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赏金系统恢复
5 R' N3 w+ ~7 X/ s: e7 e) t8 ]4 gMover.cpp
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Code:
& j h' R0 v! l" E' @! m, W8 Vint CMover::SubPK( CMover *pAttacker, int nReflect )8 r: W9 h6 p# L$ u; D; t4 l; O) M
{) n+ ^: N8 k" }& {8 k& _+ A8 _1 H
if( !g_eLocal.GetState( EVE_PK )
, X4 L, \5 n" [5 X#ifdef __JEFF_11_4: @) R' S) }) a/ P8 K
|| GetWorld()->IsArena()/ s. v+ J. s+ G% x1 Z* M
#endif // __JEFF_11_4
# B: s8 K- H0 ^' z: h )* `" `& _0 n/ C$ z" |3 ~
return 1;
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#if __VER >= 8 // __S8_PK
7 U1 }! Q0 C2 B8 ^: ^( J9 F if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )# d) i3 ?5 X. m8 a" _( ]. y
return 1;6 d( p. ?$ ?8 E) j) X8 [( c
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if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
2 T) l; ~% S9 I7 y$ D: u* u return 1;
# a, U5 S; C# w0 @7 h: N* ^( g- L: x) Q/ |9 y
#if __VER >= 11 // __GUILD_COMBAT_1TO1# X) R8 | b+ E8 |" g! k
if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )
& [& `5 x+ W; j9 o) Q" |+ X" `. C return 1;
( M) R0 t, s/ w* M#endif // __GUILD_COMBAT_1TO12 R' n; U8 p; [$ }
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if( g_eLocal.GetState( EVE_PKCOST )
) B5 A5 J& y' f' ?#ifdef __JEFF_11_4
9 o3 H5 C5 G1 }( a4 D; `! N && GetWorld()->IsArena() == FALSE, `* y! \! T- m- ?' ~9 h3 G! G
#endif // __JEFF_11_4' L6 l; r4 f @0 |$ j" S9 A
)
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$ t/ ]3 H( A: N' Q; d3 e$ e if( IsPlayer() && IsChaotic() ) & Z( {, g% n: L$ }6 Z
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#if !defined(__INTERNALSERVER)
, z+ c% g& R) s. t' S if( m_dwAuthorization < AUTH_HELPER )9 B- e5 N1 X4 q0 R
#endif
2 r! {/ l- Z- g {
7 {( Q) K- s8 _. s$ u- Y // ??àì?? μ?·ó
- p4 q% y* S! v // - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )1 H* B3 \: { D8 l" {9 ~; a) U0 f
CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );
: i+ @4 g& y, h int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );' |2 q9 ?7 O ]' M4 d' M. J# Y
for( int i=0; i < nInvenDrop; ++i )- O$ o0 [( \+ W
{
6 |- |$ B: n9 p$ x! u if( DoDropItemRandom( TRUE, pAttacker ) == 0 ) / [ |, ^- x- e6 d- V! t
break;
8 [# d% ~% ]0 D2 B }
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// - à??? μ?·ó4 Q2 K# v/ C1 m7 ^$ y
int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );( p2 `9 I8 e1 F, w I
for( i=0; i < nEquipDrop; ++i )
. J( y. Z" x$ } {
% |4 Z! L7 ?: c6 i if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 ) . F4 T: j" o+ r. O" ]* s* C
break;/ Q$ Y- x8 s5 U5 S
}
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}
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if( pAttacker->IsPlayer() )0 |+ D9 m0 P. J5 T
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m_idMurderer = pAttacker->m_idPlayer;7 z5 X+ y4 J& g) k% M9 s
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" S1 ^! j T+ C* B, w& _% s CWorld* pWorld = GetWorld();" z1 U' n4 f7 [: U6 g
if( pWorld )* i! C+ y1 g! _, k2 i% F% H' Y
{
. |% K V, c; I- _9 M char szFormat[256];
- T5 z, X9 x* n! m- W8 A$ f3 f: | strcpy( szFormat, pAttacker->GetName() );( W% D; `' X, U/ |+ g% E$ r
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
) a c3 v# i" H# S g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );9 n0 C1 h8 n) m- F( |+ r% ]& ~
}
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if( !pAttacker->IsPlayer() || IsNPC() ). S$ U/ H9 s- b' ^+ c. W3 o
return 1;" I( ^& m2 ~1 o) X/ ]) G4 A
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BOOL bAdd = FALSE;
" z6 U Y4 t E; _ if( pAttacker->IsChaotic() ) // ???à?ó??$ {5 b' G, o0 p9 ]
{
) X2 v4 ^# d% m- D6 t if( !IsChaotic() )
, Y4 a" q% X( g& \7 A m: `' @9 J bAdd = TRUE;
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else // ?????ó??, èù???ó??+ }, Z6 {* h1 |" k' f
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if( !(IsChaotic() || IsPKPink()) )' S; P6 W# [1 _2 _# b
bAdd = TRUE;$ D( P2 O: M: _
}
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/// ???à????, ?o?aà? ??·ááü" [# f- _' v9 @0 R6 h! f
if( bAdd && nReflect == 0 7 j7 D" d* p" P, K. t
&& pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤...
