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📄 man.c

📁 C实现的MUD,对大家基本入门网络游戏很有帮助!
💻 C
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#include <ansi.h>int do_walk();inherit NPC;string *first_name = ({ "赵","钱","孙","李","周","吴","郑","王","张","陈","柳","风","刘","林", }); string *name_words = ({ "一","二","三","四","五","六","七","八","九","十", });string *color_title = ({"[天杀门]杀手","[地煞门]杀手",});string *order = ({""HIY"", ""HIG"", ""RED"", ""MAG"", ""YEL"", ""HIC"", ""HIW"", ""HIR"",""HIB"", ""CYN"",""WHT"",""HIM"",""BLU""});mapping *data=({(["name":"武将",	"id":"wu jiang",	"mw":-1,	]),(["name":"山贼头",	"id":"shan zeitou",	"mw":1,	]),(["name":"客店伙计",	"id":"huo ji",	"mw":-1,	"weapon":"gangdao",	]),(["name":"仕卫",	"id":"shi wei",	"mw":1,	"weapon":"changqiang",	]),(["name":"铁匠",	"id":"tie jiang",	"mw":1,	"weapon":"gangdao",	]),(["name":"流氓头",	"id":"liumang tou",	"mw":-1,	"weapon":"gangjian",	]),(["name":"贵公子",	"id":"gui gongzi",		"mw":1,	"weapon":"gangjian",	]),(["name":"行者",	"id":"xing ze",	"mw":1,	"weapon":"gangdao",]),(["name":"土匪头",	"id":"tufei tou",	"mw":-1,	"weapon":"changbian",	]),(["name":"戏子",		"id":"xi zi",	"mw":-1,	"weapon":"lianzi",]),(["name":"台夷商贩",	"id":"shang fan",		"mw":-1,	"weapon":"hammer",	]),(["name":"江湖艺人",	"id":"yi ren",	"mw":1,	"weapon":"gangjian",]),(["name":"砍竹人",	"id":"kanzu ren",	"mw":-1,	"weapon":"changbian",	]),(["name":"猎人",		"id":"lie ren",	"mw":-1,	"weapon":"lianzi",]),(["name":"台夷猎人",	"id":"old lieren",		"mw":-1,	"weapon":"hammer",	]),(["name":"牧羊人",	"id":"muyang ren",	"mw":1,	"weapon":"gangjian",]),(["name":"农夫",	"id":"nong fu",	"mw":1,	"weapon":"gangjian",]),(["name":"皮货商",	"id":"pihuo sang",	"mw":-1,	"weapon":"changbian",	]),(["name":"石匠",		"id":"shi jiang",	"mw":-1,	"weapon":"lianzi",]),(["name":"道人",	"id":"dao ren",		"mw":-1,	"weapon":"hammer",	]),(["name":"游客",	"id":"you ke",	"mw":1,	"weapon":"gangjian",]),(["name":"书童",	"id":"shu tong",	"mw":1,	"weapon":"gangjian",]),(["name":"绿营会众",	"id":"guan bing",	"mw":-1,	"weapon":"changbian",	]),(["name":"员外",		"id":"yuan wai",	"mw":-1,	"weapon":"lianzi",]),(["name":"比丘",	"id":"bi qiu",		"mw":-1,	"weapon":"hammer",	]),(["name":"流氓",	"id":"liu mang",	"mw":1,	"weapon":"gangjian",]),});void create(){	mapping npc;	string weapon;	npc=data[random(sizeof(data))];	weapon=npc["weapon"];	set_name(npc["name"],({ npc["id"] }));	set("age",20+random(30));	set("combat_exp",20000);	if( weapon)	set_skill("blade",20);	set_skill("unarmed",20);        set("tasknpc",1);        set("dex",100);        set("no_get",1);	set_skill("sword",20);	set_skill("club",20);	set_skill("whip",20);	set_skill("throwing",20);	set_skill("parry",20);set("qi",1000);set("jing",1000);set("eff_qi",1000);set("eff_jing",1000);set("max_qi",1000);set("max_jing",1000);	set_skill("dodge",200);	set("shen_type",npc["mw"]);        set("chat_chance", 20);        set("chat_msg", ({                (: do_walk :),                (: random_move :),        }) );        set("chat_chance_combat", 80);        set("chat_msg_combat", ({           (: random_move :),           (: random_move :),           (: random_move :),        }) );        set_temp("apply/attack", 20);        set_temp("apply/defense", 20);        set_temp("apply/armor", 20);        set_temp("apply/damage", 20+random(80));        setup();        set("check_time", time());	carry_object("/clone/cloth/cloth")->wear();//	if( weapon)// 	carry_object("/clone/weapon/"+weapon)->wield();	add_money("silver",50+random(50));}       int do_walk(){        string start_room; string name,weapon;        object room;        object ob;        mapping obmap;        int n;        int i;	object *inv;        if (! environment())                return 0;        name = color_title[random(sizeof(color_title))]+first_name[random(sizeof(first_name))];        name += name_words[random(sizeof(name_words))]; //1800//        if (time() - query("check_time") > 3600)      if (time() - query("check_time") > 3000 && random(100)>98 || !query_heart_beat(this_object()))        {       set_name((order[random(13)])+name, ({ "killer", "shashou", "sha shou" }));       set("gender", "男性");       set("title", color_title[random(sizeof(color_title))]);        n = 0;	inv = all_inventory(this_object());	for (i = 0; i < sizeof(inv); i++)        {                if (inv[i]->query("dynamic_quest"))command("chat "+inv[i]->query("name")+(order[random(13)])+"我已经拿到手了。。。撤!!  \n"NOR);        }                        message_vision("$N笑了笑说:东西已经到手,任务完成,撤了!\n"NOR, this_object());                        destruct(this_object());                        return 0;        }        n = 0;        foreach (ob in all_inventory(environment()))        {                if (!ob)  continue;                if (!ob->query("dynamic_quest"))                        continue;        command ("get all");                n++;        }                                random_move();        return 1;}int accept_fight(object ob){				command("say " + RANK_D->query_self(this_object())					+ "怎么可能是" + RANK_D->query_respect(ob)					+ "的对手?\n");		  return 0;}int kill_ob(object ob){		  command("fear");		  command("say 不好,我被识破了!!");if (random(3)==1){command("say 逃啊!!");if (random(2)==1){command("go south");command("go west");}else{command("go north");command("go east");}}if (ob->query("combat_exp") > 1500000){set("qi",2000);set("jing",2000);set("eff_qi",2000);set("eff_jing",2000);set("max_qi",2000);set("max_jing",2000);}		  return 1;}

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