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赏金系统恢复7 n1 L2 l1 P8 [7 {* M* o
Mover.cpp ^; k/ O3 c, C
# _7 m% d5 C X% j2 [Code:/ k, N, X* @1 P. s% A
int CMover::SubPK( CMover *pAttacker, int nReflect )
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if( !g_eLocal.GetState( EVE_PK )
8 M% E: j8 o( U' s6 Y#ifdef __JEFF_11_4
% S9 g; w. [# G& G8 i- o || GetWorld()->IsArena()
" A" q8 x$ {$ ^4 h, s9 V) [+ Y5 u; z#endif // __JEFF_11_4% z }9 ?* `6 B6 v
)2 Z1 F* O; w& L; p8 s% S' m
return 1;7 e& H0 E' D+ S$ Y/ ~+ ^' a
; M8 F& g! W" e6 s' C X#if __VER >= 8 // __S8_PK
+ b. I1 G6 C9 ]1 ]; W% d if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
* B: o- C9 j2 m; X# Q @$ C6 y return 1;9 V( S% o+ [$ f, Z" A; T/ O
% ]2 J9 X2 O# D5 C3 q5 D' g! ` if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )* o' q' h6 R+ n+ ^! v
return 1;
8 ^: l6 B# h7 ]; q
( |" L% R& }, H# n4 `! c5 T#if __VER >= 11 // __GUILD_COMBAT_1TO1
+ \. Z0 c( J8 ?9 S+ ` if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )2 o) `* U, H( U7 q3 e
return 1;
7 X, {! C' Q5 k; \& L#endif // __GUILD_COMBAT_1TO1
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' [- _, ~( @" _; P6 o if( g_eLocal.GetState( EVE_PKCOST ) 6 k6 [) V( Z* s
#ifdef __JEFF_11_4
& l5 v; @4 V x$ E && GetWorld()->IsArena() == FALSE s1 J/ s& P, o7 {$ j+ q% o; X, |
#endif // __JEFF_11_4
7 {; |9 C( \! I. Z3 O) p )
; n2 c5 x" B! s4 o% I( f {
% Z5 o0 _+ b* q* e if( IsPlayer() && IsChaotic() )
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#if !defined(__INTERNALSERVER)# s- F' K8 Y8 g2 R5 K# [
if( m_dwAuthorization < AUTH_HELPER )
/ I& }* S: J$ r#endif
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/ G) m8 [! Y1 m7 X6 V& A2 r# M6 c // ??àì?? μ?·ó
2 Y; C2 f L, ^1 G5 h // - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )
& o( }+ t3 P3 G# E. e1 X2 _7 A CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );; i- ^. C7 D" {- {
int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );
# I& `4 E. p% C! W for( int i=0; i < nInvenDrop; ++i )7 U1 `( W+ Y! N0 u
{3 Q, E6 U/ g( y3 K5 y! W6 a1 i
if( DoDropItemRandom( TRUE, pAttacker ) == 0 ) . z# d8 ^2 z$ h* Z7 ^5 { M9 X
break;6 }" k- _& `2 V: j% C. }
}
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// - à??? μ?·ó/ q0 f0 v) W, ]5 C6 C: I# L3 m
int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );
6 r* g: b8 U& n0 O7 }$ v. m for( i=0; i < nEquipDrop; ++i )
" t2 n( k* x7 k6 O; c2 \8 C {
* X! ?5 E% {9 t' Z+ w! u3 I' ? if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 )
$ v/ @9 N# L6 K$ W, p. W/ e break;8 C- J1 @9 O+ r% m- U
}
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} : [" r3 K9 A0 ` d6 \
}
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if( pAttacker->IsPlayer() )7 _% R. t" ], y% S& H \5 A
{
5 Y& H: F# C' g7 n9 J- D m_idMurderer = pAttacker->m_idPlayer;
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CWorld* pWorld = GetWorld();
8 P! z+ Q# \* N, Z$ w* i7 m( E if( pWorld )
* x5 p# d. g, d {6 v. o* F& t. [ m" G6 b2 R7 v
char szFormat[256];
/ n0 C& R0 }* T strcpy( szFormat, pAttacker->GetName() );
