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赏金系统恢复
9 O8 J% t+ |' X+ j1 v8 C8 \Mover.cpp. z. i- ?/ K6 G& a8 h
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Code:
0 j' g; u* W' L* C! Dint CMover::SubPK( CMover *pAttacker, int nReflect )
4 Z$ z3 _" z1 r3 |/ p{3 G: P+ B5 Z+ r$ v/ S. \
if( !g_eLocal.GetState( EVE_PK )5 @; l! [ M& u5 g' P" M
#ifdef __JEFF_11_4$ {7 p* ]. _6 q1 _
|| GetWorld()->IsArena()
5 R0 ~5 f/ `/ p r. @: \& N6 @#endif // __JEFF_11_4) x7 P% l1 Y8 J& O" p. g( E
)
+ i! P) S/ y/ B" a2 i( |& G return 1;, I7 F/ j& z$ m+ r7 ~3 [
7 b9 |4 E1 ?3 B; @3 R#if __VER >= 8 // __S8_PK
3 y4 @8 x& ]" ^# ^' z- f! H' w if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )4 }' o1 Z" C+ O i
return 1;# |5 r4 {1 x" |/ `' a: `
# s6 F+ {/ F( G! D# I% j
if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
6 v$ o Q7 g" [( M% ` return 1;, n+ x3 `8 Q4 |; c- g
/ {4 z( H8 v4 @1 I" C# ?* x#if __VER >= 11 // __GUILD_COMBAT_1TO15 O- e& Z/ F$ J$ j; N0 G
if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )' V; n: N& }4 B9 ]
return 1;+ q1 W+ _7 D9 O/ s4 k9 {' d
#endif // __GUILD_COMBAT_1TO1
6 w$ g2 b! n) B$ V9 S
2 V; q* c! f4 i4 o3 M' b if( g_eLocal.GetState( EVE_PKCOST )
i6 C6 J: J8 F" z#ifdef __JEFF_11_4. ^6 k$ M* @1 d) v$ Y" ~0 D
&& GetWorld()->IsArena() == FALSE6 R& B: C5 U/ u6 b+ K$ s2 C7 v
#endif // __JEFF_11_4
% d* X1 [5 k% H+ Z( A )
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if( IsPlayer() && IsChaotic() )
& T9 ` `3 O7 y% R# ~( O( B {: `: |) M/ p: T* A7 L$ Y
#if !defined(__INTERNALSERVER)
! r, e: f- S0 i3 r7 w7 P if( m_dwAuthorization < AUTH_HELPER )
1 n8 R, ]: i3 H+ G8 b#endif' _: Z- Q9 f2 B8 i
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// ??àì?? μ?·ó
: g$ u& ?0 {# s8 e5 S // - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )
& u+ d0 [: N# V( i' z. E% y+ } CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );5 G/ @6 ~" |9 U4 L
int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 ); [. w( l! x2 E. k3 ~. @+ w. p
for( int i=0; i < nInvenDrop; ++i )
p( U0 c/ a3 b$ N. ] {
+ T0 ]+ k& J, Y if( DoDropItemRandom( TRUE, pAttacker ) == 0 )
( Z- \ F% V: |4 \ break;
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// - à??? μ?·ó
1 I6 |; R" z% U int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );
3 j: O+ X" E9 d8 w7 C. Q/ p for( i=0; i < nEquipDrop; ++i )' Z0 y! L. c) K+ U; c( m3 }
{
, N$ f( t; g2 k) M if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 ) $ D. R' o( b+ e; t/ f
break;
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}
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+ W8 `9 w( a1 A3 Z if( pAttacker->IsPlayer() )4 {: j7 l# v0 w! c" y1 V5 r. {
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m_idMurderer = pAttacker->m_idPlayer;1 f7 A0 n0 Z! P7 C: O
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/ K8 C/ f* R. {4 X8 y# K CWorld* pWorld = GetWorld();. p3 o; C: U v5 p0 _4 B
if( pWorld )- U) S1 h4 C; m) `# J% o" @$ \! R# }
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char szFormat[256];
* I+ T7 G8 X: I1 x strcpy( szFormat, pAttacker->GetName() );. B0 t! t) k4 ^" x! H: l/ @8 H
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
; v2 X4 f$ i, Q, ~ g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );1 A8 Y' {* s5 e( E! f9 v; e
}
* K" A" x0 K" c* ^) \ }- `* {' Y+ I$ j
" P% c, y% i9 A/ u1 r. E/ ~ if( !pAttacker->IsPlayer() || IsNPC() )/ T; V K8 l) m5 U
return 1;
+ ~: z; [8 A$ ?) v
4 l3 j! e4 ]1 F' W! o$ w; v BOOL bAdd = FALSE;
0 y! Z* f/ X4 P1 x if( pAttacker->IsChaotic() ) // ???à?ó??4 G" {8 c* t: z/ W/ @- r
{- C: {) e9 |9 Q8 [- c/ V
if( !IsChaotic() )2 p) v) ~% h, S: O
bAdd = TRUE;
7 F) B9 J6 [+ e% J0 x }
( B3 C1 X1 i2 e' R. f& p$ C else // ?????ó??, èù???ó??
