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赏金系统恢复. j- L P2 C: i3 x7 i/ L8 P
Mover.cpp
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int CMover::SubPK( CMover *pAttacker, int nReflect ); A7 V0 \0 E# w& G$ z* u/ w
{
( k) n7 |7 z! W4 A# Z' n+ Z if( !g_eLocal.GetState( EVE_PK )6 W; ]; u: W/ X& y `
#ifdef __JEFF_11_4; `" q* m' V/ ]6 M" e2 u, _4 q
|| GetWorld()->IsArena()
: A# D$ x# C6 v6 x( `, ~" D#endif // __JEFF_11_4
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return 1; Z; g9 {. z" I+ T3 Z- o
; f2 u7 m1 ~1 d0 N8 O" p. E#if __VER >= 8 // __S8_PK
% A M: e: r% V2 s if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
! J3 L' R# k+ m8 G4 V3 A! Q) z return 1;& H; C; e% |# \$ ^- x
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if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
$ E7 i' _( _8 c% }! d% E/ y- \+ ? return 1;+ v% Z# ]) o" I: h, P+ d5 W
- l$ Q6 `# s- d#if __VER >= 11 // __GUILD_COMBAT_1TO1
. r6 |1 v6 u0 z) f5 c k if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )& O4 `/ J: L2 M+ {+ z0 l1 E
return 1;9 U% x2 U! V; e. {4 p# M
#endif // __GUILD_COMBAT_1TO1
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if( g_eLocal.GetState( EVE_PKCOST )
$ {9 ~3 Z2 e# m0 R" s' V% c#ifdef __JEFF_11_4
' b$ j6 P3 Q. ^1 H* a && GetWorld()->IsArena() == FALSE
6 b' ?, o2 t O0 o4 c#endif // __JEFF_11_4
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if( IsPlayer() && IsChaotic() )
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#if !defined(__INTERNALSERVER) `, D+ i( W$ `& ]0 v* K$ b) C
if( m_dwAuthorization < AUTH_HELPER )" ~- H: g0 |; l Q! i
#endif" l' }$ @: p% j# w; M0 ^
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// ??àì?? μ?·ó 7 e8 X% M! Q5 v& k
// - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )" ^( y$ g9 P! L% H
CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );
; } s; j; A# d l) \ int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );
$ E3 X5 B9 a6 ]& [6 Z3 H for( int i=0; i < nInvenDrop; ++i )4 O: P$ P& d! Z6 V6 K8 P
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if( DoDropItemRandom( TRUE, pAttacker ) == 0 ) & C) @5 k. ?: P- ?- P
break;
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// - à??? μ?·ó
& A5 v' [" ?. a2 d( O) k int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );8 p( Y" Q3 o$ N" s
for( i=0; i < nEquipDrop; ++i )' ~+ w& q1 C/ Z3 L. q* r- [' S* H3 \
{
3 \0 y, A& L2 F( d" C if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 ) - z* I2 M T! d6 S
break;
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}
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8 b0 g/ q& v4 i4 ]# o: S' }# A if( pAttacker->IsPlayer() )
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, x* C. C. Y9 Q8 p2 m m_idMurderer = pAttacker->m_idPlayer;
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CWorld* pWorld = GetWorld();
' a9 u# X. Y* q, t+ [. Z+ ~ if( pWorld )
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char szFormat[256];0 o6 h3 g4 `3 w' h% G& N
strcpy( szFormat, pAttacker->GetName() );7 ?. x' I* M9 C) W9 Q& A4 i
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );' R( W1 E8 c6 g7 @
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
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}
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4 {. m. F2 h; j8 l7 ~4 ?# I if( !pAttacker->IsPlayer() || IsNPC() )0 X' g1 p; ~) L# _
return 1;
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BOOL bAdd = FALSE;1 d" X" R' ?' R- ?0 K( A
if( pAttacker->IsChaotic() ) // ???à?ó??3 V1 d J9 l5 b) u2 |0 {9 Y W) w6 S
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if( !IsChaotic() )9 V+ o4 i7 r2 K6 q
bAdd = TRUE;
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else // ?????ó??, èù???ó??
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+ ~3 S/ Q* F y$ f if( !(IsChaotic() || IsPKPink()) )7 _# J/ C5 `0 F: q
bAdd = TRUE;
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/// ???à????, ?o?aà? ??·ááü, O( M& k' Q' `2 n
if( bAdd && nReflect == 0
0 [% L+ v$ K9 t0 h, `: g && pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤...
* W" X6 u+ O: P* c4 m. U& D {
/ ~. a3 E/ ~3 E' I. g9 P; a7 u if( IsPlayer() && pAttacker->IsPlayer() )1 z6 ?" ~+ l( D* F! m; x' c
{
* G* r' z6 p$ ? o if( !pAttacker->IsChaotic() )9 \5 H) [1 A9 l5 \) X
((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );1 J# C: b; z5 u8 W1 W
CString szSendMsg;
; L2 H8 z& S) S* O# _* ^. P szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );
: v6 J) ?* f+ }/ a* s- L4 Q ((CUser*)this)->AddText( szSendMsg );: h7 v; ?* L/ H; F8 x4 K b! S
szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );, |) z$ G7 G( O1 t: n
((CUser*)pAttacker)->AddText( szSendMsg );
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! F- F" G! J2 c: H pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );; O) g- R: Y7 w: \
((CUser*)pAttacker)->AddPKValue();
) d/ C/ U& b! I/ d* D" v pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );
7 B* \3 _* u x3 a; Z g_UserMng.AddPKPropensity( pAttacker );
, z" U+ {- I/ [) e5 d6 z g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );: T& d) F n# M
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?6 x2 k4 L! g" e( f9 Q- D
#ifndef __MAINSERVER
+ k! c( X1 N. m5 F# j" ~7 gif(!pAttacker->IsPlayer())- y& W; P5 C0 `2 } V# {
FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );8 M$ o% E) N3 c. D) A
#endif // __MAINSERVER
4 n4 y, I: f; e3 z ((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);* @& [) K$ `! }9 D" Z t) b
#endif // __HONORABLE_TITLE // ′Tà?
