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赏金系统恢复
5 _8 r( \ v: D4 J/ ]Mover.cpp7 H' ^. W m0 n' T5 W" B0 u/ L' ?) N
3 p- J3 [0 C* P% s6 k% {1 S" {Code:
7 N/ [5 _5 i: ~int CMover::SubPK( CMover *pAttacker, int nReflect ); a2 f* @& n0 _& y Z+ C
{
( z9 r2 r; \6 R- ]" R1 k if( !g_eLocal.GetState( EVE_PK )
4 L: ?4 P' i8 X8 t. E! [4 H! p#ifdef __JEFF_11_4
f4 B3 @7 {$ a1 L4 h || GetWorld()->IsArena()( }7 d( v5 J T1 F4 l `+ ~9 ?
#endif // __JEFF_11_4. F" l7 a4 |$ {" Z& q) V" r
)
& O2 V# f) i0 |3 N return 1;
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#if __VER >= 8 // __S8_PK
: t' \8 o$ w/ v5 U if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
7 L) k- ~ y: r; |( x return 1;2 j+ x$ D9 ^4 v8 [$ r" i# y
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if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE ). l9 P! D5 u- f# I( C6 T: Z/ i
return 1;
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F, }( r7 S4 D k3 h, Q. z#if __VER >= 11 // __GUILD_COMBAT_1TO1
3 }$ n r9 F/ n0 f if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )
8 d- J+ e+ Q- N- j" N6 t; @: H return 1;
) ?0 a2 m/ P9 {$ G1 H3 f4 [, l#endif // __GUILD_COMBAT_1TO1
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2 f" f$ F ?. Y& A if( g_eLocal.GetState( EVE_PKCOST ) ! W% Q) {+ P2 b( F j
#ifdef __JEFF_11_4
6 d: R* h, ]5 K$ I% p4 v; |7 G && GetWorld()->IsArena() == FALSE" I" _4 V% k7 ^) q8 j* c
#endif // __JEFF_11_47 _( Q- j$ k7 _, F& k; u5 u2 B
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{
# r9 H2 A# k9 R. P if( IsPlayer() && IsChaotic() ) 0 F2 K! d4 G/ ?& c6 U H. ?! U( E
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#if !defined(__INTERNALSERVER)
/ f* I, @! l& _. z; ?1 Z if( m_dwAuthorization < AUTH_HELPER ), h$ ?5 P; A0 W& P( Z; b
#endif
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// ??àì?? μ?·ó 4 _' X0 K4 v) |3 }
// - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )$ s: I; v4 |3 a% P! T1 u1 y
CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );
" Z' L+ x7 h$ R ?1 } int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );, V! h3 E8 }2 T; Y5 L- I
for( int i=0; i < nInvenDrop; ++i )) d+ Y( }, F3 b* ~% b! H# V1 R3 W6 B
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if( DoDropItemRandom( TRUE, pAttacker ) == 0 )
% v& G0 h3 v* O: L# J, Q- ]! E1 m$ u8 m break;
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// - à??? μ?·ó2 i* z! L; @7 a" n% \; a
int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );* K" J G5 l a6 I( z& P
for( i=0; i < nEquipDrop; ++i )5 c& g: j1 z, D
{
' I2 f5 c7 W2 j1 m z$ L if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 ) * ]8 Z8 m: a( ~/ W2 U8 s
break;6 a- _% ^# _, U- o5 d; w
}
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}
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4 ]' F3 _/ a, I0 T# p8 v/ i4 Y if( pAttacker->IsPlayer() )
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m_idMurderer = pAttacker->m_idPlayer;
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3 S5 m% {% p9 } CWorld* pWorld = GetWorld();2 z" P9 }% A2 ~+ @) h
if( pWorld )
! g- ?5 @8 f, ]! c9 {" o {
& m4 Y( l9 G' ~8 C/ Q' d char szFormat[256];0 i4 [9 v( Z* b$ c* @5 z
strcpy( szFormat, pAttacker->GetName() );$ h2 z3 a2 t- Y# g
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );1 d- }7 _. q/ Y8 ]8 ^; G+ M1 q
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
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! o; B! n: P; S q if( !pAttacker->IsPlayer() || IsNPC() )
* C& l' J" `3 ?1 @ return 1;
2 _3 C$ M, A+ n
' J3 }, Q$ `4 Z9 l* o BOOL bAdd = FALSE;
- V, U8 |7 q$ |+ g8 ` if( pAttacker->IsChaotic() ) // ???à?ó??
