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赏金系统恢复1 h; v/ V7 y$ ^) {/ I- {0 T
Mover.cpp, [8 k% R7 b4 f% F
4 C5 c$ @# G2 C- SCode:
& w( u V* W6 ?, a& L( ^' hint CMover::SubPK( CMover *pAttacker, int nReflect )2 q) E& y* p% i$ c( ~: U
{
4 z T; Z) I. ]6 m: y if( !g_eLocal.GetState( EVE_PK )
+ V8 f; }" Y% T" y9 W- `8 U#ifdef __JEFF_11_4+ M6 l6 x7 m4 A! B& t- O& F
|| GetWorld()->IsArena()
- j: C |! V5 t. r#endif // __JEFF_11_4* W5 P2 [% X4 X K- ]7 S1 U1 A `" [
) Z" L5 d; ~. f0 Q5 e' r
return 1;
; {8 e3 Z8 k/ F7 c# \* p1 H, D6 ^0 D4 T
#if __VER >= 8 // __S8_PK) ~* f" ?. u8 b
if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE ); R. r: e g" b5 ^- K! ^
return 1;
. g5 r6 O6 e% t# z
! R/ A- K2 ^0 b( }7 g if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
5 v9 ~. X& `8 D1 V return 1;$ P3 N7 A1 f" G6 q6 ]
6 Q3 P% s2 t# K7 u. ~
#if __VER >= 11 // __GUILD_COMBAT_1TO1; M; n& I$ E: J2 T
if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) ): k* w! D7 u9 a" n
return 1;
; |# A7 O& z# r# y#endif // __GUILD_COMBAT_1TO1
# {+ e3 q c, {8 T) e6 x ]
3 t0 i7 m* L8 s! r: ~ if( g_eLocal.GetState( EVE_PKCOST ) 3 ]$ M; g+ q5 `5 E
#ifdef __JEFF_11_4
: i0 e& I: K! a' g8 N& N && GetWorld()->IsArena() == FALSE. d: C& `$ O. D+ q; L) v" I
#endif // __JEFF_11_4
7 j8 B; q* E& ^8 i. m3 r3 ^" _ )
. u6 H) V- u# O$ F7 E {
. i; p& P( U0 q; L if( IsPlayer() && IsChaotic() ) 6 [% t( _5 w o7 E+ W4 S7 V
{
1 L+ o. ^ z, O- e#if !defined(__INTERNALSERVER)* c$ j0 u- X1 A* u$ I- Q" @
if( m_dwAuthorization < AUTH_HELPER )
K% i5 E3 @9 z8 |( T. P#endif
% s' s; ]$ z" E+ M" B2 ^ V {+ s' X( p$ }3 e; U" q
// ??àì?? μ?·ó 5 J% g( }6 ~8 Z; n5 x+ j$ Y
// - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )' S3 ^2 w. d# a6 a+ Y
CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );7 {% ]$ d3 h7 Z: N( F3 e
int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );
; M( R& V8 \* W for( int i=0; i < nInvenDrop; ++i )
" M2 v/ M1 ]) g {
! p3 h0 o& W- q9 R$ s) W3 G: E if( DoDropItemRandom( TRUE, pAttacker ) == 0 ) 7 p j8 k+ o! c) J/ ~) l& {3 n' A
break;) @* a8 r8 q2 `$ u9 y, K) s
}
: p" v: D3 R- e$ t+ }" @9 V
4 M% O4 J6 U, O // - à??? μ?·ó
7 a5 z$ b9 z( T+ E! i. p# F int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );
( ?# ^! D6 A: [* y% ?6 c* @ for( i=0; i < nEquipDrop; ++i ): W1 G5 M$ J" e1 t2 Q
{
2 r" A+ F6 f, ^! A if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 )
. N; N' T2 Z2 I- _- I break;' _. ]% @- z: H N
} & p0 G) o0 c, T" z. J+ I3 r
}
4 \! w. X9 _" \# C }
5 O8 x* G8 Y$ L$ r% @* N }8 D& U6 F9 Z& h$ A: ~, k( k
7 [ S/ ?1 B! ^1 O if( pAttacker->IsPlayer() )& n1 i/ |; n7 k
{7 ?1 g) P. w+ O/ N8 G
m_idMurderer = pAttacker->m_idPlayer;
8 `! t9 V! ], G" Z4 s+ ^$ p* ?: Y4 Z
) z/ U/ k% u! y$ j T CWorld* pWorld = GetWorld();; p; Z# _/ o+ C+ ^
if( pWorld )
B) D+ }% {7 C. k& ]( X! l/ q/ x: _) i4 r {, p, h) c! h" ]
char szFormat[256];
2 c. q2 S/ O; H. `+ J strcpy( szFormat, pAttacker->GetName() );
5 Q" P) X7 R: S# G, J% } strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
