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赏金系统恢复0 ?" O4 A& Y5 R
Mover.cpp
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int CMover::SubPK( CMover *pAttacker, int nReflect )
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if( !g_eLocal.GetState( EVE_PK )
7 O9 @8 s% ]1 N- b, `1 K#ifdef __JEFF_11_4
n3 {4 Q9 m! A( Z( d5 V. C || GetWorld()->IsArena()
3 p0 J6 A3 E8 U#endif // __JEFF_11_4: K: L/ j( G: B c9 U
)
5 J$ x8 i5 P6 f" v N8 p return 1;: {7 S {. ?( \2 X: c
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#if __VER >= 8 // __S8_PK
5 B* K- n7 d2 \3 ~; ` if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )8 s4 `5 [1 o+ Q! K4 x
return 1;
# Z. Y/ p( N4 o. J9 G; @* M! {
. D+ N) H+ Z$ N h/ T5 e if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )' [, s) {8 [ J# o8 C6 H
return 1;
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; T2 O$ c- }6 T3 M4 A#if __VER >= 11 // __GUILD_COMBAT_1TO10 b+ X- Y% D, ]) m3 b2 r* X R
if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )
: b$ s* s) c& W( L9 W return 1;
4 v* ~$ q: i. C! @#endif // __GUILD_COMBAT_1TO1
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if( g_eLocal.GetState( EVE_PKCOST ) , w- y% b; q' x; H# j8 c& t. M$ _
#ifdef __JEFF_11_41 s3 f( P: Z; ]
&& GetWorld()->IsArena() == FALSE
8 U$ J) M/ E0 g0 w3 f0 {& Z& j#endif // __JEFF_11_47 C/ l3 h! M4 D
)
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. [% V2 j+ w, I4 d if( IsPlayer() && IsChaotic() )
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) q) j- f$ K# u#if !defined(__INTERNALSERVER)9 N( r: |; g, F; R' E% a
if( m_dwAuthorization < AUTH_HELPER )
' G2 |% G* V/ q0 y#endif" f( D: t7 H2 `
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// ??àì?? μ?·ó
7 E) o6 z2 M) z$ N- T, N+ e5 L // - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )
' T" E: C8 Z. t+ \" V& a4 v2 Q CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );! ^: I2 d, L- b1 G! R9 J, K
int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );
% B0 g4 o0 F" Q8 Y. [8 y for( int i=0; i < nInvenDrop; ++i )- h0 T5 L0 m5 N5 Z6 C- \8 `8 \( e
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if( DoDropItemRandom( TRUE, pAttacker ) == 0 ) $ i8 C* E* H# h* W6 y6 M0 C
break;7 M* {$ P0 b& G& v
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4 G0 V8 n8 D! h: J: Y. d // - à??? μ?·ó
6 N% K/ Q0 E/ E% Z/ S$ ] int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );- u# N6 A# [1 ?* N# H* \3 T, U
for( i=0; i < nEquipDrop; ++i )9 u5 A8 _% A8 O, o# |0 i* J
{
7 O, c2 }# x, P$ ~) z S" | if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 )
; z+ q. F& ^2 t# b; {8 Z break;
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}
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% p$ B9 E; k3 @; X if( pAttacker->IsPlayer() )
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m_idMurderer = pAttacker->m_idPlayer; V- m& ^: P8 |# f5 H4 F/ c* A9 g
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; g* E Q. b' g7 R3 c CWorld* pWorld = GetWorld();0 P6 y* E. ?5 _+ V
if( pWorld )
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char szFormat[256];
E& r/ t$ f2 b$ K strcpy( szFormat, pAttacker->GetName() );
5 E$ `3 @# e4 m. w strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );+ t( d' ?- e x% w
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
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if( !pAttacker->IsPlayer() || IsNPC() )9 j* x( f! C: g) o9 J" T
return 1;7 g' s3 ^6 v* z! b
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BOOL bAdd = FALSE;
( ?9 g3 H4 l8 h8 ~6 m1 } if( pAttacker->IsChaotic() ) // ???à?ó??
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, E# a6 M# l3 L if( !IsChaotic() )
7 Y+ d' p& H6 V2 x. j bAdd = TRUE;* p$ i' G, D" }5 u# N0 D
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else // ?????ó??, èù???ó??
