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赏金系统恢复
; M1 o, v: t/ [/ ~. BMover.cpp
# a. X' W3 u: _$ Z/ N1 x% l
3 z a8 b, m8 z7 ], V' M0 U3 rCode:
2 [( J0 ]! k* e" r0 x+ M" ^) Z& u- kint CMover::SubPK( CMover *pAttacker, int nReflect )
) ]; k- C, W# a5 k{
; k+ Q# [/ Y5 L1 T+ ~3 M! c& h6 X if( !g_eLocal.GetState( EVE_PK )
- ~4 h$ R0 M' N7 u- D, @% ~#ifdef __JEFF_11_4
" Q% B3 ]4 H- G6 z1 j- ~ || GetWorld()->IsArena()
7 l' j* c, N. c/ z2 Y5 l#endif // __JEFF_11_47 U* `$ N) _" i* V. V, Q
)
# \: D4 x4 k- b* J9 f9 Q4 \$ a9 V' } return 1;
7 f* w- `) q5 a* E8 }, x
- {; s- r/ K5 t$ @# L' {, X% X* F#if __VER >= 8 // __S8_PK
+ R0 x1 v7 I( h* `! ?. `- `6 ^+ } if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
. ?9 `) I2 G5 ^: L b4 c( N0 ` return 1;
2 r5 X/ t# @) F5 d ^
' y. t# U& t5 `, K* M& h if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
& \+ N7 T( v/ ]) g5 W return 1;/ h0 C% T2 |. V" ?3 _; Y/ Q% d
2 Q: g# E% \6 m* M+ x#if __VER >= 11 // __GUILD_COMBAT_1TO1
W* |1 W6 p, m! A if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )- h* n* T+ G4 d# D
return 1;
( H( C" y) E* W# H#endif // __GUILD_COMBAT_1TO1
" _4 y) H' z2 ? n% K
' }; x) O' d' t* {: B if( g_eLocal.GetState( EVE_PKCOST ) + o! ?8 C" R3 m% X2 H8 ^9 S
#ifdef __JEFF_11_4; N$ M5 i$ {) `
&& GetWorld()->IsArena() == FALSE* H/ B0 n4 Q& p5 T% d
#endif // __JEFF_11_4% F: }. W1 `* p: h+ ~! Z
)
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if( IsPlayer() && IsChaotic() )
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#if !defined(__INTERNALSERVER)
8 O( T8 d0 Q5 d4 J if( m_dwAuthorization < AUTH_HELPER ); j. {8 U. n4 I. \/ p
#endif
" ^6 g3 i8 T5 F {
" j2 R4 ]1 \5 V/ T( }2 z // ??àì?? μ?·ó : D! O5 ?2 E( v/ _
// - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? ); ]3 I6 l. i0 |! @1 Z
CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );" l5 A- L J) ~) f: O7 N3 x2 g
int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );) V0 c8 m0 f% ?
for( int i=0; i < nInvenDrop; ++i )
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if( DoDropItemRandom( TRUE, pAttacker ) == 0 ) 3 ?( ?: w* v5 t; b: t' Y. c& r+ N
break;
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, s2 d7 J6 U& C8 M% N* U* L // - à??? μ?·ó- J9 W1 z- ?5 j: A" \, ?, P# i
int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );, F4 ]4 f) {. m# i1 Q! F0 T
for( i=0; i < nEquipDrop; ++i )
( `; Z# `. i M; ?1 ], S- A {
7 h$ l; y5 X- Z+ C' s if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 ) ; s1 B' `! D! Y0 T, x; J7 j
break;; ?4 L. |- ]7 u; y
}
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}
( H! q( D) C8 m% y( A* F }
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if( pAttacker->IsPlayer() )
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}4 s( g; t& a: p3 ^& h% Z m_idMurderer = pAttacker->m_idPlayer;
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/ @; _1 R4 @7 A. a( w# ~
CWorld* pWorld = GetWorld();) a* g1 I. i7 n6 j, }
if( pWorld )% Y4 U( R y# {# r1 b! k
{
! l3 v* ]: G) N char szFormat[256];
7 L5 O8 N- F" w+ G# n6 f( q$ A( ~ strcpy( szFormat, pAttacker->GetName() );. \ Q7 G! g, q* T
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
; }. F8 I& v$ F g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );: a2 P: D; L# r8 G+ N3 [6 Y
