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📄 look.c

📁 C实现的MUD,对大家基本入门网络游戏很有帮助!
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                        str +=pro+ YEL"生得虽不标致,倒也白净,有些动人之处。\n"NOR;                if (per <= 17 && (per > 16))                        str +=pro+ YEL"生得身材瘦小,肌肤无光,两眼无神。\n"NOR;                if (per <= 16 && (per > 15))                        str +=pro+ YEL"生得干黄枯瘦,脸色腊黄,毫无女人味。\n"NOR;                if (per <= 15 && (per > 14))                        str +=pro+ YEL"生得满脸疙瘩,皮色粗黑,丑陋不堪。\n"NOR;                if (per <= 14 && (per > 13))                        str +=pro+ RED"生得一嘴大暴牙,让人一看就没好感。\n"NOR;                if (per <= 13 && (per > 12))                        str +=pro+ RED"生得眼小如豆,眉毛稀疏,手如猴爪,不成人样。\n"NOR;                if (per <= 12 && (per > 11))                        str +=pro+ RED"生得八字眉,三角眼,鸡皮黄发,让人一见就想吐。\n"NOR;                if (per <= 11 && (per > 10))                        str +=pro+ RED"生得歪鼻斜眼,脸色灰败,直如鬼怪一般。\n"NOR;	         if (per <=10)                         str +=pro+ RED"生得丑如无盐,状如夜叉,女人长成这样真是人生悲剧。\n"NOR;            }            else            {                if (living(obj))		{                if (!obj->query_temp("owner"))                   str += pro+"是一只未被驯服的畜生,眼光里满是戒心和敌意。\n";                else                   str += pro+"是一只被"+obj->query_temp("ownername")+"驯服的畜生,一副很温驯的样子。\n";		}            }        }				str += sprintf("%s的武功看来", pro);		str +=gettof(me,obj);		str +=sprintf(",");		str +=sprintf("出手似乎");		str +=getdam(me,obj);		str +=sprintf("。\n");        }                 wearornot = 0;        inv = all_inventory(obj);        for(equip=0; equip<sizeof(inv); equip++)        {                if( inv[equip]->query("equipped") ) wearornot = 1;        }        //check about wife and husband        if((obj->parse_command_id_list())[0]==me->query("couple/couple_id") )        {              if( (string)me->query("gender")=="女性" )              {                    str += sprintf("%s是你的丈夫。\n", pro);              }              else{                    str += sprintf("%s是你的妻子。\n", pro);              }        }        if (me->query("jiebai") && stringp(me->query("jiebai")))        if (strsrch(me->query("jiebai"), obj->query("id")+">") >= 0)        {              if( obj->query("gender")=="女性" )              {                    if (obj->query("mud_age") > me->query("mud_age"))                        str += sprintf("%s是你的义姐。\n", pro);                    else                        str += sprintf("%s是你的结义妹子。\n", pro);              }              else{                    if (obj->query("mud_age") > me->query("mud_age"))                        str += sprintf("%s是你的结义兄长。\n", pro);                    else                        str += sprintf("%s是你的义弟。\n", pro);              }        }        if((wearornot == 0 ) && userp(obj) && !wizardp(obj) )            str += pro+"身上居然什么都没穿耶!\n";        if (!sizeof(inv) && me != obj && obj->query("race")=="人类")                str += pro + "身上没有任何装备。\n";        // If we both has family, check if we have any relations.        if( obj!=me        &&      mapp(fam = obj->query("family"))        &&      mapp(my_fam = me->query("family"))        &&      fam["family_name"] == my_fam["family_name"] ) {                if( fam["generation"]==my_fam["generation"] ) {                        if( (string)obj->query("gender") == "男性" ||                                (string)obj->query("gender") == "无性")                                str += sprintf( pro + "是你的%s%s。\n",                                        my_fam["master_id"] == fam["master_id"]? "": "同门",                                        my_fam["enter_time"] > fam["enter_time"] ? "师兄": "师弟");                        else                                str += sprintf( pro + "是你的%s%s。\n",                                        my_fam["master_id"] == fam["master_id"]? "": "同门",                                        my_fam["enter_time"] > fam["enter_time"] ? "师姐": "师妹");                } else if( fam["generation"] < my_fam["generation"] ) {                        if( my_fam["master_id"] == obj->query("id") )                                str += pro + "是你的师父。\n";                        else if( my_fam["generation"] - fam["generation"] > 1 )                                str += pro + "是你的同门长辈。