?? cat1085543302.o
字號:
// a skeleton for user rooms
inherit ROOM;
void create()
{
set("short", "落花林");
set("long", @LONG
一座靜謐的森林。
當清晨第一束陽光投射入林中時,才可以看得見隱約的一條小徑。
落花隨風紛紛輕落林中,悄無聲息,如漫天飛揚的白雪,阻斷了視線。
LONG
);
set("exits", ([
"southup" : "/p/guangchang1.c",
]));
set("objects", ([
"/p/npc/weishi":2,
]) );
set("owner", "cat");
set("class", "◎落花林◎ ");
set("valid_startroom",1);
// set("no_fight",1);
setup();
}
void init()
{
add_action("do_invite","invite");
//add_action("do_setowner","setowner");
}
int valid_enter(object me)
{
int flag;
// always let owner go in:
if((string)me->query("class") != (string)query("class")
&&(string)query("invite") != (string)me->query("id")
&&(string)me->query("id") != (string)query("owner"))
return 1;
}
int do_invite(string arg)
{
object me;
me= this_player();
if((string)me->query("id") != (string)query("owner"))
return 0;
set("invite",arg);
write("你邀請"+arg+"來你的房間。\n");
return 1;
}
/*int do_setowner(string arg)
{
string oldowner;
oldowner = (string)query("owner");
set("owner",arg);
write("你將房間的主人暫時設為"+arg+"。\n");
call_out("set_back",60, oldowner);
return 1;
}
int set_back(string oldowner)
{
set("owner", oldowner);
return 1;
}
*/
varargs int valid_leave(object me, string dir)
{
object *inv,kicker;
int sizeinv,n,tt;
if ((int)me->query_condition("killer")>1)
{
write("你正在被通輯中,不能進入自己的門派。\n");
write("你被幾個弟子打了出去。\n");
call_out("kicking", 0, me);
me->unconcious();
return notify_fail("你不能進去!\n");
}
if ( me->query("family/family_name") != (string)query("class"))
{
write("這是別人的門派,你不能亂走。\n");
write("你被幾個弟子打了出去。\n");
call_out("kicking", 0, me);
me->unconcious();
return notify_fail("你不能進去!\n");
}
else {
inv=all_inventory(me);
sizeinv=sizeof(inv);
while (sizeinv--)
{
if (inv[sizeinv]->is_character() && userp(inv[sizeinv]) )
return notify_fail("你想進去拐賣人口?\n");
}
return ::valid_leave(me, dir);
}
}
void kicking(object me)
{
me->move("d/city/wumiao");
}
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