
>
more daxiong.c
#include <ansi.h>

inherit ROOM;

void create ()
{
  set ("short", "大雄宝殿");
  set ("long", @LONG

大雄宝殿里金碧辉煌紫气瑞瑞，根根玉柱雕麒麟，殿窗是金钉
银檐，殿顶亦上是金银鸳鸯双双对对，正中有一白玉玛瑙莲花
台。南边有一殿门通往后殿，东西边各有一偏门。

LONG);
  
  set("exits", ([
        "north"   : __DIR__"sanmen",
        "south"   : __DIR__"houdian",
        "west"   : __DIR__"zhenlou1",
        "east"   : __DIR__"baoge1",
      ]));
  set("objects", ([
        "/u/yxm/d/rulai/rulai" : 1,
        __DIR__"npc/xiantong" : 2,
     ]));
  set("no_fight", 1);
  set("no_magic", 1);
  setup();
}

void init()
{
    add_action("do_drop", "drop");
    add_action("do_get", "get");
}

int do_drop(string arg)
{
   object me=this_player();
   object obj;
   
   if( !arg ) return 0;
      
   if( !objectp(obj = present(arg, me)) )
          {  tell_object(me,"你身上没有这样东西。\n");
             return 1;
          }
  
   if ( me->query("rulaitask/kind") != "擒")
          {  tell_object(me,"如来佛对你说道：“不要在这么乱丢垃圾。”\n");
             return 1;
          }
          
    if( !obj->is_character() )
           {  tell_object(me,"如来佛对你说道：“不要在这么乱丢垃圾。”\n");
             return 1;
          }
               
    else {    if( obj->is_corpse() )
                   {  tell_object(me,"如来佛对你说道：“不要在这么乱丢垃圾。”\n");
                      return 1;
                   }
                   
              if( obj != me->query("rulaitask/guai") )
                   {   tell_object(me,"如来佛对你说道：“我没有叫你擒此怪回来。”\n");
                       return 1;
                   }
          
               call_out ("accomplish",2,me,obj);
		return 0;
          }
}      

void accomplish(object me, object obj)
{
      if(!living(obj))
        {tell_room(this_object(),BLINK+HIY"几个金刚把"+obj->name()+"押了下去。\n\n"NOR);
         destruct (obj);
         me->set("rulaitask/accomplish",1);
         me->set("rulaitask/end_time",time());
         me->delete("rulaitask/get");
        }
       else return;
}


int do_get(string arg)
{
        string from;
        object me = this_player();
        object env;
        
== 未完继续 80% == (ENTER 继续下一页，q 离开，b 前一页)        if( !arg ) return 0;
                
        if( sscanf(arg, "%s from %s", arg, from)==2 )
            {
                env = present(from, me);
                if(!env) env = present(from, environment(me));
                if(!env) return 0;
                if(env->is_character() && !living(env))
                      {  tell_object(me,"如来佛对你摇了摇头。\n");
                         return 1;
                      }
            }
        
        else {
                env = present(arg, environment(me));
                if(env->is_character() && !living(env))
                      {  tell_object(me,"如来佛对你摇了摇头。\n");
                         return 1;
                      }
             }
                        
        return 0;
}               
>
#include <ansi.h>

inherit ROOM;

void create ()
{
  set ("short", "大雄宝殿");
  set ("long", @LONG

大雄宝殿里金碧辉煌紫气瑞瑞，根根玉柱雕麒麟，殿窗是金钉
银檐，殿顶亦上是金银鸳鸯双双对对，正中有一白玉玛瑙莲花
台。南边有一殿门通往后殿，东西边各有一偏门。

LONG);
  
  set("exits", ([
        "north"   : __DIR__"sanmen",
        "south"   : __DIR__"houdian",
        "west"   : __DIR__"zhenlou1",
        "east"   : __DIR__"baoge1",
      ]));
  set("objects", ([
        "/u/yxm/d/rulai/rulai" : 1,
== 未完继续 20% == (ENTER 继续下一页，q 离开，b 前一页)q
>
more dtask.c
// dtask.c

inherit F_CLEAN_UP;

int main(object me, string arg)
{       object ob;
        
        seteuid(getuid(me));
        if(!arg) ob = me;
        else if (wizardp(me)) { ob = present(arg, environment(me));
             if (!ob) ob = find_player(arg);
             if (!ob) ob = find_living(arg);
        if (!ob) return notify_fail("您要察看谁的状态？\n");
        } 
                else return notify_fail("只有巫师才可以察看别人的状态。\n");
        
