📄 mudi.c
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#include <ansi.h>inherit ROOM;void create(){ set("short", "墓地"); set("long", @LONG这里是桃花岛岛主夫人的墓地。墓地周围种了一些矮矮的花树。树上的白花星星点点。白花中间是一高大的石碑 (bei),碑后是两扇坚固的石门。整个墓地干干净净,显然天天有人打扫。LONG ); set("outdoors", "taohua"); set("exits", ([ "south" : __DIR__"road3", "west" : __DIR__"hill", ])); set("item_desc",([ "bei" : RED" ┌─┐ │桃│ │花│ │岛│ │女│ │主│ │冯│ │氏│ │埋│ │香│ │之│ │冢│ └─┘\n"NOR ]) ); set("no_clean_up", 0); setup();}void init(){ add_action("do_push", "push");}void check_trigger(){ object room; if( (int)query("left_trigger")==3 && (int)query("right_trigger")==3 && !query("exits/down") ) { message("vision", "墓门忽然发出轧轧的声音,缓缓向两边移动著,露出一个向下的阶梯。\n", this_object() ); set("exits/down", __DIR__"mudao"); if( room = find_object(__DIR__"mudao") ) { room->set("exits/up", __FILE__); message("vision", "墓门忽然发出轧轧的声音,缓缓向两边移动著,露出一个向上的阶梯。\n", room ); } delete("left_trigger"); delete("right_trigger"); call_out("close_passage", 30); }}void close_passage(){ object room; if( !query("exits/down") ) return; message("vision", "墓门忽然发出轧轧的声音,缓缓合拢,将向下的通道盖住了。\n", this_object() ); if( room = find_object(__DIR__"mudao") ) { room->delete("exits/up"); message("vision", "墓门忽然发出轧轧的声音,缓缓合拢,将向上的通道盖住了。\n" HIR "你脑海中闪过一个念头:坏了!出不去了!\n" NOR , room ); } delete("exits/down");}int do_push(string arg){ string dir; if( !arg || arg=="" ) return 0; if( arg=="bei" ) { write("你试著推动墓碑,发现它可以左右推动....\n"); return 1; } if( this_player()->query("neili") <100) { write("你试著推动墓碑,可是内力太低....\n"); return 1; } if( sscanf(arg, "bei %s", dir)==1 ) { if( dir=="right" ) { message_vision("$N将墓碑往右推...,忽然轧轧几声墓碑又移回原位。\n", this_player()); add("right_trigger", 1); check_trigger(); return 1; } else if( dir=="left" ) { message_vision("$N将墓碑往左推...,忽然轧轧几声墓碑又移回原位。\n", this_player()); add("left_trigger", 1); check_trigger(); return 1; } else { write("你要将墓碑推向那个方向?\n"); return 1; } }}void reset(){ ::reset(); delete("left_trigger"); delete("right_trigger");}
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