. w7 B) Z/ B5 l& Z& m {
4 V& a+ h/ G( }( C if( !(IsChaotic() || IsPKPink()) )
! y# k7 N4 L- E; j bAdd = TRUE;2 k& A- M9 `* f
}
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/// ???à????, ?o?aà? ??·ááü
* _+ [/ L' v$ E+ s if( bAdd && nReflect == 0
0 f, u( g" V) q2 T! S && pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤...3 ^6 S! g3 T" a( f. Y# p
{
7 W" p# \) ]% F: C$ T if( IsPlayer() && pAttacker->IsPlayer() )1 J2 G/ G2 h! e1 Z$ ?2 W
{
5 D5 s* g( F; s, J& e! A4 b if( !pAttacker->IsChaotic() )7 v: I& i) q3 j6 L* {& `8 H% v
((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );
* j+ B" H. ^- H CString szSendMsg;
& \3 r9 G0 C: W3 b# m7 m szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );
" y3 M1 _1 ^3 y! Y* k: n ((CUser*)this)->AddText( szSendMsg );
, Y& Y$ l3 ^* U: K- V( f, Y szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );
P. T' u K. T! @4 \ ((CUser*)pAttacker)->AddText( szSendMsg );
V% n5 l5 ~+ x7 k) [) E }
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4 P& h; u, d/ Q pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );0 Y. s& u4 x2 i, \4 O
((CUser*)pAttacker)->AddPKValue();
0 _, ^4 l8 u T pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );
; ?/ Q- d6 |/ s* z9 F1 @ g_UserMng.AddPKPropensity( pAttacker );
h& u1 F! D4 x7 z; s: P g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );
& ]( m7 K2 V! n' M! P. U. V#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?( L) b4 F! J( e; k4 T7 N
#ifndef __MAINSERVER1 |& D. d5 [- N0 I0 F, r1 c" b
if(!pAttacker->IsPlayer())
$ G; ?5 u1 _7 O9 D! {# I0 R FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );/ h# i6 ^0 A0 A$ x- | |' m: [% e
#endif // __MAINSERVER
5 g: x2 {$ l( P# _5 U+ I ((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);
6 u7 p: ^% R) j8 _#endif // __HONORABLE_TITLE // ′Tà?8 X6 x% Z8 X( | G) {
}# D4 H# c+ N4 l* W7 l. y
#else // __VER >= 8 // __S8_PK k J' k0 B; a
BOOL bChaotic = IsChaotic();$ p0 M" f( p, H8 F5 t2 V+ M
2 X1 _) A0 O& n8 U& s m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.$ W. ]1 `; L8 c9 \; W
pAttacker->m_nNumKill++; // ?3?? á?°?+ Y( I- r+ C1 p
(CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.
, M) A- h- A h: h+ w. r K: T: s1 J5 R+ T# `- O" U
int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );' c3 f% @% _+ l; t
if( nGap >= 80 )
' u' f+ @) P. E% _/ N6 y# d2 v ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨ , _: y$ ~6 e7 N& J+ b* U& N
% S: j0 a: H' K) i% W // o??ó±Y ?3±?±a?| ??????′ù.
4 }' v9 e4 d+ I' G7 l8 y CWorld* pWorld = GetWorld();
/ f5 i1 v" R, E! H8 b3 G: N if( pWorld )" p4 L; M* T, V+ F1 i
{1 W! n# i; p9 @7 r% V3 S, {6 q# E
//"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."