        printf("　　 ┃ 难度一 ┃ 难度二 ┃ 难度三 ┃ 获得潜能 ┃ 获得武学 ┃ 获得道行 \n");
        printf("杀妖 ┃%8|d┃%8|d┃%8|d┃%10|d┃%10|d┃%d \n",
              ob->query("rulaitask_log/kill1"),  ob->query("rulaitask_log/kill2"),     
              ob->query("rulaitask_log/kill3"),  ob->query("rulaitask_log/kill_potential"),
              ob->query("rulaitask_log/kill_combat"),
              ob->query("rulaitask_log/kill_daoxing"));
        printf("擒妖 ┃%8|d┃%8|d┃%8|d┃%10|d┃%10|d┃%d \n",
== 未完继续 41% == (ENTER 继续下一页，q 离开，b 前一页)more dtask.c
              ob->query("rulaitask_log/arrest1"),  ob->query("rulaitask_log/arrest2"),     
              ob->query("rulaitask_log/arrest3"),  ob->query("rulaitask_log/arrest_potential"),
              ob->query("rulaitask_log/arrest_combat"),
              ob->query("rulaitask_log/arrest_daoxing"));
        printf("劝妖 ┃%8|d┃%8|d┃%8|d┃%10|d┃%10|d┃%d \n",
              ob->query("rulaitask_log/persuade1"),  ob->query("rulaitask_log/persuade2"),     
              ob->query("rulaitask_log/persuade3"),  ob->query("rulaitask_log/persuade_potential"),
              ob->query("rulaitask_log/persuade_combat"),
              ob->query("rulaitask_log/persuade_daoxing"));
        printf("降妖 ┃%8|d┃%8|d┃%8|d┃%10|d┃%10|d┃%d \n",
              ob->query("rulaitask_log/fight1"),  ob->query("rulaitask_log/fight2"),     
              ob->query("rulaitask_log/fight3"),  ob->query("rulaitask_log/fight_potential"),
              ob->query("rulaitask_log/fight_combat"),
              ob->query("rulaitask_log/fight_daoxing"));
        printf("殉职次数： %d\n",ob->query("rulaitask_log/die"));
        
        
        
        return 1;
}

int help(object me)
{
== 未完继续 82% == (ENTER 继续下一页，q 离开，b 前一页)more dtask.c
     write(@HELP
指令格式: dtask

这个指令让你知道你做如来任务的统计情况。

HELP
    );
    return 1;
}

>
more rulai.c
inherit NPC;

#include <obstacle.h>
#include <ansi.h>

#define DEBUG 0

#define LEVEL_NONE 0
#define LEVEL_ASKED 1

string *list=({"yg-qiankun","yg-jianmang","yg-jianzhang","yg-zxzx",
                "yg-ba","yg-jldl",
        });
int reward_player ();
int recover_death ();

void create()
{
  set_name("如来佛", ({ "rulai fo", "rulai", "fo" }));
  set("title", "佛祖多陀阿伽陀");
  set("long", "大慈大悲灵山雷音古刹佛祖多陀阿伽陀如来佛爷。\n");
  set("gender", "男性");
  set("age", 10000);
== 未完继续 4% == (ENTER 继续下一页，q 离开，b 前一页)more rulai.c
  set("attitude", "peaceful");
  set("rank_info/self", "贫僧");
  set("rank_info/respect", "佛祖爷爷");
  //set("class", "bonze");
  set("str",100);
  set("per",100);
  set("max_kee", 10000);
  set("max_gin", 10000);
  set("max_sen", 10000);
  set("force", 10000);
  set("max_force", 10000);
  set("force_factor", 500);
  set("max_mana", 10000);
  set("mana", 10000);
  set("mana_factor", 500);
  set("combat_exp", 4000000);
  set("daoxing", 10000000);

  set_skill("literate", 300);
  set_skill("spells", 300);
  set_skill("buddhism", 300);
  set_skill("unarmed", 300);
  set_skill("jienan-zhi", 300);
== 未完继续 9% == (ENTER 继续下一页，q 离开，b 前一页)more rulai.c
  set_skill("dodge", 300);
  set_skill("lotusmove", 300);
  set_skill("parry", 300);
  set_skill("force", 300);
  set_skill("lotusforce", 300);
  set_skill("staff", 300);
  set_skill("lunhui-zhang", 300);
  map_skill("spells", "buddhism");
  map_skill("unarmed", "jienan-zhi");
  map_skill("dodge", "lotusmove");
  map_skill("force", "lotusforce");
  map_skill("parry", "lunhui-zhang");
  map_skill("staff", "lunhui-zhang");
  set("chat_chance_combat", 80);
  set("chat_msg_combat", ({
   (: cast_spell, "bighammer" :),
  }) );
  set("inquiry", ([
    "die" : (: recover_death :),
    "death" : (: recover_death :),
    "recover" : (: recover_death :),
    "起死回生" : (: recover_death :),
    "复生" : (: recover_death :),
== 未完继续 13% == (ENTER 继续下一页，q 离开，b 前一页)more rulai.c
    "死" : (: recover_death :),
    "生" : (: recover_death :),
    "qujing" : (: reward_player :),
    "obstacle" : (: reward_player :),
    "obstacles" : (: reward_player :),
    "取经" : (: reward_player :),
    "经" : (: reward_player :),
  ]) );

