📄 houyuan.c
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// houyuan.c 财主后院#include <room.h>inherit ROOM;void create(){ set("short", "财主后院"); set("long", @LONG这里是财主后院,各种古玩琳琅满目,商周青铜、汉瓦当、唐三彩……,应有尽有,只要拥有一件,就够你吃一辈子了。崔员外正坐在琉璃榻上,慢幽幽地喝着参汤。东侧有一扇门(men)。LONG ); set("item_desc", ([ "men" : "这扇门似乎通向一间密室。\n", ])); set("exits", ([// "east" : __DIR__"dongxiang", "south" : __DIR__"dayuan", "west" : __DIR__"xixiang", ])); set("objects", ([ __DIR__"npc/cui" : 1, ]));// set("no_clean_up", 0); setup();}void init(){ add_action("do_unlock", "unlock"); if (present("cui yuanwai", environment(this_player()))) delete("exits/east");}int do_unlock(string arg){ object ob; if (query("exits/east")) return notify_fail("这扇门已经是打开的。\n"); if (!arg || (arg != "men" && arg != "east")) return notify_fail("你要打开什么?\n"); if (!(ob = present("laofang key", this_player())))// if (!(ob = present("lywintwo", this_player()))) return notify_fail("你不会撬锁。\n"); set("exits/east", __DIR__"dongxiang"); message_vision("$N用一把钥匙打开了秘门,可是钥匙却断了。\n", this_player()); destruct(ob); return 1;}int valid_leave(object me, string dir){ if (!wizardp(me) && objectp(present("cui yuanwai", environment(me))) && dir == "west" && living(present("cui yuanwai", environment(me)))) return notify_fail("崔员外挡住了你。\n"); return ::valid_leave(me, dir);}
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