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赏金系统恢复
% Z% s% P% w; C( H; cMover.cpp Z \5 }& Y5 b7 R2 w3 ]
+ x1 G2 s. F C, f0 cCode:
7 O$ g# z1 ?& M! @int CMover::SubPK( CMover *pAttacker, int nReflect )
# s w/ Y; A9 v* ?! D7 X{
+ |3 ]8 Y- }( e( q% a8 E if( !g_eLocal.GetState( EVE_PK )
0 a. e2 j1 x6 V2 B- ]/ K#ifdef __JEFF_11_4, _2 v5 H% {9 _$ E
|| GetWorld()->IsArena()) p* C }/ _2 E- g
#endif // __JEFF_11_46 u8 V4 K: D+ t! B- t
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return 1;- Y4 t6 B" ]- Z7 r
+ x- X8 b6 {# R1 n" z3 c. t
#if __VER >= 8 // __S8_PK
0 t( g) e' B* j, B; T! ] if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
6 e2 Z0 }3 _7 t s: N- m return 1;/ r( M" E- ]2 ~) Q5 v, N( H% Y6 O
3 O) V7 n) a: f4 `2 j! A if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )' o+ }5 i4 K+ t4 u2 ?" s# R
return 1;3 b4 j5 L+ m# v% F; C% y
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#if __VER >= 11 // __GUILD_COMBAT_1TO1) A- f( Y6 Q7 g' U
if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) ): Z* W J# ~8 b6 j& K
return 1;# ?% Z, |! S, w7 w! z! q2 Z
#endif // __GUILD_COMBAT_1TO1
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if( g_eLocal.GetState( EVE_PKCOST )
( e2 t, y6 O: `4 N! H/ `#ifdef __JEFF_11_4
; w8 f' r/ @+ N. @ {4 _ && GetWorld()->IsArena() == FALSE: D0 ]2 z4 ]6 `. N9 S0 u5 Z
#endif // __JEFF_11_4* r3 w% g0 a7 t# @3 z
)
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if( IsPlayer() && IsChaotic() ) 5 h0 M8 v5 x1 Z! w, l
{
( ^( {' ?7 Z% w8 x* v) Q$ F2 A2 J; a#if !defined(__INTERNALSERVER)8 A5 F0 E7 N' v z7 s
if( m_dwAuthorization < AUTH_HELPER )
, n% K/ b" _/ a#endif
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// ??àì?? μ?·ó
I, D R" s0 U4 Q' u // - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )1 C6 u2 B; [ Q/ H ]8 S
CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );8 ?3 D0 c) O p& v A, p$ g
int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 ); P+ D+ I3 w& t+ P3 t$ @1 q
for( int i=0; i < nInvenDrop; ++i ), j. J8 h7 U7 [+ _/ ~% u5 E2 v
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if( DoDropItemRandom( TRUE, pAttacker ) == 0 ) " f. w, l' h g% f
break;
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# k G- D2 E9 F2 ?9 c' q // - à??? μ?·ó# A, L% |( ?3 V$ f0 P
int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );
# j& p" k2 ~7 p2 x' } for( i=0; i < nEquipDrop; ++i )
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if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 ) * G: m# b( ]) B1 U* n" @
break;8 i1 k) e2 v+ M4 h% E, R) x
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}
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if( pAttacker->IsPlayer() )- H- I5 C7 G- @6 ]( @& J1 a
{
9 g( ]# M8 C: ^4 z% d: u/ j' \& M m_idMurderer = pAttacker->m_idPlayer;
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2 T% [- |5 |0 g6 y2 w7 _& v; [ CWorld* pWorld = GetWorld();
# K% R! E' V8 N" z1 L( Q if( pWorld )* R/ A9 G2 [. D
{$ o! K& J4 J/ X8 V1 d. {+ F
char szFormat[256];
- c! T' N5 _1 H6 F4 }# z strcpy( szFormat, pAttacker->GetName() );/ g1 A6 H _$ E& [5 y6 b
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );* M7 R/ ^+ {$ f0 [. ?7 D2 Z- [
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );) |! Q# e5 r" w Q& C. ?+ U/ c c
