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赏金系统恢复2 C, R7 [! }7 i/ K! U# I
Mover.cpp
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) A3 ^/ c4 d* A2 HCode:/ y$ v; B9 F, E! d! p; g/ y4 x# S
int CMover::SubPK( CMover *pAttacker, int nReflect )
/ ^. A8 L M+ [2 X9 B9 @0 G{0 P! O5 A' c4 h, f
if( !g_eLocal.GetState( EVE_PK )6 Q# n, @1 f. a1 P! y
#ifdef __JEFF_11_4
- ^$ V1 Y: G# H2 C/ L) M5 S% r% F || GetWorld()->IsArena()- v, D* H- a1 T1 b9 k: _& l8 h
#endif // __JEFF_11_4
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return 1;, Y A2 M3 K! v* |4 k
( t+ W5 T( ]9 {3 W \#if __VER >= 8 // __S8_PK0 m4 W" A6 \! W
if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
1 J: ~* y7 @, b. `8 z3 m4 v4 ` return 1;( D6 D9 j2 v" |
. j$ n; p# P( ~$ W. J/ w if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
0 X# z; G2 E1 n return 1;, b u- m- b. ?% o0 t
( A( a7 H9 z: G* H6 p3 [' O#if __VER >= 11 // __GUILD_COMBAT_1TO1" w: O$ p5 |7 `
if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )
4 u7 l: p, w' Z3 W return 1;3 d9 y) I/ Z0 f4 ^4 u: l
#endif // __GUILD_COMBAT_1TO1
- q' z3 r! Q* A) H/ d
" U7 v3 Y7 c6 u2 ` if( g_eLocal.GetState( EVE_PKCOST )
; i( o$ \9 `4 A9 I#ifdef __JEFF_11_4
, }, p* k8 s f && GetWorld()->IsArena() == FALSE
" x$ F; e/ N$ L#endif // __JEFF_11_4
+ }4 G; s. Q4 }0 Z: i )
a; r, V7 n0 e: w8 W {
0 O7 b, w& s, x. C, Y5 m6 ~ if( IsPlayer() && IsChaotic() )
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#if !defined(__INTERNALSERVER)1 D% _- o: w" Y# X& ?
if( m_dwAuthorization < AUTH_HELPER )& d# H+ A4 K& x
#endif' {) ^% b6 M6 X. F1 m/ J- A
{
3 V1 K; P2 C) i // ??àì?? μ?·ó " B' i- Y$ T4 C/ ]
// - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )
( ~, k6 S. k, u6 Q. x9 w" B* o CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );
3 p7 ~1 v. R/ T4 W! a6 G int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );
1 d8 Q* s1 d# r y- X# A+ \7 {* u for( int i=0; i < nInvenDrop; ++i )
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if( DoDropItemRandom( TRUE, pAttacker ) == 0 )
4 X6 ^: _4 b+ T) J- N& w& E+ i* d# g1 \+ S break;
; v t$ i0 W. r: W/ W$ l }
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// - à??? μ?·ó
8 [: q& j1 X! \; A; k int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );
% b$ O: b/ Y# |) _8 M for( i=0; i < nEquipDrop; ++i )! T1 A! E# b! f: O2 U: g0 E. T
{
( T( j/ d S9 r if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 ) 2 L! l; L1 _; G% Z$ r# ^7 m
break;
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}
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if( pAttacker->IsPlayer() )
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m_idMurderer = pAttacker->m_idPlayer;
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CWorld* pWorld = GetWorld();
9 |; ?5 w4 L2 @( F3 k1 \' G if( pWorld )
3 Q1 n7 f2 I$ j/ s' n% E {
" E! ]( h5 \7 i/ e* _1 S. R char szFormat[256];' C, f. n7 R' j. T6 z
strcpy( szFormat, pAttacker->GetName() );: f- o! I- e7 n& d% B/ z/ i+ o7 S
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );. } F( y: a r' \
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );- l- o( Z0 e2 D) t4 z5 q1 j) R) d
}
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9 Z" P+ Y2 E! o. f& o if( !pAttacker->IsPlayer() || IsNPC() ) s7 i9 v8 H. b0 L( I8 L
return 1;8 m5 y5 Y4 h# b1 A! p* e' J
5 R% Q/ s. `4 d: q3 W8 | BOOL bAdd = FALSE;
) z- T. {. X0 a; V' q. _0 s if( pAttacker->IsChaotic() ) // ???à?ó??2 n/ L& w- ]' `- r) X( t
{
( `5 E2 Q4 j' p% b- N* t if( !IsChaotic() )' f6 c, h, |$ `) |% l
bAdd = TRUE;
9 e. T; [( W. @9 I& t) s$ M. O0 L }
* n: o2 ^7 d$ x+ d o else // ?????ó??, èù???ó??
