📄 men1.c
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//ROOM men1.c
inherit ROOM;
void init();
//string look_door();
int do_open(string);
void create()
{
set("short", "囚室大门");
set("long",
"这是囚室东边,西面有一扇紧闭的大门(door)。\n"
);
set("outdoors", "lingjiu");
set("exits", ([
"west" : __DIR__"qiushi",
"east" : __DIR__"changl11",
]));
set("objects",([
__DIR__"npc/jujian" : 1,
]));
set("item_desc", ([
"door" : (: look_door :),
]));
set_temp("lock",1);
// set("no_clean_up", 0);
setup();
}
int valid_leave(object me, string dir)
{
if ( (dir == "west") && objectp(present("ju jian", environment(me))) )
return notify_fail("菊剑伸手拦住你,说道:“对不起,本门重地,请回!”\n");
return ::valid_leave(me, dir);
}
void init()
{
add_action("do_open", "open");
}
string look_door(string arg)
{
if (query_temp("lock") == 0)
return "门上的铁锁已经被打开了。\n";
return "这扇门被铁锁牢牢锁住。\n";
}
int do_open(string arg)
{
object me=this_player(), room;
if(!arg || arg!="door")
return notify_fail("你要开什么?\n");
if( query_temp("lock") == 1 && !present("key", me) )
return notify_fail("钥匙都没有,怎么开门?\n");
if(!( room = find_object(__DIR__"qiushi")) )
room = load_object(__DIR__"qiushi");
if(!objectp(room))
return notify_fail("ERROR:not found 'qiushi.c' \n");
if(query_temp("lock") == 1 && present("key", me))
{
set_temp("lock", 0);
message_vision("$N把钥匙插进锁孔,只听见‘卡嗒’一声,锁开了。\n", me);
message("vision", "外面传来一阵开锁的声音,只听见‘卡嗒’一声,锁开了。\n",room);
}
message_vision("$N轻轻推开门,走了进去,随手把门掩了起来。\n",me);
message("vision", "有人走了进来,随手把门掩上了。\n",room);
me->move(room);
return 1;
}
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