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' [! D8 ?% T6 ~4 }9 y: n: {2 w/ \/ @ if( !pAttacker->IsPlayer() || IsNPC() )
. G2 `8 \9 w: F; V# Z5 }* R return 1;2 `7 b/ I* K: D; e% F0 F
/ k7 K! [% _8 g% g" R1 i3 j( f BOOL bAdd = FALSE;0 a* }/ Q) Y1 O) D
if( pAttacker->IsChaotic() ) // ???à?ó??0 R$ w2 u, i5 m# s9 g
{* \$ J% O* W$ @. A. Q! \9 _
if( !IsChaotic() ): U- v6 D) ?. A. S- q' ^- t; o5 g3 \
bAdd = TRUE;. F3 J4 i/ q6 M7 @6 L
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else // ?????ó??, èù???ó??# g5 K$ C5 p' p5 E
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if( !(IsChaotic() || IsPKPink()) )
3 L# w2 w4 T; T$ ?4 j9 L: G bAdd = TRUE;! G: M; `9 J1 r
}* ]0 S% I& f; e6 @3 f8 T% n2 u
/ U- k; f: G2 S /// ???à????, ?o?aà? ??·ááü" S/ `, r7 r2 O
if( bAdd && nReflect == 0
4 S- ` X3 X2 O2 r( h && pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤...) V1 P" J6 H1 F6 H3 a1 U
{+ B+ t3 v+ v2 Z
if( IsPlayer() && pAttacker->IsPlayer() )
8 B( ?9 A. v+ l9 O; u' d ]1 H {
% e4 B$ F( m# C! |" A6 U* x" F if( !pAttacker->IsChaotic() )( `. ~; z! S& ^7 y0 c9 m
((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );* G7 j. x: U( }2 Z- M3 M
CString szSendMsg;0 }8 i5 _9 L R9 |0 @- i4 {
szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );- z" ~1 r& `# d. Z7 a- j, P8 O O
((CUser*)this)->AddText( szSendMsg );
) a- V- K. k# G# k7 U! B( y3 e# Y szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );! v* J5 }1 f% s
((CUser*)pAttacker)->AddText( szSendMsg );
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4 O" f5 L8 J7 ]2 t' D. }' B pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );
1 o0 J* o7 P, w# N: C! t: q( v/ R) l ((CUser*)pAttacker)->AddPKValue();
& L/ t6 y! p5 F+ G9 @2 I pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );
' D9 d% X* S& }. n0 F+ r g_UserMng.AddPKPropensity( pAttacker );! K# o( j, C# B0 p, E. Q
g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );4 M2 L1 c0 o3 i
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?- Z6 G- I- ~& _1 r
#ifndef __MAINSERVER
# C- A0 I) K! ?- C m4 l" g; b/ jif(!pAttacker->IsPlayer())
+ R( K9 n% |3 w+ K% B- O FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );
0 p; P/ ~: \# K) J' x3 f7 s+ V0 ^#endif // __MAINSERVER4 g3 l' d; \3 R* k6 D
((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);. x4 y# G, }6 _& t# f$ G
#endif // __HONORABLE_TITLE // ′Tà?% v# ^) W3 \4 R, @/ ^0 _+ E) q0 s
}
`7 S- T7 Z: m3 E3 I3 p) L#else // __VER >= 8 // __S8_PK9 V8 \" {) U6 S+ a$ U+ v
BOOL bChaotic = IsChaotic();" m1 A: @2 S; ]/ i
! u# \6 n% j5 A) G" Y3 h m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.
- z( a( h! V: R+ ~; ^3 _, O- Z pAttacker->m_nNumKill++; // ?3?? á?°?5 }6 d4 X# h0 S2 p' H1 r
(CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.
1 i2 R- m! B0 q3 ]
- r" z+ T4 f! ?0 w R- i int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );
6 J z7 M% g; W7 n" N; v! ^ if( nGap >= 80 )2 h' N0 I/ W: X& l$ @
ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨ & v n( A8 h( U/ q% F+ X
. g, z5 U% m3 l4 m7 Z# i+ \+ _, R // o??ó±Y ?3±?±a?| ??????′ù.2 |* Q- H# q; d: o
CWorld* pWorld = GetWorld();, Z5 y' M; m, c6 [ C
if( pWorld )2 y+ h1 n8 Q$ h$ _- h/ o3 s
{
. t, E3 v) j3 `6 n- P //"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."
