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赏金系统恢复
/ M- K4 p$ s" pMover.cpp
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5 C6 c2 |- u, @; H5 @Code:
# K) Q7 E# o7 \" F) [int CMover::SubPK( CMover *pAttacker, int nReflect )
( w h- b& Y- K( C{
3 p1 H$ P: h0 } if( !g_eLocal.GetState( EVE_PK )+ Q6 T* o# L# ]) G9 ^! ]' m5 K% v' d
#ifdef __JEFF_11_4) N3 I9 @3 V! _3 D/ R
|| GetWorld()->IsArena()1 D) K N, n1 q
#endif // __JEFF_11_4
+ R" d9 w( ~6 F' \& Q% ~ )9 W$ l9 G+ ?: p# n3 Y2 j8 U
return 1;
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#if __VER >= 8 // __S8_PK( b; G9 A* U+ X* D t% q# P% h1 j
if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
/ J8 [. n% h! \# i9 v) K/ d( z- P return 1;! n- }; C+ C) n8 w/ x% d9 t. [: N
5 X% k2 h4 p9 a' v: p' r, {& ~ if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )& m/ v% A* X2 V8 k- D
return 1;
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/ g7 K3 O* E Y3 n1 l#if __VER >= 11 // __GUILD_COMBAT_1TO1/ l' n% H6 f$ r, {! |
if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )7 i$ j( C0 |; P- p3 a
return 1;# Z' t9 f; Q, n1 C6 _3 @: o
#endif // __GUILD_COMBAT_1TO1
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5 t) b8 k' C! M5 {; m" E/ w% g0 m- A if( g_eLocal.GetState( EVE_PKCOST ) ) l7 q5 N5 W$ d7 ?
#ifdef __JEFF_11_4- t/ i4 |/ {: Q- c; n3 `. t
&& GetWorld()->IsArena() == FALSE
7 h2 }$ B" q y. V% |& O' u. {) q* ]#endif // __JEFF_11_4
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{
6 K7 `& \) v; C( ~% g4 s& m* c$ H if( IsPlayer() && IsChaotic() )
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4 x5 P" w4 U w! b#if !defined(__INTERNALSERVER)- X' d% z/ H1 t9 W" v
if( m_dwAuthorization < AUTH_HELPER )
0 x1 _7 y1 f2 d#endif
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, Q8 L$ |3 w' Y+ f // ??àì?? μ?·ó
+ l( z* c2 q- H. S6 c // - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )2 S U) V q$ u
CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );
' M- G* _( |2 J Q& U3 ?- h int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );
5 V# F) m7 c7 r for( int i=0; i < nInvenDrop; ++i )
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if( DoDropItemRandom( TRUE, pAttacker ) == 0 ) 3 \* w9 P h! d7 W. [3 w
break;
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// - à??? μ?·ó
5 N) B1 y. _% s% {' Q$ d int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );
5 S+ [7 F+ J4 s# c, T0 \ for( i=0; i < nEquipDrop; ++i )
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if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 )
0 ^! |' J4 j5 T$ b7 t break;+ a, S7 i" I1 R/ f: x6 f
} 3 \1 h% |+ s: K
}
+ G4 _) M$ Z$ S7 `; d }
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3 J4 b7 }& \3 @$ g. q8 u+ g( C( K if( pAttacker->IsPlayer() )
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% Q% n% ~. J4 M, ^ m_idMurderer = pAttacker->m_idPlayer;
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CWorld* pWorld = GetWorld();
8 C5 H; B' ~( e7 D) r if( pWorld )
+ c& _4 Y+ F" l. ]# Q* L {
* N4 Y+ k. B) q8 P1 }* K) @ char szFormat[256];- T, C4 Q" H, y& s% G
strcpy( szFormat, pAttacker->GetName() );/ _: `! \7 P0 ~0 A
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );( q4 x9 {0 H; l$ a
