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赏金系统恢复
. w. r- A, p) x/ ?6 tMover.cpp/ j9 u$ W* h6 n' b2 q: e
. Q7 d e8 W1 iCode:
" k1 M1 I( o m+ I, u, ]8 mint CMover::SubPK( CMover *pAttacker, int nReflect )
& O! j+ b: |, W5 u9 ]. F2 T1 B7 @{
! Z+ J8 d- R4 p5 G3 o: _ if( !g_eLocal.GetState( EVE_PK )
4 o3 B$ ~9 j/ p- J* V: ]9 g#ifdef __JEFF_11_4, m) c( F; b* D5 g( S4 X
|| GetWorld()->IsArena(): {& ]7 M# |6 C+ Y
#endif // __JEFF_11_4
0 ?: Y# W% y$ \! F3 e. i )
4 D. @% F7 k- E6 c return 1;
9 q4 H, p7 f, b$ s& \8 Z! e3 `. E2 }1 X+ N4 |( W9 U% g# X- u
#if __VER >= 8 // __S8_PK) ^' k' a- N8 S' L, C( k' f: I
if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
3 P Z3 O# C) Q+ G return 1;
0 \( M2 M5 E- M) [2 ?
- G! P( t, V \" W( O8 [ if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
% L l# y+ l) t3 w return 1;
3 G: O& F( ~& g: w* U& Q/ s1 S; _2 D# ~& m& ?3 h
#if __VER >= 11 // __GUILD_COMBAT_1TO1
, ~$ ?7 m# P' e8 v9 j" P if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )
1 n- l- H% X/ M) S T; k, L return 1;
& m: ^0 j" v4 g#endif // __GUILD_COMBAT_1TO1( ]3 V- P) {* g0 b
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if( g_eLocal.GetState( EVE_PKCOST ) 6 y1 g1 Y" O [! q* K% p* Z
#ifdef __JEFF_11_4) x* r5 y. J2 Q
&& GetWorld()->IsArena() == FALSE
; L3 u) s! o; ?* S# u! b! @#endif // __JEFF_11_4/ [6 L/ b1 O( Z1 n, |; h
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if( IsPlayer() && IsChaotic() ) 5 D, I: a) k, S3 N$ G" F& Y
{) M# K' @" @0 {. L" {
#if !defined(__INTERNALSERVER)4 Y9 R* ^7 @) d1 D7 k6 N
if( m_dwAuthorization < AUTH_HELPER )
* r4 {, J( P0 U) ~#endif
5 u1 [+ J4 {4 ]) l {
7 }( _+ R6 g) @& f) F // ??àì?? μ?·ó
0 q8 Q8 p, m7 d* A1 e // - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )* }. A7 `( d/ y0 w5 b6 o4 s0 A
CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );- z3 g$ ~2 X+ ?7 V$ p2 m
int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );/ \1 M0 |, r0 n$ @) {' d
for( int i=0; i < nInvenDrop; ++i )
( c. J X P% q4 q4 x9 F% n: U {
* b9 \; y$ j' { if( DoDropItemRandom( TRUE, pAttacker ) == 0 ) 6 r+ O" {( S7 w% ^# \: H/ ^$ l+ x
break;
- ^7 W8 d' p2 z }% b: ?& }) Z1 W; m( d" v
( Q6 J! g& Y- O6 U+ J! R3 r6 `
// - à??? μ?·ó
3 U' h3 g" J7 V8 ] int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );$ N, Q& m- a* ^+ \, M6 X* y T
for( i=0; i < nEquipDrop; ++i ), l3 ^( `0 K# P5 z/ x- u1 i7 m+ e
{0 v6 m6 s6 K, t! a6 V* m- P/ B
if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 )
. x, A! M' U+ Y. \ break;
% U9 Q" l$ {) g, b } / Y( J. |/ T k1 S
}
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}
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if( pAttacker->IsPlayer() )- E `4 P4 y/ Q/ i& N9 A% o
{% n& Y( [" {7 [$ ]/ V% N2 j# D% l+ q
m_idMurderer = pAttacker->m_idPlayer;# s" ~) `- ~$ ]% c+ B
, w' j! f/ _9 F
( j( q/ l# ^' @ CWorld* pWorld = GetWorld();6 p7 L. M1 k' ?, m% D$ ^- `0 |
if( pWorld )6 A1 a8 s& o0 n: [4 X& G6 ~- l
{
3 g* k. a3 l- K' n6 a( ~ char szFormat[256];' { R6 [, Q4 ]4 B' ~4 b$ Z
strcpy( szFormat, pAttacker->GetName() );6 K& [/ T* b1 Z, x6 {# Z! Q+ G
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );8 m/ J& b' ?7 x/ T7 h
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );- K* h) S! ~7 m. Y' [/ a
}
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2 Q. C* |) r+ j" K* @& q8 n if( !pAttacker->IsPlayer() || IsNPC() )8 u: Y8 w8 v k) E5 \
return 1;0 T' @% \% L N( R
% H/ \9 p6 ^: f; w* ^1 f: s$ T8 e
BOOL bAdd = FALSE;