3 x: b' W- U) a% S; ~' Y$ u char szFormat[256];
& A# X1 \! J% P: k strcpy( szFormat, pAttacker->GetName() );# S/ Y3 ^: Y, ^0 ?( j
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
4 y8 e' `2 p+ B g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );
J% J L8 m1 }* q9 l* u! |( b: _ }! Q$ ^" r! R- G3 _
7 t# A4 l; {* ?, p! ]; J% _- s if( g_eLocal.GetState( EVE_PKCOST )
# q: ?! C5 [; `. f" W#ifdef __JEFF_11_4% }) A3 |! n& g
&& ( pWorld && pWorld->IsArena() == FALSE )# `7 t$ L1 r; T
#endif // __JEFF_11_4, U8 b O, N7 C1 {" x2 z8 r- o
)
3 ~% j$ P# ~& u7 e1 x0 i9 X {
# i8 |) K$ b7 |3 a if( bChaotic )
! g! x( \# N d: [$ \* D) M; l {4 D9 W. f" [5 z% M$ z9 e/ E! V
#if !defined(__INTERNALSERVER), e0 p) Z; C0 l
if( m_dwAuthorization < AUTH_HELPER )5 T% ~# x+ c1 y. e6 b& Q u
#endif/ `( f# J6 h2 l- }( i$ a! s
{) S' H3 n! {$ v% |
// ??3?μ?·ó
' T% u7 [4 e2 T7 h ~0 b% ~/ o KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );
$ ]( x/ Q; |# `8 K1 v( K: b float fRate = pProp->nDropGoldPercent / 100.0f;) x* I# S5 a/ h6 v. e+ q( d: ~
int nGold = GetGold() * fRate;
& ?- y# S3 W+ P9 `* x' b
& F' J/ M# J$ E, q( H" o/ ? L" M5 _ if( nGold > 0 )
& W1 O0 a* D. U' p, e$ H4 F DropGold( nGold , GetPos(), TRUE );) y# l3 Y5 N& I
; C) E2 f: v4 E" K ^ // ??àì?? μ?·ó 2 {5 G l6 f9 K$ \9 m, Z
for( int i=0; i<pProp->nDropItem; ++i )
$ A1 k4 y( j/ @+ T# I# Y- n" u {
+ f( C1 C, G& J$ [& K" l0 c BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù.* P. I2 W0 @ u/ {8 ^
" x0 }2 x, V B+ D) ?
if( xRandom( 100 ) < pProp->nDropPercent ) % n& V4 V' z3 o1 E* C- I
{) N! K3 m' E. d( u
if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 ) / M* W# U$ b& g; y& J
break;8 ^: f. t6 k: U0 K
}
9 d: u4 q; C( b }
7 r* h1 Q- o5 } l }
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. x" K2 U4 P& j( ~1 n6 e //pAttackerà? slaughter°aà? oˉ°????2′ù.6 n. ]9 L; H4 j9 [
pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );
/ a2 F: D0 R( }/ N // á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.
* x" a/ c, L- x: u if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )
3 I3 c: G9 F+ d6 q9 U* d w: A4 ~ UpgradeKarma();
+ D5 H1 W5 z% y+ t, m4 h#endif // __VER >= 8 // __S8_PK
% b/ ^" t- [. M7 x/ b return 1;! D7 L: s) s& W3 b
}
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2 ~( g9 O: N( L3 o-------------------------------------------- e0 L& u- ]6 J7 q
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7 U& D9 e F/ P3 I- b0 e! Y if( pAttacker->IsPlayer() )& p" i0 z6 B; x7 o* \. m
{
' [1 ^; Q1 P! Y+ A5 V' c. b* g m_idMurderer = pAttacker->m_idPlayer;9 C( j) S4 z) z! E2 V1 ?- ~
4 |) b+ B% c% |* q$ `
) ?6 |% j0 H; [* F# }! x
CWorld* pWorld = GetWorld();% P* ?# A6 K/ V! e
if( pWorld )0 U4 F- V1 }2 I, S! @; k2 P, r
{8 Y' c7 g4 t. n, Q! K7 j
char szFormat[256];
) V, g# @: q# g strcpy( szFormat, pAttacker->GetName() );% \! }( F8 F. i, w9 r
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
& r3 s) h8 r5 ]/ B: o* f g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
+ L2 ?$ E( J1 E; ?8 U- j. \ }1 `- Y% g8 n3 b* u) D0 L6 I
}
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