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
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j( u" K% I" W& R- o/ u if( !pAttacker->IsPlayer() || IsNPC() )4 j% n ^1 }) i1 n0 f
return 1;
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BOOL bAdd = FALSE;
" Q1 e. ^0 s4 S, f if( pAttacker->IsChaotic() ) // ???à?ó??3 T- ^# T; }* i4 l% r
{, U0 }9 g4 ~9 y2 [: J# K; F1 l
if( !IsChaotic() )
* e8 R2 ^% w: w* X' \* t bAdd = TRUE;: y' F7 g, E2 U- H- u4 E7 q% w
}
' ?( o: q" H2 U( H' F7 L! J0 i9 R else // ?????ó??, èù???ó??6 f2 Z$ B& |+ F5 V$ F1 {- Z) ~9 `
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if( !(IsChaotic() || IsPKPink()) )
- X4 \: i9 g+ U( ^! p% f* y bAdd = TRUE;
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/// ???à????, ?o?aà? ??·ááü
$ P( g) Q0 J+ X% M if( bAdd && nReflect == 0
5 C n$ O; a3 ?5 N7 y% ]' e$ @8 y Y && pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤.../ ?1 C' `5 G8 N) }% r" h
{1 m$ P3 u; ? |& M: Y) i$ `
if( IsPlayer() && pAttacker->IsPlayer() ) [: e# |8 ], b) @, Q) u' U
{
7 o3 B; { \3 L, I8 E: ^ if( !pAttacker->IsChaotic() )
. [/ P a: M# u ((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );3 V: X' [3 ^3 w/ ]3 |; K0 [
CString szSendMsg;# _7 v$ ~7 Q" F: b
szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );# i- n! v4 Y* r6 }
((CUser*)this)->AddText( szSendMsg );
s, K4 b1 x4 h# [" r( m szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );
H/ D/ X/ j( f. u2 j2 N ((CUser*)pAttacker)->AddText( szSendMsg );
# P' w" h) X# C- s3 C& } }/ R" \" Q# m: B* M7 S1 ~
# W$ M8 D3 c& d. `# g4 x6 ~ pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );# u! j: u; \$ Y+ j! J7 B
((CUser*)pAttacker)->AddPKValue();
* m3 u0 ]: U& U0 }$ C pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );. u7 B$ k9 Q6 i3 c4 k
g_UserMng.AddPKPropensity( pAttacker );% L5 {. w# Y l" V+ j9 J3 H& N2 t
g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );0 ^. F# f7 q% u9 {; X7 a# I
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
% M0 `" Z( u) L( N M4 E9 M#ifndef __MAINSERVER
1 {- G- Y4 O0 A1 _$ w' b- `4 zif(!pAttacker->IsPlayer())
+ P a$ g: K% D! }/ y FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );
; o) b. w3 q' D X R5 w5 I#endif // __MAINSERVER% z% A& E3 ?& f d
((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);
$ h: I' E$ Z* ~% J/ I#endif // __HONORABLE_TITLE // ′Tà?- T5 |) @2 B! i# f8 V
}
+ d3 R. A6 Y# @: [4 |# Z) n#else // __VER >= 8 // __S8_PK5 r7 A @) F" f7 z
BOOL bChaotic = IsChaotic();
) V1 z' k0 l( a j' |# C
; C( L' M- B8 F0 f m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.: s2 f! M' e$ t X2 C. Q8 Q
pAttacker->m_nNumKill++; // ?3?? á?°?! n0 D' K# O& _- h1 u, M- w, t
(CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.
& F) N3 a* k2 O# @
! X k. `( C* J0 ~" s/ z int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );. D/ V# d/ |7 h. U o0 _3 \
if( nGap >= 80 )
. f; q( c- p4 k8 @8 |1 f ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨ 1 z) O& B- w, C$ S+ Y P A
% y! O$ ?1 K" r
// o??ó±Y ?3±?±a?| ??????′ù.
$ v: q. e% e. I: U. @, O7 D CWorld* pWorld = GetWorld(); K3 X |. b. D) ^0 e3 M
if( pWorld )
% G P1 P: M, o! V5 m3 T; Q0 r& c { s2 V. ~4 n' t9 M
//"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."
