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赏金系统恢复
2 `* z' W/ ]! |. G9 |& y1 [Mover.cpp
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int CMover::SubPK( CMover *pAttacker, int nReflect )
" B$ p2 k( g" ?/ H+ j. E{
- p/ P: j6 H2 M% t% k$ h( t if( !g_eLocal.GetState( EVE_PK )
# l# O& N7 ~: y o( k+ V#ifdef __JEFF_11_47 X7 V9 R" X% z: R7 w' J6 P
|| GetWorld()->IsArena()
0 F9 ?. C$ c- v# |# b W. A4 m" f#endif // __JEFF_11_4) Z/ X/ L/ k1 l
)
4 A+ [2 l* E# ]* B, A( V return 1;5 F+ ]' F( ?3 G6 A8 h* p
! h. [+ L$ L9 p- V( L8 k k#if __VER >= 8 // __S8_PK
) w' H( P1 g3 c' G* r- \; p' Y, Z! q if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )' [. p$ p6 c) U) |( f* S C% D
return 1;
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# D5 X4 j/ v& T. d& X' O if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
$ P* I, P7 s, x9 g* `8 G( p return 1;0 X' r2 G" S( t# l g
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#if __VER >= 11 // __GUILD_COMBAT_1TO1
- J9 r6 q r" u$ L$ }1 t# U7 z if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) ). J0 b# C. i1 V0 O& ~$ h
return 1;
% b; J- w) e6 v6 B! H#endif // __GUILD_COMBAT_1TO18 U( w `6 B- u
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if( g_eLocal.GetState( EVE_PKCOST )
* C: c& S+ i F- `& V# b1 Z" w#ifdef __JEFF_11_4
) M" o( E4 u( z1 Q- g! ^: d3 o && GetWorld()->IsArena() == FALSE( f0 r0 J- [1 G% z2 M/ L
#endif // __JEFF_11_45 t, D2 f4 q7 d( K4 Q1 B
)
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if( IsPlayer() && IsChaotic() )
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- h0 y" D* c, }) V! D" \) h#if !defined(__INTERNALSERVER)5 A0 \6 b6 ^% @! H0 M3 K7 c
if( m_dwAuthorization < AUTH_HELPER ), n+ w8 f( v. C& o7 U
#endif
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$ T3 p1 i+ A8 Q" [3 _ // ??àì?? μ?·ó
/ n; N* a' j4 k/ x // - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )6 u: }. X5 Z# W7 A( t. {
CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );8 s2 r m1 l x2 V* C: J6 d+ ~' ]( R
int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );
) A9 a6 ?: F! {# S& L for( int i=0; i < nInvenDrop; ++i )9 S. h$ g$ G" k& J4 ^/ b/ O' d' h* t7 ~% h
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if( DoDropItemRandom( TRUE, pAttacker ) == 0 ) 2 z: g- P" m$ |4 J- Q. a& z% H( t
break;$ X2 E4 z, U! o1 s9 r3 c3 b
}
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% F9 n0 l* K+ |9 u1 }( j1 ` // - à??? μ?·ó6 ?) d; ~. F4 ]+ @$ \8 ~+ d1 U8 U
int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );9 E& A% }, G2 h1 K! c
for( i=0; i < nEquipDrop; ++i )% L+ u6 ~& P! U0 ^ z' k4 D
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if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 ) 1 G. Q6 {- |/ T6 u- q I3 X
break;
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if( pAttacker->IsPlayer() )
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% \1 H7 n3 H- z! p+ E7 t: c$ } m_idMurderer = pAttacker->m_idPlayer;
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CWorld* pWorld = GetWorld();4 D# `, l2 ] o$ Q
if( pWorld )3 o/ J9 ?/ ]) J1 _6 Q" c( C4 I: q. t
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char szFormat[256];! ~6 B0 T- q3 x8 H( C3 D- n
strcpy( szFormat, pAttacker->GetName() );
( l# B3 r; t% W' ^% f( U& h% { strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
, w) K4 g% i6 P$ D g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
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if( !pAttacker->IsPlayer() || IsNPC() )% J4 c: T2 }- ?/ e2 T. U
return 1;
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& Z8 r4 D7 S) e# D& J BOOL bAdd = FALSE;4 Z3 `$ J* h5 [9 G ^# K$ w6 a
if( pAttacker->IsChaotic() ) // ???à?ó??