}; @) h3 @ l; u' I5 u3 Y
}
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if( !pAttacker->IsPlayer() || IsNPC() )0 d" l) |/ F+ `. N, ~
return 1;( x$ P* [ S4 r# x# }% V3 l
: P4 m6 U! v! a* ~* f# W. r7 E# V$ j) R BOOL bAdd = FALSE;
i8 u& X5 }$ y4 M) y7 d3 j' j if( pAttacker->IsChaotic() ) // ???à?ó??3 S0 d5 ]* j6 c% W* B" ]8 J5 s8 p5 d# D
{$ v' p! k/ q. L- i
if( !IsChaotic() )( F$ I5 v7 y0 C
bAdd = TRUE;
/ Z- d, R, \/ R% I }
- e* m! T; j+ F, a) {' F else // ?????ó??, èù???ó??6 V6 d$ m) ]+ ?0 c7 X
{" V0 P% ]0 O2 W8 J7 \- _" U
if( !(IsChaotic() || IsPKPink()) )
4 S/ Y3 X0 r9 B: B a2 j9 z bAdd = TRUE;5 n: x% O/ c/ V# F
}% d* |% H8 R e$ ]2 B
% Y( l! }+ q, O i {% c( J /// ???à????, ?o?aà? ??·ááü
# c- c$ Z) q9 ?' U% O if( bAdd && nReflect == 0
0 [: }1 d: Y% X5 G* t6 g% X5 D: s$ ] && pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤...1 W& v* \" _7 P1 @+ p) V
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if( IsPlayer() && pAttacker->IsPlayer() )
3 g: p6 X, @: [ r. M7 P {6 O! @( X/ E6 n' G% V* F) r1 o
if( !pAttacker->IsChaotic() )6 y7 j% W/ W" E9 N% t5 D
((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );! Q" a% n8 J% H4 _) B) Q% I6 g
CString szSendMsg;
9 G$ ? e5 P& L7 b5 k+ S szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );
/ `( C9 Y: h/ C. d N7 y0 d ((CUser*)this)->AddText( szSendMsg );5 P4 A" Q6 E L7 w% U/ o
szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );/ e7 v& n3 w. S0 \2 Z( B2 o
((CUser*)pAttacker)->AddText( szSendMsg );, _8 ?' o/ c7 K& ?
}( L) E7 M0 {/ A& q$ {% L
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pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );- A# Z8 d1 r( `6 H( S" w& }% L
((CUser*)pAttacker)->AddPKValue();. I5 k8 x7 C6 l# }. }
pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );
1 A Q7 _6 i; s$ J3 x g_UserMng.AddPKPropensity( pAttacker );; n0 w# \, H* T9 b* Y. m7 g7 v/ P
g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );
# {" r+ \7 k, }3 M#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
2 K; Q& t+ _6 V S; ]#ifndef __MAINSERVER
/ C, L$ ~8 y+ F7 n! hif(!pAttacker->IsPlayer())
. u8 }* c, W! Z7 J4 a FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );
' t* {# V: C6 x4 a#endif // __MAINSERVER& f; T/ J) H6 T( V4 q
((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);& J$ `' S( w+ O+ @, d3 k M$ d* x
#endif // __HONORABLE_TITLE // ′Tà?
" r+ v9 ` ~+ h0 Q4 f% c }# n- S6 T$ @( e# a7 ?/ |$ \! d
#else // __VER >= 8 // __S8_PK
3 j5 F2 Y5 B3 O+ Z4 [ BOOL bChaotic = IsChaotic();
1 |7 W! a1 W7 j+ ^! h k; r, r3 v7 a7 t
m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.. x, b0 L% [/ ~. ^. X2 [$ M7 d: C
pAttacker->m_nNumKill++; // ?3?? á?°?
6 J! Z, s. ]* s2 z+ u, x: ^ (CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.6 t9 {" k5 F/ J- d
' n' o0 G6 y) v9 J. ~! r7 J/ {0 p int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );6 m' n/ E5 s* M- y; y
if( nGap >= 80 )
6 y6 ^% ~. i; X9 s ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨
9 u- A5 w1 j" d$ ^' l. u. ]2 x, z& B) _- @( y
// o??ó±Y ?3±?±a?| ??????′ù.
: V, f, M* U' y( n8 _ CWorld* pWorld = GetWorld(); h0 K" U9 l9 G8 J
if( pWorld )
, G) q* p R# R2 q% l+ l {$ f/ ]8 i* d4 H" R6 P
//"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."