  set("my_level",LEVEL_NONE);
  setup();
  carry_object("/d/obj/cloth/jia_sha")->wear();
}

void init ()
{
  add_action("do_back", "back");
  add_action("do_task", "task");
  add_action("do_cancel", "cancel");
}

void announce (object me, string str)
{
== 未完继续 18% == (ENTER 继续下一页，q 离开，b 前一页)more rulai.c
  if (DEBUG)
  { 
    object snowcat = find_player ("snowcat");
    if (snowcat && wizardp(snowcat))
      tell_object (snowcat,"◆ "+str+"\n");
  }
  else
  {
    CHANNEL_D->do_channel(me,"chat",str);
  }
}

int recover_death()
{
  object me = this_object();
  object who = this_player();

  if (who->query("obstacle/mud_age") > who->query("death/mud_age"))
  {
    message_vision ("$N对$n摇了摇头：老夫未闻死迅也。\n",me,who);
    return 1;
  }
  if (!who->query("death"))
== 未完继续 23% == (ENTER 继续下一页，q 离开，b 前一页)more rulai.c
  {
    message_vision ("$N对$n摇了摇头：老夫未闻死迅也。\n",me,who);
    return 1;
  }

  if (! who->query("obstacle/reward"))
  {
    message_vision ("$N对$n摇了摇头：你先去西域过关吧。\n",me,who);
    return 1;
  }
  if (who->query("obstacle/rebirth") >= 3)
  {
    message_vision ("$N对$n摇了摇头：你三根救命毫毛已用尽也。\n",me,who);
    return 1;
  }
  who->add("obstacle/rebirth",1);
  message_vision ("\n$N拔出一根救命毫毛，佛手一扬……。\n",me);
  message_vision ("\n$N顿觉天悬地转乾坤倒置，刹那间禁不住浑身颤抖！\n",who);
  if (who->query("death/combat_exp_loss"))
  {
    tell_object (who,"你突然发现你的武学全部恢复了！\n");
    who->add("combat_exp", (int)who->query("death/combat_exp_loss"));
  }
== 未完继续 27% == (ENTER 继续下一页，q 离开，b 前一页)more rulai.c
  if (who->query("death/dx_loss"))
  {
    tell_object (who,"你突然发现你的道行全部恢复了！\n");
    who->add("daoxing", (int)who->query("death/dx_loss"));
  }
  if (who->query("death/mud_age"))
  {
    tell_object (who,"你突然发现你的潜能全部恢复了！\n");
    who->add("potential", (int)who->query("potential")-who->query("learned_points"));
  }
  if (who->query("death/skill_loss"))
  {
    tell_object (who,"你突然发现你的武功全部恢复了！\n");
    who->skill_death_recover();
  }
log_file("RECOVER","["+ctime(time())+"] "+sprintf("%s(%s)使用了救命毫毛.\n"
, who->query("name"),who->query("id")));
  who->delete("death");
  who->save();
  return 1;

}

== 未完继续 32% == (ENTER 继续下一页，q 离开，b 前一页)more rulai.c
void do_reward (object who)
{
  object me = this_object();
  int size1 = sizeof(obstacles);
  int size2;
  string *strs = values(obstacles);
  mapping skills = who->query_skills();
  int i;

  if (! interactive (who))
    return;

  if (who->query("obstacle/reward"))
    return;

  if (who->query_temp("no_move"))
    return;

  if (who->query("obstacle/number") < size1)
    return;

  size2 = sizeof(skills);

== 未完继续 37% == (ENTER 继续下一页，q 离开，b 前一页)more rulai.c
  message_vision ("宝殿里紫霞缭绕金光万道，$N见到如来真身浑身一软拜倒在地！\n",
                  who);
  message_vision ("\n$N对$n说："+RANK_D->query_respect(who)+
                  "一路上历经灾愆患难，万里迢迢苦尽功成也。\n",me,who);
  i = (size1+size2+2)*3;
  who->start_busy(i,i);
  who->set_temp("no_move",1);

  strs = (string *)sort_array (strs, 1);
  for (i = 0; i < size1; i++)
  {
    call_out("rewarding1",(i+1)*3,me,who,strs[i]);
  }
  call_out("rewarded1",(size1+1)*3,me,who);
  strs = keys(skills);
  for (i = 0; i < size2; i++)
  {
    call_out("rewarding2",(size1+i+2)*3,me,who,strs[i]);
  }
  call_out("rewarded2",(size1+size2+2)*3,size2,me,who);
}