! t0 F* y; |. `# A! R& y {
) Q# @2 K1 y9 b if( IsPlayer() && pAttacker->IsPlayer() ): E- ?, a! y# F( v8 Y
{
! p+ f7 T8 ^ {) Y if( !pAttacker->IsChaotic() )5 f# ?) \# a) ?
((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );! X' q) E m* L
CString szSendMsg;; r8 L* P/ g! v7 c# d
szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );
- i, I6 } e$ z' Y A8 m7 c ((CUser*)this)->AddText( szSendMsg );/ y2 P q' S0 Q9 }
szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() ); v# c5 g# k {) r4 {+ f
((CUser*)pAttacker)->AddText( szSendMsg );
8 [3 c/ \ U9 I6 n }
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pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );7 K! z$ t6 v7 q" P7 Q: c/ }
((CUser*)pAttacker)->AddPKValue();0 N- R* ]6 q* H% }5 \) ^
pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );
" e" V9 V* k, J1 C* z g_UserMng.AddPKPropensity( pAttacker );
( R. f) D2 Y( I o+ X! j. e% h g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );
/ [$ |; c8 k T. i#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
! M( h/ G3 k7 h2 r7 s1 w1 @% A#ifndef __MAINSERVER
1 K2 p4 W5 ~! u: Q; Y& V6 i3 W$ Rif(!pAttacker->IsPlayer())
+ R, ~( d/ w3 M FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );; b o0 \2 A* j! [# ^8 x; Y" [& [
#endif // __MAINSERVER2 R0 `1 T# }$ \. P- A
((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);' P5 c$ H, f4 O# P2 ]3 h
#endif // __HONORABLE_TITLE // ′Tà?
# T+ ?& C* J* ?/ u. g }# m+ E m' m% @( i8 o0 J) h% Y% n
#else // __VER >= 8 // __S8_PK
( ?0 Y5 |2 Y4 n1 k4 v( ] BOOL bChaotic = IsChaotic();8 z! n6 |* y. T+ Q n
% B. _/ S& t4 r0 D1 J% b
m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.
- M L: Q; k; h2 G3 u; [7 @ pAttacker->m_nNumKill++; // ?3?? á?°?! e# |8 o$ A( m+ G+ |
(CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.
, d* T! B5 q9 O; _
: f: w9 l. ?4 [) @6 c( y6 i int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );' o; z1 L y0 D- I
if( nGap >= 80 )
' a9 `4 R7 @: t5 R' V* K ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨ . d3 ^- l9 z' B! G* o
/ Z7 f: c3 t$ i6 ?0 L! V# {( ?
// o??ó±Y ?3±?±a?| ??????′ù.: ]; O6 H; N. F. s! N
CWorld* pWorld = GetWorld();' l& b+ k E k4 I% Q
if( pWorld )
* g( x! X5 ]7 p* w% w# C {
, w7 M1 U: n2 Q6 h: Z8 d1 V) S //"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."
6 p" \% [( V4 }3 B# w# p9 _ char szFormat[256]; E7 L" I L7 f0 ~4 s1 p
strcpy( szFormat, pAttacker->GetName() );# F) `$ y; @! @1 c3 ?
