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赏金系统恢复
c% W3 Q, {+ u% O; C7 K+ vMover.cpp5 z1 h7 C% \3 r, a1 x# y
, O5 @- t5 ~/ ]& u/ @$ z% `Code:
6 K9 M! J- T/ \8 e9 H) xint CMover::SubPK( CMover *pAttacker, int nReflect )
% Z! _/ D* ?* Y+ g% k$ L! l{, [0 a7 ~2 ~: C i8 S$ t( T
if( !g_eLocal.GetState( EVE_PK )4 E8 {" D4 B2 v- ]6 ]9 h
#ifdef __JEFF_11_42 \# o7 B" `# u g- n; t8 _
|| GetWorld()->IsArena()3 `1 `9 `# e3 h8 j- \0 V
#endif // __JEFF_11_4' K6 U) n ?: I
)
4 i' f3 j( @: r! G3 X7 J7 R. q' z return 1;
* M7 }0 W& t2 x8 K
3 l$ n1 _& j9 i% z5 Y#if __VER >= 8 // __S8_PK
: i# D/ H% N" S# G ^8 { if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
$ I" j) t; b5 L$ F* L return 1;
6 _6 x- c1 o# u' X2 t
$ A8 d! H% F/ Y8 L5 C m7 ^ if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
( U# F$ v* m! k, [$ ] return 1;
( z) T" o9 k7 }; V2 G- q# y2 v5 ?% v6 C. Y
#if __VER >= 11 // __GUILD_COMBAT_1TO1
9 |" }( ~9 M' A# \; q! g+ Z) N if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )
S1 ]. ~. U: Z& D* |( Z4 O% h return 1;
4 v& a) L* ~+ u8 g: L& R#endif // __GUILD_COMBAT_1TO1
2 s$ |/ X8 w1 j2 R8 x% y, e2 U# u$ _" U
* T- x1 S# x# R if( g_eLocal.GetState( EVE_PKCOST ) # A& P2 U' V* N2 F5 A+ L' F2 c
#ifdef __JEFF_11_4
" J- X6 z6 y' `" M* R, N && GetWorld()->IsArena() == FALSE* j+ e) d& f9 D5 O- b. @
#endif // __JEFF_11_4
, T8 y( k. [% } )
( n! t# Y) _3 ?. ^ {
7 Z; t+ B5 u: W if( IsPlayer() && IsChaotic() ) ) ?' J$ r! o% P2 O
{
, c5 a( Z9 C- b2 ]4 m2 S#if !defined(__INTERNALSERVER)
. q% k7 r" [ }/ c. r if( m_dwAuthorization < AUTH_HELPER )0 N& n: N* g' S4 \* K l' v
#endif
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// ??àì?? μ?·ó
( R' _( H6 c2 P9 X // - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )# ]# _( K9 _( x1 z3 ^
CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );
* @% `8 I# X& N: n" U3 y3 z int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );
. o6 \% ]; F- t6 E8 {, f6 @0 } for( int i=0; i < nInvenDrop; ++i )0 k, {% f9 t$ w
{" I* y5 U0 j' ]' V" }. [# `
if( DoDropItemRandom( TRUE, pAttacker ) == 0 ) 2 c2 Y% \& n% z6 |, @4 [
break;0 E, n2 c! p5 ^! e) z Q
}
9 r/ }0 H4 ^( G. C
1 B5 }- w) Q8 G! M" v) v: |5 A // - à??? μ?·ó. m1 E4 N G* D% a
int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );( M3 J% e& C7 p& Q* _
for( i=0; i < nEquipDrop; ++i )' q6 Q7 q; P" N( Y1 v
{4 w0 l) }0 \8 `
if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 ) 5 b8 s/ b& B2 H/ ~, w+ D% w5 S) A
break;
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o! z; X/ f2 e3 x$ @; a }
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if( pAttacker->IsPlayer() )3 [: d: _& O/ F) l- ?
