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赏金系统恢复% V# P/ b5 w) |2 G
Mover.cpp
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' h$ ]. n- n: `9 P7 F8 z fCode:
, x+ N1 R" x* \0 w7 Z6 dint CMover::SubPK( CMover *pAttacker, int nReflect )" p) P/ r* W. m9 q8 {3 g( U; I
{
6 k7 ?+ l2 }! e( A if( !g_eLocal.GetState( EVE_PK )
. _( D/ K" r# t, U; ?, N9 G4 O#ifdef __JEFF_11_46 z9 q, `" y; D) L' D# M3 c
|| GetWorld()->IsArena()* N0 g7 h' a$ T
#endif // __JEFF_11_4) j) i2 L9 A( b: o- y/ ~5 s2 J$ a+ C) X
)4 a2 g* {# v9 `3 A- u
return 1;
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#if __VER >= 8 // __S8_PK% R+ }5 e0 T+ f# h2 `" z5 k# N
if( GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
+ @6 _0 S) m' C, o! g) Z% V return 1;
+ d& p- w2 V+ A0 D" R/ z6 e4 c& }& W) K+ y1 w7 n2 j3 r8 o7 m
if( pAttacker->GetWorld()->GetID() == WI_WORLD_GUILDWAR && g_GuildCombatMng.m_nState != CGuildCombat::CLOSE_STATE )
4 u* |) Q$ m' k q a% E7 x return 1;
/ F4 E, }" z' r, V1 u% f$ c; @8 [( K- I9 E9 Z
#if __VER >= 11 // __GUILD_COMBAT_1TO1
5 }( ?3 x% ~+ d1 ~% I# l) Q if( g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)this ) && g_GuildCombat1to1Mng.IsPossibleUser( (CUser*)pAttacker ) )- b3 K' u0 E5 H, }8 b$ b
return 1;% m Y) u! g) x; z5 ?5 M. b
#endif // __GUILD_COMBAT_1TO1
; D3 N0 m7 G. G1 ?. Q
% c N k# R1 W: R if( g_eLocal.GetState( EVE_PKCOST ) 1 k5 G; G+ z. x9 q/ J5 v
#ifdef __JEFF_11_46 v4 L6 p/ S# B% [, X/ }( e
&& GetWorld()->IsArena() == FALSE
1 Q) o5 h" E% E, \6 E G#endif // __JEFF_11_4
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if( IsPlayer() && IsChaotic() ) 2 e7 \' K; I, i3 I0 ]
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#if !defined(__INTERNALSERVER)
9 ^& }* e1 f0 A! t$ o1 } if( m_dwAuthorization < AUTH_HELPER )8 {+ z! h4 T! W- C2 |
#endif
\. J4 O# h) v0 K {
- z+ R9 ^2 O' X4 n& u( ]5 v/ C // ??àì?? μ?·ó 0 z' j3 v2 s8 z1 ]- S+ C) M
// - à?o¥ μ?·ó( à???o??í μ?·ó???é ?èμê - à?o¥°?°£àì o?á·???? μ?·ó?ò?? ??à? )5 [" w% C& W. t/ v0 |0 B
CHAO_PROPENSITY Propensity = prj.GetPropensityPenalty( GetPKPropensity() );
" X( B/ n8 z5 i' I int nInvenDrop = xRandom( Propensity.nInvenDorpMin, Propensity.nInvenDorpMax + 1 );1 @4 x8 i2 ^; k/ Q
for( int i=0; i < nInvenDrop; ++i )
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if( DoDropItemRandom( TRUE, pAttacker ) == 0 ) - q/ c, T( H0 y6 ]
break;- t r/ c* g- W. q; ?
