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赏金系统恢复
1 l X# H$ n* O; T: i+ rMover.cpp$ P* I6 i2 c; r
* q: A2 f. D+ K3 x/ l# e, N& HCode:- G' n2 Z9 ^7 E! W0 m# U+ t
int CMover::SubPK( CMover *pAttacker, int nReflect )
: ]4 T8 U" o% z' A{
1 [ N5 H% K3 Q5 l M) n) K if( !g_eLocal.GetState( EVE_PK )1 f0 r' x$ @" a3 ^( J" E6 z
#ifdef __JEFF_11_4
M: p# |" |7 i2 o0 [2 l6 @ || GetWorld()->IsArena()
& |8 ?. d: R; H5 y! E#endif // __JEFF_11_4
% o! r" b b e( h. w )
7 }3 h+ b7 D5 ~5 P" W return 1;4 W/ k, }4 z s' P
8 Z" x2 G& y. r: C' D# g
#if __VER >= 8 // __S8_PK
0 b- v) l, g# X, y if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
7 j; M7 M7 W3 E( C, s. X return 1;
r% U* P, W5 E& Z/ X0 X1 }8 G% ~0 n$ O( A: P
if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
9 p* N1 I* s1 J1 f: k return 1;
3 `7 E ~9 M. t$ x, b4 L& O/ R* `6 [
#if __VER >= 11 // __GUILD_COMBAT_1TO1
4 f( F7 p% \8 c# M- a) a if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )
- m. k4 q0 W! q m! Z return 1;: y- b- R$ C1 u! w6 A
#endif // __GUILD_COMBAT_1TO18 d' A. y- k/ o1 x/ H3 X% |8 Z* @& [
/ m- x! S) X3 l# X+ U3 D( B; N if( g_eLocal.GetState( EVE_PKCOST )
. v( k" U$ I4 C- t; J0 H5 V( H( _#ifdef __JEFF_11_4
5 C9 j" J& t4 R1 `, x && GetWorld()->IsArena() == FALSE
/ I$ k- E( ?4 P2 H+ z#endif // __JEFF_11_4
; Z1 r, N9 e: ^( H. e )4 M2 m/ R* V. ]" b) y; {3 q
{
" x _( W$ T/ ?4 G* |" ?0 U if( IsPlayer() && IsChaotic() )
: g$ w- d# p5 W9 a% L' R0 H6 N {0 Z7 ]: A, |) _3 h# Z! A
#if !defined(__INTERNALSERVER)
" S8 R9 u0 t8 D N; X if( m_dwAuthorization < AUTH_HELPER )
$ z; i+ ^; u! b; J8 {' l# B#endif
5 w5 D- l* |7 D; c4 ?. k; s9 w9 x {9 H# N7 F3 ?4 C! c7 g
// ??àì?? μ?·ó / `2 Y" N$ w' q/ t5 C, }
// - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )
1 x# j. a4 |/ Z1 W* l+ p9 k CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );3 o& U: [! ?# W
int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );
, w" ^. Y1 Y) {1 n- C+ l) j for( int i=0; i < nInvenDrop; ++i )
4 R/ L; J$ s, C+ b {; B- \ m+ h$ p2 f
if( DoDropItemRandom( TRUE, pAttacker ) == 0 )
+ S9 O3 n a5 n9 K. {6 U break;
% ~% _- {/ Q6 n: Q% H% `" ^ }
# c% W0 o% L& Q6 \& ^6 ?: ]$ c" P9 }
8 S" _* y' v# D8 G, a) B( t // - à??? μ?·ó
; n) X+ x, H6 O( X; P1 v( A int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );$ h/ N; P- `4 N; t6 T/ W' @) H
for( i=0; i < nEquipDrop; ++i )
+ p8 O2 o& L+ P0 M& q$ \! D/ W {- Z r% `& p5 n4 q6 x+ C
if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 )
% b7 D& S7 u- {# k0 v! p- L break;
% p V- S8 D3 j }
) { r1 l. @% G+ m- `2 v3 p }
9 ~+ h( k! e; {1 H& A! e } - v( d F! `# H; [5 b" d9 q
}
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5 N: H" W% l% X3 L7 W6 c7 ]. z if( pAttacker->IsPlayer() )7 q2 l" M) b/ |: T6 }5 M) q
{9 a% v( q$ E( V# Y$ }) a. p8 ?
