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赏金系统恢复/ p- }0 g! ]3 `. q# p
Mover.cpp" K8 @7 n6 d! S. @4 `0 s+ b
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int CMover::SubPK( CMover *pAttacker, int nReflect )% e9 o4 l+ s; M9 k t4 k: F
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if( !g_eLocal.GetState( EVE_PK )+ S1 e1 b# H2 i8 b: A- U
#ifdef __JEFF_11_4
1 W5 {! r9 g- y || GetWorld()->IsArena()
0 E1 z: t! @( J R7 h& m#endif // __JEFF_11_4
8 t( o+ i0 }4 g )7 U0 R6 C, L# ?4 N$ O' ^/ F
return 1;
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, j7 c6 Y; I' Z- _( T2 U#if __VER >= 8 // __S8_PK- x; p5 p, N2 c3 l$ R/ l
if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
6 G- g2 S! B: H) | return 1;
" r$ x1 i D9 T+ }% C- f5 |2 N1 W7 S! h: m! l7 r: P
if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
. A5 r6 u& E. [! { return 1;% q8 {/ `( C. f* n. {* U" x
2 c: _) x# c( L8 D( ~#if __VER >= 11 // __GUILD_COMBAT_1TO19 U( E, S5 S) Z7 {; n. s3 q/ o
if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )& R [3 }; M9 a; R
return 1;' ?6 i# j' k8 x3 T6 s/ p1 }
#endif // __GUILD_COMBAT_1TO1: G: _7 S' L' y6 N) I! P& [
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if( g_eLocal.GetState( EVE_PKCOST ) , K y( Q/ u5 o y' f
#ifdef __JEFF_11_4. _1 ?4 n8 Q* O$ _8 E/ n* b1 @
&& GetWorld()->IsArena() == FALSE
4 C6 z' h# L, V#endif // __JEFF_11_46 |2 p8 x. n1 u0 w" W8 T
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{
4 r: ?& [$ M- f/ z) y if( IsPlayer() && IsChaotic() )
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#if !defined(__INTERNALSERVER)5 v ?( N# I# u* o1 {
if( m_dwAuthorization < AUTH_HELPER )8 P6 u/ A9 O- _! e
#endif6 y s4 {2 t$ P$ M1 C
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// ??àì?? μ?·ó
* ^3 a# s5 P% |% T v9 t // - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )
7 d( c1 y$ ~1 G* G. b, | CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );
7 l2 N/ o" q6 m F int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );" _' w+ S6 ~; ~. s9 H$ j* Z% b
for( int i=0; i < nInvenDrop; ++i )
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if( DoDropItemRandom( TRUE, pAttacker ) == 0 ) & t% A7 n. a: f
break;
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# o0 }) I$ Z* t8 }. [% k/ D
) [. Y8 q! ]2 ?( o( k // - à??? μ?·ó
% u% Q9 L8 b" |, h. O j) z int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );
1 l! f5 P3 g/ @4 | for( i=0; i < nEquipDrop; ++i )& h1 t9 E) d2 X* K
{
" b; j+ C; m3 K if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 )
8 y3 D" W. B. M: t% _9 {; H+ y break;
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}+ I$ v* H7 t. a: f9 x. p& E+ o
}
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4 g* H* W9 n$ n$ ?$ H. t2 g$ R8 D+ J if( pAttacker->IsPlayer() ). J6 e( @& m0 E" ~/ f- W& g W
{
( i" H; `, E6 F, ^: _" x- J2 M m_idMurderer = pAttacker->m_idPlayer;" g( V8 E) b- _# V# `5 y( [
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CWorld* pWorld = GetWorld();
0 w5 u* O9 M; k0 @ if( pWorld )* }5 s4 j5 p( T9 |
{
+ S3 q: P9 N! R0 G! A/ f; s. { char szFormat[256];- I7 D. Z" h1 H! S7 d$ ^
strcpy( szFormat, pAttacker->GetName() );
5 @3 ?: w% |) Q9 { strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
' a' f+ L E, `! x0 c$ M r$ w% d. ^ g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
/ @! v" H6 n/ o$ ~8 |2 U }
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# J9 ^4 e: \6 a7 g$ v/ u& ^, | if( !pAttacker->IsPlayer() || IsNPC() )
! [; Y1 Q+ A' O4 t% A: h return 1;& i" |% Y1 ~7 T9 Y% I
+ v* y1 U1 n/ v! ]4 K* s) Z5 C/ Y BOOL bAdd = FALSE;
4 `! g2 H: G" r* a/ a if( pAttacker->IsChaotic() ) // ???à?ó??
