d9 ] q, x7 P
// nHour = m_nFixedHour, nMin = 0;
: Z% c, C" C6 U# k; ?; g7 p
LIGHTCOLOR lightColorPrv = m_k24Light[ ( nHour - 1 == -1 ) ? 23 : nHour - 1 ];
$ L- [- M0 T1 `9 }8 `
LIGHTCOLOR lightColor = m_k24Light[ nHour ];
! S2 x7 d, ?5 |
: n- i+ m: \& n6 n2 f' K) b* e
//m_lightColor = lightColorPrv;
2 S; w: b% i+ d' J; }3 G
lightColorPrv.r1 += ( lightColor.r1 - lightColorPrv.r1) * nMin / 60;
# N/ e0 E- @8 v7 Z
lightColorPrv.g1 += ( lightColor.g1 - lightColorPrv.g1) * nMin / 60;
8 f- f) B5 p3 T$ |8 x
lightColorPrv.b1 += ( lightColor.b1 - lightColorPrv.b1) * nMin / 60;
5 f. ], G; e5 e* o; v
lightColorPrv.r2 += ( lightColor.r2 - lightColorPrv.r2) * nMin / 60;
9 f" B: G6 o. p/ ~0 c( l; K
lightColorPrv.g2 += ( lightColor.g2 - lightColorPrv.g2) * nMin / 60;
, H9 \6 x2 ]: k3 Q1 f
lightColorPrv.b2 += ( lightColor.b2 - lightColorPrv.b2) * nMin / 60;
4 h$ ]1 i4 _) D7 b1 W
// 60(minMax) : 15(curMin) = 0.5(colorDistant) : x(curCol)
5 J( S" \5 }' _; t' B
9 B, E" y" @8 X3 B! P) k
// à??μ oˉè*
* O- m2 n: G$ A* i* `8 \
pLight->Diffuse.r = lightColorPrv.r1;
' }3 M2 e3 i4 \$ s1 K
pLight->Diffuse.g = lightColorPrv.g1;
7 l% p1 B3 R& f4 r: A
pLight->Diffuse.b = lightColorPrv.b1;
, l8 j8 q; t) I- B3 A& L4 _
// oˉè* ??à?
( h3 C) G; I# k
pLight->Specular.r = 1.0f;
: `( F5 ]& n8 o& J {
pLight->Specular.g = 1.0f;
5 \4 T! H& _+ R, q, V8 K2 d" y
pLight->Specular.b = 1.0f;
P- @4 R r' }2 ?* \/ x3 [
// àü?? oˉè*
4 M# |( _# n" d. \
pLight->Ambient.r = lightColorPrv.r2;
8 K+ g/ L' S" d. S, z
pLight->Ambient.g = lightColorPrv.g2;
1 K' c$ c/ B& Z
pLight->Ambient.b = lightColorPrv.b2;
$ Q4 o( E- t# ~( Z" ~' e
}- U& `! @0 o# m) _! w: |# N3 x
if( g_Option.m_nBloom ) // ???t?? ?é??àì ??á?à?à??? á??íà? á? 3???áà?? ??′ù. ?è±×?ˉ?é 3ê1? 1à??.
8 V) ~4 j, ?2 c! p
{
v6 w, m( i: Y% s0 C- \
pLight->Diffuse.r *= 0.6f;
9 Y+ R6 i& K' O3 A3 Q) b+ d/ O4 t. \6 I- D5 M
pLight->Diffuse.g *= 0.6f;
4 V1 O; H1 R8 j# o% @
pLight->Diffuse.b *= 0.6f;
! t3 s& b8 @6 j0 L4 l8 f* l% J! o
pLight->Ambient.r *= 0.7f;
8 ]* E$ V/ y+ ?3 a: h; E
pLight->Ambient.g *= 0.7f;
/ M% e" p2 ]+ V% [, T1 I
pLight->Ambient.b *= 0.7f;
$ N7 m+ G7 ^- N
}
. n6 C# f8 x5 X0 D4 t) h& d
, A- n7 y% \- S7 ]% S
#if __VER >= 15 // __BS_CHANGING_ENVIR
* }/ t) i b+ _2 j1 I
if( g_pPlayer )
: R3 I0 H- Q) p. `7 B2 g
HookUpdateLight( pLight );
1 ?, X6 [, Y0 @9 |" f' |" _
#endif
$ ?1 f7 ?. S N$ W, J) V
memcpy( &m_lightFogSky, pLight, sizeof( m_lightFogSky ) );
1 e/ O9 p3 I. [! S3 N9 j- s; {
" t- e; G/ a) H% O0 W* n! G
#ifdef __YENV
" ?9 ~4 [0 H) | I' P# x* m, ~! A
pLight->Diffuse.r *= 1.1f;
& `+ ]/ |( F/ w$ J( z- @
pLight->Diffuse.g *= 1.1f;
) v3 ~# [! ~; @5 \; y2 ] S
pLight->Diffuse.b *= 1.1f;
: D3 k. m; P8 k" V3 `- ?# j% q
// oˉè* ??à?