m_idMurderer = pAttacker->m_idPlayer; U8 S1 Q/ r$ J
9 M. q- G9 ^ J! N1 B
: C: [/ }/ B2 R) n1 k. m) m CWorld* pWorld = GetWorld();8 A! n/ x4 c& a8 A" f" T& P" z
if( pWorld )
( I* `, E9 j( j" J: t {
$ q: F7 o4 O! h2 l4 B' T& b6 n char szFormat[256];
' r7 E. M8 f' l strcpy( szFormat, pAttacker->GetName() );
' Y" Y. O6 P6 E; O. ?3 c7 g7 i9 a6 s strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
9 V+ K8 H% V/ u; @ g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );" k+ g) [4 ?& j* v( ~: u
}
1 p+ K4 v) O- Y" Y }
% l9 ?8 @ P9 V& p
4 h* J* G$ ~7 j( U: N& y' B7 L if( !pAttacker->IsPlayer() || IsNPC() )
9 O8 Y4 m! |" N( R3 h; _, {3 S+ a return 1;
- U) T8 d" u4 R! j' u- O7 f. H8 Y. g2 O' z/ U& y" _6 ]1 @1 H1 O
BOOL bAdd = FALSE;" v% C& U! Q% w: k6 b
if( pAttacker->IsChaotic() ) // ???à?ó??* o3 k0 k0 a8 T7 R$ g8 {9 u
{
7 Q' [# z d8 H1 t0 H. R; K if( !IsChaotic() )
O/ `) L k: j6 o+ H bAdd = TRUE;
, b6 J% t6 M( `" A% U }3 {9 ?1 j1 P3 u. b* @
else // ?????ó??, èù???ó??- U+ y# Q8 R c4 d, E# S
{
2 g+ n9 F9 G4 i; C$ L7 r if( !(IsChaotic() || IsPKPink()) )
% c- b6 o3 j$ A5 E) w bAdd = TRUE;
' J& m# j A: f3 v }5 z' S% h5 f6 U1 H8 C! \" J/ l+ A
. [7 K$ n4 z! V O) z. U /// ???à????, ?o?aà? ??·ááü
( O$ k# s9 }, W5 J if( bAdd && nReflect == 0 4 B9 t. C( @% a2 H" \. ~
&& pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤...& Q& T0 t9 E3 f4 n: g$ \- P! ^
{
9 F& n2 L# H# T q$ ?6 B0 \5 R if( IsPlayer() && pAttacker->IsPlayer() )
& @7 e( o4 e5 G4 L: h {
9 K1 l; u/ O& |- B& Y if( !pAttacker->IsChaotic() ), C* U" E% S; u# K
((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );
2 ^' K# J+ @6 M# q# f7 @! | CString szSendMsg;
8 g" S6 f) H8 k szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );
! b" j1 F" {8 o9 Z% ^- z; O5 D0 F& o ((CUser*)this)->AddText( szSendMsg );
5 }0 V6 ?/ X& t/ e6 I szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );; b: I. I/ a( ?# K c0 Z
((CUser*)pAttacker)->AddText( szSendMsg );4 w L& J. T2 c6 d6 g- k3 l. w
}
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pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );
) M8 F# n& C( w% R' L ((CUser*)pAttacker)->AddPKValue();
1 }6 l6 |8 C+ b* f2 n( k/ I pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );
( U1 J6 x, [# h1 y! }& j g_UserMng.AddPKPropensity( pAttacker );
' V$ g( a& `& J" f6 | @1 k4 j) M- _ g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );5 t6 l8 v6 s' s, Z- W, ^1 n
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?* ?' s7 Q+ G N1 c9 g
#ifndef __MAINSERVER' a1 @3 N S; U; D( J& w
if(!pAttacker->IsPlayer())
. r" `1 }/ B" b5 f' S FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );
2 J* c) w$ Q8 H& P! a2 q#endif // __MAINSERVER+ r6 |" U5 m- L7 l! n, M# U9 w( H
((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);
) d9 u. H0 s L: {( I#endif // __HONORABLE_TITLE // ′Tà?6 A7 `: M; K7 I
}
$ e) o) ]+ }( O/ ^#else // __VER >= 8 // __S8_PK+ M% e7 ]. n$ {- v6 e8 S5 R
BOOL bChaotic = IsChaotic();7 L- K8 W( O) N5 T
, O4 Q6 Y l! V1 K m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.
; q3 T6 M+ Q# Z8 M' {+ V3 Q pAttacker->m_nNumKill++; // ?3?? á?°?
- R* }. a2 p' \' i& j (CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.3 h) s8 q* i# |) o6 _
$ P% H. ~2 ?0 r* b0 V$ G* O5 E W
int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );
# c# a/ {1 V% q) E1 s* L [ y& z if( nGap >= 80 )* R4 l% o8 h# H/ m8 v7 o3 Q: I5 u% R
ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨ : T0 u C! E/ V1 Y& ?
7 S) G8 b, x v# a0 l! T) [1 v' S$ E
// o??ó±Y ?3±?±a?| ??????′ù.! t+ W' }5 @- [& [3 d# u
CWorld* pWorld = GetWorld();
/ J, n& X j U* A- g& @, O0 w( S0 d if( pWorld )
& U4 {' { B. a {
$ p; m1 M7 p8 z% Y //"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."
