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赏金系统恢复2 L: {; H s' @
Mover.cpp
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Code:( E- x( U! s+ L J4 {6 _ r# c: N
int CMover::SubPK( CMover *pAttacker, int nReflect ). D# _4 ~) M( w. c, L
{% t Z" M$ }1 p1 d- L8 E3 ~5 L/ z6 ]* B
if( !g_eLocal.GetState( EVE_PK )
! y' |; ?) m6 ^3 y u: n#ifdef __JEFF_11_4
' h' Q9 p, g( t* n+ y" A! V || GetWorld()->IsArena()9 N; J+ c: h# Y9 m5 K
#endif // __JEFF_11_4
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return 1;/ f1 r5 m7 \6 b$ M
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#if __VER >= 8 // __S8_PK# u8 ]6 d# R# d$ Z8 [) t# m6 l, _
if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
4 Z: y! a( {2 `! _/ M return 1;
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. M3 s) K0 }, K) }1 _ if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
' p; H) h! S2 c- w6 s' w( G7 h return 1;
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#if __VER >= 11 // __GUILD_COMBAT_1TO1
6 R/ V7 X! P: K) ?6 e ~- m if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )
2 t6 `$ Q& J$ N0 B- s2 G f return 1;8 e+ U$ j' U6 u: Y! S" L) P% z) _* `
#endif // __GUILD_COMBAT_1TO1
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if( g_eLocal.GetState( EVE_PKCOST ) ( Q7 z2 z6 t) j' g1 A9 n# m
#ifdef __JEFF_11_49 K- P# s4 H) R& E1 \! ?9 N
&& GetWorld()->IsArena() == FALSE
- S _& P$ y! v8 {# x! p; T- h3 a#endif // __JEFF_11_4
2 S$ Q B6 {% i$ g1 C/ _, R )/ t9 _# G' e( C( w0 K' A
{% T* R# P- I+ w/ V
if( IsPlayer() && IsChaotic() ) 0 B, }+ q3 G4 H7 p5 T
{
2 \" [, L6 q3 a; \#if !defined(__INTERNALSERVER)
! W5 G/ F. y, `) u& D+ M if( m_dwAuthorization < AUTH_HELPER )
, U& R2 c$ G: p7 j# z#endif
/ t* Z: Q3 {) R' J% S {
. f# V# ~/ _ q5 z8 f! ^8 D# P2 N7 g3 m // ??àì?? μ?·ó $ N; H5 o; G ~7 p
// - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )
9 p# x1 [4 V$ n, {/ Y, I% K CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );
( \3 D6 r) F. R int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );! C* r7 K( d2 F7 Y( e1 r6 I) }& Z
for( int i=0; i < nInvenDrop; ++i )) i3 L% t: o5 m% R. W% H' G: }; y
{
; N, e w4 h& e$ |/ Y4 I! y if( DoDropItemRandom( TRUE, pAttacker ) == 0 ) ! ?: o2 L; O6 r: Z( r1 G/ V- Q; e6 e
break;! x5 Z7 g8 j! N1 _6 }6 K
}
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! ~( N( i C4 Y: b& h2 L7 N1 V // - à??? μ?·ó
9 `' c" |) {, s int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 ); W. k9 C% _7 P0 O6 l
for( i=0; i < nEquipDrop; ++i )+ X; w2 Q# m+ ]" w. ]3 s0 n
{
" V8 x) e. S7 Q: d if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 )
8 k( f3 l6 M$ a5 z9 } break;& x/ m- E2 }- S9 p5 B
}
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if( pAttacker->IsPlayer() )
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m_idMurderer = pAttacker->m_idPlayer;
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CWorld* pWorld = GetWorld();. c% i2 _ G; w1 t4 u
if( pWorld )
2 p& B) c; W! B2 F- y: P( `* ]9 W( @ @ {
2 ?$ P6 y2 l4 D: P char szFormat[256];
% ^8 t- ?4 h/ h9 o x9 T strcpy( szFormat, pAttacker->GetName() );
) \2 [: B: C) @: W+ B strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );1 t8 N4 `9 ]' j& X/ z
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );: z& m7 V& c7 M% h V2 V a
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# M, l( e: W. r
if( !pAttacker->IsPlayer() || IsNPC() )
( n i# T2 h' E- {7 w return 1;. g( w7 U& r5 W; G E( y( j
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BOOL bAdd = FALSE;8 ~# p+ w y3 {0 ~
if( pAttacker->IsChaotic() ) // ???à?ó??
