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赏金系统恢复3 Y( R. f& a9 U' a a+ N
Mover.cpp
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4 t5 v- _) I4 d+ ^7 ~4 e' bCode:
a8 d' h% b0 e% |2 k0 d9 ~- V- |- t# hint CMover::SubPK( CMover *pAttacker, int nReflect )
. `" S7 K) D/ D" B* K: ~: |{
( m, E$ q; Y1 C) H if( !g_eLocal.GetState( EVE_PK )
0 r" w9 o6 W" F* O#ifdef __JEFF_11_4 v+ w; K2 m) b
|| GetWorld()->IsArena()4 x5 k8 w" P% I5 V. R9 A
#endif // __JEFF_11_4
* F% t6 J: D$ y )
. O/ ]( I! `# _# h% Q' G return 1;# o) X+ x& C/ {* S
- P8 R/ Z6 s; H' S6 k& c#if __VER >= 8 // __S8_PK
6 k, g& u, O2 f, p$ s if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )& i3 {" f% I, U# q
return 1;
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# ^& f- G! w% K$ E2 K* F) ^ if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
7 K- ^3 ~( P$ _. }; ? return 1;2 c7 D8 U0 e/ \: Z# c& G
1 [# ^' H: b! L0 e( |
#if __VER >= 11 // __GUILD_COMBAT_1TO1* Z. N2 J1 v+ ^% \
if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )
- K1 n/ r* x; l1 h& y: Q+ P return 1;
& x/ T, l. d) K#endif // __GUILD_COMBAT_1TO1" H9 h$ p; ^! ?8 b
, ]5 W) v' L& I H* A0 K9 h2 \4 C if( g_eLocal.GetState( EVE_PKCOST )
! H+ a T2 G) _1 q" ?#ifdef __JEFF_11_40 Y' _3 W. R. }9 ]/ Q1 x0 s
&& GetWorld()->IsArena() == FALSE
( O/ y7 Z% J8 f( @#endif // __JEFF_11_4+ b4 R7 e% F1 T0 Z/ R
)5 c# |' J3 h* v$ k, @% R x
{
! L8 c$ j4 U: \6 u2 y if( IsPlayer() && IsChaotic() ) # Z4 ?4 P9 g! R7 y$ v. Y2 J6 B% \
{
- M- f2 N+ t" E) i0 R- Y; ], v#if !defined(__INTERNALSERVER)9 d+ F; f' ^* P5 W+ ~% a/ P6 I
if( m_dwAuthorization < AUTH_HELPER )
) v- T2 |! m) A) }+ P8 S7 r#endif
+ b" X* m" I; J p4 q/ X- Z( r! W {
4 \1 v1 n1 n! y5 Y // ??àì?? μ?·ó
) k3 S3 P9 o5 j& D5 _ // - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )* d) v J# J2 ]& m2 l: `! u: [1 w8 D
CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );5 E4 @4 M6 S/ @' {, ~2 e
int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );: q4 g( |) ]; n# s+ u; r/ w
for( int i=0; i < nInvenDrop; ++i )& v9 k: ~, O# y6 l; v3 r2 _
{
6 c8 K+ H: F4 h if( DoDropItemRandom( TRUE, pAttacker ) == 0 ) 6 X: _/ g, C2 z7 a% U2 k0 ^
break;4 x1 g2 X! @8 j. e0 G# J* b
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// - à??? μ?·ó) m+ Z# @4 N/ L O9 a, \) @; }, R
int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );
& B |, o: k* Q) ~! G for( i=0; i < nEquipDrop; ++i )
4 t. W: a5 Z- e. r; z {
8 ?. b f; [* b8 }1 F8 B if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 ) 0 {' E; e0 J J1 x7 y) G0 s9 k( H
break;4 }/ S/ O7 z& j% Y1 g# x
} 1 g2 j% n0 Y% W! N2 v- ?
}
3 G( x1 }" ?+ O9 t5 N9 d& @3 y }
, r1 }$ ?+ @* a1 {/ h5 u }
/ j* J( c ^8 \) L# B8 Y$ g8 ]
6 c Q$ V; a+ Y' M; X |2 | if( pAttacker->IsPlayer() )
# D3 m& J; T, z) l {& i0 @4 l: i' M( Z7 g% @. l: }3 |1 Y% K; j
m_idMurderer = pAttacker->m_idPlayer;9 g+ \1 h( E/ T% m: K- R
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CWorld* pWorld = GetWorld();: n6 p3 m: I p8 a z B
if( pWorld )9 |& I% D! H# {- }
{
3 W! k5 j! J8 W$ R7 p+ ] char szFormat[256];
! k- C# k( x# V strcpy( szFormat, pAttacker->GetName() ); |" t5 d5 j. W2 C! |$ W
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );, m; t% K* h. ?7 m
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
4 L7 Q$ i$ w! V* c& B+ g+ O( ~ }/ x4 U" v0 A# h, i+ l* ^3 f4 q
}
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if( !pAttacker->IsPlayer() || IsNPC() )0 x" e& {4 l8 C: N$ `% T- K
return 1;
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BOOL bAdd = FALSE;
4 }1 N0 S! L( Y8 Q if( pAttacker->IsChaotic() ) // ???à?ó??( _/ A1 A5 [/ T0 X$ J9 m
{: S$ s& A( P. ^7 O- c! E( l
if( !IsChaotic() )
) U3 U. @8 g8 O/ @! Q! @ bAdd = TRUE;& ?+ |7 L, B) r" @
}; m$ \) w `- m* i3 C' v$ W
else // ?????ó??, èù???ó??
