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赏金系统恢复
+ p( R. m4 s( k& sMover.cpp% O/ X3 Z$ O, d; Y" E: s6 |
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Code:
! ?4 R% B! t7 |7 B8 oint CMover::SubPK( CMover *pAttacker, int nReflect )3 H" G/ l# V; U
{* s& U9 M( [! B
if( !g_eLocal.GetState( EVE_PK ) ~! L6 `& K/ u' M$ a
#ifdef __JEFF_11_4
$ Z8 _& }6 E9 G6 J || GetWorld()->IsArena()1 d+ [1 q* a) F7 }
#endif // __JEFF_11_4- f9 s( N ^( J2 `, n
)! s( v/ Q3 G, j9 n9 ~$ n
return 1;
1 q, i$ U e2 O3 K) Q
3 A( x' l( T# ?& v#if __VER >= 8 // __S8_PK/ w& o3 Q3 A; r3 k! j: w) u
if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )5 c% i" C3 P" @1 y! L
return 1;
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' T2 R0 ^0 _/ l, h4 P& @ if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE ). [* I5 N0 u' o' P
return 1;
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#if __VER >= 11 // __GUILD_COMBAT_1TO13 q2 z/ S. G, Z+ V" M% G
if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )
; `& {" ] C C. Y2 s c" \% v return 1;
( d3 ~% G( n2 _* z6 e2 X#endif // __GUILD_COMBAT_1TO19 ~# M1 q) q7 j7 O4 ~. R
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if( g_eLocal.GetState( EVE_PKCOST ) - H, B% g% u3 N! J- j
#ifdef __JEFF_11_4
$ k3 E) x/ c" [ F+ d! I& Q && GetWorld()->IsArena() == FALSE: l. }( u$ c# W1 X l& _: b5 P
#endif // __JEFF_11_4
. f+ k8 E' n% j, F )
9 K1 o" @2 N* P5 S) Q8 e {# h$ F7 B, E9 B" ?1 g
if( IsPlayer() && IsChaotic() ) " i$ E3 g8 F8 W: m3 c
{
7 C: x0 l1 u' `) k#if !defined(__INTERNALSERVER)9 q; z; u- H( W6 N
if( m_dwAuthorization < AUTH_HELPER )
& i1 n1 a8 a1 w* g$ Z1 @#endif
9 b! T+ I' F1 x! x2 Q8 F$ ^ {
/ H1 M9 o9 A; l // ??àì?? μ?·ó / W( Z; j) \6 J! D( V! G3 g4 n
// - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )' \8 I! p% R! J
CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );9 K6 e1 K c1 \0 [8 R' R
int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );$ E4 j0 x. }. O0 a7 L$ ~! N8 m
for( int i=0; i < nInvenDrop; ++i )* }6 u% K3 E d0 N) a% |0 U) e
{. L9 j, v" T- U9 }4 i
if( DoDropItemRandom( TRUE, pAttacker ) == 0 ) 8 `( u9 G3 Q5 `3 _+ h
break;1 l B, l G0 n, I8 M: s# e' N' v9 S, a
}
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// - à??? μ?·ó- W0 L G1 V) R+ i% e3 ]/ u
int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );
, @' Y1 D7 }0 \; V7 {9 ~ for( i=0; i < nEquipDrop; ++i )( i( j+ Z7 P. h+ e0 k6 ~4 u$ E: B
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if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 ) + q8 z) e$ V# W. u3 k" T$ p
break;
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}
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if( pAttacker->IsPlayer() )0 @$ b* f2 F3 ?/ C/ e' C% e
{
1 z, C9 O. x3 H& P* J5 C m_idMurderer = pAttacker->m_idPlayer;2 ]3 z/ ?2 r# G+ I! ^% n: J
* _2 {2 A9 v" x3 {: i
7 z! C$ H1 [: A" K h CWorld* pWorld = GetWorld();/ L* s# k! f' Z, _% h, z/ _! v3 r. |
if( pWorld )" {9 [9 o5 g2 N. h9 h0 r
{
4 |. O# p# X o- P8 o char szFormat[256];: E# s, |7 e% p$ S$ C. d c
strcpy( szFormat, pAttacker->GetName() );
' R2 y& w9 x$ J( I5 b strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );9 Y8 B$ D7 b4 p( L9 a