( J+ L4 ]9 e! l+ D. }7 c char szFormat[256];6 k) q$ H- {8 f( k
strcpy( szFormat, pAttacker->GetName() );
6 ?! a- y6 f5 B2 f( f( M strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
- n# P W( W; y3 W! R g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );5 s- j) j* d* M& |+ E
}
% V. Z/ o/ h P W: V+ b
+ u; }# i; r8 f/ V9 k if( g_eLocal.GetState( EVE_PKCOST )
; f6 F1 Z/ M( j% ~: c/ N3 I#ifdef __JEFF_11_44 l6 j0 N& d+ S% ~% @
&& ( pWorld && pWorld->IsArena() == FALSE )
) d2 \. e5 s2 J/ Q# S. e2 ]#endif // __JEFF_11_4
2 @' i9 I' C1 {: Z# T( ]/ x! O, Z )& W+ @! v" e( v* _6 C. `1 e
{
! d9 b) g) |3 E' `# a: q: R if( bChaotic ) 9 a* ]0 D. P5 u
{
5 ^4 @3 S3 B9 D. u' R+ R5 a3 Q #if !defined(__INTERNALSERVER)+ P$ r/ W# w6 w
if( m_dwAuthorization < AUTH_HELPER )! d: Y) i- F$ s$ {
#endif9 J# n! u' z# L$ C! k) _
{
; L- U" b! X, h // ??3?μ?·ó 4 p) I/ {/ |( H1 R2 N4 ~( x1 e1 f' Z
KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );# ^) E3 X9 D B/ a+ L. U. v$ i* V
float fRate = pProp->nDropGoldPercent / 100.0f;+ n% l! ~0 E9 T2 e% K* `: F6 F
int nGold = GetGold() * fRate;
) q/ n9 g6 ~. D8 Q2 A5 V3 N8 x3 g0 o( t1 t4 J6 {
if( nGold > 0 ); o# ^0 _$ y) w. i1 H3 P% d0 z1 U
DropGold( nGold , GetPos(), TRUE );! r) c7 J: e: W8 e3 s
* \) ~* P5 ~# f // ??àì?? μ?·ó
2 e' f7 e1 \# V/ `8 G for( int i=0; i<pProp->nDropItem; ++i )
" Y4 r; ?. T+ C( z0 N {+ P _1 y% U' l+ `- y6 b
BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù. g+ r" Q0 U. m a: W
, b% S$ b- O$ C. I2 ]# S/ L( \8 l
if( xRandom( 100 ) < pProp->nDropPercent )
, M8 v) N! \) y2 d {
# Y2 F/ c4 Q0 |9 q, j+ }* u if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 )
! X1 h2 z0 ~: y/ A7 _; i break;
* a, {6 p; p* y }
5 v: T+ |) D/ \. @ }, k0 x: M6 r2 D7 A; d5 s+ I5 q
}$ u7 _# d }# Y- b
} 7 L* n- O4 \0 {; L% H+ L8 R0 z
}( Q, H( d C$ A3 k6 D9 @/ i
8 l" e+ M Q3 F& o7 }! E9 U1 S
//pAttackerà? slaughter°aà? oˉ°????2′ù.( }3 e+ C2 `) x# x, R$ `/ `: m+ v9 K2 o
pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );3 D6 B3 }3 a4 h' o( E" o9 S8 ~' e
// á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.
- I9 j% r6 `8 u. x if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )
4 x' P; [& d$ B5 r% m# J$ `% H: c UpgradeKarma();
. F( L# f8 z c6 h! t#endif // __VER >= 8 // __S8_PK
8 F* p/ ?9 e0 C: N return 1;
" f9 L* _+ a/ O" u2 l0 u) v- v6 H}& Y, Y$ n' d+ q4 g2 b
5 u; I- m+ m) n7 z
# ?1 l+ _' K3 Z5 a- U
! ?+ K+ y+ @% ~" W0 B& w- ^1 ~+ U: f$ r
0 x& R( p8 [( H( I& z* M$ u
. V7 q9 F% F8 [1 A9 x# x-------------------------------------------
9 j% I, p( I1 p1 ^9 e) u4 L/ Z0 o6 t: _( d, M/ U
- Q0 R3 d" A' T5 G$ g- O+ x { ? if( pAttacker->IsPlayer() )9 B- H1 F3 C: P4 t9 r
{* h7 {: r5 c- F' T5 T" b4 d
m_idMurderer = pAttacker->m_idPlayer;
) h% u2 \1 c. a z( B
! }2 _4 ^: K0 j& m) Y& A! g
, w1 ^+ {; M- z4 u# K {9 _ CWorld* pWorld = GetWorld();
8 t& D2 p/ }5 X& z; N, s: ?; L if( pWorld )' M6 \/ |3 l' I! B% G% g3 U/ V; f1 c
{! y& e3 f; h8 g& E4 x: V
char szFormat[256];
3 v+ z+ g* ~ _! u& c" `/ B2 r strcpy( szFormat, pAttacker->GetName() );
0 Z' S; D% M- l6 |- J. ?6 l strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
% |1 ]/ d+ _. Y% a; S9 l# H g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
0 {$ k8 l# s! r5 b" J }
4 m3 D: C6 `" q+ g$ P, [0 c }7 V8 }% j& H& _
- S# p3 v/ B4 W, @9 V7 D |
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