- t( |% t6 D+ i {
+ K4 D- i" S' z" P if( !IsChaotic() )
+ e/ r- g5 z. p bAdd = TRUE;
I7 T4 V3 W. G8 T0 D }
3 z- d6 m* `/ F9 b; {8 n else // ?????ó??, èù???ó??; J2 c% K; p" i
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if( !(IsChaotic() || IsPKPink()) )
/ h0 o1 j) T2 u bAdd = TRUE;
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/// ???à????, ?o?aà? ??·ááü
- |0 h! @$ K4 I if( bAdd && nReflect == 0
% }- H6 i4 D: z' |; b9 G && pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤... {6 D1 Z$ ?( b
{
, C; E" q: H& s5 q* q if( IsPlayer() && pAttacker->IsPlayer() )
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if( !pAttacker->IsChaotic() )
/ e3 s) E0 _. I+ h9 W4 s+ n' t ((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );$ T2 R- l0 I( f$ `! X1 K( o
CString szSendMsg;6 Z$ P) ^2 `+ ]8 I% B7 \
szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );& ^0 b7 H- i3 M o% |
((CUser*)this)->AddText( szSendMsg );( z* E- Z8 \& \; T+ K) R6 |
szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );* G7 Z4 J* K5 B
((CUser*)pAttacker)->AddText( szSendMsg );
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. S/ u& |' y _% r/ H" c h pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );
" I5 Y n+ j" \* k ((CUser*)pAttacker)->AddPKValue();
& S4 w2 Q+ V6 n pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );
, J0 X. H/ b% w' V g_UserMng.AddPKPropensity( pAttacker );5 W1 G l0 \; W" p n$ x* K
g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );8 y$ n# q0 F# d
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
6 Q& M) J0 B6 b& H; p#ifndef __MAINSERVER7 z9 L! o3 M2 V: X7 i) a4 n
if(!pAttacker->IsPlayer())
$ N4 G/ @: [) W( F FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );7 B/ @0 z* n. J# h, d5 v6 D
#endif // __MAINSERVER# f4 T8 P$ B3 o
((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);/ c2 \% o3 Q {# `5 K
#endif // __HONORABLE_TITLE // ′Tà?
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& l! g. Q$ A9 x+ F4 w# f1 O6 D#else // __VER >= 8 // __S8_PK
! M5 ? x7 T) A- o) f9 l BOOL bChaotic = IsChaotic();# F" E' j/ Z! x) @' f2 X+ [% |; y2 F
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m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.% k1 P- a" \2 f7 a. v
pAttacker->m_nNumKill++; // ?3?? á?°?
2 U. t, k7 H: N4 q; N" G (CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.; j9 i. n1 O, K8 H& q' W: z4 ~
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int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );# y3 `* d# j- R/ f3 @' t3 Z
if( nGap >= 80 )
( i, z2 @7 A8 p ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨
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& m& s o, C: b& q+ b // o??ó±Y ?3±?±a?| ??????′ù.
' c/ h n7 n) d% A9 x- B: z CWorld* pWorld = GetWorld();: k9 s- a. H1 |4 A
if( pWorld )
; d% V& Z, A: G {
% g! l+ T5 i6 j$ e/ X //"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."
; \! l8 ~) z' L$ B' ?- h char szFormat[256];9 Z& A- |; d, K& A: k
strcpy( szFormat, pAttacker->GetName() );1 o3 }; p8 v1 ^9 p% t2 i# ]1 z
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
5 |, X+ T. J; x# `$ G( K v g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );
+ t/ K& v, y: B, W" S }
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+ H6 O3 W3 ^8 p: N, b& c( I if( g_eLocal.GetState( EVE_PKCOST ) * d& r9 w* D6 ?* o$ J/ W
#ifdef __JEFF_11_4
& o' H( j# ?; G! A: ^ && ( pWorld && pWorld->IsArena() == FALSE )
& K5 l) z7 D; ^$ U; m$ a#endif // __JEFF_11_4
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if( bChaotic )
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#if !defined(__INTERNALSERVER)4 b3 A- U, g4 ^
if( m_dwAuthorization < AUTH_HELPER )
) B( m8 R- c* `7 V( J7 ] #endif
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2 e! b: \3 [' Q8 o# g/ y+ P // ??3?μ?·ó
, e U3 x- `2 ]8 _& w& i! [ KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );
" ?. I4 F& s$ ~ L) ]* A* I1 s4 J float fRate = pProp->nDropGoldPercent / 100.0f;: c3 W- X9 B$ _# b
int nGold = GetGold() * fRate;
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if( nGold > 0 ). Q( g1 R6 @' x7 D( }" r! @
DropGold( nGold , GetPos(), TRUE );
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// ??àì?? μ?·ó
; S* K# r* I3 @$ i1 u for( int i=0; i<pProp->nDropItem; ++i )) v2 j: A) U; B7 F G1 H6 N
{, a& G1 _7 K" U0 I7 B
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 )
% }" k5 ~6 E- n {8 _! ^# R9 ]; b/ u& u' e
if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 )
5 w; A; ~. h' g8 T. n# t+ N! w break;! j9 z6 a$ ~5 Q
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//pAttackerà? slaughter°aà? oˉ°????2′ù.1 V! G; s1 y. Q
pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );! R8 [0 @2 i- k
// á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.
6 u: b: _8 V8 k! _# [) Z9 _ if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )* f9 `; W! O7 b' }/ L& D
UpgradeKarma();/ g5 r0 t3 v2 D+ w$ e
#endif // __VER >= 8 // __S8_PK6 z, H1 j2 |4 I6 G* v {0 S" |
return 1;0 O5 x) f b6 c0 H8 I/ g
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$ {7 s/ K+ O# r5 }, G-------------------------------------------! v9 c# v5 g( Q. M
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if( pAttacker->IsPlayer() )
& _! }0 }: F0 X/ ^0 d x! K {
- W' v9 w! P ?$ H$ P/ Z$ m) X m_idMurderer = pAttacker->m_idPlayer;
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CWorld* pWorld = GetWorld();! U3 ^" ` A c% R. y
if( pWorld )
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. h$ a- x/ e6 {! _ char szFormat[256];& n/ `! p5 ] b N1 r$ C& a: b
strcpy( szFormat, pAttacker->GetName() );
3 c |9 V( N8 }2 c+ }" }, t' R& n8 z! n0 c strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );' C" m/ B: \% h4 D/ @" o \
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
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}
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