. h) M) L" @7 \9 D- @$ k) C: y {- g7 A" `1 k6 H# ^$ Z5 _/ k
if( !(IsChaotic() || IsPKPink()) )
5 r0 u; G, X# t& c bAdd = TRUE;
2 c) e3 p8 e+ x }
, V9 z% f, N- ` ~3 s2 ^; b8 V
; [, T! E7 j J$ V5 ?3 ]5 ~& ]8 N /// ???à????, ?o?aà? ??·ááü
7 T- I8 {" T) } if( bAdd && nReflect == 0
' k3 d# _( J& R! Q && pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤...* _# D9 y" O4 O
{6 o, [/ l; t: m) k
if( IsPlayer() && pAttacker->IsPlayer() )0 b3 K& M* v8 j" Y% s; ]- [8 ^! \9 G
{
& p7 |% L& E4 ]& f if( !pAttacker->IsChaotic() )7 |# N3 ^6 t, T2 x9 W" Z
((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );
9 E4 f4 s7 B, r. R. y CString szSendMsg;" S; z- @; ~' u. l0 j
szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );* x4 x2 L: B( [* k3 ^+ G
((CUser*)this)->AddText( szSendMsg );
9 E/ b. V9 m" Z6 [- S0 `- h szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );* a' p8 W/ \5 P, y( }
((CUser*)pAttacker)->AddText( szSendMsg );+ G# @# Q) o6 o* y
}. W% J. ~( ]7 E7 | k, p& X& n3 v7 e
6 V5 `5 _& R7 g8 I7 N# m pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );
" H% I8 [ r, d3 p- T; V& B ((CUser*)pAttacker)->AddPKValue();$ ^ x; k: G% t9 v& {& e2 K
pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );, k/ `) K6 W8 I& Z
g_UserMng.AddPKPropensity( pAttacker );
# ^( Q, u$ v( G. o. q* p g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );8 E% t2 s$ L$ Y0 O! B
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?4 S2 Z) `0 z; w- K4 T: `
#ifndef __MAINSERVER
7 q4 `6 X- N. j/ g4 ^/ Nif(!pAttacker->IsPlayer())& ~& ]7 Z' n9 [( `* m6 V' r
FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );/ t1 z- P& R4 ~! Q$ H
#endif // __MAINSERVER
$ H6 q* x, v* |, _, x K" Y ((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);4 q; ^* Q2 c! r$ Y8 U, u
#endif // __HONORABLE_TITLE // ′Tà?* P- U5 D* E- M! T0 U: _$ R
}3 `/ ~& Y, c( ?2 N/ }
#else // __VER >= 8 // __S8_PK
/ _1 r. K, t$ f8 v& h; l BOOL bChaotic = IsChaotic();3 ~$ S- o' M# V7 w9 [
m8 A' [. i$ Z, g+ W* K
m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.. C( W2 ?8 h6 i A# H- J
pAttacker->m_nNumKill++; // ?3?? á?°?
. N! o7 g. n' l4 c5 G# |6 \3 ` (CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.* @& D( E# O9 n0 ~! U8 n/ s
7 l+ J/ u* @% \6 s2 L1 Z
int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );" G1 K( ]5 @9 m" e
if( nGap >= 80 )
$ S4 ~$ I9 ~+ B' x/ [/ k6 c ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨
! Z8 j4 ?5 G% b- F) }3 S P1 R2 E1 h1 b+ E( U1 I: A1 U) \) ^
// o??ó±Y ?3±?±a?| ??????′ù.4 h& Z% i1 X5 m
CWorld* pWorld = GetWorld();: n- o& a: A. K( e7 E
if( pWorld )4 ~9 p% Z7 T+ _# U
{
/ K& ~/ @2 Q2 Z' q //"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."