{, n- R: U/ c1 G5 }+ Q6 N
m_idMurderer = pAttacker->m_idPlayer;
% h f2 g5 p- e. g! _2 h
8 ?% d; {% ~& I; I5 A; s$ P
9 c+ b% f5 i1 c& e CWorld* pWorld = GetWorld();
# f% \; d3 C( A- W7 M* F if( pWorld )- e8 U( `/ B) b3 z9 b
{
3 m$ o3 _( I7 C# {% O+ s1 \0 X' B char szFormat[256];
K; G, V0 p* ~7 ? strcpy( szFormat, pAttacker->GetName() );. M% B z. z& _0 I* _: Z
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
8 c6 |: W6 U6 ~" ~5 z/ a7 G g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );5 t/ W- P6 }5 R3 c3 h
}
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$ R* Q# ]; _7 @0 F7 H% g+ C
if( !pAttacker->IsPlayer() || IsNPC() )
( N0 d! _; K4 a) r0 n8 y! c! f return 1;# {( ~& }1 ]; Z/ p- A
: U# u+ ]! k9 Y7 h0 r( F BOOL bAdd = FALSE;9 U2 j L0 j$ E$ @) r6 R! V0 M6 g
if( pAttacker->IsChaotic() ) // ???à?ó??$ a+ i5 m( i4 n* B4 X
{
! n+ V6 T7 O3 U8 V- ?* G1 k2 r' O3 ? if( !IsChaotic() )
5 r' a! i! E4 H5 }5 U/ K; D bAdd = TRUE;& g7 V" d v3 N& I5 j% I' t
}
+ N& L" m7 U# G! {. K! f9 ^2 A else // ?????ó??, èù???ó??
. ]% k* X+ N3 Z6 y. ^; n5 b {
, j6 L. K! E7 t9 D1 ] if( !(IsChaotic() || IsPKPink()) )& b6 R' H. [ @( M
bAdd = TRUE;5 s5 ? Q, C- {; z0 b& G3 l
}
, X, M1 x& V. S p6 b- T, X& {' } j1 A
/// ???à????, ?o?aà? ??·ááü" z$ L1 w1 q! ^4 [+ _5 V
if( bAdd && nReflect == 0
/ x) w2 T4 p/ D" U && pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤..." K4 J2 H* E) H% w l8 ~/ ?
{
# |( G, [& X5 h' c) }% U* c/ R if( IsPlayer() && pAttacker->IsPlayer() )% Y; ?0 R& ~/ I0 e s! w: h6 D- o3 ^
{, g+ A+ \* N- o# t, t. ?: M
if( !pAttacker->IsChaotic() )' I" i& x! k! v' ^. f
((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );6 [, Z3 j+ N0 g
CString szSendMsg;1 Q q7 O2 q5 T1 g. q
szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );
9 u p. v- R# h( n/ B ((CUser*)this)->AddText( szSendMsg );
. D1 L3 u y, F3 F+ H! n1 B szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );3 Y) A6 d" Z1 ^& n: u! K
((CUser*)pAttacker)->AddText( szSendMsg );
5 ]/ ^+ L: z) f8 ?+ v }* c t' O7 e; P8 S
6 N* b- J1 V. X$ Z2 D! c- M pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );% b; W9 m: k6 z4 m# J
((CUser*)pAttacker)->AddPKValue();
3 F- s5 }& y" m% w. |& l pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );
/ ~' C6 H% j) A9 U D4 N g_UserMng.AddPKPropensity( pAttacker );
4 ?" Q8 s4 s5 ^ ^% P2 h/ s- g+ Q g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );) A& F7 c/ H9 G4 G! I8 x
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
6 F, r: h$ X: o9 S, |#ifndef __MAINSERVER: l0 Y9 ~, @* R/ c9 |8 w2 P& u6 n
if(!pAttacker->IsPlayer())1 E5 L. H2 f- P2 f7 j4 e
FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );
* h8 Z$ c2 U! j: I1 e o#endif // __MAINSERVER
) }2 J, B" r# C s. M ((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);7 @& \) H7 z9 U' E+ n8 F6 Y1 l
#endif // __HONORABLE_TITLE // ′Tà?
/ d9 \6 M7 t4 O& ^+ D: K: z }4 q8 l: V( ^7 }8 G. }/ y: Z$ L
#else // __VER >= 8 // __S8_PK
; p9 }; x8 g" Y$ J! H8 P BOOL bChaotic = IsChaotic();
/ }5 T t5 |& P% a* c
+ Z, ^4 E$ R& N: g m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.7 A0 e: z, E1 u
pAttacker->m_nNumKill++; // ?3?? á?°?
8 q' B$ a. R2 | (CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.+ F+ h* I$ z0 I$ F2 ~* l2 `
4 ` A: y5 ~, x8 F; X% |- o3 U
int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );
2 s+ s+ D/ E3 F r if( nGap >= 80 )$ |/ Q, q8 w4 K( F. o
ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨ ' m Q" O6 M3 g: A9 F
- c$ _! e* I: K) h/ C$ U0 Z // o??ó±Y ?3±?±a?| ??????′ù.
: J/ { G9 z' H- a9 o+ w; j$ d+ J) q9 o CWorld* pWorld = GetWorld();
* \( i( X7 B- C if( pWorld )) g2 R) u8 B" Y- | P7 u( m2 a2 K( E8 X
{. r' F1 q2 G9 k. ^
//"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."
