npc1.c

来自「C实现的MUD,对大家基本入门网络游戏很有帮助!」· C语言 代码 · 共 566 行 · 第 1/2 页

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	set_skill("sword",200);
	set_skill("club",200);
	set_skill("whip",200);
	set_skill("throwing",200);
	set_skill("parry",200);
	set_skill("dodge",200);
set("no_get",1);
        set("szj/passed",1);
        set("double_attack",1);
        set("breakup", 1);
        set("szj/over200", 1);
        set("jiuyin/full", 1);
        set("jiuyin/shang", 1);
        set("jiuyin/xia", 1);
b=2000+random(4000);
a=3000+random(9000);
d=20+random(60);
set("str",d);
set("dex",d);
set("int",d);
set("con",d);
set("per",d);
set("kar",d);
        set("jing",b);
        set("max_jing",b);
set("eff_jing",b);
        set("neili",a);
        set("max_neili",a);
	this_object()->set("party",ps[k]["party"]);
	this_object()->set_skills(ps[k]["skills"]);
	this_object()->set_skill_map(ps[k]["skill_map"]);
	this_object()->set_skill_prepare(ps[k]["skill_prepare"]);
        i=200+random(500);
        e=200+random(500);
	for (k = 0; k < sizeof(ns); k++)
		this_object()->set_skill(ns[k], i);

		this_object()->set_skill("literate",i);
        this_object()->set_skill("shenzhao-jing",e);
if (mapp(skill_status = this_object()->query_skills()))//判断自己是否有功夫,如有将用这个函数全部删除
{
skill_status = this_object()->query_skills();
sname = keys(skill_status);//传回所有自己的功夫阵列

temp = sizeof(skill_status);
for (i = 0; i < temp; i++)
this_object()->set_skill(sname[i],e);//删除自己所有功夫
}
        this_object()->change_combat_mode();
set("chat_chance_combat", 100);
set("chat_msg_combat", get_auto_actions("perform"));
change_combat_mode(ob, 1);
        set("chat_chance", 20);
        set("chat_msg", ({
 (: random_move :)
//                (: command, "exert powerup" :),
//                (:random_chat:),
        }) );
        
f=1+random(8);        
	setup();

	if (ob->query("gender")=="女性")
	{
	carry_object("/clone/cloth/female"+f+"-cloth")->wear();
	carry_object("/clone/cloth/female-shoe")->wear();
	}
else {
	carry_object("/clone/cloth/male"+f+"-cloth")->wear();
	carry_object("/clone/cloth/male-shoe")->wear();
}        
        if (stringp(ob->query_skill_mapped("sword"))) 
	carry_object(__DIR__"weapon/sword")->wield();
	if (stringp(ob->query_skill_mapped("blade"))) 
	carry_object(__DIR__"weapon/dao")->wield();
	if (stringp(ob->query_skill_mapped("whip"))) 
	carry_object(__DIR__"weapon/bian")->wield();
	if (stringp(ob->query_skill_mapped("hammer"))) 
	carry_object(__DIR__"weapon/hammer")->wield();
	if (stringp(ob->query_skill_mapped("staff"))) 
	carry_object(__DIR__"weapon/ban")->wield();
	if (stringp(ob->query_skill_mapped("axe"))) 
	carry_object(__DIR__"weapon/axe")->wield();

	add_money("silver",50+random(50));
}
       

mixed get_auto_actions(string action)
{
	int i, flag = 0;

	for (i = 0; i < sizeof(pfm); i++)
		if (pfm[i]["party"] == query("party")) {
			flag = 1;
			break;
		}
	if (!flag)
		return ({ });
	if (arrayp(pfm[i][action]))
		return pfm[i][action];
	else
		return ({ });
}

void change_combat_mode(object me, int mode)
{
	switch (mode) {
	case 0:
		delete("chat_chance_combat");
		delete("chat_msg_combat");
		set("jiali", 1);
		break;
	case 1:
		set("chat_chance_combat", 100);
		set("chat_msg_combat", get_auto_actions("perform"));
		set("jiali", 50);
		break;
	case 2:
		set("chat_chance_combat", 100);
		set("chat_msg_combat", get_auto_actions("perform1"));
		set("jiali", (int)query_skill("force") / 2);
		break;
	case 3:
		set("chat_chance_combat", 100);
		set("chat_msg_combat", get_auto_actions("perform2"));
		set("jiali", 1);
		break;
	default:
		set("chat_chance_combat", 80);
		set("chat_msg_combat", get_auto_actions("perform"));
		set("jiali", 50);
		return;
	}
	set("combat_mode", mode);
//	me->set("guard/status/combat_mode", mode);
}

