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赏金系统恢复% [2 o1 e1 d) |7 ~- ]; O
Mover.cpp5 u" u% r7 [9 V4 L
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Code:
+ `+ A7 Q: e! r, R# iint CMover::SubPK( CMover *pAttacker, int nReflect )
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if( !g_eLocal.GetState( EVE_PK )
- E) X+ N8 q& ?: I#ifdef __JEFF_11_4
! Q% J3 O5 @6 I9 \9 G9 X& D || GetWorld()->IsArena()
+ R a! [: y4 p( `3 ?" A#endif // __JEFF_11_46 ?$ y3 y' s* b( P: F6 R8 h0 i4 J
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return 1;4 {9 d6 G5 ~+ }6 D9 v. [9 |
* A) @1 M1 W' Q$ h, R4 L#if __VER >= 8 // __S8_PK" S* l4 D7 k3 C* @3 s% L; P' o; e
if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
% n. _5 B* h2 Q return 1;
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2 [, D& i# N# M E9 `. V. V! g" ~ if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )- d5 u o1 H. ]% `+ ?+ L6 Y' j" ]
return 1;
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#if __VER >= 11 // __GUILD_COMBAT_1TO1# H/ \6 m/ j [ c& e! S3 V
if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )* N; p$ h! E/ N6 j5 p) ~$ M
return 1;
/ S) `9 s9 Y8 F" c! w#endif // __GUILD_COMBAT_1TO1
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if( g_eLocal.GetState( EVE_PKCOST ) 3 B) W! e4 u3 ~7 _, O( X
#ifdef __JEFF_11_4
6 h0 W, L0 N7 y1 ~1 C* R( l7 q && GetWorld()->IsArena() == FALSE
2 w: ]2 ^$ @* J; P#endif // __JEFF_11_4! R7 g, a, s' f# u% q
)
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if( IsPlayer() && IsChaotic() ) 0 ^( [) [& A! c% W1 ~. O
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#if !defined(__INTERNALSERVER)6 V" n0 V( [, W/ [
if( m_dwAuthorization < AUTH_HELPER )
]8 c: q, @& D#endif" C/ W' |: f. u0 X+ I# C9 x9 e
{
, D: }5 g0 }5 C1 O5 x! E // ??àì?? μ?·ó 2 A. Z- U% A# b5 _% ? g1 ~4 d
// - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? ), |& x# L5 W( Y
CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );
3 e- |7 r* E3 Q# y& ^ int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );" k3 u7 X( |1 L7 P8 R
for( int i=0; i < nInvenDrop; ++i )
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if( DoDropItemRandom( TRUE, pAttacker ) == 0 )
& C" J1 l& r' d break;
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// - à??? μ?·ó
% _4 l4 Y' C M9 j/ P+ d3 k3 a! V/ z0 I int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );) V+ ~& T! n: [2 W/ j% ]: q
for( i=0; i < nEquipDrop; ++i )
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1 ~$ G) ~( \5 j if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 )
# g2 C6 j; X V, N0 m0 } break;8 ~' `- P" h; V' T2 ~
}
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}
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if( pAttacker->IsPlayer() )3 a! H2 C2 }* C
{
6 t" u( y5 T) ?4 e6 h& C m_idMurderer = pAttacker->m_idPlayer;
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, V' k. Q8 U9 D- k8 E CWorld* pWorld = GetWorld(); d/ D- Y) ]; \- P i
if( pWorld )
% z1 m8 z! L+ w2 s u' r: k) x {
! p9 I3 h# B! @: f d+ r char szFormat[256];. W4 L% H7 @; N$ ^+ C0 ^0 t
strcpy( szFormat, pAttacker->GetName() );/ [3 a2 t; a" O8 x0 u. @& H7 y
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
' _& H% E* r- n" | g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
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0 D9 P- Q2 F8 Y/ Q6 H3 d! M% s& F+ F if( !pAttacker->IsPlayer() || IsNPC() ) E5 z2 ?: k* I, I/ q t+ R. q- z9 u
return 1;. ^& V- H/ B6 [! Q4 z
. |# I( M) P7 V5 E1 ` BOOL bAdd = FALSE;
% _& C$ L# L9 N( s! r8 o if( pAttacker->IsChaotic() ) // ???à?ó??9 E* ?8 F: Z; A; H5 F
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if( !IsChaotic() ) c$ a+ J1 P1 J9 u3 B# C
bAdd = TRUE;
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4 q' C. d6 \7 r; D1 Z! \; m else // ?????ó??, èù???ó??
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if( !(IsChaotic() || IsPKPink()) )2 Y8 w* n& D* {" u& f
bAdd = TRUE;; v* u, T# a: J# h/ ]/ i
}
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/// ???à????, ?o?aà? ??·ááü/ ]. a- ^1 ~$ `
if( bAdd && nReflect == 0
, d7 ]( F; ?7 Z && pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤...6 [; U2 p% u& c& J1 [$ L5 r7 u
{
6 S# k- p$ [; Z) e( j if( IsPlayer() && pAttacker->IsPlayer() )- O2 H; l+ Q% z3 A
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if( !pAttacker->IsChaotic() )! b5 ]4 Y( g) A% A- d
((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );& _" J" k. x$ s! u/ D8 o1 G0 |8 X2 R
CString szSendMsg;
8 [1 ]3 `( ^1 L& h% `/ J" { szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );* @" e6 O! R7 f+ U! R0 S. F
((CUser*)this)->AddText( szSendMsg );
+ H# y; L# B2 f+ G7 n" D) ^7 T szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );# P: K0 t6 \9 C
((CUser*)pAttacker)->AddText( szSendMsg );
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9 [) h: X+ R0 n! z pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );6 \2 O$ j/ w u8 w( W
((CUser*)pAttacker)->AddPKValue();
/ J2 e* x4 Q0 v# ^! U( y pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );
/ B# A: [; q9 x5 @/ {7 T0 ~ g_UserMng.AddPKPropensity( pAttacker );
8 W6 x- ?! F0 M$ x5 `! N& |+ D: _ g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );3 v5 f- B6 t2 N, C, \
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
5 I" s; f; w' j#ifndef __MAINSERVER# E5 F, Z; a" ?6 T
if(!pAttacker->IsPlayer())+ L9 d* ^4 X, z- [
FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );, a$ L) M; P% e0 u6 e
#endif // __MAINSERVER! q1 B% w+ {& r7 X; p) S0 J
((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);
2 P+ [- I4 K' j8 K2 g; [8 F; _#endif // __HONORABLE_TITLE // ′Tà?+ O9 K+ |. ?( Z/ R0 z' }; v& }. {
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#else // __VER >= 8 // __S8_PK
7 Y; V( f3 Q% h- |& B$ k BOOL bChaotic = IsChaotic();
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3 @) R5 J6 ]; |0 A4 P/ u: s m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.
