|
|
赏金系统恢复. G* X, I5 U- q0 K
Mover.cpp& F- j- J9 e `) I8 a
0 x u! n, s. ?; I
Code:
& j* R5 J) t6 Yint CMover::SubPK( CMover *pAttacker, int nReflect )4 H* r0 j7 C) F. v
{
; M0 H8 ~- u+ B6 d3 \ h: H) D if( !g_eLocal.GetState( EVE_PK )
$ T) j' a E* _! \#ifdef __JEFF_11_43 f( Q& u# A5 p- f: q: E8 ^- b# C
|| GetWorld()->IsArena(): Z( A0 y! ?% N; n- O. l3 N
#endif // __JEFF_11_4
5 a8 P+ ?5 Y; m. T9 Q ), z7 N9 C1 `2 E; r8 c3 s/ L4 C
return 1;: Z" Y! A( K5 \# W$ s0 A
& g0 {$ q; K3 L: }. G* r O
#if __VER >= 8 // __S8_PK
% E7 C5 h$ e& z3 ]3 q if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
" K6 `8 M2 }1 m K7 J) A B ^ return 1;
: k3 j5 P0 u' \( ~. V* I5 x* U( y/ S
if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )& a- @9 ?: }$ H5 D8 e
return 1;
$ P i/ `3 E* h
) x$ {& o) Y6 x# L#if __VER >= 11 // __GUILD_COMBAT_1TO1$ l& C! m0 K/ o( p- B' T9 z8 j5 ?
if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) ): I' T U% c0 Q$ ?! r
return 1;
& c0 @* p( d4 f2 E0 ~* ?0 {#endif // __GUILD_COMBAT_1TO17 ?6 c4 n+ `" U2 t* y* E& E
q6 X% S* b7 A+ J- R, d8 Q$ F
if( g_eLocal.GetState( EVE_PKCOST ) 6 H: v* f3 y% }. I3 k' Y& r. T% h
#ifdef __JEFF_11_4
+ [( E# g) B' Z8 z && GetWorld()->IsArena() == FALSE2 g1 K4 B- q% ^/ ~2 u
#endif // __JEFF_11_4
Q! r7 A n$ o4 ~; L: t )
( ^) h( I3 j, G8 Y8 K; y {4 W' @% l3 O. a: _' o
if( IsPlayer() && IsChaotic() ) & F5 U5 r. ]5 I8 t% D
{
W6 J; {. {7 B#if !defined(__INTERNALSERVER)% L2 L: ^ D1 h7 j, I8 z
if( m_dwAuthorization < AUTH_HELPER )# `( e H- v$ g( S( J9 V
#endif8 n+ d' R& O5 R3 @
{* d$ t u3 M2 H d# {
// ??àì?? μ?·ó , }7 r1 q: W& A+ J
// - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )
0 G# }- H8 e; ~' e: t; @% T CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );
6 s& H, k; w* E5 {) u0 V int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );
* @2 D) w: w3 ?, N3 k3 I for( int i=0; i < nInvenDrop; ++i )" `1 j- j: L$ n9 c
{" g. I: f& D/ @/ b0 F W
if( DoDropItemRandom( TRUE, pAttacker ) == 0 ) 8 D7 s" w9 S8 W* Z. u4 a) T1 V
break;" `3 H1 w+ V, s; X" X
}( J- Q" Y$ a" u. _% Y- |7 u8 T
; g! q7 }& y B* l- N" C
// - à??? μ?·ó1 }, J1 |5 o2 T S/ I; ~7 l% j
int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );5 O' U' R3 Q0 w
for( i=0; i < nEquipDrop; ++i )
& a" R" i! A5 e$ a5 q {
& B1 k) z, W6 V) Q# s if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 ) . d$ W6 v1 {5 K6 P& ~
break;
# q" w1 G ^1 k7 t! N1 k6 m } / | f$ c' \ q0 [
}1 y9 Q% B( I6 H: G
} 5 Q5 ?# }& e0 q! i1 X1 o, e
}* O5 P0 x6 Z& ]
" S! l7 Y4 B* j7 S- U2 |9 H if( pAttacker->IsPlayer() )' z: j1 [9 g# ^5 f
{/ h1 Z. r+ [' ]0 C! |
m_idMurderer = pAttacker->m_idPlayer;
( w: B4 K* h( [; o' {1 T! M3 _5 m `' J4 `4 _
! ~1 I( o1 B6 H& v) b# @ CWorld* pWorld = GetWorld();0 C: ~) J/ I. {+ E7 _4 r
if( pWorld )
% m7 j1 y5 S. |- V. Z1 ^6 e {* D$ l; `5 _7 |8 M x8 o" }4 g3 {
char szFormat[256];% j4 d2 Y% a$ ?
strcpy( szFormat, pAttacker->GetName() );
0 F; s1 E3 q* T0 U8 p7 } strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
7 `9 t: S( e7 a0 u3 W W6 O g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
- V3 q4 M6 g, t% m5 F9 \ }
. E& W( q: i( W' w6 M/ x" a" d# U }# q# I8 t1 ?3 p( d+ H; t( @% g& l
* x! R$ N0 w& @$ ^
if( !pAttacker->IsPlayer() || IsNPC() )
# E% W6 y1 L+ t5 W3 } return 1;
$ t( ]4 B1 [2 B$ _0 S
4 {/ c r5 S- Z, Q/ F. D1 p; V$ m* J BOOL bAdd = FALSE;
* Z9 a+ v0 x0 Q% Q5 r0 x if( pAttacker->IsChaotic() ) // ???à?ó??