4 ]: l( |' E8 \* |0 c, y char szFormat[256];. j* J2 [+ U" `, ]: Z7 _
strcpy( szFormat, pAttacker->GetName() );) V. b% o1 J# r) m. L* W' p) J
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
5 ^; J1 L' k4 F; \5 @; a g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );
2 E5 X& z" ]0 ^ }
. R- G" q+ p$ u/ z0 Z0 I
3 _* v$ m) @# C/ B3 m+ T. c5 p if( g_eLocal.GetState( EVE_PKCOST )
" n: `) T/ a2 n$ J. }9 `) T#ifdef __JEFF_11_4& E4 K% o6 L* Q5 u: B4 `7 a
&& ( pWorld && pWorld->IsArena() == FALSE )
; V! ?8 K; T4 r% a) t% t# ~#endif // __JEFF_11_46 X! g! N+ v; v+ a( ]% U( d
)
7 ], d& w2 |' c: c2 [+ b( k {" v3 [/ T: r. ?% Z
if( bChaotic ) ( Y1 B; [ W( S$ O1 X0 Q. L
{8 G- ]3 [( r u1 y! w; l. Y
#if !defined(__INTERNALSERVER)
# v. x% u: j9 p if( m_dwAuthorization < AUTH_HELPER )0 d" R+ N; t. z/ T5 X' B
#endif
+ G7 C# j; ?8 Q: y, l8 d6 k {% L# F1 y0 |8 F$ d! M. t0 G
// ??3?μ?·ó
( C: J9 T% ~ ] KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );
0 V# T7 y. @0 k& c$ x0 C float fRate = pProp->nDropGoldPercent / 100.0f;
0 _4 M* E) h4 v int nGold = GetGold() * fRate; b' U2 l% M' R. B
& q; g4 e: }* h; e6 d3 L/ y. w if( nGold > 0 )
" X& f4 v( f) k! ]1 k/ c2 _, Q! t DropGold( nGold , GetPos(), TRUE );" O8 ~% y% a8 f% _
2 u- P0 A' F% t# X3 e+ V3 L- }
// ??àì?? μ?·ó ! s& W4 D) y; ?- ?% [6 m
for( int i=0; i<pProp->nDropItem; ++i )- ^8 w; A$ t( \4 S" u
{& Q! |3 i4 H4 [/ O: b
BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù.& t: N: C+ `3 @* a( F
; s. `1 F1 @# f/ O! k3 w" f# s
if( xRandom( 100 ) < pProp->nDropPercent )
3 Z) R) r* h7 h3 N8 f" T {
p1 S; k* v0 M: P! Y- q3 t if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 )
$ I' C7 z, W |1 S0 u$ s' w break;
8 |9 p k3 a9 ~( C/ u9 _ } _4 A& w& T( z5 D( A' \
}4 v3 p0 W3 i! q/ ^- h. _) D
}1 d: q: z! Y" \( R6 h7 B8 W) @1 p
} , _4 j& K" N, H
}7 m: p$ `# l, f5 [1 s8 L
" W( X8 l8 Z; E# A: S //pAttackerà? slaughter°aà? oˉ°????2′ù., G! L0 i" j0 L9 V4 d& E8 C6 i
pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );
, Z7 D3 w# a. A1 J1 \$ V, u // á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.% J% a6 f6 Z' I+ C1 y
if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )
6 q0 N' ^% x0 o) I; O0 G UpgradeKarma();
" V' ^$ z% M& Z1 l#endif // __VER >= 8 // __S8_PK
3 @; H: t: [0 B return 1;8 N X Y) E5 @
}
8 q# v; { u- e
7 \7 c+ z# _7 `$ f! o+ L' r/ O* j% Z$ v7 {- N7 i% j
8 y. W4 p" D* r
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z, ]" g( O# n( ^* M, Q. g
4 G/ ^: _6 ^6 g, S0 J7 W$ S, S-------------------------------------------
9 t$ T2 b, n3 Q/ {0 C
7 I% D% r1 c3 G8 g; T2 ?# J" d$ h: |( W; n- r' y* O# P
if( pAttacker->IsPlayer() ), w9 V/ i/ ~# ]/ j# Y
{
' d$ t0 O4 r' L6 n6 Q4 K; r m_idMurderer = pAttacker->m_idPlayer;8 N; j. F2 G( \4 |6 u7 @% _
: c, m% u6 e* U8 Q; h% G2 P! ^% W
! m; U) `4 O6 ` CWorld* pWorld = GetWorld();, X! w; n9 x2 e, h3 j2 x$ F! [
if( pWorld )
' m6 C+ o% b1 \5 p( e) {: f" Q {. {5 t& M" c6 G/ L' X, a2 c
char szFormat[256];" | s, D f# J8 [
strcpy( szFormat, pAttacker->GetName() );- }& |4 b' R. h0 p
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
) a" w+ R) a( I- Y+ R( N g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
2 a. j, G0 ^- o* q4 Z! k1 } }
7 B$ F+ P2 q; x& p8 ?1 j6 e }+ n+ g; {$ v! w* }# {
+ T6 e( j6 r2 h6 \& |0 T
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