#include <ansi.h>
#include <room.h>
inherit ROOM;
void create()
{
 set("short","施工處");
set("long",@LONG
哇! 這裡粉塵到處飛, 由於辦理出俗的人並不多, 而且海政
部也才成立兩年, 因此西戶政部還沒有完成...
LONG
    );
 set("exits",(["east":__DIR__"seacoun9",
]));
 set("objects", ([__DIR__"npc/worker" : 4,
    ]));
 set("item_desc",([
        "牆壁":"你發現牆壁的下方與地面有個不明顯, 大約三分左右的隙縫, 可能可以向後推(push)開.\n"
    ]));

 set("no_clean_up",0);
 set("light",1);
 setup();
}             
int room_effect(object me)
{
          switch(random(8))
        {
         case 0:
	 case 1:
                message_vision(HIR"你忽然聽到牆後傳來一陣聲音...?!\n"NOR,me);

                return 1;
        

         default:       return 1;
        }
}
void init()
{
       add_action("typepush","push");
}
     int typepush(string arg)
{
        object me,obj;
      obj=this_object();
        me=this_player();
        if(arg != "牆壁") return 0;
     obj->set_temp("push_wall",1);
     call_out("push_wall",1,obj);
        return 1;
}

void push_wall()
{
      int i;
      object me,obj,p;
      me=this_player();
      obj=this_object();
      i=obj->query_temp("push_wall");
      switch( i ) {
          case 1:
            message_vision("$N推了推牆壁, 赫然出現了一個往西的出口!!\n\n",me);
         set("exits", ([
          "west" : __DIR__"seacoun17",
          "east" : __DIR__"seacoun9",
        ]));
            obj->set_temp("push_wall",i+1);
            call_out("push_wall",10,me);
            break;
          case 2:
            message_vision(YEL"往西的出口無聲無息的關上了。\n"NOR,me);
         set("exits", ([
          "east" : __DIR__"seacoun9",
        ]));
            obj->delete_temp("push_wall");
            break;
            }
}