5 E& D7 O' x$ z$ o$ k6 a {
) q s* d2 X7 \ if( !IsChaotic() )+ p) e% V. j5 A
bAdd = TRUE;5 Y- m- j1 d" @" b. `6 G
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else // ?????ó??, èù???ó??
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2 Z( g% K, o# i; @/ Q$ p if( !(IsChaotic() || IsPKPink()) )3 ~, v6 ?6 y+ g; d! N1 d% X0 x
bAdd = TRUE;# {$ L+ `) T& C; |8 D. w' p
}
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5 D+ p$ V2 t7 v9 U3 p /// ???à????, ?o?aà? ??·ááü# x$ ]; }' N& z1 p9 @; z6 H
if( bAdd && nReflect == 0
: i7 J8 R, s9 n( b3 D7 M && pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤...
; I `* B# ~7 ] t6 H9 h {
1 @) N3 @/ t' Q8 t) ~ if( IsPlayer() && pAttacker->IsPlayer() )
4 o, b' ~3 Q; X: Z3 k' C. ~0 f {
& D) {) m R# i) d! S if( !pAttacker->IsChaotic() )
0 q0 m. t/ P- v/ x8 [ ((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );
) ~; e; ^2 z& @" u: @4 f CString szSendMsg;
# y8 w; l' x$ y5 M. n( i szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );7 Q( S9 R4 g% c" }
((CUser*)this)->AddText( szSendMsg );
1 a, q( P, n# |, T' b szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );
' y' V- }" ]" t) ^0 `1 y ((CUser*)pAttacker)->AddText( szSendMsg );
( G/ Y I1 X8 L# [3 [* g \ }
+ g# b" @1 \1 a9 {6 Q0 f( r" L# Y& @& b) I$ |1 w& P
pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );
$ a5 y% I* e; K6 J8 z- h ((CUser*)pAttacker)->AddPKValue();
: k" m8 V4 D6 \1 u pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );! ~8 d" [% \- L6 c
g_UserMng.AddPKPropensity( pAttacker );
! t0 d* ^, o2 }. I g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );3 I: ?2 P# [# \ ]. G
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
1 W( [, r4 m4 d# ~! j- ]: {0 Z) d8 `#ifndef __MAINSERVER
7 J: W! {5 O( }; F8 jif(!pAttacker->IsPlayer())9 V$ I( t" n C& Y. R+ B
FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );% }. T& B) T; C; y* B/ G3 Y6 L
#endif // __MAINSERVER
# Z. |& R2 L( b4 R" Z8 M ((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);
: [" m8 a l( a#endif // __HONORABLE_TITLE // ′Tà?! O7 \: P |% B; s; q
}
0 W% O" [9 e- K#else // __VER >= 8 // __S8_PK
/ |0 a: R) w3 N$ T$ @$ T4 c1 R BOOL bChaotic = IsChaotic();
z" [( G8 ^* M
0 z/ A; X: ~ l4 |2 D! u m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.: f/ g9 t6 o( W# a C9 X$ D5 a# K
pAttacker->m_nNumKill++; // ?3?? á?°?. c$ F K, A4 b5 V( ~
(CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.
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int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );9 X4 \) A/ ^. S
if( nGap >= 80 )& `. _; a4 M* Z9 d# y' C. W; Z9 }+ L( Z
ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨ ' i3 P; C; c- r# O/ h
1 {! Z) }" G4 ^5 @
// o??ó±Y ?3±?±a?| ??????′ù.