}. R- m/ Y- k* O/ z, @" x
9 v: n1 C, F) D& b# g6 S // - à??? μ?·ó9 G2 }4 @" S/ s7 ^
int nEquipDrop = xRandom( Propensity.nEquipDorpMin, Propensity.nEquipDorpMax + 1 );
6 ~ z& S: Y/ @# N7 c: D& V7 j for( i=0; i < nEquipDrop; ++i )& e: m. n2 N, _7 V% _* L7 j; M8 m
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if( DoDropItemRandom( FALSE, pAttacker, TRUE ) == 0 )
2 Z/ Q! n4 ~4 H* i( U- A break;( U& G5 t' m. L
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}
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if( pAttacker->IsPlayer() )
/ j. t# M' T$ j" Q+ p {
+ { r5 ?4 x" Y( D6 F; L m_idMurderer = pAttacker->m_idPlayer;
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CWorld* pWorld = GetWorld();" i6 v$ v: N# S6 ~0 ]) j
if( pWorld )- x; m* Y6 ^- h6 F1 T0 v
{5 i( S- |: v, h9 Q# ?& f
char szFormat[256];( ]; F$ f: m4 o
strcpy( szFormat, pAttacker->GetName() );
. h6 b6 B( O+ k strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );
% ?. @# i: A! {9 O8 s g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
5 V1 ^3 a) K6 D2 m& Q }
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7 n/ q: U! J$ \# } if( !pAttacker->IsPlayer() || IsNPC() )! p0 a8 x- N$ j
return 1;
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BOOL bAdd = FALSE;
# y4 l! t7 H+ H# t2 ?( f! `) e* b if( pAttacker->IsChaotic() ) // ???à?ó??
+ L& V0 l b$ b9 i {
, T1 D6 @0 k8 {0 s- ~4 n" \ if( !IsChaotic() ) y# N1 \2 P- j) v; Y+ I
bAdd = TRUE;2 \( [7 E8 R. @- j
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else // ?????ó??, èù???ó??
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if( !(IsChaotic() || IsPKPink()) )
Z! e2 H9 v; D3 s8 j9 K0 v bAdd = TRUE;
% N% i; `7 c& w! l, d }+ U! m1 [7 U% S5 N2 ^4 Y/ f
K- r S' T: K' j2 u6 o7 O
/// ???à????, ?o?aà? ??·ááü
* {9 M8 F% s+ u' c) W0 E9 ?+ V" A3 C if( bAdd && nReflect == 0
% J6 `1 |1 z) e: g; W, J, H2 ^( A && pAttacker != this ) // chipi_081119 á??ó?ü μ¥1ìá? ?o?3 1T°í à?á¢???é àú?ìμ??? ???àμ?′? 1?á| ??á¤..., Y2 \* w8 ?9 T' L! m3 w0 F
{
& U+ H0 h+ n6 p% E g; I* c if( IsPlayer() && pAttacker->IsPlayer() )
8 f4 R; F9 D% p% b {2 X/ k5 X/ T& J/ \: H4 U
if( !pAttacker->IsChaotic() )6 z$ o/ {: ~( w9 T a: w$ [
((CUser*)pAttacker)->AddPlaySound( SND_PC_CHAOS );
% y; h( z. G* X: m( T* Q: C7 N CString szSendMsg;
! h0 x) I/ I; j5 T @) Y szSendMsg.Format( prj.GetText(TID_GAME_PK_DEFENDER) , pAttacker->GetName() );/ a8 x E* J& G$ o& a% e7 _
((CUser*)this)->AddText( szSendMsg );
1 o: p) V1 L( l8 H4 { szSendMsg.Format( prj.GetText(TID_GAME_PK_ATTACKER) , GetName() );/ j% f# H. w+ u, O7 @5 D4 V
((CUser*)pAttacker)->AddText( szSendMsg );5 [% |" D/ I& ~( V a1 K7 E Q
}. \- `# K: ?1 d( D8 V
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pAttacker->SetPKValue( pAttacker->GetPKValue() + 1 );- M, M5 B) E$ Q) @, I
((CUser*)pAttacker)->AddPKValue();
. m7 V7 k9 x1 A pAttacker->SetPKPropensity( pAttacker->GetPKPropensity() + NextPKPropensity( pAttacker->GetPKValue() ) );7 P+ C0 y: y M( Y
g_UserMng.AddPKPropensity( pAttacker );
4 s- }% [8 S. n, |2 y- T# ? g_dpDBClient.SendLogPkPvp( pAttacker, this, 0, 'P' );3 P9 }& b9 q5 N" I; h
#if __VER >= 13 // __HONORABLE_TITLE // ′Tà?
