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赏金系统恢复
: h- M" S. V' k, }+ R c, ~! ^Mover.cpp; T3 C8 u) P3 \: d a
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Code:
7 m, p1 ]' @& m) K1 U' Rint CMover::SubPK( CMover *pAttacker, int nReflect ) m6 [1 l! W# O
{
, L, a) R+ Y: U' Y% r) J8 w. o if( !g_eLocal.GetState( EVE_PK )' t" h! P0 t* A3 z* T6 X
#ifdef __JEFF_11_4* D1 c+ x$ n$ ]
|| GetWorld()->IsArena()2 D% k5 S) y5 n$ R* q, ?# y+ e
#endif // __JEFF_11_4- S; s& }# s% {) X& B
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return 1;
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* I z, D7 Y8 W, N x1 x4 e0 q7 h#if __VER >= 8 // __S8_PK% G/ _' j. ~- P# [- a% R! t9 z
if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )( s/ D- R, U# K4 @
return 1;8 w/ o- o; h/ s+ e0 T: x
4 R# {& v4 t G+ D( G: V if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
1 G' M( P. ~3 b$ Y return 1;
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#if __VER >= 11 // __GUILD_COMBAT_1TO13 ^. |: O+ d l5 }2 l9 L$ X
if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )9 p, Q0 z! w( X: ]+ ^6 H
return 1;7 ]/ N. {0 p5 Y( ^5 M/ |! |8 R/ @6 M* j
#endif // __GUILD_COMBAT_1TO1
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* j) z2 X! k% o7 p if( g_eLocal.GetState( EVE_PKCOST ) # v: U( J- P8 }+ g7 K& ]" Z: H* |
#ifdef __JEFF_11_4! R1 E0 L" i( ?4 A. P8 z
&& GetWorld()->IsArena() == FALSE
( e# ?4 N# ]1 a+ i. B, W0 U) J#endif // __JEFF_11_4
/ C& ` Z2 k. B/ ? )
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if( IsPlayer() && IsChaotic() ) 1 s7 b( r( m) q
{
1 b8 W/ p. s/ _2 K#if !defined(__INTERNALSERVER)
* G* u" P1 _3 y if( m_dwAuthorization < AUTH_HELPER ): j, p# l6 i. _ E( u# d& R
#endif
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) N: `7 a- W0 o9 C1 R, s1 j // ??àì?? μ?·ó
& }0 {& }/ J2 K // - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )- ^) B3 p7 j M! C9 x
CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );; y$ A& C& @0 D
int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );
1 h; d( T9 }/ S' o for( int i=0; i < nInvenDrop; ++i )
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4 s+ h# N4 z6 g if( DoDropItemRandom( TRUE, pAttacker ) == 0 )
+ |. s2 B; b% p3 _' D break;
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4 \9 c1 S- V$ l; t6 \ // - à??? μ?·ó8 C" h) [" l) m: w0 }
int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );
6 G4 i% g! z, A7 B9 I& ?8 L9 k for( i=0; i < nEquipDrop; ++i )! }7 `: n1 K; n5 K
{+ n+ m+ Q, o1 c7 ~
if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 )
' j/ z7 x1 Z0 X break;
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if( pAttacker->IsPlayer() )8 N0 H1 g* B: X& r
{
0 L P. U" P6 C$ l& u1 n1 Z1 w m_idMurderer = pAttacker->m_idPlayer;- y" D' t4 C Q, e$ ?
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CWorld* pWorld = GetWorld();
1 E( c% s% q) s8 e: } if( pWorld )0 }: V9 l! z$ a) U
{% I M: P2 R8 \) `9 ?
char szFormat[256];
4 R/ ~3 f/ n3 y( H3 n! {/ k5 P strcpy( szFormat, pAttacker->GetName() );+ z4 S1 Q# r2 T. E8 K. T( J
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );! e" P) y$ f4 |! V
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );8 M$ \& f6 y* G( D) {
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}! Q: z, ?7 K# ]% O1 M& g6 B+ m
: u1 g; o0 }* q if( !pAttacker->IsPlayer() || IsNPC() )
. r5 ?% v% [% u3 r! d1 z% U" q, B return 1;
5 d4 R1 h$ ?4 e8 d( e- X A6 O2 }; n- l8 n9 ?6 G
BOOL bAdd = FALSE;
6 W, t" |$ H& ] o( A6 E- M# e if( pAttacker->IsChaotic() ) // ???à?ó??
% E0 P; m9 y) Z5 o3 } {
0 P; }# I7 A; b' j' b. O- Q8 ^ if( !IsChaotic() )
' y& X/ ], t: ` V9 G bAdd = TRUE;
7 Z, |8 [6 ~' b1 I0 x4 |# | }
$ I8 `+ X1 l8 a+ u, [ else // ?????ó??, èù???ó??