$ ^! N; i- T d }
; h- ^, ~( U& J n4 s6 G#else // __VER >= 8 // __S8_PK
7 R% g% n3 Y1 y0 a BOOL bChaotic = IsChaotic();
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m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.
' h7 a1 Y! s; r$ Y8 O pAttacker->m_nNumKill++; // ?3?? á?°?
; d6 @8 ^' B; z7 X% R& A$ ? (CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.. r& W4 j! ~4 ]- j4 l6 m/ w5 G) q
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int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );% d. W% |/ [/ X! I- Q+ E" T& X, z: H
if( nGap >= 80 )
/ C: m9 M1 u) A+ l5 j1 ]- Q ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨
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// o??ó±Y ?3±?±a?| ??????′ù.$ {; i2 h9 S1 M' F+ s' N
CWorld* pWorld = GetWorld();& y. p9 F8 d- }( a7 M
if( pWorld )
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//"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."
I( e. D, X- f/ x4 e% _0 ^* O char szFormat[256];
$ @- l( l& `( o: | strcpy( szFormat, pAttacker->GetName() );+ Y. L- f' h" B6 Z
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );/ n, Y: f+ ~) S
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );0 i3 R! ~- F; Z. q/ C1 E6 Z/ [: I
}. `6 S4 a5 k2 s$ K) k4 b
/ u& W( c2 ~' b, i1 s+ g; m& Y if( g_eLocal.GetState( EVE_PKCOST )
7 D1 F r; N2 G; n& t, f* V. D5 B$ x* \#ifdef __JEFF_11_4# \, F$ J* a; E, ~$ j0 T) L
&& ( pWorld && pWorld->IsArena() == FALSE )" l# k. V. z( P F" {" U* L5 S
#endif // __JEFF_11_4
& d6 Q9 ^. O2 s/ f( @1 B )
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if( bChaotic )
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#if !defined(__INTERNALSERVER)! R: |1 a+ {# M2 N4 u) Y* h3 J) A
if( m_dwAuthorization < AUTH_HELPER )
' a) f) P# D3 x, A! N1 z8 J #endif; Z5 l2 q, e: u% ^8 c
{
( R: s0 O, v( a4 z // ??3?μ?·ó $ v" h$ H0 W9 O- O S; l- o
KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );
! }# q2 b' [ R3 a float fRate = pProp->nDropGoldPercent / 100.0f;) P2 A, p; u& h+ ~" z& |
int nGold = GetGold() * fRate;4 ]* [5 A( x! j+ ?/ \- M
5 w2 g9 d, l" T2 f& a if( nGold > 0 )
* f5 o; X6 M3 t- }& j, Y DropGold( nGold , GetPos(), TRUE );
* a8 ~. d0 r, N2 {; z/ i/ U6 p% N9 B) ?& k( [
// ??àì?? μ?·ó - s3 A9 V2 f. `% j# [8 _- s
for( int i=0; i<pProp->nDropItem; ++i )( q5 T9 l, W2 L7 i6 t$ H
{
. E6 }7 s, c7 x; [ BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù.6 K$ B7 \6 P' y) o( D4 `
* w7 `( C4 Z O" C' V% u
if( xRandom( 100 ) < pProp->nDropPercent ) 3 S9 U3 g4 ~4 j
{
: }1 r! G$ a0 U+ p% a4 { if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 ) 5 ~$ `" Q1 P. l/ M) q
break;% h2 _& D$ m* Z" Y/ V; O
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}5 b3 A3 y1 [; y5 l
}
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- u6 c, |1 E# b7 l0 ? //pAttackerà? slaughter°aà? oˉ°????2′ù.
- |, X) g" ^* K: m5 z2 q pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );+ K) c! R9 m0 p# c: I
// á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù.# r( j4 Z: X' B3 |. {7 _
if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )
1 ~0 k. r* V6 w( u6 D6 [% p UpgradeKarma();
9 a' v6 }2 x0 b% Y#endif // __VER >= 8 // __S8_PK2 [& g4 P2 o- W; b- Z s- N1 Z# q
return 1;. D% a* D2 j7 k+ j
}
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-------------------------------------------1 p8 T6 B$ d. q+ g# b
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# x: N8 q! P3 A6 `$ N. v; K) m5 Y if( pAttacker->IsPlayer() )
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m_idMurderer = pAttacker->m_idPlayer;( C' _9 r' ]* `2 a- w: r( ]
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CWorld* pWorld = GetWorld();1 P* n0 `. a3 j
if( pWorld )
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char szFormat[256];
3 s4 h$ m# F4 i0 P! A2 y strcpy( szFormat, pAttacker->GetName() );& o4 v) g4 ^ u4 T2 \# n
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
5 ?+ X; b3 T5 W& L2 I# L g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
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