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赏金系统恢复
. o; J5 V9 L+ |$ P {, IMover.cpp4 l% ?* J* V* O$ g
) b7 l+ l7 L6 r5 A, p& MCode:
; U& R I3 I/ Q' C2 [. ?/ _int CMover::SubPK( CMover *pAttacker, int nReflect )
; I$ s$ I* C6 v+ _8 Z9 k{
6 _. a6 s9 `% i6 L if( !g_eLocal.GetState( EVE_PK )
& R' r( C$ q7 C6 |# C#ifdef __JEFF_11_4
; _1 h! B2 z/ l" [6 T; K7 @! d || GetWorld()->IsArena()
$ _5 ], l1 _+ J- N# I: j#endif // __JEFF_11_49 D7 @3 c9 p+ M# q
)" S. ~7 F, r! Z/ Y% l
return 1;
" m) a2 ]) w! `1 H+ @
2 S& k* ^) A; \& F9 [4 E2 @9 @#if __VER >= 8 // __S8_PK
' m5 S* o) o* p; S! c if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
" F" \0 }5 |* L( F return 1;
9 M$ Z& H6 w$ b, K8 b3 y: S0 F$ \3 {# X9 X) [8 |- t4 W4 U `
if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE ), E7 F9 g2 _2 `2 P4 Z6 f1 o. U: d
return 1;
4 c+ V& }/ V* h' T0 E
% F! X" m" c: v/ G0 R; h#if __VER >= 11 // __GUILD_COMBAT_1TO12 k M" i7 |3 W2 j& \6 l( {8 N3 C
if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )7 Y' }/ H* }/ }, o3 W2 e' I: H" b
return 1;, Y" J1 l9 j! k3 {- x P3 Z
#endif // __GUILD_COMBAT_1TO1; g- m) ^9 |3 N( w
4 K9 o i+ C5 x* u/ \# J, c4 M$ h if( g_eLocal.GetState( EVE_PKCOST )
# C9 M( V( {% m3 ]#ifdef __JEFF_11_4
) L0 |( y. u3 e6 P && GetWorld()->IsArena() == FALSE
! D6 l8 x1 m, N4 k- j# z! V8 F" x! o5 ~#endif // __JEFF_11_4
0 p; S# X* I. U: y# o' z )
$ c1 D Z# |6 l9 H7 Y' O {
: y: n- a0 t3 Q) R; h1 H if( IsPlayer() && IsChaotic() ) 5 @6 H" j2 {$ t( n0 j
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#if !defined(__INTERNALSERVER)+ m; S4 s- q+ }/ n9 X: y
if( m_dwAuthorization < AUTH_HELPER )
z6 d) q* ]$ ^- b7 |#endif
& p9 G$ D& X; N; I7 r! _$ m% s {
8 f# z$ f L) P7 |% b$ z7 n6 a, i) z // ??àì?? μ?·ó 5 t' U% U& s" k% f8 ? |5 A: O
// - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )
$ ]9 P- V$ S" m" @( \ CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );2 }3 Y. s8 _$ u5 n! q" m. X% M
int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );
, N- ^9 l' s3 ^ j1 w+ R G for( int i=0; i < nInvenDrop; ++i )
, i* ?4 f, u0 l9 H5 _: i4 U3 u {
% e% y$ M Y' o if( DoDropItemRandom( TRUE, pAttacker ) == 0 ) * L8 _2 s3 b; E2 a9 `9 T
break;
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+ f4 M0 s+ Q K7 r // - à??? μ?·ó2 m- Z9 f. j! S, x* J' T: f8 C
int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );
o" l9 M% F& ^! R0 O+ A3 Q# M; N- V for( i=0; i < nEquipDrop; ++i )+ d/ @ w- p+ x r. Z; M$ S
{/ v$ w0 L6 O% A) o9 _+ L4 N
if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 )
- A e1 a+ w: I& F! z5 c8 k break;
" B- `1 ]0 @* E8 h- I: V }
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; O( H: n; @) R! u }
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$ } p" i0 w3 V: o0 W0 L" I" J9 O9 _
; p1 e0 @! s- H4 E; o8 a/ U if( pAttacker->IsPlayer() )" `8 n: \ n5 Q. `8 z: j" J6 G3 Y
{
3 ]) A+ O$ F7 B1 j m_idMurderer = pAttacker->m_idPlayer;
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( I# o# U/ m% n5 ~) t" x0 b CWorld* pWorld = GetWorld();
: v; H/ }; ?% w if( pWorld )
& U/ _0 T( K7 D {
( t% f/ \% ?: X9 j0 g7 i char szFormat[256];& U) B+ E X0 \1 e/ V+ A: \
strcpy( szFormat, pAttacker->GetName() );0 H! S' [0 o6 v3 q
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );- @$ X9 P; D7 j* t8 P3 L" u
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );) z% L' [& v2 b6 ]
}8 G3 c% x9 e& t# }
}5 P$ u. l' ?3 q, R3 t5 ?9 o+ M
2 s' T- b# }8 F9 O( D9 f if( !pAttacker->IsPlayer() || IsNPC() ), M7 o+ ^# j6 Q5 z
return 1;/ z7 R/ M/ T2 ^- z5 i4 f8 E D
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BOOL bAdd = FALSE;
+ O/ ?$ F% J/ \! e( | if( pAttacker->IsChaotic() ) // ???à?ó??