$ F i Z/ ^/ E O, @3 T4 S {
7 }* }: n" h9 c6 y1 \3 H if( !(IsChaotic() || IsPKPink()) ) Q0 J$ {, W$ A! ]
bAdd = TRUE;
% R/ _2 M1 s# t1 P; J6 G: N6 ?2 O* B }3 C; e+ _8 ~, @+ _
; G& r# Q! M. Z7 n9 o/ l' y. E /// ???à????, ?o?aà? ??·ááü
6 S4 Q. f& k2 t& M if( bAdd && nReflect == 0
" t" x( C/ G) u+ {% R2 `/ S && pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤...2 z2 W7 q5 j) f9 R" v; ]
{
$ w% J0 ?, ^: }8 w6 k if( IsPlayer() && pAttacker->IsPlayer() )5 h. |$ W& V: H& e! j ?1 t
{
+ Q6 b7 {) H5 D* Z4 Q% R0 ? if( !pAttacker->IsChaotic() )/ H2 L l$ R9 S
((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );
: O+ E+ c# \4 W0 _* z CString szSendMsg;
# G6 {2 [0 U7 U# Q szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );
) f9 ]1 d* i/ t0 Y+ \/ F+ u ((CUser*)this)->AddText( szSendMsg );; b c+ t2 G% w: |. m
szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );, N) ^* A: j2 O1 |$ w9 A7 x; V
((CUser*)pAttacker)->AddText( szSendMsg );* [. m- T' N7 ?( |; s
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pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );
( r; C# x( h' U0 _7 a9 O ((CUser*)pAttacker)->AddPKValue();
6 \" u# j( w( v! n1 [ pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );5 D8 ~9 Y; g: b0 M
g_UserMng.AddPKPropensity( pAttacker );2 |6 @* J9 ]' y7 j9 B
g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );
0 g& s! C+ N+ k) Q: S) r. ^#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
' t" T/ o( B/ A5 R( e6 s#ifndef __MAINSERVER
9 y) \3 `& l- I8 hif(!pAttacker->IsPlayer())" R" n5 Q) h7 F9 `; v4 t. b
FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );9 ]3 p/ \; Y+ i$ `6 l! W! F
#endif // __MAINSERVER
+ H4 A: h+ l- [, I+ Z( N6 ^# g ((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);+ V5 g- b. h' q( O! f' R# {4 s
#endif // __HONORABLE_TITLE // ′Tà?. P3 {" f d4 k
}% T) S5 E; i; R% S
#else // __VER >= 8 // __S8_PK
- U+ i$ B; a; D0 | w BOOL bChaotic = IsChaotic();% x5 _4 D9 f7 K7 k: N4 O5 g
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m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.- ?, _1 X* f# j7 [% ?8 }
pAttacker->m_nNumKill++; // ?3?? á?°?- O2 H- {2 T( H; y; N' W, F
(CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.! N0 }* U# y* x3 y
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int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );
* f3 V& [4 j: g g( ? p# G/ i if( nGap >= 80 )
! T$ e- E& s- T5 t! Y0 k ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨
2 B, t7 c1 F \
# ~3 R3 K' b4 h2 Q7 X // o??ó±Y ?3±?±a?| ??????′ù.! \7 a7 [7 `" r4 T8 N+ D
CWorld* pWorld = GetWorld();2 Z$ ]! K7 t5 X) P1 O7 _
if( pWorld )% n& w( U3 x' ^6 Q" G
{! f( [: E, Z" L/ J
//"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."7 t" A; Y# H9 F' s1 E* c; {
char szFormat[256];
$ H( L' q) ]9 [. I7 p( _' o! ~ strcpy( szFormat, pAttacker->GetName() );6 r+ Z, ^$ O( L+ a
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );& w9 G7 E9 r5 \( U