void random_chat()
{
  string *e,str="";
   int i;
   object npc,*inv;
if (!environment(this_object()))
   return;
   inv=all_inventory(environment(this_object()));
	if(!sizeof(inv))	return;
 
   e = sort_array(EMOTE_D->query_all_emote(), 1);
   str=e[random(sizeof(e))];
   command(str+" "+inv[random(sizeof(inv))]->query("id"));
   set("answer",str);  
   return;
}

int chat()
{
	int i, ratio, chance, rnd, flag = 0;
	string *msg, *emotes, cmd;
	object *inv, *killer;

	if (!is_busy() 
	&& living(this_object())
	&& environment(this_object()) )
	{
		if (arrayp(msg = get_auto_actions("powerup")))
			for (i = 0; i < sizeof(msg); i++)
				if (functionp(msg[i]))
					evaluate(msg[i]);
	}


	if (query("neili") > 100 && query("max_neili") > 200 && !is_busy()
	&& living(this_object())
	&& environment(this_object()) 
	) {
		if (query("eff_jing") && query("jing") * 100 / query("eff_jing") <= 80)
			command("exert regenerate");

		if (query("eff_qi") && query("qi") >= 0 && query("qi") * 100 / query("eff_qi") <= 80)
			command("exert recover");

		if (query("eff_qi") && query("qi") >= 0
		&& query("max_qi") && !is_fighting() && !query("mute")
		&& query_skill_mapped("force")
		&& query("eff_qi") < query("max_qi")
		&& query("eff_qi") >= query("max_qi") / 3)
			command("exert heal");

		if (query("max_neili")
		&& query("neili") * 100 / query("max_neili") <= 80
		&& !is_fighting()
		&& query_skill_mapped("force")) {
			i = 1 + (int)query_skill("force") / 15 * (1 + (int)query_skill("force") / 100);
			command(sprintf("dazuo %d", i));
		}

	}

	if( !chance = (int)query(is_fighting()? "chat_chance_combat": "chat_chance") )
		return 0;

	if( arrayp(msg = query(is_fighting()? "chat_msg_combat": "chat_msg"))) {
		if( query_temp("is_unconcious") ) return 0;
		if(!living(this_object()) ) return 0;
		if(!environment(this_object())  ) return 0;

		if( random(100) < chance ) {
			rnd = random(sizeof(msg));
			if( stringp(msg[rnd]) )
				say(msg[rnd]);
			else if( functionp(msg[rnd]) )
				return evaluate(msg[rnd]);
		}
		return 1;
	}

	return 1;
}


void init( )

{
	object ob;	
        remove_call_out("hunting");
	if( interactive(ob = this_player())  ) {
if (!ob->is_fighting()) 
ob->start_busy(1);
        call_out("hunting",0);
        }
	if(!environment()->query("no_fight"))
if (!ob->is_fighting()) 
ob->start_busy(1);
        call_out("hunting",0);
}

void hunting()
{
	int i;
        object *ob;
        ob = all_inventory(environment());
        for(i=sizeof(ob)-1; i>=0; i--) {
        if( !ob[i]->is_character() || ob[i]==this_object() || !living(ob[i])) continue;
        if(ob[i]->query("vendetta/authority")) continue;
                fight_ob(ob[i]);
                ob[i]->fight(this_object());
        call_out("check",0);
        }
}
void die()
{
        object corpse, killer;
        int i;
        string skill;
        object jla , jlb;

        if( !living(this_object()) ) revive(1);
        if( wizardp(this_object()) && query("env/immortal") ) return;

        this_object()->clear_condition();

        COMBAT_D->announce(this_object(), "dead");
        if( objectp(killer = query_temp("last_damage_from")) ) {
                set_temp("my_killer", killer->query("id"));
                COMBAT_D->killer_reward(killer, this_object());
        }

if (!killer) return;
        if( objectp(corpse = CHAR_D->make_corpse(this_object(), killer)) )
                corpse->move(environment());
killer->remove_all_killer();
        if (userp(killer) )
        {
             jla=new("/clone/box/gbox");
jla->move(environment(this_object()));
        this_object()->remove_all_killer();
message_vision("$N找到了一个宝箱。\n",killer);
        all_inventory(environment())->remove_killer(this_object());
        destruct(this_object());
}
        destruct(this_object());
}

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