7 H) C% S6 S' w: Y5 @ if( pAttacker->IsChaotic() ) // ???à?ó??/ ~- r# e! i1 W, [; B" s3 ?
{
: R. ?& p' o4 k4 j) D6 A if( !IsChaotic() )2 L3 p/ s3 U3 H) Y
bAdd = TRUE;2 H! v' ]9 w, }+ u- W
}( S+ M# O2 M5 Y1 S: j/ e% {" I* S% ]
else // ?????ó??, èù???ó??9 b4 f4 l, c' M( H
{
9 o# K/ t4 j: o( C* W if( !(IsChaotic() || IsPKPink()) )
" m5 k5 F' z& f' ^) E- m {- B$ f ] bAdd = TRUE;
/ g! v- K. B+ D8 ]- Y }) Y! ?% | q6 [+ |! s, S) a
' Q) g* x$ h" I
/// ???à????, ?o?aà? ??·ááü% o5 o J3 D( A/ r+ V/ m; p) i) N
if( bAdd && nReflect == 0
1 f4 Q8 ^/ ~$ W. d && pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤...
* {5 G& b8 [: \& ^ {' V6 r3 C, |" {! q
if( IsPlayer() && pAttacker->IsPlayer() )" z6 F6 S5 T+ G- F+ [1 B# L
{
& _5 l" u2 F* `8 n$ P6 U& F' x4 @ if( !pAttacker->IsChaotic() )4 Q5 p2 u& E3 i1 T; H, n+ y6 S' o3 _
((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );
; v/ w2 N$ P7 ?7 d CString szSendMsg;$ E. p7 ?) }8 d1 r9 n3 O- M
szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );4 N! | ~9 W* x$ e. ]
((CUser*)this)->AddText( szSendMsg );+ S& N) z4 x I6 U
szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );. x* d% l U6 ^# A: M1 M
((CUser*)pAttacker)->AddText( szSendMsg );8 l1 h3 g" l1 E6 g
}
' }2 m+ q! C" [5 |3 \+ }) n) e
, u6 O2 E' o u pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );
& m8 m6 K0 ~' K ((CUser*)pAttacker)->AddPKValue();, W+ e5 {4 `/ _7 B, ]
pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );
6 l' k8 q7 _- n$ s1 T g_UserMng.AddPKPropensity( pAttacker );
F9 Q6 V+ N/ G4 v# t g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );' q" G- N T# G' u
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?5 m9 f n% ]- ^
#ifndef __MAINSERVER
; h3 [- l7 ^) r- y9 U( ]5 ]1 F9 {% Nif(!pAttacker->IsPlayer())5 S5 L2 Y* o3 t: `7 ? v3 e7 d( m
FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );9 t/ K8 f1 Q# ~2 P2 f6 }: i7 H7 X
#endif // __MAINSERVER# `0 T8 L+ b0 Y- s* @
((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);: i; A0 F6 d# Z$ j
#endif // __HONORABLE_TITLE // ′Tà?0 h. s- I' n( E7 C* H" @
}9 @6 h8 V. m2 y' y9 r5 z
#else // __VER >= 8 // __S8_PK
9 v/ T4 }0 k+ L( ]* `2 P BOOL bChaotic = IsChaotic();
9 V5 Q# e4 y- c! M) F. X! J. a& t8 o- i4 `4 u* T
m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.
% M* l7 @$ w5 v A# m pAttacker->m_nNumKill++; // ?3?? á?°?9 K7 n+ E: z' B; J% Z4 X1 S
(CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.
2 F& f+ E' Q% x- m7 v! C6 F4 f
int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );; ^5 H3 J: G5 B6 ]- |# _/ v
if( nGap >= 80 )
3 ]% \8 M" |' {. y. M ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨ 7 \! b/ U( A, q [1 f
/ W0 |% ^' g( d- f$ m
// o??ó±Y ?3±?±a?| ??????′ù.
, f, G _) L8 ~$ [* m) P9 y CWorld* pWorld = GetWorld();
3 E C* B# v1 A3 ~ if( pWorld )1 J/ L/ t3 _5 v: b4 \
{2 i; Q6 K8 Z1 b7 H2 ^ C
//"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."
