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赏金系统恢复" X9 Z+ w2 m. u) C5 j
Mover.cpp
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Code:
/ y8 J) @% C& g; }5 \: dint CMover::SubPK( CMover *pAttacker, int nReflect )( t8 @7 _: Q6 w2 I% s$ E Q' l
{" P6 `! Z0 ^, S
if( !g_eLocal.GetState( EVE_PK )
. ?4 K2 P5 w4 D2 k8 ?* K' `1 S8 P#ifdef __JEFF_11_4- P& p% ]9 X% t ]6 q% ~0 f: F# b/ K
|| GetWorld()->IsArena()
! T. j# A( X, B. A#endif // __JEFF_11_4
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return 1;
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#if __VER >= 8 // __S8_PK
& H1 L1 i4 k+ H- i# I if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )% G' Y7 Q' I- p$ s( I7 ?
return 1;
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) Q+ V6 n9 x5 v2 v if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
! k9 E$ Z# N- s& r, Z* H return 1;
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#if __VER >= 11 // __GUILD_COMBAT_1TO1$ r- Q h H; W F. U# I
if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )
j: B& C6 q+ u4 a return 1;: ~ ]! w$ G: d3 N2 p! b; }
#endif // __GUILD_COMBAT_1TO1! P: X* Y% V# a) g, ]9 |; @
; J# a _" i. z8 L [. |1 ` | if( g_eLocal.GetState( EVE_PKCOST ) * v! E9 Z/ F# ]
#ifdef __JEFF_11_4. c. _3 }# l- d9 S5 `, N, L
&& GetWorld()->IsArena() == FALSE
( |- b W" L' f: v. ?; n; z#endif // __JEFF_11_4
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{
3 _3 O: D d7 r if( IsPlayer() && IsChaotic() )
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* H% | h7 Q% F- u" G( V#if !defined(__INTERNALSERVER)
8 L3 @, K% \. W0 g, G) v if( m_dwAuthorization < AUTH_HELPER )
! F# \6 \* j" E#endif
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// ??àì?? μ?·ó . S3 c/ D$ Z$ i
// - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )
, Q. y4 x" d8 Y3 W z+ Y CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );
8 w9 _7 |" l* a7 B3 Z6 v+ { int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );
6 i" s) a6 W* L5 r for( int i=0; i < nInvenDrop; ++i )
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if( DoDropItemRandom( TRUE, pAttacker ) == 0 ) 8 p; d/ a: v4 x& o/ [3 K
break;
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" j" \ Y4 Y% e; P // - à??? μ?·ó, ]+ D5 `# f, v+ e( E
int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );
3 J1 I: H9 Y }# t) {6 a! _ for( i=0; i < nEquipDrop; ++i )2 ?# h! F- p+ k# \. B
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if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 )
: Q+ Q. Z9 f/ H$ S6 X _$ S9 x break;9 y( I# a+ j. J3 M& E$ o+ Q7 q
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}
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$ U, S# w( D6 f if( pAttacker->IsPlayer() )# B% t _! v0 J6 Z/ g3 x& X0 W; d0 A
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m_idMurderer = pAttacker->m_idPlayer;; g+ E5 R2 o2 q# V# I
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5 j5 H6 k/ z* S% N9 }( x3 B CWorld* pWorld = GetWorld();- l+ d) b, G* D1 _% j
if( pWorld )- j' T d/ @0 ]0 t- r/ \" N/ O" Y! |) c
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char szFormat[256];" i# Z+ _- \: E1 x* I- G. [
strcpy( szFormat, pAttacker->GetName() );
9 q& x$ [- h+ q' ] strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );% J/ ?5 R4 J3 @/ ?, M
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );: P1 j- k3 ^0 H4 U. C1 V( p
}
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]3 q2 q; z5 O! T% J R if( !pAttacker->IsPlayer() || IsNPC() )2 T9 X0 |3 v/ |
return 1;" F0 b1 n+ }: m1 w+ F, }
3 k2 e' _0 ]; o2 E BOOL bAdd = FALSE;
: z$ y6 \/ A; p3 @; y if( pAttacker->IsChaotic() ) // ???à?ó??
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if( !IsChaotic() )$ m+ R. e7 H$ ]' c( L
bAdd = TRUE;
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else // ?????ó??, èù???ó??