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if( !IsChaotic() )
1 F, _* D7 ]$ f0 S bAdd = TRUE;
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else // ?????ó??, èù???ó??
! y l0 y( g+ E$ } W {
" ^' i9 _# F) K, E. o( m7 U if( !(IsChaotic() || IsPKPink()) )/ N" M/ [" K1 x$ ?
bAdd = TRUE;0 l& N) i; g% D% A8 i' y5 V$ z2 C
}; Q7 v6 z7 m! P. G
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/// ???à????, ?o?aà? ??·ááü
( A9 t# m; N9 _& Z" e7 b if( bAdd && nReflect == 0
8 X* C8 n5 u: U3 P/ t4 y: @ && pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤...' `, L# z. X8 O1 @* J6 [
{, i' O2 o0 B) \2 r: T+ m
if( IsPlayer() && pAttacker->IsPlayer() )
; H6 O2 w* g1 T |; P+ J- L5 O) l {
, `1 b4 V% J( F' [6 p( t if( !pAttacker->IsChaotic() )
% }5 q/ m2 x% w* d9 f2 x; x* K ((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );
% }! l# H' O) _, k CString szSendMsg;
) I. C' s" P* t& L7 r' Z. v: B szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );
- w1 |" K/ l* L. \7 J ((CUser*)this)->AddText( szSendMsg );& ~/ ~- i& y" h0 I3 T& T. k
szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );3 c' S4 ^( ~0 C- K9 O
((CUser*)pAttacker)->AddText( szSendMsg );
3 i, S' `; v& M }
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: H% {3 B2 \; A9 Z) |5 |$ m9 E pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );
, R( f$ I; r8 j/ Q) K i5 H! C ((CUser*)pAttacker)->AddPKValue();
' n( r7 o& q/ ]6 W$ l pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );1 w6 p& E% ^- I; u z* j
g_UserMng.AddPKPropensity( pAttacker );
6 A/ Q$ y0 f- t \9 P g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );$ m2 V/ i$ e8 B6 J. |6 l
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
2 ]; a6 D- T- O, C#ifndef __MAINSERVER H3 ~" v: w* K3 j
if(!pAttacker->IsPlayer()), s0 T) R1 q# J3 [; ^0 A9 i
FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );
8 j8 i+ ^ _& J/ a. H2 J5 {#endif // __MAINSERVER
u, I2 x' M# \1 e b' w8 x$ [, W; I4 v ((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);
3 M) O: X( }+ Y8 c#endif // __HONORABLE_TITLE // ′Tà?) a6 n9 C( J. C1 B8 K
}5 f. n+ O4 o8 L5 Z" k
#else // __VER >= 8 // __S8_PK
5 d$ |( P$ r( P& C) [9 I7 {. @. ` BOOL bChaotic = IsChaotic();& l% ~! i, [( V6 Y- a# G
* x; _0 V4 y4 y" i5 H
m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.
- t7 ?/ F- K$ t8 X pAttacker->m_nNumKill++; // ?3?? á?°?
3 m9 I! I" K! F$ c (CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.. q4 q& p0 R, h4 b
" x2 u" r4 s' A' S. u8 o \% a int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );
; U& ~+ C4 A( s9 g3 L+ q if( nGap >= 80 )- M! A. M9 j) }" L" y
ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨
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// o??ó±Y ?3±?±a?| ??????′ù.