\n";                        else if( fam["enter_time"] < my_fam["enter_time"] )                                str += pro + "是你的师伯。\n";                        else                                str += pro + "是你的师叔。\n";                } else {                        if( fam["generation"] - my_fam["generation"] > 1 )                                str += pro + "是你的同门晚辈。\n";                        else if( fam["master_id"] == me->query("id") )                                str += pro + "是你的弟子。\n";                        else                                str += pro + "是你的师侄。\n";                }        }        if( obj->query("max_qi") )                str += pro + COMBAT_D->eff_status_msg((int)obj->query("eff_qi")* 100 / (int)obj->query("max_qi")) + "\n";	if(obj->is_corpse() && obj->query("kantou") == 1) str += sprintf("%s连头都被割走了。\n", pro);        inv = all_inventory(obj);        if( sizeof(inv) ) {                inv = map_array(inv, "inventory_look", this_object(), obj->is_corpse()? 0 : 1 );                inv -= ({ 0 });                if( sizeof(inv) )                        str += sprintf( obj->is_corpse() ? "%s的遗物有:\n%s\n": "%s身上装备著:\n%s\n",                                pro, implode(inv, "\n") );        }        if (!sizeof(inv) && me != obj && obj->query("race")=="人类")                str += pro + "身上没有任何装备。\n";        message("vision", str, me);// Modified by Hop/*        if( obj!=me        &&      living(obj)        &&      random((int)obj->query("shen")) < 0 - (int)me->query("int") * 10 ) {                write( obj->name() + "突然转过头来瞪你一眼。\n");                COMBAT_D->auto_fight(obj, me, "berserk");        }*/        if( obj!=me && living(obj)        && (((me_shen < 0) && (obj_shen > 0)) || ((me_shen > 0) && (obj_shen < 0)))        && (((me_shen - obj_shen) > ((int)obj->query("neili") * 20))        || ((obj_shen - me_shen) > ((int)obj->query("neili") * 20))))        {                write( obj->name() + "突然转过头来瞪你一眼。\n");                if(obj->query("age") > 17 && me->query("age") > 17)                   if(!wizardp(obj) && !wizardp(me) && !userp(obj))                        COMBAT_D->auto_fight(obj, me, "berserk");        }        return 1;}string inventory_look(object obj, int flag){        string str;        str = obj->short();        if( obj->query("equipped") )                str = HIC "  □" NOR + str;        else if( !flag )                str = "    " + str;        else                return 0;        return str;}int look_room_item(object me, string arg){        object env;        mapping item, exits;        if( !objectp(env = environment(me)) )                return notify_fail("这里只有灰蒙蒙地一片,什么也没有。\n");        if( mapp(item = env->query("item_desc")) && !undefinedp(item[arg]) ) {                if( stringp(item[arg]) )                        write(item[arg]);                else if( functionp(item[arg]) )                        write((string)(*item[arg])(me));                return 1;        }        if( mapp(exits = env->query("exits")) && !undefinedp(exits[arg]) ) {                if( objectp(env = find_object(exits[arg])) )                        look_room(me, env);                else {                        call_other(exits[arg], "???");                        look_room(me, find_object(exits[arg]));                }                return 1;        }        return notify_fail("你要看什么?\n");}string tough_level(int power){	int lvl;	int rawlvl;	int grade = 1;	if(power<0) power=0;	rawlvl = (int) pow( (float) 1.0 * power, 0.3);	lvl = to_int(rawlvl/grade);                        if( lvl >= sizeof(tough_level_desc) )                                lvl = sizeof(tough_level_desc)-1;                        return tough_level_desc[((int)lvl)];}string getdam(object me, object obj){	int level;	level = obj->query_temp("apply/damage") / 2 + obj->query("jiali");        if (!level) level=30;	level = level / 30;                        if( level >= sizeof(heavy_level_desc) )                                level = sizeof(heavy_level_desc)-1;                        return heavy_level_desc[((int)level)];}int help (object me){        write(@HELP指令格式: look [<物品>|<生物>|<方向>]这个指令让你查看你所在的环境、某件物品、生物、或是方向。HELP);        return 1;}

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