( K- b1 j; N5 Q) b( ?" Z9 _
pLight->Specular.r = 2.0f;
4 ?; T4 ], {( W2 |
pLight->Specular.g = 2.0f;
* g8 x* l) i! T+ a6 c2 ?
pLight->Specular.b = 2.0f;
) x4 S( W/ }! f5 o) E
// á?oˉ
5 h3 L3 E; f) Q- e: P+ q: @
pLight->Ambient.r *= 1.0f;
# a) K8 T0 Y$ z( _3 U% A
pLight->Ambient.g *= 1.0f;
" E& x1 |8 K7 T: D6 n- K0 @
pLight->Ambient.b *= 1.0f;
" y' A$ o# Q8 ~) f8 W
#else //__YENV
) J' S$ p7 Z' _: V0 F7 e7 M% p
pLight->Diffuse.r *= 1.1f;
0 N. u9 z6 p0 G$ K8 R" T
pLight->Diffuse.g *= 1.1f;
) g3 v' f, R2 Z. H7 V
pLight->Diffuse.b *= 1.1f;
" n6 h8 }9 ?$ t Y$ Q' Z' q% ^
// oˉè* ??à?
v6 l5 W1 ^3 X: G
pLight->Specular.r = 2.0f;
$ L# s. Z+ s! d6 K
pLight->Specular.g = 2.0f;
' C# Y2 Q) g" v+ U
pLight->Specular.b = 2.0f;
+ Y: v" E. o+ S. H
// á?oˉ
5 S" L" B( h* R3 i. z
pLight->Ambient.r *= 0.9f;
: B! T2 J. U/ ^" B, U" Z# ~. k- X
pLight->Ambient.g *= 0.9f;
5 m! Y$ v0 r, ~ u" i/ Q5 a
pLight->Ambient.b *= 0.9f;
* c7 z% y: @9 Z. _0 C
#endif //__YENV
; a+ G5 q; S- M. e
+ d I9 Z/ I9 B
memcpy( &m_light, pLight, sizeof( m_light ) );
0 J& b4 P& ~1 |% l! B$ q4 ~/ @
' L" Z9 e& b/ q: U# K1 t! j
D3DXVECTOR3 vecSun=D3DXVECTOR3( 0.0f, 0.0f,1.0f);
8 Y8 d. z+ u" A1 \3 T8 J5 p' w
D3DXMATRIX matTemp;
" {* I' `9 I' b* Y
static const float CONS_VAL = 3.1415926f / 180.f;
I5 R/ c" e, h( R. u$ W' M
) Z) j$ L' \9 ~0 g5 d
D3DXMatrixRotationX( &matTemp,(m_skyBox.m_fSunAngle +180)*CONS_VAL);
- }4 |- x, m% N# v
D3DXVec3TransformCoord(&vecSun,&vecSun,&matTemp);
7 Y4 [9 Y' d2 G: ^
pLight->SetDir( vecSun.x, vecSun.y, vecSun.z );
" }& Q) E) H( q, H [# @
pLight->Appear( m_pd3dDevice, TRUE );
* Q" `2 S0 x ^7 U: L9 E) a0 v3 u# w
4 H! m8 D/ ~9 K& B7 J, W! Z
// D3DXVECTOR3 vecSun = D3DXVECTOR3( 0.0f, 0.5f,0.5f);
5 e- o: B2 S4 }& y% I2 o
// D3DXVec3Normalize(&(vecSun),&(vecSun));
$ y; u! Q+ e0 C1 c" [+ W
// pLight->SetDir( -vecSun.x, -vecSun.y, -vecSun.z );
# _- S, @' f2 M
7 }; G! `, t2 L# T9 p$ U
DWORD dwR, dwG, dwB;
* s# C6 t/ n, @" s M: O) F
dwR = (DWORD)( pLight->Ambient.r * 255 );
' g4 H }, Y0 M
dwG = (DWORD)( pLight->Ambient.g * 255 );
/ x2 x' U6 g ^+ w% z! u) n
dwB = (DWORD)( pLight->Ambient.b * 255 );
% @) E! ]- _9 E U
dwAmbient = D3DCOLOR_ARGB( 255, dwR, dwG, dwB );
1 ?/ h: k& N! X7 r# r
}
3 M% t4 X2 \3 L2 W' Y9 h- C* f7 A
}
7 S3 t; t! @8 r) A
' a" j/ x$ Z# l/ z/ r9 `
m_pd3dDevice->SetRenderState( D3DRS_LIGHTING, bLight );//m_bViewLight );
5 d- R1 {2 `4 H/ y' P, P
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) );
! s7 l# S$ S* H+ L4 a
::SetLight( bLight );
+ m( Z! E% d' N
+ o }* ^" P6 W: P! m' X0 F
// ±ao? ?D?í???ó á¤à?
9 q( v, c! x2 o/ K7 r: e
m_pd3dDevice->SetMaterial( &m_baseMaterial );
1 e6 C6 C; c6 q) y
+ S* k( r, u8 L4 F/ D
#endif // not WORLDSERVER
& m1 \8 R' ]5 \1 S
}
& [, ^2 f" B6 {1 _& y- t' r
并更换
/ x! t% ^! ^6 h7 l: ~. X
Code:
6 i: w B/ b* w1 _
__FLYFF_INITPAGE_EXT
6 I( X# f D+ `) s* ~
定义
" i8 ]% G6 y6 l" A$ K7 D
/ I5 a) w7 U- l7 `
: U2 S3 V" E8 D% d0 @
# J1 k, v% C, B# S- n" x
( L4 G; p9 Y! s; }
现在终于删除我的狗屁加速...
! U9 L! `; n2 o6 ]
+ N. q! r1 d& `0 ?
: ^+ m; k M* b9 y: I5 L7 [
. Q4 Z% V' _4 Y" p/ `$ \
欢迎光临 飞飞世界论坛 (http://www.ffwold.com/)
Powered by Discuz! X3.2