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );% N+ J: x8 P/ X, |( z" ^
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );
! r6 {. ^: F8 ?: }, } }5 Q9 I& _* X" n
" w* [+ E1 q* _# B( l' T if( g_eLocal.GetState( EVE_PKCOST )
, r2 j* p- n% a) Y5 s#ifdef __JEFF_11_4
D( c3 W# N5 I& I && ( pWorld && pWorld->IsArena() == FALSE )
( I6 F& T5 |" k" k$ C3 ?# v) b" C#endif // __JEFF_11_4
5 c# N+ m1 B! D )
; I& c' D4 ?5 v+ |% Y5 M {1 n4 F$ b+ S5 v/ v0 Q6 X
if( bChaotic ) % z. z! t: U$ f4 Y
{# q' [7 C+ z0 U& h" x
#if !defined(__INTERNALSERVER)+ I, M$ _' v9 q L4 q( K
if( m_dwAuthorization < AUTH_HELPER )
+ i `- M/ I3 x' O$ U8 I* n4 X, ?5 b #endif8 `3 U2 v" Y2 g/ i$ \3 H
{
' ?! M- @$ o# W( ]. w$ t+ A // ??3?μ?·ó
$ I7 ^* }! Y- z x% h+ U7 [ KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );- M' ]6 z) _* [+ u
float fRate = pProp->nDropGoldPercent / 100.0f;
a6 z! g$ O# C( V' ~3 A9 C. j int nGold = GetGold() * fRate;" U6 g& P' F. I. m4 D# {
# f! @. H9 n% y- {( E+ p if( nGold > 0 )
+ C: h, b* D1 [7 p+ M DropGold( nGold , GetPos(), TRUE );6 u$ }' c4 B- ^2 J; W. ^
0 V6 Y+ S1 A' H. N) L( s
// ??àì?? μ?·ó
2 s {4 e7 i/ W% r9 T) @! E7 H, k for( int i=0; i<pProp->nDropItem; ++i )/ G1 I# O3 p- P$ M8 ^
{
7 M( y) y; i9 I9 |9 ?1 ? BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù. R; e3 S' |1 e' e. z# [
5 W; U% J3 e4 m" P
if( xRandom( 100 ) < pProp->nDropPercent ) - q' p. D" }% w* s
{
D8 N! V v6 U/ x( }: A" b if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 )
- p3 M, e# Z1 |7 A5 L e- W break;: j2 v [& A8 R1 r- i
}
1 |; F" d/ E7 H/ D8 L) y5 u }" P" B8 h; }2 V, o; Y7 f& f' y
}
9 [! |( m a- P, Y$ X } ' ~8 |. h0 n6 M% v8 `/ i$ Y
}( y& [ T \$ [$ b! ?7 j5 ?
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//pAttackerà? slaughter°aà? oˉ°????2′ù., H) V3 e1 ~" g. ^7 c
pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );
2 ]5 F* [# L8 M9 o6 g0 \3 @ // á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.1 G7 B5 ]4 G( J& L7 Z- ?; [, v3 D( U
if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )% V" E+ c- a8 N7 T$ B7 w
UpgradeKarma();
7 l2 L# t* u' f4 c#endif // __VER >= 8 // __S8_PK# \3 p* H2 x. j/ l; J. Q
return 1;
2 ]4 }6 q$ ?' E}
* y4 ]3 r1 Y9 `8 J' {
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+ z/ B$ B" l+ c0 i) a% F% N& _5 c& v
8 ~+ @+ L" b5 h4 C6 X8 d6 f9 x-------------------------------------------
6 n% d# P1 V' U ]9 R3 a+ C7 J2 ^4 Y& p7 S2 T2 n7 }; s
; ]' O% } N4 ]% p, O2 ] if( pAttacker->IsPlayer() ); v' s$ W9 B9 L, m3 M; j5 q2 J
{# o; d2 `/ G+ Y4 t
m_idMurderer = pAttacker->m_idPlayer;& x4 \; s; M, d: t, X
% F. S1 V7 W9 Q5 s( L
9 r4 y7 ` N( ^9 w1 Q CWorld* pWorld = GetWorld();
. R5 a" W# R% Z* A$ O9 ]2 | if( pWorld )
* ?" K9 s$ t& f% V% ]( M3 C {
7 K; J& I# O' F4 \* y+ f U+ j char szFormat[256];) w0 R% u9 W* Z, O
strcpy( szFormat, pAttacker->GetName() );5 _# v8 q4 S' S( O( a) T
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );( @! a) G7 d0 ]5 ^1 _
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
. C) o# K, {& R5 _: `& L- ~! v }
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