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赏金系统恢复( \2 ^! n ~3 h/ f R9 }6 D
Mover.cpp
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Code:
I, T5 p+ x+ E: Kint CMover::SubPK( CMover *pAttacker, int nReflect )( `) r+ q" I( P* X) z7 w" t% c
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if( !g_eLocal.GetState( EVE_PK ); A4 p$ f2 {9 @& T
#ifdef __JEFF_11_4: l# F2 |0 K' y0 Z$ s
|| GetWorld()->IsArena()7 |. n J# j9 B# g4 m; F) A# h4 @
#endif // __JEFF_11_47 x% B; d7 t/ V4 _) {, w: ~ X4 W
)
" Z) s! Z* [% R return 1;
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#if __VER >= 8 // __S8_PK
; _3 F1 Q# }$ M1 \9 \/ Z if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )2 @! E1 H1 j+ n
return 1;# N% M* f7 S3 ` V! ?; Y# Y
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if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE ), Y: _; |% }+ V
return 1;
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! B: h% b6 S: ^( j6 V0 e% r#if __VER >= 11 // __GUILD_COMBAT_1TO11 @6 n; i3 Z8 a, Q2 Z
if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )
# i5 [/ o, B1 z- x+ [; P6 L9 _ return 1;
+ i7 C. u" z' s4 y* Y' G#endif // __GUILD_COMBAT_1TO10 `$ M0 ?6 |$ s% K. l0 x4 f7 R
1 q- h0 H; c% P/ y: Q4 @/ D6 e if( g_eLocal.GetState( EVE_PKCOST ) * d$ S+ i3 _2 Z: i! i4 N' y+ c
#ifdef __JEFF_11_4- M( v% ]- j7 _
&& GetWorld()->IsArena() == FALSE
* a4 M3 ]* R7 r% I u" `# r#endif // __JEFF_11_4
1 ^. Z7 G5 J" | )
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Q$ w7 B9 L- \6 a6 O8 Q$ f if( IsPlayer() && IsChaotic() ) 8 G! ^" d. H9 q( }/ D
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#if !defined(__INTERNALSERVER)
3 ?: E. z6 K5 [" a8 c if( m_dwAuthorization < AUTH_HELPER )2 n% A2 O* X- L8 V
#endif
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4 J7 M" }1 o1 ^5 S0 M // ??àì?? μ?·ó A z7 ~4 u1 D" t$ V3 {1 A& F4 Z
// - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )- O* Y( F7 F* e0 _; }8 f& u8 s* J
CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );
Y6 [( U6 A: U& v int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );
' b0 E$ O8 ^8 y C1 F6 D for( int i=0; i < nInvenDrop; ++i )6 S5 |( d2 V/ T5 x4 o S
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if( DoDropItemRandom( TRUE, pAttacker ) == 0 ) $ n, g* G5 A \9 x3 _
break;* T7 ^% h3 h6 p
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5 Q3 ~+ I$ H( E5 n: k% d4 ^+ K7 z // - à??? μ?·ó
+ B4 ~2 D. ?- K int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );
8 H+ y& {. ^& _4 @8 P for( i=0; i < nEquipDrop; ++i )
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+ B V( H/ Z3 M) n* y/ Q if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 ) . G, E p- R* m0 ^9 T
break;
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}
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O* K: l4 t" M* s2 |/ v3 _/ d5 v if( pAttacker->IsPlayer() )- R% @4 U1 U# g8 ~$ b
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m_idMurderer = pAttacker->m_idPlayer;/ @! }* t W) a7 a. l
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CWorld* pWorld = GetWorld();9 l- U) j( o, s1 v2 O8 g
if( pWorld )
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- G2 R: a) j! e, J2 Q; H3 s% v char szFormat[256];
0 x. R1 K- |/ |! \+ |4 m. i8 B strcpy( szFormat, pAttacker->GetName() );
) x9 ^9 O$ r7 ^; t: ^; `# x strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );+ C( I3 c9 d5 Z: }" s8 c# B
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
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}
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if( !pAttacker->IsPlayer() || IsNPC() )
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$ N% ]& l# s4 S& V% R1 r BOOL bAdd = FALSE;
4 J% a* D. q/ M; y. u [+ ~4 h if( pAttacker->IsChaotic() ) // ???à?ó??: j0 x7 E- o$ [4 \, g! q% [* W
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if( !IsChaotic() )$ X. L& @: E2 |, I0 P' X" Q
bAdd = TRUE;; E2 \8 _/ _' B
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else // ?????ó??, èù???ó??% i. b3 n7 @1 S! w3 U0 s
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if( !(IsChaotic() || IsPKPink()) )) P9 h: G0 ~! P8 X4 \/ \
bAdd = TRUE;
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6 O" b6 c9 U6 [5 _/ {+ ?- T /// ???à????, ?o?aà? ??·ááü5 N2 G0 e2 B E/ C: I% L1 e0 a5 O) C
if( bAdd && nReflect == 0
4 _/ j9 A4 @, l/ ]. ^/ D9 |3 X && pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤...