1 t4 w& w& `9 J v& Y- d- H' p! U" Q# C char szFormat[256];
9 \9 q: P l4 Y% i. P. C0 p strcpy( szFormat, pAttacker->GetName() );6 N+ m5 ^. T% l1 y
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );. w" s, s, B4 S' s
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );# b C3 a$ A, o2 x
}
9 o; M' h) X1 z1 g, K( e; H# R! {. S1 i/ k4 J5 A' J$ N2 [
if( g_eLocal.GetState( EVE_PKCOST )
7 r( P( {. v! _0 d4 H#ifdef __JEFF_11_4
+ ~% K; Z# f5 o {1 N. S/ X && ( pWorld && pWorld->IsArena() == FALSE )
: H* H+ m& l( Z; F9 Y# J#endif // __JEFF_11_4
( g! I; `4 c8 z3 _& i2 i! m )7 w4 q0 q( I; ?2 i! s0 r1 d
{
+ ~- z: @% e' F1 _. D if( bChaotic )
, M [+ p0 ^2 B1 Y( M; d {4 q" x6 o2 z* N" O
#if !defined(__INTERNALSERVER)
4 e% p! z. R# k$ c if( m_dwAuthorization < AUTH_HELPER )1 ?7 a" }+ p! t( u. S% \& q1 j# O
#endif) r' ?6 r: `9 y0 O
{
0 Z. T* j! d3 p# P) Y0 \ d1 b // ??3?μ?·ó 7 n, ?1 M B, r+ a
KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );
5 D5 `6 J! M9 P6 p. U! C. m float fRate = pProp->nDropGoldPercent / 100.0f;
# O% C6 k0 Z9 o. E3 z8 C4 ?+ V- @ int nGold = GetGold() * fRate;
! J3 l" }$ I$ E4 T5 d/ n/ q% ]- F% v! j6 Y2 U$ k% Y1 b+ z
if( nGold > 0 )" b9 V/ N; K) b4 O* T4 K
DropGold( nGold , GetPos(), TRUE );
; _0 @5 f5 ?* {7 V4 f4 M j4 e6 G3 l
- L3 G4 |! C# D2 v. T // ??àì?? μ?·ó 5 R* b* n# t! Q6 l
for( int i=0; i<pProp->nDropItem; ++i )
' r# X2 b6 j/ e& b6 a {
3 _; o9 d: [# h BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù.$ a5 a8 q$ V4 B1 R+ y
) P* Y/ E( ^. I9 y, Y; t
if( xRandom( 100 ) < pProp->nDropPercent )
6 G% P) P( Y2 a {
, E9 w6 y" z+ Z* S5 c" T if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 )
1 V) X' X) _& x% y% p4 @ break;
# z: V1 q7 \7 W- L: { }
7 g+ g8 g( `) Q9 a Y& A }
" P- C2 j) n8 L, e _# X }' _& d3 o, u3 J7 z6 r
}
5 {6 \+ X) W4 o, x/ I }: U1 S; H# H0 x2 [
# W. V' j, ~" s6 H/ [9 U6 a
//pAttackerà? slaughter°aà? oˉ°????2′ù.2 y8 W2 @0 `$ D
pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );" y& ]3 x b$ a1 ~# _ Z& O0 r# ^
// á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.
' A/ {0 j6 t W( ? if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )
O2 B1 w z# y$ O UpgradeKarma();
; ~. G* c* D( m+ z#endif // __VER >= 8 // __S8_PK0 y4 i S6 O6 u
return 1;8 s" L; I; \3 c b( `4 G1 W( _. V
}
}8 m+ n( Q7 n! `7 `" Y+ M) k9 @9 j. J- \2 D! B( H2 Z
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2 L9 [* x* h9 l% V4 V4 p1 y
4 G! r5 Y; }) l% D5 B) v! S-------------------------------------------
4 p( m2 E9 D! o( N& F3 v
: c+ d1 l" h- `& \. m! Q& H$ C2 M% ^* c9 U" O6 L5 f8 F, _3 \
if( pAttacker->IsPlayer() )
l9 g# Z/ x* N {0 |" [4 u- i4 k( d
m_idMurderer = pAttacker->m_idPlayer;
2 B, w' _( ]7 c4 H& ^) X
2 c1 ^3 H$ }3 A1 _- v$ K, Q# P
% R5 A# V& }+ S; j9 v CWorld* pWorld = GetWorld();
: p* W8 a! }# g/ r1 p' |2 A4 B if( pWorld )5 I) a! ~: } {0 e) Q
{
& t5 f' g/ ^. d* s& z char szFormat[256];
. V* o4 C: E* j9 w$ Q0 } strcpy( szFormat, pAttacker->GetName() );
1 V0 z* V7 ~. C# r8 s* R! x strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );: r- |- b3 X5 ]3 A" {
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );, E* w, @" m8 _! s* `; K W0 p
}
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