* O; f1 D' Z6 j U+ x#ifndef __MAINSERVER
$ u8 x7 j9 ~% Z4 Z* L+ bif(!pAttacker->IsPlayer())
' z0 }8 s. l. h6 w FILEOUT( "..\\HonorError.txt", "subpk()AddHonorListAck()\n" );
~: l; k. A# Z- T#endif // __MAINSERVER
. ?! g' ~% c! a% ] ((CUser*)pAttacker)->SetHonorAdd(HS_PK_COUNT,HI_COUNT_CHECK);
7 N* s( O2 c5 Z" ]#endif // __HONORABLE_TITLE // ′Tà?
5 y" C1 i4 ~* G: J" m }+ G3 V5 m4 B0 y4 E) F. C' O) |* z9 ^
#else // __VER >= 8 // __S8_PK
+ C9 B6 z, b8 z* }! C BOOL bChaotic = IsChaotic();
1 \. g: |) ]/ j' h2 F1 D& Y
, f3 E% V, P* S0 f# S, U m_idMurderer = pAttacker->m_idPlayer; // 3ˉ ??á??·à?·? á×à?3eà? ??·1àì????àìμe?| àúà???μò.
7 ~/ e5 ] j: }2 P) H! A$ k pAttacker->m_nNumKill++; // ?3?? á?°?- [+ \# T8 ]3 x5 ?& k
(CUser*)this)->AddDefinedText( TID_GAME_PKDEAD, "\"%s\"", pAttacker->m_szName ); // ????°? á×à?à? ′????′?à′?′ù.
+ m* E" `& n9 C5 W @- F5 r; N3 m/ b
int nGap = abs( this->GetLevel() - pAttacker->GetLevel() );7 ?& a7 U l# k: d( _7 O) o
if( nGap >= 80 ) X0 v. d0 c* @
ChangeFame( this ); // 80 àì?óà? ?÷àì 3ˉ °??ì, ?1?üà?à?·? ?í?o?? á?°¨
9 R% y1 C6 c' ?* L
/ R* H$ a+ A: T- ]/ w. v2 r2 N3 O // o??ó±Y ?3±?±a?| ??????′ù.
1 h! H( ]$ A- @9 J$ d" s, @& V CWorld* pWorld = GetWorld();+ d1 X* }2 ~! ^5 k+ l1 @+ E
if( pWorld )
( }9 s$ o* B% T A( Y' @9 s { g2 q( m% e- v6 D& h I6 E1 r
//"%s′?àì ???ó1ü %s?| àa?? ???ó±Y %s??3??| ?ò?ú?à′?′ù."
0 ?+ U% F4 }% T: l; G. O7 ^9 @5 ]( A char szFormat[256];
|/ S$ g7 H9 }) ?! u. U0 Y strcpy( szFormat, pAttacker->GetName() );
% @/ o. R3 Y1 u2 e6 a+ I6 X strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );+ _! S8 U! n8 N" X, N
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos() );9 Z& F1 ?4 {5 x/ L, A0 S4 U& ~8 b
}
+ v4 O5 ?+ m$ B. L5 y' s8 p0 d! F8 i/ c( d0 [1 Z
if( g_eLocal.GetState( EVE_PKCOST ) . p Z) v* ]7 u) y8 O" U
#ifdef __JEFF_11_4
$ D' S! i" |5 ]: M- J0 [ && ( pWorld && pWorld->IsArena() == FALSE )8 t. l; X- {1 K7 k) M7 p( q; O
#endif // __JEFF_11_4
+ n& |' N" l0 z# x/ [; J )4 o. }$ i7 V) ~
{ J9 G& Z5 T/ t2 x
if( bChaotic ) 5 [9 M8 u; J4 x' B" O
{
/ G' i. R( q! t$ F G1 i #if !defined(__INTERNALSERVER)
& ]! ~; P4 K' l+ D2 h if( m_dwAuthorization < AUTH_HELPER )+ {$ B i9 O) T# _% _
#endif4 F; v. W- k2 a* c- C' v1 ^- X
{
8 f; l6 a: w5 V q7 U6 O" @ // ??3?μ?·ó
5 m- o* v. j2 e% Z KarmaProp* pProp = prj.GetKarmaProp( m_nSlaughter );