5 A# J6 V# D$ u( e# x strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
6 i9 }3 b2 x" l; w g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );( t% B% S' R k6 G7 Y! D5 u2 L
}
/ \, X( |" E( D }
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if( !pAttacker->IsPlayer() || IsNPC() ), Q, \' u: m% h- |3 f
return 1;) s; _ p% g2 I2 p
# b K6 {9 _( n& @3 j! _ BOOL bAdd = FALSE;- ~; V: ~* D/ s/ g' i# Y2 N- u
if( pAttacker->IsChaotic() ) // ???à?ó??- r. L; L& |- C( R9 f, S( V
{
/ B$ \1 F% \* Z( S$ } if( !IsChaotic() )' r9 p8 T: C4 U
bAdd = TRUE;+ ~1 q8 W' f* u6 e* X5 n( A
}
$ S4 g3 F9 o. z9 J8 @. ] else // ?????ó??, èù???ó??$ X6 a/ K: l, K% H# `: U1 b1 n$ U1 n
{8 S' n9 W" ?& B1 ^
if( !(IsChaotic() || IsPKPink()) )3 Q4 i- p: i/ ?5 R2 N7 E
bAdd = TRUE;0 p& l1 X |6 a6 Q* Y' d) g
}
7 J. m) N/ b3 @
( d1 G- ^, w& ~) n5 ^7 ~# q /// ???à????, ?o?aà? ??·ááü' \; G+ [1 }% w' }2 T* R/ @' H
if( bAdd && nReflect == 0
7 ?! {7 T6 E$ `, b- Q && pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤...* s6 L& q) T# b
{
2 a+ w9 e: W+ |9 Q7 T if( IsPlayer() && pAttacker->IsPlayer() )
. n; L' n" E* ] d! I {
" C$ {! p1 x( m if( !pAttacker->IsChaotic() )1 X! t" y$ i: Q& W0 K& Q! |- }6 {
((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );+ \! `; }6 Q) w6 l
CString szSendMsg;
6 k4 y4 F: M% k# c- n7 ?; B" D1 a' \ szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );+ c0 U* F1 b+ n4 {+ e& {
((CUser*)this)->AddText( szSendMsg );5 a! c1 q( @" j4 Q$ R" C: P6 f
szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );
' c# A F2 l' s ((CUser*)pAttacker)->AddText( szSendMsg );8 X4 X7 W$ }( H3 A, n* a, C
}. L/ Y8 W. E) @- W
k5 s" g: Y) c# R5 _ pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );9 j+ F7 G# y8 L8 W5 a: v
((CUser*)pAttacker)->AddPKValue();! A( e* R* I5 P0 H
pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );: _, T. D( r) Y+ [" _5 C! z4 S
g_UserMng.AddPKPropensity( pAttacker );1 e( M. E( F8 Y3 ^2 q. i
g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );+ z& _( K: W/ Q
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?) F, e7 @! n1 u( H% |( ]9 c, S7 Z
#ifndef __MAINSERVER9 c0 s& r& Q# [- n, I! W/ p9 c
if(!pAttacker->IsPlayer())
7 L- f( [0 }1 b: _0 ]: T FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );+ `8 q% ~. G! w+ K' V* h
#endif // __MAINSERVER# O; v d9 X9 U
((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK); }2 {, k0 S8 W4 X+ X$ y& N1 F
#endif // __HONORABLE_TITLE // ′Tà?4 o* e; ~. B3 \9 E4 D9 m$ c, f9 l! p
}
9 k3 D9 Q5 i9 p x#else // __VER >= 8 // __S8_PK# m6 z1 S8 H# D2 X% o* M
BOOL bChaotic = IsChaotic();
8 O1 g8 x) U; @6 l, L
& _. m. ~0 R/ c. Y+ G7 P. q2 I6 { m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò., U, v$ ]9 } P, |! h
pAttacker->m_nNumKill++; // ?3?? á?°?
5 m3 \3 y' I5 a4 W) q (CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.7 J- ?( e( l1 J& ?
; x8 t8 y; X6 K# o* I( m$ [' u1 G int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );. W# G/ B8 V* C( }$ U4 T
if( nGap >= 80 ): U. ^' r1 a- c; v2 y7 m
ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨ % Z/ u8 i% c3 x1 ?* g# i
# Y7 R# y+ A7 S
// o??ó±Y ?3±?±a?| ??????′ù.
