📄 aobai4.c
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// Room: /city2/aobai4.cinherit ROOM;void close_gate();int do_open(string arg);int do_close(string arg);void create(){ set("short", "鳌府后院"); set("long", @LONG这里是鳌府后院,中心是一个大花园。西边一条长廊走道直通往鳌拜的卧房,有几个官兵把守。北边是书房。南边是鳌拜私设的牢房,牢门(men)是锁着的。LONG ); set("item_desc", ([ "men":"这是一扇很结实的铁门。\n", ])); set("exits", ([ "west" : __DIR__"aobai6", "east" : __DIR__"aobai3", "north" : __DIR__"aobai7", ])); set("objects", ([ "/d/city2/npc/guanjia" : 1, "/d/city/npc/jiading" : 2, ]));// set("no_clean_up", 0); setup();}void init(){ add_action("do_open", "open"); add_action("do_open", "unlock");}void close_gate(){ object room; if(!( room = find_object(__DIR__"aobai8")) ) room = load_object(__DIR__"aobai8"); if(objectp(room)) { delete("exits/south"); message("vision","只听乒地一声,暗门自动关了起来。\n",this_object()); message("vision","你脑海中闪过一个念头:哎哟!又进不去了!\n" , this_object()); room->delete("exits/north"); message("vision","只听乒地一声,暗门自动关了起来。\n",room); message("vision","你脑海中闪过一个念头:坏了!出不去了!\n" , room ); }}int do_open(string arg){ object room; object ob; if (query("exits/south")) return notify_fail("暗门已经是开着了。\n"); if (!arg || (arg != "men" && arg != "south")) return notify_fail("你要开什么?\n"); if (!(ob = present("lfkey", this_player()))) return notify_fail("你不会撬锁。\n"); message_vision( "$N用一把钥匙打开了秘门,可是钥匙却断了.\n", this_player()); destruct(ob); if(!( room = find_object(__DIR__"aobai8")) ) room = load_object(__DIR__"aobai8"); if(objectp(room)) { set("exits/south", __DIR__"aobai8"); message_vision("$N使劲把暗门打了开来。\n",this_player()); room->set("exits/north", __FILE__); message("vision","里面有人把暗门打开了。\n",room); remove_call_out("close_gate"); call_out("close_gate", 10); } return 1;}int valid_leave(object me, string dir){if (!me) return 1; if (objectp(present("guan jia", environment(me))) && (dir == "south"||dir == "north")&& living(present("guan jia", environment(me)))) return notify_fail("女官家挡住了你。\n"); return ::valid_leave(me, dir);}
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