+ n$ J1 U$ W: Y& M8 T5 d {
9 A# \: {2 ^2 w3 D: g: W if( !(IsChaotic() || IsPKPink()) )" N; W9 l. C$ b0 ]" Y! H: f
bAdd = TRUE;
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0 K' B1 k7 I) {6 i1 P r$ j. r /// ???à????, ?o?aà? ??·ááü) }% Z; \) t/ l. M
if( bAdd && nReflect == 0 2 U% [8 a0 h/ A: ~: x O
&& pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤...6 R& O$ B9 k3 g! M
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if( IsPlayer() && pAttacker->IsPlayer() )
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if( !pAttacker->IsChaotic() )$ R- r1 C# ^7 w
((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );* r, w) j. `0 E @5 @& C3 g3 y
CString szSendMsg;& ?- Y( z; R# {& U- M
szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );- }5 M; V8 O i8 S5 Q! [$ K: D
((CUser*)this)->AddText( szSendMsg ); T. |$ V" S$ Z4 ~& s
szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );* L) s Z) ~5 _, s1 }& s4 r
((CUser*)pAttacker)->AddText( szSendMsg );! ?) x7 |8 e9 i5 L; V
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# i/ Y2 {2 w6 n" ?. F' A* T! ~ pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );
1 p5 M. C- M; y7 O* _ ((CUser*)pAttacker)->AddPKValue();# \( Q; z) \9 u6 p2 o
pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );5 r3 z* u6 F! X8 i) T& b5 c2 H
g_UserMng.AddPKPropensity( pAttacker );
" D4 x; q: C+ `. H8 E, z' [ g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );
/ C; b; c }7 f# l! G0 w% t#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
. I( X1 B* ?3 D+ [+ s: E#ifndef __MAINSERVER8 `. [) f* o- h: h6 w
if(!pAttacker->IsPlayer())! o2 z( M& B- A. r; J7 l
FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" ); C, n. j' [5 l
#endif // __MAINSERVER
8 K7 v. t* |. M3 f% l. V ((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);2 W8 Y( Y' |( y0 Z8 [- H1 ~
#endif // __HONORABLE_TITLE // ′Tà?4 K4 n8 u; }0 R5 h" R! ?/ K
}* X' i3 a( i' K {
#else // __VER >= 8 // __S8_PK4 y- S6 }( u+ M J& S0 U
BOOL bChaotic = IsChaotic();2 |" j# B6 [+ q' x, b
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m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.
' Q0 W q" @3 ~# z! s) d* z1 o pAttacker->m_nNumKill++; // ?3?? á?°?
9 r" \3 L# X* k% M8 N0 w* {0 H9 _* q (CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.! r' @5 R' }, | g; @1 g, x8 @
^9 B2 _2 R% X, {: L
int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );. v( X2 Y" t7 i. Y6 ]
if( nGap >= 80 )
( N# o! V% ?5 D* x ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨ - n+ b* J, r: ?; [4 i
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// o??ó±Y ?3±?±a?| ??????′ù.2 O+ R# O9 s0 T
CWorld* pWorld = GetWorld();
; `% A) `2 r @" r% ^7 G if( pWorld )
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//"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù.", e- v h* O/ U6 p$ p
char szFormat[256];
5 E- _% W1 J3 {- J8 \ strcpy( szFormat, pAttacker->GetName() );
5 C7 a) S- d# k: G. Y4 I: l7 j) ^ strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
) W! `! o Z2 ^4 a" W g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );
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if( g_eLocal.GetState( EVE_PKCOST ) . u6 ]0 ~3 F7 x) o0 j
#ifdef __JEFF_11_4
& N* [2 p" U p- y && ( pWorld && pWorld->IsArena() == FALSE )6 p. H! H6 J( i% B+ Q8 |% ]
#endif // __JEFF_11_4" l& U+ J. A9 e0 G! {. l9 K
)
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if( bChaotic )
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( y& \- G- w& p; r- t #if !defined(__INTERNALSERVER)% ]- j8 D8 P) ~/ |" H- a
if( m_dwAuthorization < AUTH_HELPER )4 H! }1 s/ K9 Z5 W- t2 V
#endif
" }% s/ A% B4 w5 k {
) x+ {9 ~" D+ w, t0 D5 Z5 n // ??3?μ?·ó ) s, t% p2 J' A0 u2 s; H9 H ]; o- B+ p
KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );' v6 z# m2 R, F4 u- g- |1 E
float fRate = pProp->nDropGoldPercent / 100.0f;
5 k9 T9 y9 `4 X. r int nGold = GetGold() * fRate;
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if( nGold > 0 )6 `/ B7 E! R* e* k$ @! m8 v7 ]
DropGold( nGold , GetPos(), TRUE );# B9 ]2 y" t1 s$ @
1 t0 R1 Y+ A2 m/ E! b3 E3 Z // ??àì?? μ?·ó : [4 H ]# a3 U0 I- |! x
for( int i=0; i<pProp->nDropItem; ++i )
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BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù.+ P4 _. g' J6 j
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if( xRandom( 100 ) < pProp->nDropPercent ) 8 P* ^$ ?0 \9 O+ I3 f
{
% ^" o" \; ~* |0 t# s( {0 t7 T if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 ) $ Q b( f3 T4 g5 ~$ x+ |
break;
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}
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}; ~2 q5 A) [3 S8 s9 j( F1 r
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//pAttackerà? slaughter°aà? oˉ°????2′ù.
. M! W( ]' M1 i: O pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );
- ?# ]# w3 b2 W& @( B& r* O // á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.
6 y' D! s+ V0 i# u" B4 r if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )
4 H: @9 o. z3 G, z2 x8 v! C8 [1 i1 e UpgradeKarma();
* G% u- h( i8 A4 f$ S7 _3 f#endif // __VER >= 8 // __S8_PK& J6 R2 r R$ B0 Y, f6 _
return 1;
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# Z. y( C# a5 |) `7 L-------------------------------------------
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, P* ~' g z6 V1 y if( pAttacker->IsPlayer() )
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m_idMurderer = pAttacker->m_idPlayer;
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CWorld* pWorld = GetWorld();
6 T# ~! k1 }1 q! e if( pWorld )
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char szFormat[256];- r8 t+ b0 `. E6 h: m
strcpy( szFormat, pAttacker->GetName() );
. X' H5 h4 r3 S5 C+ m6 ]% b strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );9 u* s2 J) `* A) i- B4 x
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
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