2 L* l ~% \- ~& N2 v1 J, d float fRate = pProp->nDropGoldPercent / 100.0f;
) i; @3 \( m; M int nGold = GetGold() * fRate;
2 C0 h# K$ m+ i4 H4 @8 r+ p1 p$ j* ]- F
if( nGold > 0 )
; Y4 H8 T" @% m; D5 `4 V/ _0 y DropGold( nGold , GetPos(), TRUE );1 `/ f! I! Y# U% c' j
. W1 v2 q- Y# V" @' a! ]- Z( J // ??àì?? μ?·ó $ U) ^/ U' B& l; a' l+ p$ X" [
for( int i=0; i<pProp->nDropItem; ++i ). @$ X! V$ s" e* W+ Y
{) S) F2 C( F6 c
BOOL bExcludeEquip = ( i == 0 ); // 1°3 àì??à? °??ì, à??? ??àì??ào ?3±?á? ?ê′?′ù./ c" P; g, |4 u
( r; F* n4 M4 } if( xRandom( 100 ) < pProp->nDropPercent )
* m3 C0 m) q+ U! k {
9 ]$ @, L; I% y! x' Y9 N. C" V if( DoDropItemRandom( bExcludeEquip, pAttacker ) == 0 ) V& F4 D ^% I _( l8 c* K
break;
* D9 d* ]+ D |+ o& v7 x }1 k( C9 v5 ]* w4 F9 [ x4 o
}
! a7 _6 M, d7 V }- o+ E6 d7 V6 o) A
}
, [; J( E# a8 |; h: U) g }
0 M4 |% r+ e9 i+ r7 \1 X6 F
2 N V( z( O- J" _ //pAttackerà? slaughter°aà? oˉ°????2′ù.
. n& y" b1 H% S; V) i pAttacker->ChangeSlaughter( CHANGE_SLAUGHTER_KILL, this );# n2 z3 u4 |2 W- Y! h
// á????à àˉàú′? PK·? ???á ′??ò °??ì, ???£?? μ?±Tàì ?? ′ü°è ???ó°£′ù., k" ]: b/ C& |6 l; d$ }7 d, K$ T
if( GetSlaughterGrade() == SLAUGHTER_SEMI_CHAOTIC )
. S0 H& U& A6 _1 e/ N5 L1 v UpgradeKarma();
& B6 W% K W) C. Q, k8 }#endif // __VER >= 8 // __S8_PK$ e$ J- p/ v c! m; E p
return 1;: X, }# ]* o- L/ R
}
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-------------------------------------------3 s5 p: i4 I" U& _- W
3 L1 c- E& X# u, Z( S' r) N: J
4 @3 z+ r# u0 a9 [& {: e: z if( pAttacker->IsPlayer() )
/ B+ X/ b; A* e3 f, f# ^( O {, B$ B7 v }5 w4 r3 K8 L( I
m_idMurderer = pAttacker->m_idPlayer;
3 r( I2 t {5 f' V ^9 n
/ R' l9 W' r$ v8 D) K" |# ^- K+ x3 `+ r1 d
CWorld* pWorld = GetWorld();/ k2 i, l3 c6 E( F
if( pWorld )
& m3 T* E9 d d, s {$ o# N3 z0 U1 k; m, s1 S, ^
char szFormat[256];, ~2 \2 K7 `0 i+ { j4 e
strcpy( szFormat, pAttacker->GetName() ); q6 P: b% |! a# j
strcat( szFormat, prj.GetText( TID_PK_REWARDNOTICE ) );& M# Q! s' z: L" [4 i7 t
g_DPCoreClient.SendWCWantedReward( m_idPlayer, pAttacker->m_idPlayer, szFormat, pWorld->GetID(), GetPos(), GetLayer() );
5 f9 k- X8 U) r( @7 l- [ }
/ V5 r0 t) U4 k( }8 ?4 B* \ }
3 U7 U7 s5 v2 |$ G; E( u. A# i1 y- b$ Z( h6 n) ]( L" i& G& l
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