' J8 E* ?) G4 R) ]6 J/ n; N) `( ` {
) _- [/ a; r* b$ b' M* d if( !IsChaotic() )4 G' B- ] x- Q0 X/ o
bAdd = TRUE;" i; b4 W" G. G# D* b4 H6 ]# Z
}
, m a8 |: [% M& G4 O; t' U else // ?????ó??, èù???ó??7 O1 p* x4 n; Y+ V8 n, r
{* k I5 t0 u& R* b$ M( w
if( !(IsChaotic() || IsPKPink()) )
. w q: w5 O {& I6 P9 v1 m bAdd = TRUE;' O4 Q( A4 M! H. _# @
}
0 ]! M# ]+ {. ~) y5 A6 A7 G5 l6 K( ], O$ e8 p
/// ???à????, ?o?aà? ??·ááü
+ v- ~# ]) S" v7 z4 g3 \ if( bAdd && nReflect == 0
9 z4 x, M. l0 X$ i, h0 J && pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤...
" R% I9 m6 s4 q, E {
0 p" d* E R+ @7 z$ n) D if( IsPlayer() && pAttacker->IsPlayer() ). V5 f1 K" b; K( ]5 {2 k) s m
{
: m( N* V5 n1 `6 C+ X$ j6 T if( !pAttacker->IsChaotic() )3 T: h* p& [5 _) R- _
((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );$ [. t( m0 v$ x g$ N
CString szSendMsg;) c$ v2 I# ? S: V" A2 Z1 k3 c! q
szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );& i# Q0 c* `8 ]* n2 t2 ]* P+ p
((CUser*)this)->AddText( szSendMsg );
# Q7 E% b4 L0 {9 s5 P szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );
$ y6 e$ ^7 j k; X; n6 o$ _ ((CUser*)pAttacker)->AddText( szSendMsg );# M% K4 o' V/ I% ?; n% w
}: _6 O. h! g# e9 D
9 i6 i8 t" b% j% L4 z5 M/ i
pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );+ ?! U: L, w9 c: Y9 o9 [
((CUser*)pAttacker)->AddPKValue();. J ?. P5 p/ ]. ]' i0 ^
pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );" t7 T2 J$ [ M: y4 S! X) _7 z% `8 ^
g_UserMng.AddPKPropensity( pAttacker );8 R; C' V9 _2 `2 b! h4 z% F/ P
g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );9 t$ H- T( q* \% c5 c4 I; f% `& J& q0 b
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?! y& `% J* B- Q2 R/ B$ `4 w/ P
#ifndef __MAINSERVER
* f/ U3 r6 o2 O6 `$ Qif(!pAttacker->IsPlayer())& U: N- r) a Z- r: A! U+ M
FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );
2 G9 K$ w& v% v4 Q. y; E" u9 R: q#endif // __MAINSERVER4 a1 Q: \, x' O1 \
((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);3 c1 X! c' I6 Q) e& ?& v! F
#endif // __HONORABLE_TITLE // ′Tà?
2 {6 `( c4 c; ^4 @ }5 F6 D) C- B7 F- R( g! v; X
#else // __VER >= 8 // __S8_PK# d' P, f% [8 u) E1 D3 C/ u
BOOL bChaotic = IsChaotic();
% d$ _1 h5 O. W- k3 C
9 w1 u( A+ H2 v6 }: i m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò., u8 ?$ c% j% S5 b0 s5 {
pAttacker->m_nNumKill++; // ?3?? á?°?
+ f1 s Z, L7 Y3 X4 y5 M" s6 y (CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.
" ~5 C1 w! t+ E3 @/ l- a N+ g6 s( m g5 C! b
int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );* w6 q& M$ w: a: p. C
if( nGap >= 80 ) H6 z! p) v2 q4 @" u! ?
ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨
, `; V: P9 K$ R' b
6 ~7 S! Z1 ~; Z0 e // o??ó±Y ?3±?±a?| ??????′ù.
1 }6 k3 @8 O& S& ?5 p" W, H' | CWorld* pWorld = GetWorld();
& g& Y$ Y7 c8 s9 }3 \0 y; @ if( pWorld )
5 Z# ?2 Y4 Y0 {) e5 g! b6 ? ]/ ~ {$ s4 \' u0 D4 p
//"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."