% ?6 C' Y5 J( v char szFormat[256];9 }( N9 D) V$ Z
strcpy( szFormat, pAttacker->GetName() );9 W0 @! y% ^$ |: D$ j* r
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );' d4 z, l4 s( F4 [
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );
" z) q7 s5 W1 e$ N0 z9 j2 R: J. N1 m }- X! Q5 C7 U# {" P7 k
8 q( l, ]% r |% w5 D8 c' X
if( g_eLocal.GetState( EVE_PKCOST ) ) y3 @3 y2 @4 ~. B
#ifdef __JEFF_11_4* a& i7 U# z3 c) \4 r; }/ e
&& ( pWorld && pWorld->IsArena() == FALSE )
1 \: i0 ]$ b/ Z#endif // __JEFF_11_4
. M. f, ~# r+ P* r )' D8 T# f3 C9 k8 n
{
5 M! \9 ?6 r& a5 M5 J% ~9 u if( bChaotic )
7 F* z, Z7 @/ ?" d a* d {' w8 y: X. l/ c5 F$ N! S
#if !defined(__INTERNALSERVER)6 W4 j9 d, t2 `+ N$ j2 ?9 e
if( m_dwAuthorization < AUTH_HELPER )
, i; {' x$ n/ h, b! @' j8 c #endif
1 _. T* w4 a& ? }1 R% }, A/ b% p {
* z2 ~& X, Y$ x0 X) E // ??3?μ?·ó % y8 ]* N% h3 u. `7 m7 k1 ]! F
KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );
) `) X( K g8 M6 E float fRate = pProp->nDropGoldPercent / 100.0f;2 }6 w0 |7 s$ b4 e. X
int nGold = GetGold() * fRate;
8 t* J y$ a/ M2 O* W: |3 A9 S6 G
; G! }, ^, K, T2 |+ h3 g; W if( nGold > 0 )
: k/ c i* c @" s3 x DropGold( nGold , GetPos(), TRUE );0 z* i% v$ }6 L, c, p4 K& m4 m
$ J' ] @9 k- w1 v& |5 [( b/ j // ??àì?? μ?·ó
5 I' N2 a. n0 z) e: z for( int i=0; i<pProp->nDropItem; ++i )
1 ]8 ?% X# y: Y" B* L {+ w; o/ ~! m, A1 u$ \+ M# w4 ^
BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù.
, c' i+ \" ?1 v
, `1 B3 j+ O& F8 W! Q$ W! J if( xRandom( 100 ) < pProp->nDropPercent ) ! s( b8 S: x5 v4 e
{
y; A0 }, _2 ]0 n' O0 W if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 ) $ I( ~9 z- {) b# f
break;# `2 e/ L+ I, q" y
}
( k! [( m. N; y6 o% M" f }
$ b( W7 H3 v6 q2 Y' |2 c }
6 C3 l o0 ?. u$ w }
! P: ^9 t# }) S7 M }
% \- G: X7 m% w4 s! }. p6 k, d
1 \* Z; o8 A$ q I7 Z. A //pAttackerà? slaughter°aà? oˉ°????2′ù.$ E* G: i$ _+ a
pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );
% |8 @1 {& i6 w8 d# ]* [ // á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.8 Y4 k) y, N2 `3 g& {. Q$ _; [
if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )
( z* Z7 k3 `5 ?6 n3 M UpgradeKarma();1 c4 V! w, F5 J; |, N- d3 z% C1 {/ U
#endif // __VER >= 8 // __S8_PK
" y. b7 ~: _; A5 P) U return 1;
1 a1 `# c& B5 k0 h5 ]2 ^ n @}
: {. ]/ s5 S( i# Z; o4 r. A4 ^. H5 F$ }2 c5 ]4 I2 r }
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& V1 z G+ Q5 Z) E
/ V& g% Z6 A# ]& i% s-------------------------------------------
' V! q, t- h- R* k* c
6 y- U* O z# _
( x1 l5 w6 |% r s6 t' v& r if( pAttacker->IsPlayer() )
' _; b- @7 q6 ]% b* | {
) @% z" J9 ^$ P" U* p- p m_idMurderer = pAttacker->m_idPlayer;
& G# s% k3 w- m: U* ~% d7 ^% O2 H( ~# x' H/ U
! q4 P- \) B' e6 n+ n CWorld* pWorld = GetWorld();" e! k0 O) h4 c+ e/ G( ?# l
if( pWorld )
9 q$ K J& s& v8 ~ {8 s& E. _* h) j' R6 }
char szFormat[256];: G. {% {( @' ]1 _: l
strcpy( szFormat, pAttacker->GetName() );
1 ?. S4 m y2 m7 M1 \ strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );& ]/ v; U+ o! z2 A6 l- y+ C# q! q
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
: d: j/ W: g/ G" i6 u9 A+ L+ y9 x }& ?3 c* j7 w% v
}
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