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if( !(IsChaotic() || IsPKPink()) )
( J( r2 x8 f* J, |. h bAdd = TRUE;( h: N. n) u2 ? ?# ?( q3 b
}
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* U5 ]: R( i/ p, `; U7 o /// ???à????, ?o?aà? ??·ááü0 D9 Q- ?5 d: a/ W, o
if( bAdd && nReflect == 0
+ _& p. h. c, g && 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() )9 M$ b( {8 H/ M7 U1 Z$ f w2 F
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if( !pAttacker->IsChaotic() )6 V( ]9 B; d& j
((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );- s5 Q7 ]/ }$ Z6 [
CString szSendMsg;
3 t1 O$ P* l0 _- V szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );
1 A; S7 L0 {# i- m- o ((CUser*)this)->AddText( szSendMsg );
# g2 g6 e; d' @4 |0 I* q1 s szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );/ }9 }, v" w, y& b
((CUser*)pAttacker)->AddText( szSendMsg );
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pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );
2 Z) M1 Q! a& Q& v, f ((CUser*)pAttacker)->AddPKValue();
- u7 k+ V) ~, r& Z0 \ pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );
4 H! ?; k' @6 }* T( j6 U g_UserMng.AddPKPropensity( pAttacker );' T1 S( c* m7 x) P2 r+ U6 ^# J
g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );3 ?. Q, U7 f' j2 V7 l& H0 O
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
4 O5 \% ^5 _; o7 i5 @' r/ E4 v& F#ifndef __MAINSERVER6 _/ e1 ?, {$ h1 W
if(!pAttacker->IsPlayer())
- M8 ?- `% \: T6 |$ C# q; P FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );
; F3 a2 M4 X9 ^& |#endif // __MAINSERVER
; J& Z+ n! l! A2 c" F. G S4 u ((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);6 y6 v4 F, j0 {( j1 B% V8 ]: \
#endif // __HONORABLE_TITLE // ′Tà?0 F5 L- O& a; m1 V7 u/ u& }9 [" W/ h& R
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#else // __VER >= 8 // __S8_PK+ L" J# r; x3 r0 `
BOOL bChaotic = IsChaotic();
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( n% I* F* G" q6 v6 x+ k* n4 t m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò., |# T! D8 u5 [6 h1 c, k
pAttacker->m_nNumKill++; // ?3?? á?°?/ N5 R4 H# e( {
(CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.1 ~: \: ?& k% U: T
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int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );1 b3 U! h# ^* t- K" d5 V) i
if( nGap >= 80 )) K5 m9 G' \5 x' R
ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨
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// o??ó±Y ?3±?±a?| ??????′ù.
5 p$ ^% E: c/ U CWorld* pWorld = GetWorld();% q0 ^9 ^, [0 N) E/ ]( z8 Y
if( pWorld )" G/ C1 v6 c& \. T) Z/ g& `' V
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//"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."6 P- Y7 G( Y( M/ Q" J
char szFormat[256];! ~6 S! h c( I6 I/ X/ d9 @; O
strcpy( szFormat, pAttacker->GetName() );' x. O; Z, z9 f) M1 |' Y4 c
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );0 j) k* `" h3 T9 [+ q/ Q
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );
+ v6 {1 s6 V( v$ F; c0 ^# W }3 v: `/ j6 ~+ L
4 }6 z7 }( t4 J c: b if( g_eLocal.GetState( EVE_PKCOST ) D$ m1 ~$ W. ]5 u& A/ W
#ifdef __JEFF_11_4
: P' }3 o* E; B && ( pWorld && pWorld->IsArena() == FALSE )- a& u" G6 l" @
#endif // __JEFF_11_49 B2 c# _9 H! n c- N* ?6 z
)
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if( bChaotic )
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#if !defined(__INTERNALSERVER)
. \2 Z4 a4 {0 J8 K: K if( m_dwAuthorization < AUTH_HELPER )
) y7 A' O0 m: p& D% m #endif, x3 n, x( E/ H( }5 D
{
9 ~/ d- L8 g+ B8 ~ // ??3?μ?·ó " f. b- `4 f4 m a5 B. u
KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );
$ x2 |! J- {# x8 B* k' ~. w float fRate = pProp->nDropGoldPercent / 100.0f;7 g. F0 h# A4 t
int nGold = GetGold() * fRate;
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if( nGold > 0 )1 r6 R4 u$ ^) T" a0 ^! X) l( D
DropGold( nGold , GetPos(), TRUE );
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! d) V3 S. {4 W // ??àì?? μ?·ó
. m+ t8 a; x; |3 u for( int i=0; i<pProp->nDropItem; ++i )
, \( Q( y) h1 z5 s$ o9 e$ N4 v {% J; e+ O1 C4 A* O
BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù.
1 F- o) W( t2 k: Q" P; }
3 d* _( ], U% H; f6 U5 e2 @* I$ y if( xRandom( 100 ) < pProp->nDropPercent ) - R. S! l$ K- u* }, U3 @, H- j% Y3 D
{4 a- W$ f5 n' ~# F2 R6 e6 `
if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 )
" r0 l' q* X. R2 a break;
9 c2 {8 B/ K9 H/ o' q }
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}2 v- d$ v$ a4 Y+ O! U3 C5 O+ }
} R" f9 X N, W6 X
}
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. R) X& e) Z1 l //pAttackerà? slaughter°aà? oˉ°????2′ù.
l" [) R7 j1 r: ^ pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );
( ^5 R5 D& u$ U1 `0 {& ~4 i; p // á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.: ^) H' v& m+ p- v/ f# d' F* j
if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )
0 |0 ^% ?/ b: T# O6 g& i UpgradeKarma();- B0 `7 ]4 j8 O
#endif // __VER >= 8 // __S8_PK
$ K5 M, L6 x( x return 1;" I1 x' o. g; L4 i- v2 V6 }, Q7 c% b
}
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/ A0 z+ ~' L* @' n7 Z-------------------------------------------% P- J% @+ t% |. X4 b' m
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if( pAttacker->IsPlayer() )
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m_idMurderer = pAttacker->m_idPlayer;
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CWorld* pWorld = GetWorld();
9 p% _: g5 R* G- S; J F' l if( pWorld )
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char szFormat[256];5 ~$ m) Y6 U& V N2 N& O/ @
strcpy( szFormat, pAttacker->GetName() );* q r- {) r3 } ]
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );6 ~% h8 y. b! }6 P l( m* q
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
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}
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