📄 guditan4.c
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// guditan4.cinherit ROOM;#include <ansi.h>void create(){ set("short", HIC"谷底水潭"NOR); set("long", @LONG你历尽坚辛,终于到达了水潭底部,水潭四周层层叠叠的都是万年玄冰。你头顶左上方(zuoshang)隐约透着光亮。水中寒气逼人,阵阵刺骨冰气使你感觉就象刀刮一样的疼痛,此处看来不可多呆,还是赶快离开吧。LONG ); set("item_desc", ([ "zuoshang": HIC"你定睛观瞧,光亮处似乎是一条斜上的水道。\n"NOR, ])); set("outdoors", "绝情谷"); setup(); }void init(){ object me; me=this_player(); add_action("do_qian","qian");// if ((int)me->query("jing", 1) < 0||(int)me->query("qi", 1) < 0){// me->set_temp("last_damage_from","在水潭中被淹");// me->unconcious();// me->die();// return;// } }int do_qian(string arg){ object me; me=this_player(); if (me->is_busy() || me->is_fighting()) return notify_fail("你正忙着哪!\n"); if ( !arg || (arg != "zuoshang" && arg != "up") ) return notify_fail("你要往哪里潜?\n"); if (arg =="zuoshang"){ if ((int)me->query_encumbrance() * 100 / (int)me->query_max_encumbrance() >= 40) return notify_fail("你身子沉重,用尽全力也无法向上面游去!\n"); message_vision(YEL"$N两腿用力一蹬,向左上方浮去。\n"NOR, me); me->receive_damage("jing", 200); me->receive_damage("qi", 200); me->move(__DIR__"tongdao"); me->start_busy(1); tell_room(environment(me), me->name() + "从斜下方向潜了上来。\n", ({ me })); message_vision (HIB"$N只觉得头晕晕的,身体浸在冰冷的水中,不住的颤抖。\n"NOR,me); return 1; } else { if ((int)me->query_encumbrance() * 100 / (int)me->query_max_encumbrance() >= 40) return notify_fail("你身子沉重,用尽全力也无法潜回上面!\n"); message_vision(YEL"$N两腿用力一蹬,向上面浮去。\n"NOR, me); me->receive_damage("jing", 200); me->receive_damage("qi", 200); me->move(__DIR__"guditan3"); me->start_busy(1); tell_room(environment(me), me->name() + "从下面潜了上来。\n", ({ me })); message_vision (HIB"$N只觉得头晕晕的,身体浸在冰冷的水中,不住的颤抖。\n"NOR,me); return 1; } return 1;}
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