1 Z- T; H7 [" O; | {
1 c# s, A y2 @) K2 t" ` o if( !IsChaotic() )/ y8 }, c- {6 I+ C( S' @
bAdd = TRUE;
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- i9 g6 \ @- q( K8 H1 I5 ^ else // ?????ó??, èù???ó??
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if( !(IsChaotic() || IsPKPink()) ); ?# }) `, J' n
bAdd = TRUE;; x# t1 t0 C, {" `
}! a* W# R# {1 o( E& S" ~3 k7 Q- ]1 |
$ H9 g& M; [" j /// ???à????, ?o?aà? ??·ááü
& u) y/ [1 k F; m3 g8 s" |2 M if( bAdd && nReflect == 0
v6 O$ w/ r+ P: i: |" L && pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤...
/ A) w( B. m" @ {
/ A o+ K3 l( @2 q# U8 X: }$ c if( IsPlayer() && pAttacker->IsPlayer() )$ {. X7 _0 S6 Y: Q8 D6 v, h
{
* C2 C4 t# A5 i if( !pAttacker->IsChaotic() )) E- D/ y9 a8 K. E
((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );6 {: K( }" w( Y, u
CString szSendMsg;! U/ ]7 Q( T8 C% h4 j
szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );( Y5 n* N0 r5 F g9 e0 |' u; u0 {
((CUser*)this)->AddText( szSendMsg );
$ ^6 r3 p3 G9 c szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );
2 p8 f' |7 _2 ]6 D) e! m) c) I7 V ((CUser*)pAttacker)->AddText( szSendMsg );
3 p+ Z) k8 q, ]8 S+ [: r2 G8 m }
& V( @: O* Y0 _3 B2 {
$ U9 p$ A, F$ {' p3 K9 ~# d pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );! m" E: {( G) Y9 ]$ T) Q, D6 g
((CUser*)pAttacker)->AddPKValue();
. ]% |! N7 A& D5 Z pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );
" e7 |* u' f' i/ a' S+ S3 t g_UserMng.AddPKPropensity( pAttacker );6 l7 B4 \2 r6 I; @+ K5 m& I2 a
g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );
: ~$ X# K+ C |3 t+ T- Z) G#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
. Q3 ?: d5 B+ L#ifndef __MAINSERVER7 }% U4 T& s6 n9 d; s
if(!pAttacker->IsPlayer())* [: u5 }4 {9 a: ]8 [, q/ t
FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );
5 G0 \+ _; p; C8 H#endif // __MAINSERVER6 A" f/ k0 W/ Y4 T6 I
((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);" C, v8 X( M. i% e
#endif // __HONORABLE_TITLE // ′Tà?
# k( ^2 [ s q5 H2 S }) D4 R4 h$ g8 `1 ]
#else // __VER >= 8 // __S8_PK! P; V2 J' S: m. n
BOOL bChaotic = IsChaotic();
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m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.
7 J8 |. x/ K' F% z. Z8 F pAttacker->m_nNumKill++; // ?3?? á?°?$ j/ z7 m; T I7 W1 |5 K
(CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.
/ Y$ l% O' X" V; B$ r ]4 g- G6 |, |# A {
int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );
- h, T0 B8 C+ \3 X if( nGap >= 80 )% y0 m( Q$ f- @3 f
ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨
3 J" W7 ^1 S% o( m7 t+ }
- G! o# I* l# u, d; ~+ i8 h, ] // o??ó±Y ?3±?±a?| ??????′ù.
+ x, j& M2 A/ J$ r% t2 f& c! z CWorld* pWorld = GetWorld();
& b9 d- G, N1 q t Z2 N if( pWorld ); e5 ~* O0 h2 A ~7 ^
{0 k: h6 \: |: K0 V
//"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù.". o$ |) e+ D. K! e) x7 |
char szFormat[256];2 O5 g: @" q. c* |) T3 ]
strcpy( szFormat, pAttacker->GetName() );
5 ^( G* Y2 M4 | strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );# |3 g5 T, \& s
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );( C$ j/ K9 d& \8 M/ f L! d" ?