! e+ k; L0 x3 B. {) k char szFormat[256];0 g& ^+ D$ H4 h
strcpy( szFormat, pAttacker->GetName() );2 {& J k4 p) z/ v# x; _7 a
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );6 y. y$ K6 E" G7 S5 a
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );
+ J8 ?; w2 i9 t# s }- }1 i2 l( N9 z+ R0 S p
# {5 W4 U' R% X8 p. @ if( g_eLocal.GetState( EVE_PKCOST ) # K1 \" h0 z2 G1 Z+ x7 v
#ifdef __JEFF_11_4
% }1 C, B3 w0 j7 X && ( pWorld && pWorld->IsArena() == FALSE )& ]* `7 H# N8 L* {
#endif // __JEFF_11_4
, ?. ?" d2 M* w9 v )* f$ Q4 R5 Y2 u
{+ U7 \1 w3 Q! ~# N1 \) y* I
if( bChaotic )
( ^* ]% ]+ d. v- e, a {
( a7 n$ ?* Z8 ^ #if !defined(__INTERNALSERVER)% X6 [1 n% a- I( I0 B
if( m_dwAuthorization < AUTH_HELPER )
2 @: w/ a3 W' P- |: }, ~ Y" S2 H #endif' `% Q2 N N+ G6 t# P2 m
{
8 S- I6 D* X7 n- t7 a8 j( q: e, c // ??3?μ?·ó ( M1 c1 j3 J1 |0 e4 F9 Y, D
KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );
& A) X! v. n# G! X z float fRate = pProp->nDropGoldPercent / 100.0f;
& X# B4 ?& H! c1 K# n int nGold = GetGold() * fRate;1 q9 r& q4 |/ J n, N
$ e6 e; r4 h7 X* R8 l3 \1 ?4 v$ W if( nGold > 0 )
# K& p! L8 \* v DropGold( nGold , GetPos(), TRUE );
/ o7 ~7 d0 ~! D, ^+ Z: V# H; [1 M4 } E& F5 X3 _. ~1 j
// ??àì?? μ?·ó - j: _0 u+ r2 }& s: H
for( int i=0; i<pProp->nDropItem; ++i )# L6 m r) ^1 o7 r' y9 @
{
" k: d# A! L8 { BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù.% E) C& [ z" b7 \, {
b/ h& ^" D( m, s/ |% ?7 }( X if( xRandom( 100 ) < pProp->nDropPercent )
, V' j! F! F* } { Z* x8 c3 M8 p* A4 C5 F8 R6 E
if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 )
6 c# _4 s1 }/ I) ^% e3 E break;
1 ]9 j3 t, v) D+ q [ }! v9 A% Z0 T* O0 ]
}2 C9 Q5 |- K. y
}# v7 G4 z2 B, A$ F3 r! Y
} . Y6 L8 U2 H4 r% k
}* H$ ]9 p: I' R# y! c! g( P4 s
1 s1 N9 C2 K; y7 k. D, w, j //pAttackerà? slaughter°aà? oˉ°????2′ù.3 k1 _& ~ p' n+ X
pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );- ~/ s- C+ P" u( b A* p
// á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.4 o8 v% P w% ^' n- r) r/ u" Y% j2 g) r
if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )
5 v) [( C# ?& y6 J- } UpgradeKarma();; k) o# h8 w" D1 v+ D! U& b
#endif // __VER >= 8 // __S8_PK$ t, f: I4 W) `! ~1 \) x
return 1;+ P2 j9 o" ]7 f
}
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|# X F! f5 D1 ]* A
6 Z4 v% P% T& _" T( o
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' Q' i4 P- g% ?# b% K _' Y4 x
-------------------------------------------% G+ S6 h5 ?, P6 \& k9 [
$ Q) i* S. J9 N( n6 d; c
, C0 j" v! S2 A) x" W: R, r if( pAttacker->IsPlayer() )* ]2 ^: \1 v: |2 f- j6 h c2 R
{
# A! _7 J8 N* M6 }2 v/ i m_idMurderer = pAttacker->m_idPlayer;
. y I- w. n4 A( M, a# Y2 Y$ \# Y2 ?: P1 S% _( f- V6 p9 w( W' u) B9 T
9 q5 [2 l3 N6 Z* ?4 W
CWorld* pWorld = GetWorld();
' ~" _; U7 o) }, ^ if( pWorld ). { M5 g1 e, T# W4 S1 a
{- F' D* y/ v3 w/ B$ Z, K7 |' K
char szFormat[256];
8 h) V' U }8 a$ V strcpy( szFormat, pAttacker->GetName() );( {" \" t1 ~6 o+ o4 C, `
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
3 i) o! q2 L5 h: J/ b+ Z R1 u g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
2 S4 S1 {! r3 F. i1 i& ] d }
0 m$ Y, N$ P3 K% f( Z# g6 a6 c# ? }
, m/ R& ~0 A! Y( s) ]$ b$ F0 a. }$ w' O6 b, f, L7 e, g
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