3 ~* A! i+ s! P4 Y, Q {
' q& C. s& g) C+ j0 k* U if( !(IsChaotic() || IsPKPink()) )9 \; B( o8 \) M- t* X$ ?
bAdd = TRUE;5 p: V* {" a# u3 O5 y9 F
}) p9 O1 p9 F, A. A$ B& b
( [4 V, S, ^0 z- ^* F. D$ s /// ???à????, ?o?aà? ??·ááü; V! n7 a2 O" w, `7 x4 R. v( A
if( bAdd && nReflect == 0
9 b2 C# G. i3 u+ y; n# t && pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤...! q9 }6 K _# L% \( h1 V4 W( a
{
7 t& A( r% h% @7 H% S5 z if( IsPlayer() && pAttacker->IsPlayer() )
9 _& _( g$ h3 Q& w {
6 R* }& l7 r$ p$ F if( !pAttacker->IsChaotic() )
" R+ _0 x% O# Q+ m ((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );
4 ?! u+ Y3 S. k% m2 ~+ q CString szSendMsg;
0 _% `+ N" _# B: _ r; Q1 S& X szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );& P; `8 y5 g' I" U1 g1 Y8 r4 C: z' ]
((CUser*)this)->AddText( szSendMsg );
+ \( K: T. K+ ^ szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );
8 c7 ]) ^+ l8 M* y/ Y# _. x ((CUser*)pAttacker)->AddText( szSendMsg );
# h) N1 x% D9 ^- [4 \% E }
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4 ?& M# g. y- e) Q; q _ pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );
+ w$ L1 ^' V/ B ?% a* H; f7 e ((CUser*)pAttacker)->AddPKValue();9 ~( z( |: J9 i" Z
pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );
; U$ |/ B0 o8 j, \% A1 O g_UserMng.AddPKPropensity( pAttacker );
+ L6 t) @ E4 g g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );
) D: O$ D# O' [; k% A#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
7 N6 D# N; _( _7 ~- A* ^#ifndef __MAINSERVER
1 K* b9 d0 X% c/ g. E/ I- W" Oif(!pAttacker->IsPlayer())4 w' _$ Q- [/ |; E( G3 K
FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );
# U, c+ t0 l7 G#endif // __MAINSERVER
. b6 l: K' f; S+ A4 N2 x ((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);
- f( F7 J8 `4 v" k3 k' O6 W6 }#endif // __HONORABLE_TITLE // ′Tà?( O( U+ b8 `) |) r; u
}! O+ Z! K7 x7 V- n- f2 y
#else // __VER >= 8 // __S8_PK! [& g( ?' `2 V
BOOL bChaotic = IsChaotic();
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m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò./ ~ e/ g- L; r& s: I% ^& c8 d
pAttacker->m_nNumKill++; // ?3?? á?°?