/ |2 v" n$ h" Z3 _ char szFormat[256];
$ c; K1 D6 F; k: Y6 T* R3 S strcpy( szFormat, pAttacker->GetName() );
; L" P( j5 k' _7 W7 X! y strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );- s9 j& M2 c+ X9 v @! n3 i5 R
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );
: p% A1 B! |( p) U }
0 U4 `" W9 T, K: U0 u' C; ~( C+ C8 q6 n8 T0 P
if( g_eLocal.GetState( EVE_PKCOST )
# O A( N6 }: Z+ m0 P$ u2 H* l& w#ifdef __JEFF_11_47 h6 E/ L1 _3 ]- `+ p% s! f
&& ( pWorld && pWorld->IsArena() == FALSE )! K0 K0 r& P( h
#endif // __JEFF_11_4
0 b- V( V+ G# f )
2 ^0 H' D0 ^9 o" Y- f- O& Z { Z/ B0 R+ F9 A8 \! _
if( bChaotic ) - ?5 `- o/ L( t+ d) w
{1 H9 e0 R/ Z/ b! z# ~+ V5 S
#if !defined(__INTERNALSERVER)
. ^2 j/ J/ X1 V' i! e9 U4 o0 k0 I5 R if( m_dwAuthorization < AUTH_HELPER )# X2 R$ a u& v$ R7 y6 M; n4 e, V
#endif
* k. Z6 b4 t1 u/ C7 } {* v, o/ k' @( K' A! J
// ??3?μ?·ó
/ p9 O7 q" C! I KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );! R: A C& o1 Z" G( p% F# W; l
float fRate = pProp->nDropGoldPercent / 100.0f;4 \3 ?& ~0 `0 i0 C% q8 C
int nGold = GetGold() * fRate;
3 l8 e6 H( L A$ l3 {8 `, a: ^+ u% A
0 c' L; c8 E0 c1 b2 K- Z1 B if( nGold > 0 )
' y8 H6 p7 l# p Q$ \( ? DropGold( nGold , GetPos(), TRUE );
: x6 L& t3 ^, l, U& r$ \
, h; |% p T6 T // ??àì?? μ?·ó
! ~; ]* a: w8 t- ~9 v for( int i=0; i<pProp->nDropItem; ++i )2 c) o, c! h! N4 {5 V4 Y
{. X1 D) V( w" P' N7 V9 X
BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù.
! P: [; S9 p! S( R. c6 y( O1 E) ]0 Z! `5 b9 X% z0 K" T6 N
if( xRandom( 100 ) < pProp->nDropPercent ) 0 T. l- }/ f3 q" V/ c& d
{$ Y3 ^1 D8 H7 h
if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 )
6 s3 [0 X0 L3 f3 |0 n2 f3 l3 B2 Z) I break;2 j9 N5 p% i5 G& T. y' c
}" C5 l" P+ W8 v
}
1 S4 ~- p1 Q6 R5 a5 A5 C } `# ~* I0 e5 j4 i
}
/ p+ [6 F8 x1 @" }4 F0 w6 y$ x }
4 J" j2 C8 `* `; D' l: g1 e
- ~! E6 T- x0 k3 v) @ //pAttackerà? slaughter°aà? oˉ°????2′ù.' Y/ d M1 u, L7 z \0 p
pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );" P2 _ `; f! W9 B" c" i
// á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.
' H. k4 T. U/ n9 d8 n" u if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )
4 k! S* U- Q; K5 x5 m2 w UpgradeKarma();
$ p7 f7 \/ L/ v+ A+ x. S5 @#endif // __VER >= 8 // __S8_PK/ O1 g/ h/ K( @$ c
return 1;/ P3 J) s0 t% p: Q2 V- w, [2 G
}
5 p1 m& o# g) m: H5 l
* }$ O9 J/ x4 N5 }
* N- @9 G$ b; b
3 m" B- \; G9 \; g& [2 q' s0 V& g a2 K) U6 V0 X/ P8 T, ^" \
; j& D& h- R6 o: g& h
: }4 h1 W& [0 B* G- M
-------------------------------------------' V. X# h/ `& w
e" ?+ C6 L" B# I0 g& x4 Q' `4 f+ B3 g+ d3 H
if( pAttacker->IsPlayer() )
2 k9 T; F+ c# j/ v5 Z4 T8 W e9 b+ b9 L {" Z) f# @$ r: @; G+ ^2 a4 L
m_idMurderer = pAttacker->m_idPlayer;( O T0 q [: w; N) f8 Q4 G8 D' y
7 u8 r3 ~9 B \0 E9 M/ P8 T
: x6 N3 T/ i+ Z" e CWorld* pWorld = GetWorld();
3 E* { {7 {, e7 W$ |/ c% E if( pWorld )
* |3 w. A" B3 Z9 i# G {
9 G9 p) `9 h0 c1 H, F9 j7 s char szFormat[256];
7 N# m- ?$ b; r strcpy( szFormat, pAttacker->GetName() );
7 C; b; i) O# \ w strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );' r; F1 H7 v" B* r6 w( {
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );; J# \/ t& y6 W3 Y) J7 O* U" L/ b
}
- A$ s" ?1 q6 K) E" |) Z, z/ _( A8 K }
( q& D- z8 W; e9 u+ S( h( ^$ ]6 m6 d. D" k8 ?( Y
|
|