2 n Y# J, B% y$ o" {' u) R char szFormat[256];
7 s: x6 f" k, K, W* Q7 _ strcpy( szFormat, pAttacker->GetName() );0 o+ c U7 v8 m- | W6 O
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );$ K' S9 e; O+ l. R2 z1 y
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );$ m1 ^7 C0 L) v* J6 K. f" t: `
}
$ Y+ W. ^6 H$ U" R' _& N
$ |& {4 v) L% F5 `( J) ] if( g_eLocal.GetState( EVE_PKCOST )
* J, T* g: |2 F4 u0 h1 m; z#ifdef __JEFF_11_4 _1 g1 d+ F0 j3 S
&& ( pWorld && pWorld->IsArena() == FALSE )0 @, W) {; ^% x) J' B I7 `
#endif // __JEFF_11_4/ d- |* T6 H1 \- M
)
( v8 J& R7 w* V* F6 J {
! B6 ^/ e, i9 p8 J4 q if( bChaotic )
1 d2 V) k8 o6 G5 F9 p {# F; ?+ }) G( ?8 q: ^! n
#if !defined(__INTERNALSERVER)
! Z2 F6 ^2 Y. W if( m_dwAuthorization < AUTH_HELPER )$ H! Q" K0 T1 l
#endif
9 k0 B, A( \. P3 C& O7 } {
) V! h: O. a+ Q& z3 X5 T) s& Z // ??3?μ?·ó
4 U5 L% l6 ]9 ?# k KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );' S3 f2 g( @7 b
float fRate = pProp->nDropGoldPercent / 100.0f;
" s4 x( n! v* O5 u int nGold = GetGold() * fRate;
8 N! ^! p8 j: k, e* M2 j* U
" B' }; F$ c3 d/ z5 \ if( nGold > 0 )
2 Z3 p; a0 C+ W& J9 C DropGold( nGold , GetPos(), TRUE );
1 E! W; h: }2 p/ |5 z) S6 H* g4 f
( x5 U9 L% e! | // ??àì?? μ?·ó ! L& `# K9 n& t/ T: E
for( int i=0; i<pProp->nDropItem; ++i )8 E) R$ [/ S8 A4 V7 z2 S. p0 g
{
( t) D( q9 h# r, v3 @. y' w% H BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù., y: |% K* r/ |6 _6 v
6 }1 k5 W% g b' t2 k2 s; n$ \2 t9 k
if( xRandom( 100 ) < pProp->nDropPercent ) ; W4 [+ h) Q4 x0 D
{
8 b7 V! }, g N* g if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 )
" W/ Y& T8 L- n- x7 v1 U break;0 C! t( e" W0 v# v% ^, Y" t
}
' [% Z e* ^" ^' l" B }
* E! `7 O& K ^7 G$ [/ z }
% ?' s2 k0 d, q2 V. H } ) g$ T2 a! F2 W ^: c+ w9 {2 u8 t0 I
}
. c; `9 h2 L# X- ~ T, L1 V' F
* h3 y0 M6 r( B- i, ^# S //pAttackerà? slaughter°aà? oˉ°????2′ù.
5 I& i" ~, V( A. j8 R$ X! z pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );) q8 I) }5 C g' \( ?/ X
// á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.
, l) u" m- B e; k if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )
* }; W" O9 `# _6 f; P UpgradeKarma();
. h6 k. f$ \# F#endif // __VER >= 8 // __S8_PK
4 V& Z% F( O& A$ C- R return 1;
1 c& U+ P7 n4 X5 P3 R( q5 G5 F' R}
1 c' D! M8 s- p) F$ _9 E2 r2 }/ Z& P" y8 R6 A/ H
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$ L) H8 N1 b* A. W8 c8 s4 Y-------------------------------------------& ?% ?% e$ n1 N$ Q
( a7 {7 Z- L* ~8 O9 e. w3 ~# i9 J6 c( A) S; c) l
if( pAttacker->IsPlayer() )
& Z3 R. L- \% a+ @ {
; R6 O& I5 t6 m X! D. K1 @ m_idMurderer = pAttacker->m_idPlayer;. H/ D7 n) g) D; _& |! g7 i f
! H3 q: q9 D* ]+ @8 Q5 j/ Y
) S5 |: V9 L! t& Q& m! Z CWorld* pWorld = GetWorld();
0 E! z% z4 u6 ]; F. m+ \6 d1 X if( pWorld )
/ F$ v( d% r( A1 ]: u. d {
5 g& L$ n% {' q- n8 f: c- S3 q# l char szFormat[256];
9 X; y R2 s/ R7 a7 J- D strcpy( szFormat, pAttacker->GetName() );, B }" z) {- o; h5 M& T- K
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
. U5 ^- C. |1 l g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );& Q$ g, ?! y0 _/ D5 V1 E2 K5 v
}
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