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
- z p2 E8 _+ h( d1 ?' ^ }
8 p$ i t4 }3 ~8 G }
9 B/ t$ k! P" G0 f; t5 |0 X" l8 [3 E
& j5 a# K8 a2 s: E' E& K* n/ X if( !pAttacker->IsPlayer() || IsNPC() )
: F' B; I0 [, y+ T0 s' r0 r H& s/ } return 1;
( t. i# s, ~$ N) L* d. f6 i: ]/ o- ?3 ~: F. Q
BOOL bAdd = FALSE;
) u! ?) P4 A' A0 i if( pAttacker->IsChaotic() ) // ???à?ó??1 P5 [! W6 P+ q' y3 }
{
0 U) ~) c- I4 C5 o6 E( P if( !IsChaotic() )
) c& M, j( b; \' x# f# ]& u bAdd = TRUE; M6 O; O Z3 R- N3 |
}
3 x& D# ^ K: R0 b else // ?????ó??, èù???ó??+ T, G% ]2 v7 u7 }8 d- e; a9 t0 R9 y, g5 |
{
_; v3 U: x; b2 h if( !(IsChaotic() || IsPKPink()) )
4 B/ a( \) K# W3 V$ _8 `: s% f bAdd = TRUE;
& S" l" q( A' q5 C6 f B! [* k } i, R* x: ~$ c+ v* `
! x5 m' e R! [, Q% a q5 O) K7 f /// ???à????, ?o?aà? ??·ááü; M8 f! S1 Y7 I3 r$ r- `; m( f
if( bAdd && nReflect == 0 " Z7 D0 S5 _: V$ c- v2 R3 J
&& pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤... m- I3 f2 t$ N x+ v; Y) V
{
% y$ ?$ z7 x/ e! c" ?; b3 S if( IsPlayer() && pAttacker->IsPlayer() )
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if( !pAttacker->IsChaotic() )
8 m8 \2 _( x' e/ E ((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );% y0 `1 u( {3 O. v3 T
CString szSendMsg;0 X$ K }4 q: t1 b, ] R
szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );
* ?& m4 T% z2 I3 @. k* i. ]0 [% H2 F ((CUser*)this)->AddText( szSendMsg );
, }- R% ]! k2 b- d2 B, x0 ?, g, x3 N% H szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );
. |1 O' ~" J$ ?( l# }5 [# s1 @ ((CUser*)pAttacker)->AddText( szSendMsg );8 C! m6 n b$ ]' [' W0 L: G, i' Q3 h
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pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );8 {, w$ b1 P" V6 U1 t: Z0 J
((CUser*)pAttacker)->AddPKValue(); R, l7 r. }0 z. a- f9 |
pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );1 K7 p- {$ G) B9 O0 Z8 [ i
g_UserMng.AddPKPropensity( pAttacker );+ n4 p$ ]. }/ o; G `
g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );
8 L$ r- v& ]% d) ]" Y#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
( q5 Q8 V3 ]* E( Y#ifndef __MAINSERVER: W4 [* B5 a( F8 ]3 p
if(!pAttacker->IsPlayer())
) g5 {$ G# Y, o7 I2 L3 X+ I FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );2 g, v1 _% `; [. \
#endif // __MAINSERVER/ c$ R5 K0 | b$ S
((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);
+ a5 t" j _/ [ F: i2 z. X#endif // __HONORABLE_TITLE // ′Tà?
* z: t' j8 N* Q7 G1 O4 t& @ }
! F; m s+ i; ~/ R- q1 y9 u. j#else // __VER >= 8 // __S8_PK
5 M/ w; b7 I8 n& T# k7 ~9 O$ P* m BOOL bChaotic = IsChaotic();0 u6 s7 [/ M* F
" D4 O+ k* k7 J! g m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.
% L2 M y4 u) u2 C pAttacker->m_nNumKill++; // ?3?? á?°?+ |/ B& \4 w4 P& w; X* ^7 W. \
(CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.. ?3 H( p7 a/ Z1 \; x7 Y# l' L9 c' p
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int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );8 Q, _9 A; c3 g
if( nGap >= 80 )
1 U4 l* Q% V$ }( S! X+ B# @+ p/ r ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨
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// o??ó±Y ?3±?±a?| ??????′ù.