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );7 R6 E. j2 G2 L
}
1 ^: e& @& o. h8 u
8 R0 `2 W4 e& X- a( M3 A" x if( g_eLocal.GetState( EVE_PKCOST ) $ l# ]" L& ?2 ]' j
#ifdef __JEFF_11_4% V+ ` a5 c9 b
&& ( pWorld && pWorld->IsArena() == FALSE ), e/ w7 ? @; B
#endif // __JEFF_11_4) [+ X0 T4 J, x9 g3 m
)3 P/ w' A% ^7 `' l( T
{
! ~0 h8 F' O ]1 N S/ W if( bChaotic ) 4 F$ Y4 i D" ~! i5 f' P
{
. H1 `! c/ ^& V o$ ]7 \ #if !defined(__INTERNALSERVER)+ k6 _0 K* s) M% \7 l+ o
if( m_dwAuthorization < AUTH_HELPER )6 f( E6 g' h) n% e* c8 d
#endif
0 r3 T! g' i. }+ h7 m {% U6 D$ A2 J5 j3 x' G8 o2 U
// ??3?μ?·ó % t# H, E- t& V v1 T
KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );
2 ]5 ^0 x& h' s float fRate = pProp->nDropGoldPercent / 100.0f;
' s+ I. C+ f! j3 H B int nGold = GetGold() * fRate;, M' C: |& b$ C4 v, v' ?# R* U
q. h( a' m: ^& r# S- H if( nGold > 0 )+ l5 o ~" ^9 |3 R' K! f
DropGold( nGold , GetPos(), TRUE );
& W. P' z3 }6 S/ U3 ]$ H$ P) Q
: L& T( z- k9 K8 s- P" ]0 Y // ??àì?? μ?·ó
, ^) ?2 ^' s2 F, A. O for( int i=0; i<pProp->nDropItem; ++i )
: r5 \; c! i0 {3 n: } {
7 S4 ^6 J5 n" x3 [5 _* y BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù.
1 v/ a3 g9 x: A# G5 ?1 d
6 y2 R/ l+ I+ a, K: ^ if( xRandom( 100 ) < pProp->nDropPercent )
& r, C8 ?# f* X9 W V( C {; T, h- z* [2 b- P( N
if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 ) % d8 L- `& p; f1 b6 \0 ~
break;
8 f" X) i( j3 l8 _" v0 T! q }4 o& X- H5 O- N) K) A( Z B t
}
" _ F d. Z' V7 ]/ j }& e1 L% Z4 a5 V p# \; @
}
/ Z2 Q7 l4 g( j2 I% _6 t9 H& b }
! L" W7 |: U7 k2 {6 i
; P$ d6 U0 q8 _7 U //pAttackerà? slaughter°aà? oˉ°????2′ù.
3 f6 s- r& O; w. w& s pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );0 o% D9 H+ w9 z+ v% s
// á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.
+ ]+ J: ?; Q& I5 {3 I( R if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )
4 U. [$ x8 L7 e1 v" ^- d( M7 w. J# s UpgradeKarma();
9 R" F1 @, F) D( }) A#endif // __VER >= 8 // __S8_PK
( o4 |! |0 [7 x& T8 T return 1;( U/ V4 b. D# V0 w/ y3 ~
}& ~4 g' d) M! S. z- C% I
( a* O6 M4 ^/ c( z, n0 ^$ ?
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0 I3 Z1 F! C2 o- L-------------------------------------------
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. }: m! C$ \' A: Z. N. y8 h$ @5 Z, x4 ]
if( pAttacker->IsPlayer() )
0 f! V$ p: l4 }5 h3 x {) H$ l2 N$ K. `- Y4 J/ s
m_idMurderer = pAttacker->m_idPlayer;
- `4 _5 j, k' r4 F( q$ O; l `/ N H- }* ^9 D+ d. O% I3 k5 f
3 W1 J& `' h- I4 j& B$ m CWorld* pWorld = GetWorld();
/ b- F( z& d, M if( pWorld )$ f# _# @3 v& N
{
. q- x7 Y6 U( z( L char szFormat[256];
% {2 k$ J q# |- q strcpy( szFormat, pAttacker->GetName() );
8 z1 \) n' a/ A$ F2 ^. M strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
5 j+ j) ?% e1 b% k6 m( [ g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );3 E# Q+ s! |0 I
}
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