3 E5 X" j8 T6 R0 k/ y char szFormat[256];# v; g- V( \0 |5 o$ Z& `
strcpy( szFormat, pAttacker->GetName() );
- f; k' m, R- E) D strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );& u8 L6 L% B& e& f: p1 @8 ?0 W
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );" z, n; Z% n! C. B1 b( z
}
8 S" A+ Z6 Y# P; h' y
6 F( t+ X* M' V+ F if( g_eLocal.GetState( EVE_PKCOST ) E4 F" S2 x2 R( D4 E
#ifdef __JEFF_11_4
) I# i( z8 X2 @5 k- d. u% N && ( pWorld && pWorld->IsArena() == FALSE )
/ p! C. z& b0 F. N7 s4 H#endif // __JEFF_11_4
' v+ t1 i+ r. |/ r% | )
, k! _+ ]2 d. ^5 i- |+ a {) P8 ~0 o% j. N N+ U9 O9 l9 ^5 Z
if( bChaotic )
/ f; j- B n7 { {% O6 D( q! i4 B/ e' H: y1 @
#if !defined(__INTERNALSERVER)
& S3 H$ n! u8 x; n if( m_dwAuthorization < AUTH_HELPER ): K% C. H) W; {+ ~4 w/ V6 A8 F
#endif B6 C; Q) Q! K
{) Z( K; w& |* B2 F( B
// ??3?μ?·ó
. z: d( e7 a- v; r5 A' b KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter ); b3 X# [3 b& y- z! S! y
float fRate = pProp->nDropGoldPercent / 100.0f;
/ _: f1 ? x2 D0 c) T4 \* x int nGold = GetGold() * fRate;
3 {3 W$ s- h0 k9 e; n
6 ]3 c2 W6 q. p/ p) \! ~5 d4 S+ e if( nGold > 0 )& X; Y2 ]1 A& N
DropGold( nGold , GetPos(), TRUE );2 U# v; A V; b" F# n+ B
2 m% \6 e- ]! A // ??àì?? μ?·ó 1 B# x4 Y3 h* Y6 ]' l% Y% h a
for( int i=0; i<pProp->nDropItem; ++i )2 K4 k0 b4 W3 a4 {
{" v4 b" b; j; C- A# @5 E; f# f5 j
BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù.
0 g7 B2 M Q7 v9 [( G8 V
( Z- Q. t1 G L1 p" J if( xRandom( 100 ) < pProp->nDropPercent ) . Q C8 y0 g8 M N
{6 \6 y( g9 Z) X% D( ]
if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 ) 7 [3 a! R# g% Y
break;0 j! {; g0 K# W0 _4 W
}3 P. T$ }! a0 g/ j0 k" Y& i& K h4 U
}
% t" A7 ?( {1 n7 y/ |+ D }# Y( [; e' v9 _, i: ^# _
}
* i" I2 Q' X K/ S4 g }6 ?" D6 T6 I, S3 X
4 K! l P3 P/ U% a5 i5 q- [6 V" f //pAttackerà? slaughter°aà? oˉ°????2′ù.0 g& r N9 u* C. i
pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );
* e4 P0 H* S3 l // á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.+ j/ T) O0 b( d1 ?! q* K2 B) n1 Y( }
if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )
, X x+ k+ Y1 X6 L* @ UpgradeKarma();7 m' \6 e. M& |, u6 U+ k
#endif // __VER >= 8 // __S8_PK# G- Q/ I3 Z) }; s3 q: r+ Q9 h, h; E2 q: R
return 1;, O/ s$ O+ K+ ?+ @' n) y D e. w
}
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-------------------------------------------
# T! J2 F5 a: f" k& M+ h% K6 ^; A) S; Z) G# S
" O8 H) i0 s9 ~. W- J* E% e2 L- T# L" n if( pAttacker->IsPlayer() )
Q5 d- ~; l3 n5 K5 e {4 s4 k& O5 x+ @6 p) U* G# h J/ j
m_idMurderer = pAttacker->m_idPlayer;6 ^; w4 a% m9 f. c; N- O W4 ^, Q
5 ~; C" ~6 O/ g$ B( B c- C. B; w5 d0 _/ L, I
CWorld* pWorld = GetWorld();
4 L1 ?3 J7 L* M3 m if( pWorld )
" c. K* I0 m, [: l {
0 \3 S! w2 \: T! [3 Y; `( F char szFormat[256];! {# ?7 }+ k! R- e% G" X
strcpy( szFormat, pAttacker->GetName() );
2 a( ]* {3 Y% e* l0 s- p2 A% X: Y$ u9 v strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
) `7 n( [# F6 ^4 T0 [ g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
c* Q, x& B; h" s }
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