, O* E6 C: J( v T7 P# M CWorld* pWorld = GetWorld();
; L9 d) K" a! O( K7 Y$ t if( pWorld )
5 u3 h+ Y# y( k+ Y% m, D1 Q {
1 C7 T+ Q# u H //"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."# }8 @- J' ^$ ~6 J. M1 b8 g3 j; B
char szFormat[256];+ l5 `) Z% o6 L
strcpy( szFormat, pAttacker->GetName() );* x5 s$ F$ X7 T0 Z- `+ l. L
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );6 i7 ?; ~% f9 I5 z- \/ q* b5 f
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );0 f( w' |9 k# q0 t1 c4 D) }9 g; ~
}
) y* f4 A: \8 J% w
6 W2 p' F @$ C6 R4 n, w if( g_eLocal.GetState( EVE_PKCOST )
, f: a! v5 x3 T9 K! K$ O#ifdef __JEFF_11_4- J$ Z& A, D, x+ c8 g
&& ( pWorld && pWorld->IsArena() == FALSE )
' g1 d8 z) E6 u2 n* \+ o8 k#endif // __JEFF_11_4
& i' H. ]1 k( X4 F' h )8 O5 j% g( s1 p
{. O7 C! u3 b) [- u8 {( m
if( bChaotic )
5 u! [; t2 ?1 u& ^1 G {9 L" [- W% q4 \8 G+ M$ }8 {
#if !defined(__INTERNALSERVER)
# L- b) T% y; {" i) e6 @! k+ U if( m_dwAuthorization < AUTH_HELPER )
0 u% C2 u& J0 J3 \# K #endif
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// ??3?μ?·ó ( a5 k# S9 t, ^' H) C$ E" a
KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );. k9 f4 X7 X5 R
float fRate = pProp->nDropGoldPercent / 100.0f;
3 R8 w7 ^ _3 w. l. E" [8 I" q int nGold = GetGold() * fRate;4 ` }# R. l/ t, k& J
& K4 ~% G4 O7 R0 m4 u1 Q' n: D' M
if( nGold > 0 )
7 t, I8 |9 z& @ DropGold( nGold , GetPos(), TRUE );3 t2 |8 U( {* C: e
6 c5 E, ]/ e- F4 @ // ??àì?? μ?·ó
$ U; p( H$ K* ]/ f: p) m) ? for( int i=0; i<pProp->nDropItem; ++i )
' f) h- t+ @5 X, W/ o {9 _3 M% p0 L/ w( r$ i A1 E
BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù.9 s- y5 q8 N! C& }& T
5 P' P' s4 q1 S1 s if( xRandom( 100 ) < pProp->nDropPercent )
! h% s! B% K7 O. d {
0 z, N5 ?. O$ u8 g9 W% R" P6 i if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 ) ( Z Z6 y) d5 r7 C( c
break;& Z1 X" G9 U- H% m% o7 h/ _
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}
# Y8 l& \% z1 }4 s }
# F8 k5 s1 t5 l! X) _# o4 ]7 ] } 7 X: }6 i; x, B9 c! ~/ e: I
}
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//pAttackerà? slaughter°aà? oˉ°????2′ù.3 f/ Q0 Z! S5 V( D# C/ e% G3 Q
pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );
; P# M4 Z8 Q' {/ y+ {6 T // á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.8 l. ?+ e1 t: N7 Y" T$ U
if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )
! o4 M- V; j0 ^; e# d& I UpgradeKarma();
3 y/ C4 J* b7 J1 M! |#endif // __VER >= 8 // __S8_PK2 _ B4 \! e4 j, V
return 1;- \4 D8 _3 A- S3 e6 C' N- R
}
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-------------------------------------------8 v9 `4 u3 K; K( ]# ]
- @* s. ~0 c7 l6 p9 O s5 f0 U% T" x2 R. F, q& E/ \4 p* X. k8 O& [
if( pAttacker->IsPlayer() )
8 E$ ~& V& W- K; L {
+ H- `6 C5 R( D7 a m_idMurderer = pAttacker->m_idPlayer;
" _$ f- U/ R+ q( T
- s# R0 D7 ]6 C6 W; S4 h. t. _; g2 A1 T
. f) s9 Q M' B CWorld* pWorld = GetWorld();
H2 J p) R* |3 d( ?, ]1 R; O if( pWorld )' t2 M. g2 ^( |9 P9 W9 J
{$ t' j& h1 F6 w( H# S1 g
char szFormat[256];
5 A4 o" [+ e9 P strcpy( szFormat, pAttacker->GetName() );
" M6 |4 B* t1 X, l( G* z0 ^ strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
5 r1 Y% ]' |6 { g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
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