5 g U$ K S$ c j pAttacker->m_nNumKill++; // ?3?? á?°?
! i# g: c; W, f: x (CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù. i* n8 b$ ~9 B7 G4 _; p& Q
6 P/ [5 e5 E$ N int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );8 A1 E- `7 ]5 q s$ W H
if( nGap >= 80 )# d( e( s) V9 T( m+ l' o
ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨
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// o??ó±Y ?3±?±a?| ??????′ù.0 H5 U. ?$ k/ c7 m
CWorld* pWorld = GetWorld();0 M5 E0 N$ S. V4 d
if( pWorld )
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//"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."
5 M# [# ^* d: U1 e; \2 u0 z char szFormat[256];
J4 k3 e/ y$ f2 R2 D' \4 c3 ] strcpy( szFormat, pAttacker->GetName() );; F4 b$ _! ?- {4 ~; l2 p
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
4 u# [' j, S7 ~2 x1 V3 h8 V7 a. k g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );
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) C. t8 [! N% Y8 T) H/ Y; X% b4 m if( g_eLocal.GetState( EVE_PKCOST )
8 v3 O7 F" j9 O9 G# r# W0 y#ifdef __JEFF_11_4& B- |! W( {, E. f: M; E
&& ( pWorld && pWorld->IsArena() == FALSE )- W: n7 g4 c2 f9 F6 j
#endif // __JEFF_11_4
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if( bChaotic )
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#if !defined(__INTERNALSERVER)
) \) u6 T. U6 m) m8 g* N$ C7 m0 q if( m_dwAuthorization < AUTH_HELPER ). J/ N$ D" X, Z0 h& C) h
#endif
! ?9 m: w) c% u5 W3 Y9 A) o {
* O6 ~2 A+ Y6 h4 O // ??3?μ?·ó
4 B6 i1 T: b" S+ f7 ~, c9 N KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );
) X+ G8 f7 F" F& l float fRate = pProp->nDropGoldPercent / 100.0f;5 w* \- f7 g/ I- @
int nGold = GetGold() * fRate;
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2 n! n. i( {5 ~* | if( nGold > 0 )
4 Q' D, _& H/ d% j: b4 B DropGold( nGold , GetPos(), TRUE );- l5 O( }: S5 s! V: f' E
V! H& x) l7 ]7 g // ??àì?? μ?·ó , v f. R* m" L) P: ^1 \! J
for( int i=0; i<pProp->nDropItem; ++i )
# {+ R# M2 ], H- \ {
, y8 l; B% f) n: l% g! w$ @# [ BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù.! B1 I& {5 N/ X6 f% Q' i
, N! t0 W" O; W# t
if( xRandom( 100 ) < pProp->nDropPercent )
+ C" _! f0 h. ?, ]9 p2 d$ A0 v {
6 z" ?2 L" s- r! l if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 )
( g: @0 M0 \; W. r2 k4 k+ y1 N8 Q break;8 y2 b2 G. @! g* Q5 z
}; ^! ~( Q8 X5 r. L
}% f# E$ T8 O. J' ?7 \
}
% T6 H5 i6 @: A }
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5 o5 C, `' o; Q$ e //pAttackerà? slaughter°aà? oˉ°????2′ù.
& s1 z& W9 C+ B2 N2 n7 A pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );
3 B$ e2 X _6 {7 o$ o3 x // á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.
1 L; L, D9 @6 ^. t if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )# Q B! v# _( A
UpgradeKarma();
0 ~/ r2 V4 S8 n2 \3 ?# P9 o#endif // __VER >= 8 // __S8_PK
, h% v. B- A W3 J$ [; ]9 q3 g return 1;
% x) W* \% w6 q5 w4 h( n}
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2 q; `+ T) o+ ]* ~& d6 M-------------------------------------------) ~4 E' N3 r; D& ~0 Y
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if( pAttacker->IsPlayer() )5 t2 P* \3 @) g2 w$ R9 Q9 r
{
( a" d; I4 d9 n6 n m_idMurderer = pAttacker->m_idPlayer;+ z' c7 ?) V. N" [; H
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! Z1 Q3 X2 j% M) m; _: U2 Q CWorld* pWorld = GetWorld();- K' y2 ^% E2 e4 ^& K; f
if( pWorld )1 d, ` z) F7 s# p
{# t1 {, ]. p, O7 W0 N: j* c
char szFormat[256];
1 ^$ t/ }% z! R0 w8 p' k' ~) _$ M strcpy( szFormat, pAttacker->GetName() ); a" }% G' @- }8 {6 b- c$ P
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );* l% Z; Z; _4 k) w" h
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );* }7 c$ y8 Q- c8 C- h( {/ E: j
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