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赏金系统恢复% }# {) G( n1 Y
Mover.cpp" Z/ M( k1 ], p# V& ^5 b, z
3 I, d2 |6 ^4 DCode:" k5 G* p1 C' X7 u9 q+ X. s- v
int CMover::SubPK( CMover *pAttacker, int nReflect )
: U& x/ y1 A! c P; ` p{, _6 P8 I3 f1 H0 E: |' k
if( !g_eLocal.GetState( EVE_PK )
3 ? H; I. V! L& ~6 N#ifdef __JEFF_11_4
) I& T6 f9 G- B/ @% T* l || GetWorld()->IsArena()
5 c! p, R f% i" t+ e- Z2 l- B* c#endif // __JEFF_11_4
3 M! P: K9 k, T* S, I )
`( s4 ^- c5 ?: G$ D# v- E; W return 1;
% ]$ |3 r8 U9 d' a$ J
4 D' p; R: d- A) q#if __VER >= 8 // __S8_PK( R4 _& ~% b- j5 b9 `5 V
if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
3 ^! L* _, Y- y/ F+ { return 1; G% a3 M6 A) k( Q
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if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
: j4 F6 Y& N# S; y2 \' @ return 1;
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#if __VER >= 11 // __GUILD_COMBAT_1TO1
4 b# d, Z& W! f P: W- W if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )
, D/ w: w2 @, r/ {* G3 M* C return 1;- O$ Z# ]/ q, j- M. ]8 B7 s9 v7 Q% Y* V
#endif // __GUILD_COMBAT_1TO1* |, o6 O1 f& A: R3 K
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if( g_eLocal.GetState( EVE_PKCOST )
' u3 Z( I; X" k+ G0 L2 q1 }#ifdef __JEFF_11_4! r5 Z+ a! I$ }: w) E1 Z$ [0 g
&& GetWorld()->IsArena() == FALSE
3 M+ M/ F' ]( Y+ v/ k) M9 G! m: i#endif // __JEFF_11_4
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if( IsPlayer() && IsChaotic() ) # o) Z* i3 N+ n+ U
{
* a t! R) J7 z8 C6 H: r#if !defined(__INTERNALSERVER)
1 v e7 q6 n, T; F- j$ V if( m_dwAuthorization < AUTH_HELPER )
; ]; v' E- m6 h T& ^8 P j#endif
# `- _$ \3 R" {* G6 L6 r% h5 G {
7 u' ? ^) J/ k9 I( a) i0 P4 I // ??àì?? μ?·ó 5 ~( r G$ v. a9 g7 \
// - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )2 p- H9 f( }) q3 @' I
CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );/ o5 C3 p5 U. o7 W- }" A
int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );* k' d, z* a; K0 T S, k# I# [/ p
for( int i=0; i < nInvenDrop; ++i )4 N; t$ J8 [, e2 r: I. [
{
8 w- W0 t. T5 }' K( i if( DoDropItemRandom( TRUE, pAttacker ) == 0 )
" m6 G% S* n0 @* c& b& R break;) F% x0 G W r: L
}
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// - à??? μ?·ó9 \; x. G# y' ^8 g; S0 I
int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );
# I% P! z9 Z0 }3 l6 @. j7 g9 { for( i=0; i < nEquipDrop; ++i )
0 S' v3 o8 h) V# E# v' K) P {
; M: y6 V4 i4 [+ ^/ \ if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 ) + s. ^( Q3 p: X; u
break;" ?; k: X3 m1 l1 @3 h8 Q3 A# y
}
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}
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% B l1 j7 q' k/ A7 s if( pAttacker->IsPlayer() )
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m_idMurderer = pAttacker->m_idPlayer;
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2 B: D! x" H+ ]0 e1 j: ~' c CWorld* pWorld = GetWorld();. l) @. E5 F3 m. }0 T
if( pWorld )
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char szFormat[256];
8 T9 X; c( Z! V7 o( e4 B6 Q% c! M strcpy( szFormat, pAttacker->GetName() );2 q& x0 o y8 |! C- z, S8 T
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );$ M6 b" t: F$ K1 x. F
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
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if( !pAttacker->IsPlayer() || IsNPC() )
; v4 e! m" c+ c5 w! s return 1;! G. K, d) r+ g. V/ q* f
& \' n0 d9 d) ?! O6 `1 J' D9 } BOOL bAdd = FALSE;
, F6 Q. Q# h# P. R H if( pAttacker->IsChaotic() ) // ???à?ó??
