📄 shuitan.c
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// /d/wudang/shuitan.c 水潭#include <ansi.h>inherit ROOM;void create(){ set("short",HIB"水潭"NOR); set("long", @LONG这是一碧绿水潭,潭水清澈,水寒刺骨,好象还有什么东西在咬你的脚趾,还是赶快爬上岸吧。LONG ); set("outdoors", "武当"); set("objects",([ __DIR__"obj/lxshi":1, ])); setup();}void init(){ add_action("do_pa","pa"); add_action("do_qian",({"qian","dive"}));}int do_pa(string arg){ object me; me=this_player(); if ( !arg || arg != "up" ) return notify_fail("你用狗爬式在水里游来游去!\n"); if (present("lianxin shi", me)) return notify_fail("你负荷太重,无法爬上岸!\n"); message_vision("$N浑身湿透,落汤鸡似地爬上了岸。\n", me); me->move(__DIR__"shibapan"); return 1;}int do_qian(string arg){ object me,tmp; object *ob; int i; me=this_player(); if ( !arg || (arg != "down")) return notify_fail("你象条鱼般在水里游来游去!\n"); if (arg =="down") { if (! present("lianxin shi", me)) return notify_fail("由于重力不够,你无法下潜!\n"); message_vision("$N一个猛栽,潜了下去。\n", me); me->receive_damage("jing", 60-(int)me->query_skill("dodge", 1)/20); me->move(__DIR__"tandi1");// me->apply_condition("diving",1); tell_room(environment(me), me->name() + "从上面潜了下来。\n", ({ me })); return 1; } return 1;}/*void drop_ob(object obj){ drop_ob(obj); if objectp(present(obj, environment(me))) { message_vision(HIY"$N渐渐向潭底沉去。\n"NOR, obj); destruct(obj); }}*/
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