+ K+ L* z! {# l (CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.; M3 o! J5 P7 m) `
! r$ i5 X6 d8 e6 o& Y) ? int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );
' c8 B% }' L3 z2 ]% T8 q if( nGap >= 80 )
& b- G5 g9 D4 ?5 z ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨
1 w. f2 o5 v9 K) j# J3 z6 o
2 @# p* F/ c: A3 f4 L& ] // o??ó±Y ?3±?±a?| ??????′ù.) Z6 S" Z+ n0 k: n; o& L
CWorld* pWorld = GetWorld();
. v. U. c0 g( q0 g if( pWorld )
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//"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."$ K* _# d4 p8 G' w( B- ^7 @
char szFormat[256];
/ `0 {) W0 W' C2 N5 U7 ?5 d& p. ^ strcpy( szFormat, pAttacker->GetName() );3 l8 L2 Z8 A" |* S K' U/ Q
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
: {- B0 R s* e g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );$ Q+ ], R; a: M" w) w. o( d
}) q' ?6 C6 [8 @. {" Z8 J( O
# Z! X, G0 D; ` if( g_eLocal.GetState( EVE_PKCOST ) & t& C) S. r2 \. g+ I& y( z
#ifdef __JEFF_11_4
1 j# n, b, {2 F( h && ( pWorld && pWorld->IsArena() == FALSE )
) G: b$ @5 C3 u/ f6 z#endif // __JEFF_11_4/ U) Q' e0 i. k/ q' z
)
7 Y+ x5 \/ J3 a" J0 b" ~* c% d {
; ?: P I' f, Z u ~1 G1 C if( bChaotic ) 9 O& H: c0 V9 K& B4 Y
{
. u# f, D& @) w6 q$ K% n+ y #if !defined(__INTERNALSERVER)4 c" `3 f' F1 b2 D# }
if( m_dwAuthorization < AUTH_HELPER ) M6 f' V" g+ t% u
#endif
$ {7 i& G8 N/ m$ U6 J" V {
7 n+ i: V/ J. k7 @& g // ??3?μ?·ó 1 e( `- o) D) c: m$ ]6 c7 h; A
KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter ); c9 d( p O5 g8 N6 P, @7 v. \
float fRate = pProp->nDropGoldPercent / 100.0f;4 s# F7 S8 P' o5 B: f. C K
int nGold = GetGold() * fRate;/ _) L% C) R' I( x8 G6 m
7 g6 K4 V/ _+ f4 g/ j( m if( nGold > 0 )1 M; e& H( o( d2 x* c `0 J' H
DropGold( nGold , GetPos(), TRUE );
* b6 `. A5 v) ~% d3 K, ^( o N8 h4 S9 y' u4 B
// ??àì?? μ?·ó B% S% U S) x, a$ ]$ n( I
for( int i=0; i<pProp->nDropItem; ++i )( W- j" x, J! c; x! g! Z
{# F, H" f# }2 n% j0 F9 A! y
BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù.- H$ ^. i' [. }
# N% q1 v# m7 q8 q! j: A6 F) G
if( xRandom( 100 ) < pProp->nDropPercent )
) N; f! D% {) [' ^, v {" z5 U4 N. n1 x y0 g8 S/ P
if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 )
& |) S5 p4 E2 Q break;+ x1 }3 e. F* D# _1 J) Z
}
: |- g6 u' U/ `4 _# z# i. P, h0 J% g }
/ X" c8 D5 @' k$ m1 K$ T( } }
- s! L3 \0 X# P4 }& b, j! Y% P8 D }
- F2 `' j# U* u1 D& u! S3 r2 H( D }$ @: ]0 |4 l. K( l: H& v3 I
9 P6 @) Y' j! ?" Z) \
//pAttackerà? slaughter°aà? oˉ°????2′ù.
; q+ U( W. [2 \$ P) u/ w) p pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );
0 {6 d5 F8 I$ u& D // á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.: z* x' d4 a8 m3 m6 i8 J5 B
if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC ) l9 g! u( \% M# y
UpgradeKarma();
! H+ G8 e; V$ }1 N3 k#endif // __VER >= 8 // __S8_PK+ L/ ~3 k* y7 A6 L8 T) A* S! [
return 1;( ^3 ^3 w3 C9 ?
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-------------------------------------------3 s0 U0 i# x' }8 @9 ?; k1 O3 q
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if( pAttacker->IsPlayer() ); [, @: ^+ t) \, \" C. ]
{
7 w I- F% Z' ]- g# @+ k; ] m_idMurderer = pAttacker->m_idPlayer;' s- U9 B" i1 C$ O/ }
/ H* N) \; Q% D( I
( z6 P2 \) d& B0 Z5 x CWorld* pWorld = GetWorld();
3 `. F9 o6 {% u1 P, F if( pWorld )
6 m. C' _7 X" K n {
- r9 {+ D$ h1 H# O f, m6 Y/ G char szFormat[256];. D# B k+ r0 K( u
strcpy( szFormat, pAttacker->GetName() );/ |9 v$ X$ t, S% r& p0 [8 @
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
9 e9 E+ J& v" S) v2 N g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );/ F- P# b% T6 U
}
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