0 D$ E8 `7 e x0 o/ s& p6 t$ ^" u- G {
' s' [8 f6 O- z7 j) t. ~% S z8 v5 K if( !IsChaotic() )
w- n% c5 W. q bAdd = TRUE;6 g# b5 |4 F2 |# F3 ?3 I/ S
}1 C5 A# \+ V. F7 X$ h) g1 K/ ~' S
else // ?????ó??, èù???ó??5 g, A6 e% e. }8 o
{
! y# m- ~4 Q* ^6 z# d if( !(IsChaotic() || IsPKPink()) )( v& P' {( U: ^/ w* P
bAdd = TRUE;: ^. D. P0 J. p# V& ]
}
/ f2 o* r* B: [) G7 e" r) d- P$ f
/// ???à????, ?o?aà? ??·ááü
% e* E3 u# o" |. x if( bAdd && nReflect == 0
$ H% Q: _4 g2 Y& W& j d+ x$ H( R1 N && pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤...) ]5 j+ v1 W$ o" T* e/ m+ j* T' E
{
5 N8 c, J" p" i2 A$ b1 A if( IsPlayer() && pAttacker->IsPlayer() )
t3 x- {% d5 R! } {
) X) o* W; d4 c w' W; a if( !pAttacker->IsChaotic() )4 k, O" S- X% r+ M1 T9 d" n
((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );2 P) H" Z9 K6 ^) }' [+ [ K: O8 ]5 K
CString szSendMsg; Z3 ^4 S' }9 t7 {4 r6 y
szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );( Y# \! t% @' B7 b* |+ Y
((CUser*)this)->AddText( szSendMsg );& ~& d5 A s7 W2 \$ }$ z/ {5 g4 U
szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );
( ? V6 s, y( I5 S0 ?1 |5 w ((CUser*)pAttacker)->AddText( szSendMsg );
2 U# D7 |5 ]- i7 c5 e* M; b }0 e# K6 b# |' ^; o! o% V
. i0 F5 j7 e; {( l+ v& R6 ? pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );
$ X( Z6 O6 @$ ? ((CUser*)pAttacker)->AddPKValue();
$ a3 `3 i- S5 g pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );
7 i2 Y# g7 o$ F8 s$ [ g_UserMng.AddPKPropensity( pAttacker );
. M/ }* Z0 b7 [0 @/ E g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );
! X7 V- b$ H+ d' l* E5 B' j8 _#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
. G" c1 s$ q2 C#ifndef __MAINSERVER) @" n$ V! c+ a3 D( B
if(!pAttacker->IsPlayer())
5 D( C) R4 g- K/ M f* u FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );) Y; o' j$ W o! V/ W9 P/ k
#endif // __MAINSERVER# q0 P0 ?( f+ Q0 W, k; b' D
((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);
q: x& _1 ]) {! H) b; i$ M+ Q" ^#endif // __HONORABLE_TITLE // ′Tà?
4 _3 c' ~$ N6 a0 Z, y }3 t2 c, g1 S5 g0 K' z
#else // __VER >= 8 // __S8_PK/ t: k$ R, p, O
BOOL bChaotic = IsChaotic();
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m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.
# l# j8 x/ b" M9 R9 B4 ^ pAttacker->m_nNumKill++; // ?3?? á?°?5 f* P! b" F* [8 Y$ D
(CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.
& G( W1 y: O) _0 p7 G- W* I+ @/ ~; h& j7 P% M( ]; B. u. U4 P
int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );2 F r; Q4 i6 ?& v/ t
if( nGap >= 80 )
' {1 A5 k S8 i/ v1 G/ X ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨
" s0 Y0 U2 x7 g- W" k) }
% B( l3 e1 W9 Z1 i, N // o??ó±Y ?3±?±a?| ??????′ù.# `6 ?) m0 ^" S" E' ?
CWorld* pWorld = GetWorld();
& L8 x% p, o m" x, ^& W8 h if( pWorld )/ T' b: B/ u8 Z% W2 _# v
{! a" h, I3 w/ d# j/ E* ~
//"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."