3 [7 B/ Q- S% ] g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );1 g/ h& `- _$ R
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}: R' u4 j1 k* C1 X9 f4 I# E
( A5 b' f3 M0 |3 K3 w
if( !pAttacker->IsPlayer() || IsNPC() ): d) w: D/ s& m/ a9 o% |) `. O
return 1;
9 ~ @% v N- d$ n9 u" e( L! i4 G7 w; q
BOOL bAdd = FALSE;
s) |& K" c' h4 a w. h: s if( pAttacker->IsChaotic() ) // ???à?ó??: A0 i9 W0 w& v
{1 s3 h7 h4 A' i9 [
if( !IsChaotic() )6 H% d$ ]7 v R9 P
bAdd = TRUE;" \' X: O$ F0 N9 @
}
& s/ r, {) X K4 a else // ?????ó??, èù???ó??3 y8 T" D: _' I% b" l
{3 H6 C; ^% }" g% J) Q3 V
if( !(IsChaotic() || IsPKPink()) )
& z; t% Q% U+ D* X! A bAdd = TRUE;/ y9 f2 k/ A( H
}+ \: [: c! H1 W
7 V! q: Z, @2 x( A) t
/// ???à????, ?o?aà? ??·ááü
4 W, T( x' T/ W1 g! S if( bAdd && nReflect == 0
7 H" z8 ^: x, R2 Q) Y; u" t) Y && pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤...3 @) U2 f$ X; F9 T
{6 Q3 k5 p# D9 v9 h8 ~1 _1 x
if( IsPlayer() && pAttacker->IsPlayer() )+ N% h/ z2 c% p+ {0 {
{; _# C1 Q$ w/ t4 l2 i9 x6 W' S
if( !pAttacker->IsChaotic() )2 Q. o% W! A: S3 I2 X. p; D
((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );
% O$ D2 A( K2 F1 Q8 X CString szSendMsg;1 B4 V7 |9 D- m0 {9 @
szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );
4 b4 F' R0 S1 f `; m- d* l ((CUser*)this)->AddText( szSendMsg );
, R! p8 w# O4 K% A" G6 l9 \ szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() ); Y7 o) e8 ?4 S9 z- c2 X
((CUser*)pAttacker)->AddText( szSendMsg );- v: r$ T$ g! M
}
) W" ~3 _8 i& e% e: X
( q0 E4 C- F" x; ]5 B' p4 S pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );# ~4 |2 L( X) r9 ~ Z
((CUser*)pAttacker)->AddPKValue();" r. f& l5 f; x& J
pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );
# L+ w# k: a. B+ w% S" Q g_UserMng.AddPKPropensity( pAttacker );
6 b% q: ^, |- i3 g$ j g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );
- _( Y5 }# X1 L# a; r* [#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?% ?! Z. @8 [0 Z6 N) f& q( Z8 z3 `
#ifndef __MAINSERVER
t3 J9 w6 \0 I1 U* C/ c7 p% fif(!pAttacker->IsPlayer())
/ V* ^- h0 S0 }. \8 t9 f% [ FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );
/ c# c9 M. Y2 S#endif // __MAINSERVER
& L) i) A# D, e4 ~. _6 W ((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);
% V, ]6 c P% n& @#endif // __HONORABLE_TITLE // ′Tà?1 F! C3 c+ _3 J0 ~' b
}5 p: ^6 K8 m4 D( e1 r$ |5 g0 B
#else // __VER >= 8 // __S8_PK
" y; i$ p5 t) p0 J BOOL bChaotic = IsChaotic();
/ s# ~. h2 y; J: w% ?; v2 X, B$ \% ^- m/ V+ x9 L
m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.
! N" D, M1 q$ j, Z; ^ pAttacker->m_nNumKill++; // ?3?? á?°?5 _& M2 n: j4 U! J
(CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.
, ?1 j9 i2 G/ V7 g7 ^+ R! t. G0 a9 v' z, c' |4 D! D& {5 a9 f
int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );- u* C9 l" n) M }; ?9 E5 U
if( nGap >= 80 ). f1 D* x7 d/ f6 }
ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨ ; K6 u C H1 }8 `
9 ?2 D9 J' O4 r3 O9 V# P // o??ó±Y ?3±?±a?| ??????′ù.