# t7 r) E5 ~5 r E0 t CWorld* pWorld = GetWorld();
/ C* V5 @4 F: Y* O if( pWorld )) e, m" h6 z: M7 M: A6 }
{: Z# i/ j5 B/ E3 s$ Q, Q8 p2 z. v% g
//"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."4 F9 j7 k' u% s+ d( _
char szFormat[256];
& R" N- l' R0 e strcpy( szFormat, pAttacker->GetName() );. ?& Z% i; U& m! c
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );' R; ]1 L; ?7 }, \& u. r% W: |
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );
3 W0 @0 R0 x& J, A3 y# j }
" Y% i3 s p( y: v% l1 H( H7 v: ?6 H+ E
if( g_eLocal.GetState( EVE_PKCOST ) 4 |/ o4 t$ }/ T$ I4 C# L1 h/ X" a" e
#ifdef __JEFF_11_4
) {' ]# I# D. g* x4 O. n && ( pWorld && pWorld->IsArena() == FALSE )
6 L$ z5 Z7 ^* k2 y' R' C( N#endif // __JEFF_11_4, [6 X8 ?+ H0 I9 o6 N& N
)
' n7 @) W3 z7 w$ h& e$ {2 n; U {3 [! S: J+ M0 n5 C% X# ?. r
if( bChaotic )
8 H" |# ], {. Q9 X$ j {. [# z' v7 O2 B2 w) h
#if !defined(__INTERNALSERVER)1 r8 r2 q$ H: n
if( m_dwAuthorization < AUTH_HELPER )! I% u% J1 S# k. M
#endif5 W: g% W" S% T
{
" A5 A8 O x3 l // ??3?μ?·ó & z) V# q' |+ w) ?
KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );( [& g" I4 }- ?+ e0 _# V4 Z
float fRate = pProp->nDropGoldPercent / 100.0f;
, h2 k, h8 h' E4 ?( I. a int nGold = GetGold() * fRate;" D3 m+ r- b, R. }# Y8 Q4 t
4 B/ S6 I) x1 a% G0 h+ \ if( nGold > 0 )
* G0 G. Q# Y$ @& s1 I9 N0 X DropGold( nGold , GetPos(), TRUE );
( c' U+ Q/ }/ y2 ^8 M
* F9 y9 d2 F1 a8 N // ??àì?? μ?·ó
7 S) z8 S- R- V$ ~ for( int i=0; i<pProp->nDropItem; ++i )* U& C6 z B. G3 ~
{! o. h p9 P/ t6 K/ o
BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù.6 {# L2 C0 J5 E- R) }" e" k4 f/ d
$ R1 `8 A, d# w( G if( xRandom( 100 ) < pProp->nDropPercent )
' b. O' a$ B p9 H6 Z* \3 x {
4 ^; e" U0 X! j6 C- K if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 ) 3 L1 g) Y4 r' z5 m) B3 v9 k/ Y
break;- l$ m G. W; G `4 z
}
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}" _6 Q+ X5 \6 J; V2 |% N9 Q5 L9 K" Q
}
- O5 |& l1 B, r: L2 i) o }
9 U& g* h5 y" x6 S3 s: N
2 a: v$ L- s& w G2 m' L //pAttackerà? slaughter°aà? oˉ°????2′ù.$ v, m2 H) D F0 m7 R- j" c2 `
pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );9 E+ p$ z' E1 f6 j6 [
// á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù., k- q8 `* N) S
if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )
$ `! V$ M* u$ o/ B) P UpgradeKarma();
' q; o: ^ }0 z7 I9 c#endif // __VER >= 8 // __S8_PK
8 Z5 j4 R M; f/ r return 1;
8 x w! s) H# s! T1 s5 o' J4 l6 D1 ?! s}7 s3 X* _* J3 `" A2 ?- A3 j
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5 f3 h$ d9 Z$ L4 Y$ D" K! c6 d-------------------------------------------
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: [/ W3 z. b3 L- Z! D: N1 K
* b9 O+ P8 l9 @8 B7 l! z if( pAttacker->IsPlayer() )" b# I4 J/ @% C. n( Y# ]( C
{( A; R5 n. n3 } @3 Q6 K
m_idMurderer = pAttacker->m_idPlayer;
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* R4 q5 T0 C# } CWorld* pWorld = GetWorld();
8 g0 ^4 Q6 a# P" Q if( pWorld )) t) q+ k, D4 G) r. Q4 s
{
* W# m. y; u `0 ^ char szFormat[256];( \+ Q2 y* ^. X( R3 I6 `/ ?
strcpy( szFormat, pAttacker->GetName() );
- L0 s6 W# v( R! ?1 z& C% `& x; R strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );+ z8 V$ g6 _3 r+ X
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );8 @2 g2 r N" m6 W9 C
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}
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