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Автор: | Pacifist [ Чт окт 16, 2014 10:04 am ] |
Заголовок сообщения: | Re: IPv6 |
Как я понял, грубо говоря лпмуды состоят из двух частей: - драйвер (mudos, fluffos и т.д.) - который знает как делать муд, но не знает что делать; - библиотека (mudlib) - в которой написано, что нужно делать. Рассмотрим файл комнаты в таком муде: Код: #include <learning.h> #include "path.h" // This the object that defines all of the functionality of which we're going // to make use. All of the code that we use in setup is defined in this // object. In this case, it's an outside room... so it gets all the usual // weather strings and chats. inherit "/std/room/outside"; // This is a function (we'll come back to this topic later). All you need to // know for now that the code in setup gets executed automatically by the // MUD when your room is loaded. void setup() { // The short description is what you see when you 'glance' in a room. set_short ("simple village road"); // The determinate is what gets appended to the short description // sometimes. In this case, this room becomes 'a simple village road'. // If we wanted it to be 'the simple village road', we'd change the // determinate here to 'the'. add_property ("determinate", "a "); // This is the long, wordy description of the room that you see when you // have the MUD output on verbose. set_long ("This is a simple road, leading to a simple village. There " "is very little of any excitement about it, except that it represents " "your first steps to becoming a creator!\n"); // This sets the current light level for the room. 100 equates // to 'bright sunlight' set_light (100); // This adds a move zone to the room - only NPCs who have this as a // permitted zone will wander here. add_zone ("learnville"); // These are items that people can look at in the room. The first part is // the thing they can look at, and the second is what they see when they do. // Add_item is very powerful, and by adding nouns with adjectives (like // simple village), we get the possibility for really sophisticated // pattern matching. add_item ("simple village", "The village is simple, but beautiful because " "of it."); add_item ("simple road", "You're standing on it, you dolt!"); // These are random messages that get sent to the room. The first number // here is the minimum time that passes before a chat is sent. The second // is the maximum time. The bits of text are the chats themselves, each // separated by a comma. room_chat ( ({ 120, 240, ({ "It's quiet... a little too quiet.", "It's simple... a little too simple.", "It's exciting learning to develop rooms!", })})); // This adds an exit to the room. Specifically, it adds an exit of // the path type to the northeast. Players going through this door // will end up in street_02. add_exit ("northeast", ROOMS + "street_02", "path"); add_exit ("southwest", LEARNVILLE + "access_point", "path"); Все элементы комнаты задаются в виде си-подобных функций, а как эти функции работают прописано в драйвере (mudos). Аналогичным образом в лпмудах прописано все: комнаты, объекты, мобы, игроки, гильдии и т.д. и т.п. |
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