( _2 L+ r$ O6 C% k. T# O2 o CWorld* pWorld = GetWorld();
. f( f7 g, V' e8 t! }1 u if( pWorld )
* O4 U. U: a+ q {
- W6 @0 p8 h/ i //"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."% z' R. l/ T7 E( o6 C& _
char szFormat[256];
+ s/ ?' V/ k, ^9 T- E% u, r; o/ D- C strcpy( szFormat, pAttacker->GetName() );
8 G( d- {# g8 }4 k strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );) {+ j4 t, w. `7 G
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );
4 t% w' B6 x B. N }
5 s( }8 k+ k3 k4 u# P/ ~
/ `6 d8 ]2 N" ~% F1 |% H if( g_eLocal.GetState( EVE_PKCOST )
$ C; H$ }$ }7 S" \#ifdef __JEFF_11_4
: J7 S @0 h. U) V, I && ( pWorld && pWorld->IsArena() == FALSE )
8 l8 c" T9 x: g9 \' }#endif // __JEFF_11_46 X% U2 d5 {$ {
)8 L, U- l9 k3 j3 z
{
5 l# V. p: s* _9 S if( bChaotic )
, Z3 X4 D# l" _) R; b {) l2 e3 [; _0 t4 s- k# p+ j+ l: V
#if !defined(__INTERNALSERVER)
- N* Z/ W6 D+ \9 L) G if( m_dwAuthorization < AUTH_HELPER )
8 }) e' N# Y% i" @ #endif
O/ l$ l' n& m! J. Z3 R+ g# c {
. W a1 j9 W' u: n3 w // ??3?μ?·ó + Z* _% p9 t; c$ R+ W+ ^: I
KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );9 A7 y8 B7 l7 Y; E
float fRate = pProp->nDropGoldPercent / 100.0f;
1 q, c/ F5 }1 m8 D& a int nGold = GetGold() * fRate;
4 {3 f0 _9 A7 |7 B+ X" z* d+ H G/ M- l1 o: }
if( nGold > 0 )0 {$ e& Q7 w$ ~9 c
DropGold( nGold , GetPos(), TRUE );
U6 E' \# [ g6 u; w, h7 Z3 }4 i& @0 m& S
// ??àì?? μ?·ó
2 ^. x* z% ~: W# e for( int i=0; i<pProp->nDropItem; ++i )0 B2 X K {1 ]( y+ e& a
{
4 Y' H( Z/ \' J: C8 X# N BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù.
; k# Z3 x3 {* O M5 R0 O
9 c; @5 }$ n- h if( xRandom( 100 ) < pProp->nDropPercent )
. r- [1 J: d. e7 s8 C" b) k4 |, h {$ l: T8 }# q- J5 o
if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 ) . S1 W8 U0 ~( h% f- E
break;
2 p; M& P3 [5 i& u0 U p& H2 x9 J }
# H! L1 Q3 a" R, U: t: Q }! e! d* F: y! R5 r& E) w/ c
}
. ?/ Y- k5 _6 S } + D3 n( E' Q4 ]& k
}3 |) j& e" }- p3 R6 i
/ V* n! X1 U: E5 O3 K //pAttackerà? slaughter°aà? oˉ°????2′ù.
* j& K: v2 g' j( i2 t5 i1 M pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );
. M$ u8 a; i9 d; P# t // á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.1 B; a+ h6 `: l2 D7 W; p
if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )% j* r2 |: P) K
UpgradeKarma();
6 y$ F& I& d4 F2 B5 V' M#endif // __VER >= 8 // __S8_PK
- x0 p8 l' u5 O5 N+ `- Q return 1;6 \4 U+ r' [" Z
}
% t2 I# L, `* E' K8 D- @8 t# p* l) a
0 O$ P; h/ A) X) G
+ f9 i1 S/ b, |, S* H3 C2 P; D0 ]- K. Z6 h4 }, k& P1 Q
2 F1 x- ~3 [! J' d. D3 a8 g$ n2 p
& A" d' P& R; f
B5 `8 j4 A& w1 o5 `" m ~! o-------------------------------------------' u: _0 r) S+ F* K8 k' X, ~* O
1 `2 K( I# v- ?9 [
0 W* J/ E0 o; g4 R! c
if( pAttacker->IsPlayer() )- |( e$ t8 J3 [4 }8 d/ b8 c4 t
{
) d4 p. b7 n9 |3 q m_idMurderer = pAttacker->m_idPlayer;
! S8 `- } Q) O2 u6 E8 @4 \; X$ B1 g) v! v' n6 z r
& d% S" R9 }+ e7 }2 j
CWorld* pWorld = GetWorld();
: p. E; ?' U: `* V& y5 W/ y& C if( pWorld )# Z, d" z& O; q# e; D" a
{' j& |. S* y" p9 _
char szFormat[256];
( L" h/ V) o# z$ d strcpy( szFormat, pAttacker->GetName() );
5 s$ d5 x' B) j1 S3 Y" |. _ strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
# @/ G, E1 Q: J* P; Z+ \ g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );& K8 B/ t6 A. Z; j9 B$ V
}2 j3 f% q8 K6 v; D: h
}
& B4 E: V Z }8 x, U+ R4 o5 Z. g: J! d) C* L0 _
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