7 o: k" U3 r* o9 [ {7 m9 X, F7 J7 c8 O
if( !IsChaotic() )
4 C J9 Z- `$ b1 ^8 s bAdd = TRUE; G' Z" N/ w& w8 v/ Z
}
! r+ [0 E/ e: ^! K& R2 ^# F else // ?????ó??, èù???ó??# X5 W) Q/ X8 a. @1 Q6 F
{, Z u: ^6 E/ R$ s: s
if( !(IsChaotic() || IsPKPink()) )" u1 O/ I% T0 K
bAdd = TRUE;
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) E: u1 S7 u" Y. H/ H' Y
5 D9 \: r, W6 E* u& I8 \ /// ???à????, ?o?aà? ??·ááü
6 s2 W3 y- \- u; |3 Z4 v5 b if( bAdd && nReflect == 0
& d) u/ L# t1 ^ && pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤...
, Q- P& G8 e& {" t2 q {
: h% ^& [0 Y, ]5 m if( IsPlayer() && pAttacker->IsPlayer() )% Y0 Y8 b1 \/ \+ m+ ]6 s
{
" R, X" N2 d% ]0 p4 j if( !pAttacker->IsChaotic() )7 d' Y, _& f" b, o# T5 k
((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );( @3 k1 C/ Y) M, k2 h
CString szSendMsg;
( z1 p i L/ o4 O6 }% H6 Y% G szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );' Q% |2 b' z/ w1 f3 i7 \4 e& P
((CUser*)this)->AddText( szSendMsg );3 c l1 V- D) b3 n8 Z& l
szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );
( w; I- R4 B, ? ((CUser*)pAttacker)->AddText( szSendMsg );
- {. v5 x6 U' K$ ` }
2 H4 u& S* r9 {, U0 ^0 e" l# A; ?% |' i
pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );
6 L; Q4 {# r5 H! [& d ((CUser*)pAttacker)->AddPKValue();
Q) ~4 T9 {1 ^- S. x7 f pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );
* w. O! u5 G3 `0 u: z g_UserMng.AddPKPropensity( pAttacker );
`& ]7 M6 p9 {. O: v! @6 J g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );' F+ B0 V8 i, w7 A0 {" d2 @# f+ r
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?* `; k/ n! ?3 i% s8 b
#ifndef __MAINSERVER
5 p. r+ d0 _0 O- \- gif(!pAttacker->IsPlayer())* R: g6 E# ~" X4 C; j) f# _- E
FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );
; A9 L8 O, d+ }5 j# @1 F. O ~, J#endif // __MAINSERVER
, B5 O! t$ y2 X% D o+ n* ]" a ((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);
0 A9 @/ r; y. y; N) t4 z#endif // __HONORABLE_TITLE // ′Tà?& B" p& y( P) c1 `! m
}0 \! r# D- M9 l7 \
#else // __VER >= 8 // __S8_PK
, K+ P! Z3 I- l% v3 O+ ? BOOL bChaotic = IsChaotic();