: n$ P! a& ?1 {, f8 C CWorld* pWorld = GetWorld();8 S j/ |% N$ E$ {9 N9 J
if( pWorld )
$ {! n5 d7 V }+ ~. X; i( y: @ {
x- E! i e3 W' X; I //"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."+ D! \6 m4 f$ U0 N
char szFormat[256];3 @) G* I, e7 U2 S$ R
strcpy( szFormat, pAttacker->GetName() );* H4 [# M$ [& H. T: l8 o
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
7 a4 R9 K2 J E g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );6 `& d' j/ G6 U! i( q Q) `
}( t5 m" B& V/ E' D G, K
: ~& o* b+ l) S8 w
if( g_eLocal.GetState( EVE_PKCOST )
! Z$ ?6 y1 s" ?6 o* }6 p#ifdef __JEFF_11_4: _5 _( b0 E- m! J1 ^
&& ( pWorld && pWorld->IsArena() == FALSE )/ `+ F6 o* A8 j( o7 m9 L0 ~$ f
#endif // __JEFF_11_4
2 p( a! r, e* e9 B' P9 a, D: P& } )
' e$ \ R3 [- S; Q7 I {
9 d9 r4 n% ]2 I# y& |$ A: A, ^ if( bChaotic ) . @ ~. v+ e/ `
{ R; _. a. i% i# k7 V& Y" }% x
#if !defined(__INTERNALSERVER)( d" f6 c- S$ ?. u
if( m_dwAuthorization < AUTH_HELPER )
: X! l+ @4 H7 ]' K. b' I2 K! Q' G #endif8 H, a' n. ~ i8 c0 j" R- D
{
6 e9 d) \* p3 c6 M; g4 s, Z // ??3?μ?·ó 9 f0 G T7 G. L! G0 {2 Y0 s
KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );
- U: h# H5 z$ V- K' x7 Q" A1 Z4 i. a float fRate = pProp->nDropGoldPercent / 100.0f;1 [0 ^; y' ~$ Q5 R
int nGold = GetGold() * fRate;
! r6 O+ c# b! q* B! b# [* s7 \! t, `) u* [
if( nGold > 0 )
* c& Z; h7 @3 s5 ^2 n1 i( d DropGold( nGold , GetPos(), TRUE );
: d5 `. q/ e- j+ L5 |
1 Y9 p, h% S, v0 {5 I // ??àì?? μ?·ó % P: r @/ P. i9 F7 X3 o/ c
for( int i=0; i<pProp->nDropItem; ++i )( L2 F' W4 f* j2 F& _. n
{
$ i6 R2 {/ p* _2 s6 ~' _ BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù.
9 q$ A+ M% g2 \. e$ m% a
1 O9 F. j$ q/ ]& m if( xRandom( 100 ) < pProp->nDropPercent )
5 Y, {% f$ X; g% P' Y- F+ p9 N- f4 I {
& l( E1 \9 ^/ l& F1 w/ f" @7 X if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 ) ' P, M% z& F2 u( {, S
break;
6 E6 g# Z( L6 s0 v( G1 i }
, O# D$ C1 {3 F3 [ }
4 a" h- x7 d* @; R }# B. o }6 z" X: |" v
}
6 q: F. M1 [7 m }
! p8 w# R4 V( R3 V* R" r# m
5 x; L W: J9 `9 P3 Q //pAttackerà? slaughter°aà? oˉ°????2′ù.; F' l8 T/ x+ F6 s2 u: p/ t
pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );5 Q" V: u# L* }3 O" E9 n, D$ Y
// á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.
; r3 x8 M3 @+ v6 q/ g- g if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )3 }) _( O2 O: k* e7 n9 W
UpgradeKarma();9 O4 x# t1 |$ e5 l: [
#endif // __VER >= 8 // __S8_PK
- X; d* b% a/ U Q return 1;
5 w7 @8 c( p5 j3 b7 d( m}
! n% \$ Z3 b W# `3 d- X6 k3 B$ n! f" ?& v& Y0 t# q
+ w0 r5 N& E5 e% t5 v+ X
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/ b" L8 T% S2 ?
" I' ~% m/ d( s4 q-------------------------------------------! B% T |5 Z3 o! l. a h6 k+ L
m( h" v* P7 G" C* d& x" d/ \( E
5 ]/ }$ v5 l y E if( pAttacker->IsPlayer() )
6 T/ V8 P5 G2 B: A. a7 o" O {
5 f" V- s' x8 x1 K m_idMurderer = pAttacker->m_idPlayer;
0 Z) @% S; J# }* C
# ^( |' F8 L( r7 M1 H9 c9 J5 {/ W4 ^5 Z {
CWorld* pWorld = GetWorld();% B l! n6 U' A! F$ r9 o
if( pWorld )
, p7 H, k0 ]4 S& ?& e& s0 `; m {
- h) _. s$ P' `# ^, v char szFormat[256];" v8 k- @" S9 ` p, f
strcpy( szFormat, pAttacker->GetName() );
% j# h% X+ v i4 f9 s/ Y- U strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );/ P+ L' c1 K0 A" M! l' d" V; O
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );3 p8 `' q6 L- A7 n$ p) \
}
' ~4 \; p: L2 x$ o }
/ N. V6 ` K4 U: T- r$ c* ]+ b" d: N7 Z/ y* v: y7 ~
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