7 c: R2 l5 Y$ G4 ~1 J2 G char szFormat[256];
/ ]8 X8 J1 m# {+ F1 _" a6 U: R" P strcpy( szFormat, pAttacker->GetName() );: y1 ?1 S; I4 J: d
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
/ u5 N0 R3 t+ ^: p+ C4 S3 s' \" d g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );8 t: S: c+ S! S$ ?# A
}
# W& _( ^2 Z8 x! {$ g4 p: a
( Q' x& f( r b4 j+ @# J if( g_eLocal.GetState( EVE_PKCOST ) 1 Q3 y4 G" ]" n$ D; F
#ifdef __JEFF_11_4
( P @5 z1 K. t" Z/ G5 b7 I && ( pWorld && pWorld->IsArena() == FALSE )
# I4 R' [; i; l6 N z#endif // __JEFF_11_4
( a% b& d0 h" z. _1 {0 M )
% ?- T9 u P6 ?6 s& w( Q) i/ O {- h* u: p g$ A, n
if( bChaotic ) ) G- p' _- g0 t" Z9 L5 ^: t, j# H5 J
{/ f% B, P4 M* Z0 i4 Z
#if !defined(__INTERNALSERVER)( F% J; R' B! N
if( m_dwAuthorization < AUTH_HELPER )3 Y$ q7 }+ h' ~: @
#endif/ o5 z' m4 L8 P) F% b
{3 d' Q ]. v0 J/ {
// ??3?μ?·ó
/ R1 }+ |% o' L3 M8 w KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );
# j: o' B) e& F, g$ I& Q: U& W float fRate = pProp->nDropGoldPercent / 100.0f;8 F7 M$ A9 H# t) L. Z
int nGold = GetGold() * fRate;. Y$ K+ B! g1 ]7 R8 z2 i$ d
% W4 ^# D, A! g- w' e& w if( nGold > 0 )+ w) M# o' Y5 h3 j+ I6 \
DropGold( nGold , GetPos(), TRUE );# I& Y) P5 o* C, {
; \: z r7 c! b/ K! `3 ` // ??àì?? μ?·ó
5 C6 X- `: Y; n: x) \ for( int i=0; i<pProp->nDropItem; ++i )
! e& g1 Q7 ]& ?" h# a$ o1 r% T$ o {
& B4 O0 d* k2 z9 b: h* w/ D! w BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù.
t8 g' Z, U8 V( r7 b
J7 P6 n1 `9 P0 e$ X6 ?, k if( xRandom( 100 ) < pProp->nDropPercent ) . f* j5 _( ^/ o L8 M
{5 ]$ ~$ a$ _5 Q4 t5 X& E, M+ q* u
if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 )
0 ^4 n3 k, g1 f. |* u; i) _$ g c* w break;8 C2 _; o2 K$ p/ w: v D& F+ j
}! I' Y) D9 L/ m
}
* h8 p- V, Q1 C4 ^4 i5 h }4 a+ U. Z3 Q) B9 h# y" }$ Z/ C
} 7 x: [) [3 V/ X; |& M
}! V- O. f. C4 ]
+ B+ h9 \4 N/ T& r' Z' D
//pAttackerà? slaughter°aà? oˉ°????2′ù.
% c1 [8 T9 p8 s+ V2 k$ i pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );% U, X* h' s P: c- V
// á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.
9 s. A+ T9 |8 t) F if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )
) a0 ]2 L9 w# P& z' r& q0 p F UpgradeKarma();
' N& U5 q% p) N* [& O#endif // __VER >= 8 // __S8_PK9 @4 t9 }* F5 \% Q# \
return 1;' d1 s& a# p+ M9 h
}
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-------------------------------------------
5 ~# a2 @: ~# ]; m7 V2 ]! @; [2 [( @. g9 A; j
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if( pAttacker->IsPlayer() )
8 p# t( }% Q1 P. \ v( f {4 l8 z% ~2 n* S6 p2 i
m_idMurderer = pAttacker->m_idPlayer;
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9 L7 X6 Z% C5 X1 O* D- J3 J
- g4 |4 I, b. F& s CWorld* pWorld = GetWorld();4 R7 S/ H, ], Y- }# [
if( pWorld )
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char szFormat[256];2 P S9 p: k# e* P3 c
strcpy( szFormat, pAttacker->GetName() );) b- b6 W, l8 Q
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
2 f3 m( Y: m% b2 A, F$ u g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );' N5 J' r: W' K0 k4 A5 x3 T
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