7 H3 ?1 P5 \ U7 @4 r# M3 x% J5 h4 E$ ?
4 C" I; \4 z8 a) n; c0 @2 l m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.
) m3 H: {+ |( f8 q! E5 z6 e pAttacker->m_nNumKill++; // ?3?? á?°?* h# E8 f) ^% Q+ C8 I3 ^
(CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.3 ~+ |& d5 J- Q" i
% m: |" q; T* b
int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );7 `" [' a: R' r, L/ l' y
if( nGap >= 80 )
+ p4 E5 l t+ { ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨
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// o??ó±Y ?3±?±a?| ??????′ù." ^8 Q# j% Z* s7 O6 g) P
CWorld* pWorld = GetWorld();
0 j5 g6 R" b4 C7 C' n5 A if( pWorld )& u& O1 Y/ I6 n+ l5 i! p
{
- x/ }3 O$ W7 K6 P# N //"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù.". F( d3 ^6 P0 m* |+ b
char szFormat[256];- B# _% D8 t, h- r' M
strcpy( szFormat, pAttacker->GetName() );
M. e1 y7 ]3 `4 t! r3 ` strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
. O6 B' m4 w1 s% L% i5 E4 u3 J. l g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );
2 ]% ^2 p8 V: h9 W8 f }
. \! x8 v) T4 S1 }8 ~( r
0 t+ r8 l6 z2 J2 j p4 h. m) L0 V if( g_eLocal.GetState( EVE_PKCOST ) 4 t, r* |, G9 h' m1 J+ v
#ifdef __JEFF_11_4
$ Q# @3 B/ X! |' P/ @. ~& S && ( pWorld && pWorld->IsArena() == FALSE )$ b: L, W4 X4 l9 V: h2 X
#endif // __JEFF_11_4" q) w+ ^% W3 s
)$ q: z- t4 N0 L7 `. q' d" A) N
{( K6 z% X9 y9 L# d
if( bChaotic ) ! M" U% N# v( }$ p7 k
{8 x; Y! B" s3 o$ i2 U: M8 \9 @/ o
#if !defined(__INTERNALSERVER)
( x: ]3 u. \9 d if( m_dwAuthorization < AUTH_HELPER )% `# I. p7 x! O; F3 W$ b$ w' H4 R
#endif
$ D: K. N" v, G/ m' a! [8 o {( c- ~. V; s4 S& D% N+ v
// ??3?μ?·ó # @& w+ Z; b$ a6 W: t+ E* \
KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );+ o$ s% g! b# G: O3 C% L
float fRate = pProp->nDropGoldPercent / 100.0f;
( u: f& }9 a% x; ]+ G9 r& p, y int nGold = GetGold() * fRate;
& o$ g" z5 B7 b9 N: \2 o
! H+ w5 w) a+ j G O. P) Y; B* v! q if( nGold > 0 )* s( E* W6 U4 p& Y7 _
DropGold( nGold , GetPos(), TRUE );5 C7 ]. q. H4 X1 E0 r
0 K9 M5 ^& o! [) n3 ~9 }. v! N3 ~ // ??àì?? μ?·ó 1 O: B) L: q3 ?
for( int i=0; i<pProp->nDropItem; ++i )
6 Q. P: {! \( ^8 _3 s {
_4 E9 @& R- @7 @* P BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù.
) }# c: \0 A0 L0 ^8 s. G3 \8 p% _, V+ w+ q' K9 x
if( xRandom( 100 ) < pProp->nDropPercent )
7 Y( j( U& J' o. X {
2 G2 F* E- K; U7 u if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 ) 9 Z1 F! m8 q( H3 t) q; M
break;
8 r" ]' ~: H- A- h }* W; h @ i3 g |7 D3 V
}
0 O" R$ d, ~2 [& Q }6 |8 x/ X9 p6 L. G1 j
} 7 H6 Y/ d: t9 s7 C# B+ s: J4 B; [
}8 l3 r) L$ f: e! C" t% j4 L
- {( B8 k8 U1 J //pAttackerà? slaughter°aà? oˉ°????2′ù.
* I5 M8 u# c( G pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );
( j% D; B& R4 c& Y) r9 { // á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.$ T; D# a2 X8 b/ G" B, X
if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )
5 F/ d$ x; e% z5 z2 ?& Q! { UpgradeKarma();) M0 Q; o; _) C. z. i
#endif // __VER >= 8 // __S8_PK/ ?$ B, N- J2 P
return 1;) O# y% l6 L5 Q, f7 c6 o
}+ D$ H1 f8 }* k& f% X
5 _( _" i& P- z) j/ e$ @
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4 X% f4 K! e! s4 H& ~
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/ C$ B; l% t( k& G$ D- ]8 Y5 G, O$ H-------------------------------------------
% ^/ w7 f; B9 S$ E: r- |) W8 c) @+ r# z; N
( I" L1 U. R5 n
if( pAttacker->IsPlayer() ). h* S6 E( a3 w5 q( {; i7 |$ ?3 _
{
6 z C" `0 v6 G m_idMurderer = pAttacker->m_idPlayer;' R! ?$ A; ^! N2 D% y
) E4 z+ d3 z* e$ D! c
, A+ m& U% _# F0 f% a CWorld* pWorld = GetWorld();
. ]# f3 }1 o/ {5 r: t+ X5 K8 e- M if( pWorld )
( I0 W! V. G4 o4 m% ]; f! i {3 g$ F( U9 o' K6 z% r
char szFormat[256];
% c" ~' L( Y7 H8 _/ L+ F strcpy( szFormat, pAttacker->GetName() );
- ?8 ]) w, T% A6 Z4 D' T strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );$ M3 e8 g% `, s# c' u) Z' ~9 U/ \& y. M
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
9 z7 { m/ G: u* Z: R' [ }
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