}. y0 L2 M( d9 I- S
- e* b7 U ~1 \, ?2 k
if( g_eLocal.GetState( EVE_PKCOST )
0 Q1 \/ {. F3 I5 D! v#ifdef __JEFF_11_4: V# j) W7 s: {$ J
&& ( pWorld && pWorld->IsArena() == FALSE )
* M* x. H, u- y& E! b#endif // __JEFF_11_4* f6 `5 o" j/ O
)
9 b: `: S' S V0 x! x& I* ~ {3 _4 `( c; I8 B8 i, C8 j& y
if( bChaotic ) 5 h; L( `7 d, } ]. x
{ ~$ O/ ^. v4 G$ w7 d1 a8 @
#if !defined(__INTERNALSERVER)
% P+ X1 u1 y' ~: r* b7 a if( m_dwAuthorization < AUTH_HELPER )8 x4 d! e. p$ e, {2 d
#endif3 f: v; r2 m% {
{% O3 W( Q E- Y
// ??3?μ?·ó : R; `! S V6 o4 T7 {
KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );1 f9 P8 L' @8 A3 R& o$ N5 O h$ W
float fRate = pProp->nDropGoldPercent / 100.0f;
" a( @8 V9 O- Z; { int nGold = GetGold() * fRate;
) i4 h* l; p6 C! `- G5 n+ g' b5 x/ s! D% E$ P! G- D* b
if( nGold > 0 )/ k: U& D" _& ^
DropGold( nGold , GetPos(), TRUE );$ _% t& j/ f2 Z. W7 }- V
' f" t# p- O7 v* s" _7 `4 I' s5 j // ??àì?? μ?·ó
. \2 r1 N+ k' \; a* `& W, I for( int i=0; i<pProp->nDropItem; ++i )% g: L0 G4 a( r5 ?) H- [
{, |6 G4 e0 i0 R% c ~+ T- y' m
BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù.
) Z& T0 Z2 k5 i8 ]# x5 H
# S+ }' A/ M( q C8 g1 O; @: b* C if( xRandom( 100 ) < pProp->nDropPercent ) ' \& M* f5 @. w, y- T
{
4 U q# I* j* e2 D _- T$ j( }) v8 K if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 ) ) X% J5 Y- b9 I: {) C
break;
! F( [" v2 `* v& J! \# F- `: j }$ @ b' ?6 G9 x
}
2 N y9 }: G/ L# T4 D }+ R9 C* O" i* L" G/ T7 _
}
$ y6 R: v+ H) c }
8 s1 T3 h q0 l" v' n+ r- C, q1 v
//pAttackerà? slaughter°aà? oˉ°????2′ù.7 g) g0 O! n2 S
pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );
4 @2 J# _+ R3 W: p* C) {' R9 Q // á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.6 N) z" O# S( \
if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )
7 y. L5 S9 m$ g0 q2 W8 D( u& m( x UpgradeKarma();# ]9 p7 z9 ?$ |0 [1 m% S
#endif // __VER >= 8 // __S8_PK: T" b! ^" i+ S( I: y8 h2 m
return 1;
( C' q% R/ H) ~4 `. O. t}
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2 K9 A4 o8 X& B; ~6 J4 r-------------------------------------------# F6 K% \! K! o; G6 V
* n) Q. C. ~5 b$ L
# U8 d. Q) @/ ^% A if( pAttacker->IsPlayer() )
! m( m: h5 z, s. y {
& h( _( C& N' ^3 z/ M- t m_idMurderer = pAttacker->m_idPlayer;
9 s9 u% v" i) F- J- K/ O+ ?) c, n) k6 t1 T
$ o' c' R/ a w3 G& ~
CWorld* pWorld = GetWorld();! D9 O/ x6 }% m$ x
if( pWorld )
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char szFormat[256];7 Z& ^$ y( w- u5 N9 B; y9 i% x
strcpy( szFormat, pAttacker->GetName() );3 V5 P$ b- e M: y0 R: l0 S
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );0 B8 A X# n! F7 y1 m) F
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );% k+ H8 I! k8 H
}
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