# g; m- L/ K: V" X: Q2 S3 K) V CWorld* pWorld = GetWorld();( r$ S* V' W1 j
if( pWorld )
# M+ @3 I X1 F" H2 s, F {0 t4 q* {( h/ A. E2 f" s1 K; X
//"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."5 ]7 b* W I. E! R# R) L
char szFormat[256];
# a+ e1 | j. h. F# S6 i strcpy( szFormat, pAttacker->GetName() );
* v$ i" X5 z- |* { L1 Z6 C strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );6 B; P2 S+ L2 H5 v: K3 p# C% T
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );
4 h. z: ~( s7 U% N. ~4 F }
/ ~' v; D. P: k! x4 ?0 z6 U/ q$ t6 |# ?0 |* y5 ]& U
if( g_eLocal.GetState( EVE_PKCOST )
& u' V+ [- K7 H7 ^6 r# k#ifdef __JEFF_11_49 E+ ?, P5 T' u. q
&& ( pWorld && pWorld->IsArena() == FALSE )2 J G; J: V2 t8 H5 w4 Q8 d
#endif // __JEFF_11_40 E( n% b" E* L
). [* s: b1 w9 A
{, J% X3 X- V7 q: ?' @1 F! @2 E. m
if( bChaotic ) # |) [8 Q8 D4 k
{/ g" t7 _" o/ Y4 K
#if !defined(__INTERNALSERVER)- f* {6 L5 f- ]" D, ~
if( m_dwAuthorization < AUTH_HELPER )3 O% e: \" z: z
#endif
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// ??3?μ?·ó 5 a, @, p7 M, s: U7 a7 w( i( E4 a" ?* [
KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );0 w: v! m" Y! |: F H
float fRate = pProp->nDropGoldPercent / 100.0f;' _+ M& N. f% E! _+ c# ~! f6 B' K7 O
int nGold = GetGold() * fRate;1 x' Q! v, B# P; t( \9 N5 a
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if( nGold > 0 )
0 M1 C: t2 a: _5 ^& Y. o DropGold( nGold , GetPos(), TRUE );) u4 ^. [$ y9 t% ?6 ?% r6 \; ^% M
2 ]/ K2 \+ }0 L' [8 S // ??àì?? μ?·ó
6 V% a( g X* k# Y1 w' p for( int i=0; i<pProp->nDropItem; ++i )+ X5 H7 z) F8 k& d0 ^
{
3 }7 }1 r: u) X BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù.
' @* W/ a/ }1 c4 k. p% C
+ A% y2 v" H8 o# S1 _ if( xRandom( 100 ) < pProp->nDropPercent )
3 D3 l7 W; ]8 V' H' Q4 G {
. _& F% h& f* V- z if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 )
) }1 p9 j7 s2 j3 v0 Q# m break;
$ B8 d0 q( c: P; [' i }8 N, \6 s7 R( O" G/ p9 d9 A- P5 ^
}
& w/ E/ K$ B8 ?0 U( {( v4 g2 Z( G }1 A7 ~. j0 G. N6 Q/ I6 |& u
}
% Z. ]- r' r- P) o( F3 @5 Y7 S }
$ C% K( P/ L8 }
2 x1 Z8 c3 ~/ A //pAttackerà? slaughter°aà? oˉ°????2′ù.
; o C6 @+ A0 T. k8 B/ S pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );- i& f. \( C7 ~4 D9 \; l4 n+ d
// á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.6 _$ Z D$ u# F* v+ y
if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC ); E+ _) \2 c; f. ~% M
UpgradeKarma();8 N7 e2 I6 ~* C: T) J& u
#endif // __VER >= 8 // __S8_PK1 k, {& H9 M% k' S, z2 v" K
return 1;
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-------------------------------------------9 p3 \' l: H& W) C8 s2 L* X. V |2 t
0 }/ p0 N; Y! ]4 b% h! B5 t3 \" ^( G6 H: v t6 ]3 ^/ v
if( pAttacker->IsPlayer() )" y, Z* s" i; T" Z4 ~+ \" l3 P9 S
{& [7 J2 j6 E( C1 D: E) {2 {: z
m_idMurderer = pAttacker->m_idPlayer;# u, k5 V& G" e
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CWorld* pWorld = GetWorld();
! [( h5 M" b/ d+ h' ` if( pWorld )
( F) ^$ T8 ~0 p2 Z* ?0 U {
4 [- o8 X# N, ]" s char szFormat[256];
4 ~; m# M% n, I6 b$ p strcpy( szFormat, pAttacker->GetName() );' `1 k& V/ R1 v( R
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
3 |$ J% n/ o% q. E* o( E, \+ t g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );+ c+ J) L0 n% L
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