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if( IsPlayer() && pAttacker->IsPlayer() )
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if( !pAttacker->IsChaotic() )
! r5 L; U3 E3 \2 o, X4 B2 Q3 ^, N ((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );
. ~6 z) k: `. _4 @% i CString szSendMsg;
# t* j; E* A' q szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );3 g) J$ f7 W' A! O$ ~! } D4 `
((CUser*)this)->AddText( szSendMsg );
9 t3 H1 j; b# P6 m9 \9 D; n3 c; y szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );
' x/ x9 u" r- c% T1 p ((CUser*)pAttacker)->AddText( szSendMsg );
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pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );0 A( A# f# }' g$ t/ T6 Q) }
((CUser*)pAttacker)->AddPKValue();
% T" s) }& r! P2 B; B- x5 x) O: W' B6 J pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );
7 |4 f' s n. C% e7 v& O) L g_UserMng.AddPKPropensity( pAttacker );6 `3 I) Z* C1 V0 u& Y: s" ]
g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );
% x3 S3 D& }0 |1 I3 ?! I#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
' f+ f/ S8 B0 N! \" f#ifndef __MAINSERVER
6 g# C9 q- `% Y5 mif(!pAttacker->IsPlayer())
6 w% I6 l% |& K, [7 |# x. [ FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );/ {3 B& E$ u6 c5 o& ^1 L
#endif // __MAINSERVER9 U: b& A4 a$ f! X* Z
((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);
% L/ a S9 t0 e2 {) i$ z. Y#endif // __HONORABLE_TITLE // ′Tà?
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/ d. ` p! b r# J3 f5 ?: l" N; z#else // __VER >= 8 // __S8_PK
6 L6 N! L; t+ C+ M/ C% n _ BOOL bChaotic = IsChaotic();
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$ r& X- \( F4 N m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.5 j* K, R/ O2 h9 Q- k
pAttacker->m_nNumKill++; // ?3?? á?°?
0 @( H/ m* U9 O, G& X9 g. n, \ (CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.
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9 I% z. U. |3 ^ int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );7 N0 S6 N6 d! {: N! _1 u
if( nGap >= 80 )
5 }% f' J! \3 W9 Y ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨ " ]0 M4 t% u, }8 t1 r
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// o??ó±Y ?3±?±a?| ??????′ù.
: j6 b) C9 L+ i/ o CWorld* pWorld = GetWorld();
0 w; f1 |9 U1 A6 g% l6 h if( pWorld )
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//"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."6 J$ l5 M& ^# ~0 z
char szFormat[256];1 r n7 O5 G1 L8 E
strcpy( szFormat, pAttacker->GetName() );
/ U* [( H/ j. T; c3 O) M# f strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );9 Y' q5 y) Z5 L
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );
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if( g_eLocal.GetState( EVE_PKCOST ) 3 o. c6 h0 r! r8 _+ V& k3 l+ ?
#ifdef __JEFF_11_4
* m0 T, i# G) w g5 t/ p && ( pWorld && pWorld->IsArena() == FALSE )
3 u0 ?5 v- @) m8 o! X F8 p#endif // __JEFF_11_4
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{
( D' j# g: c% w7 i8 s' t# h/ _ if( bChaotic ) ! j9 r5 I/ y% i- R* M
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#if !defined(__INTERNALSERVER)2 z7 }/ {( F1 E
if( m_dwAuthorization < AUTH_HELPER )* q. k1 i4 i1 q* W% c& {
#endif
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2 a. j/ R O! E! d. a2 S // ??3?μ?·ó
1 C* U2 F# d! d. ` KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );
# m9 w# U+ W$ W3 E float fRate = pProp->nDropGoldPercent / 100.0f;2 T7 B0 m3 p6 J, f3 ^3 }9 V
int nGold = GetGold() * fRate;
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! P. S$ f A) I8 a' i if( nGold > 0 )
$ z. d8 S4 r/ V/ g& ]+ Q DropGold( nGold , GetPos(), TRUE );
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// ??àì?? μ?·ó
* m8 q- l( P6 O6 B for( int i=0; i<pProp->nDropItem; ++i )
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BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù.
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if( xRandom( 100 ) < pProp->nDropPercent ) 7 {0 t R0 I+ \# B3 |1 k
{+ ~% n; B0 w& ?
if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 )
; J% g) s2 z) y0 X [ break;0 t% G5 B2 o6 R
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//pAttackerà? slaughter°aà? oˉ°????2′ù.: H0 X; }* I1 z) I- m
pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );* R4 Y, ~3 @( _/ w# l U @/ S* y
// á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.- u3 h, ~$ A4 L' |
if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )- I$ I* G$ x. t% J5 d) `) G ^
UpgradeKarma();3 h& P& U3 z- ~3 I
#endif // __VER >= 8 // __S8_PK* ^& ~- l3 c5 _$ ~ X
return 1;
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-------------------------------------------( W9 X8 l6 ~5 U% O3 Z( F4 |* w; d
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if( pAttacker->IsPlayer() )7 m6 n. n# [0 y5 k+ J3 h# _
{
& H' e9 T; \( U0 r C m_idMurderer = pAttacker->m_idPlayer;
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CWorld* pWorld = GetWorld();
( V1 N: s+ Y/ g- L: _! j if( pWorld )
. i% j- u! h" b4 R& U! f: S {
) [8 B9 g" y9 s+ S6 v8 {; y' [0 C char szFormat[256];( c ~+ ~! _/ h4 n$ g( Z t0 z+ R3 n
strcpy( szFormat, pAttacker->GetName() );9 Q( p3 a3 j% D, I, ]
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
$ Q) f. u! n% a; B- [' Z g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
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}
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