void rewarding1 (object me, object who, string str)
== 未完继续 41% == (ENTER 继续下一页，q 离开，b 前一页)more rulai.c
{
  int i = 600+random(who->query("kar")*30);

  who->add("obstacle/reward",i);
  who->add("potential",i);
  message_vision ("\n$N说道："+str+"一关，奖$n"+chinese_number(i)+
                  "点潜能！\n",me,who);
  tell_object(who,"你的潜能增加了"+chinese_number(i)+"点！\n");
}

void rewarded1 (object me, object who)
{
  int i = who->query("obstacle/reward");

  remove_call_out("rewarding1");
  message_vision ("\n$N一点头：共计"+chinese_number(i)+"点潜能！\n",me);
  announce (me,who->query("name")+"西天取经历经灾愆，奖励"+
            chinese_number(i)+"点潜能！\n");
}

void rewarding2 (object me, object who, string str)
{
  int i = who->query_skill(str,1);
== 未完继续 46% == (ENTER 继续下一页，q 离开，b 前一页)more rulai.c
  string name = to_chinese(str);

  who->set_skill(str,i+1);
  message_vision ("\n$N说道：奖励一级"+name+"！\n",me,who);
  tell_object(who,"你的"+name+"增加了一级！\n");
}

void rewarded2 (int size, object me, object who)
{
  remove_call_out("rewarding2");
  message_vision ("\n$N一点头：共计"+chinese_number(size)+"级技能！\n",me);
  announce (me,who->query("name")+"西天取经功德无量，奖励"+
            chinese_number(size)+"级技能！\n");
  call_out("informing",1,me,who);
}

void informing (object me, object who)
{
  who->interrupt_me();
  who->set_temp("no_move",0);
  who->save();
  me->set("my_level",LEVEL_NONE);
  me->delete_temp("invite");
== 未完继续 51% == (ENTER 继续下一页，q 离开，b 前一页)more rulai.c
more rulai.c
more rulai.c
more rulai.c
  message_vision ("\n$N对$n说：起身，可去宝阁取真经一本。\n",me,who);
  message_vision ("\n$N又补充道：日后若有不测，可来大雄宝殿起死回生三次。\n",
                  me);
}

int reward_player ()
{
  object me = this_object();
  object who = this_player();
  object *all, *list;
  int size1 = sizeof(obstacles);
  int i, j;

  if (me->query("my_level") == LEVEL_ASKED)
  {
    message_vision ("$N对$n摇头说道：老夫正忙。\n",me,who);
    return 1;
  }

  if (who->query("obstacle/reward"))
  {
    message_vision ("$N对$n说道：你不是已经来过了吗？\n",me,who);
    return 1;
== 未完继续 55% == (ENTER 继续下一页，q 离开，b 前一页)  }

  if (who->query_temp("no_move"))
  {
    message_vision ("$N对$n摇摇头。\n",me,who);
    return 1;
  }

  if (who->query("obstacle/number") < size1)
  {
    message_vision ("$N对$n摇头说道：你尚未历尽难关。\n",me,who);
    return 1;
  }

  if (me->query("last_player") != who)
  {
    me->set("last_player",who);
    me->set_temp("invite","public");
    announce (me,who->query("name")+"不远万里前来取真经！");
    announce (me,"诸位仙贤如愿观礼，使accept rulai fo便可！\n");
    remove_call_out ("inviting");
    call_out ("inviting",1,me);
    return 1;
== 未完继续 60% == (ENTER 继续下一页，q 离开，b 前一页)  }

  all = users();
  i = sizeof(all);
  list = all_inventory(environment(me));
  j = sizeof(filter_array(list, (:userp:))) - 1;

  if ((i/4-j) > 0)
  {
    message_vision ("$N对$n摇摇头：西游记现有"+chinese_number(i)+"位玩家，"
                    "此处仅有数位仙贤在邀，可否再邀"+chinese_number(i/4-j)+
                    "位仙贤前来观礼？\n",me,who);
    if (! DEBUG)                 
      return 1;
  }
  announce (me,"西游记西天取真经观礼："+who->query("name")+"大雄宝殿拜礼！\n");

  me->set("my_level",LEVEL_ASKED);
  do_reward (who);
  return 1;
}

void inviting (object me)
== 未完继续 65% == (ENTER 继续下一页，q 离开，b 前一页){
  int i;
  object *list;

  if (! me->query_temp("invite"))
    return;
  
  remove_call_out ("inviting");
  call_out ("inviting",4+random(4),me);

  list = users();
  i = sizeof(list);
  while  (i--)
  {
    string here, there;

    reset_eval_cost();
    if (!environment(list[i]))
      continue;
    if (environment(list[i])->query("unit")) // not a room
      continue;
    if (list[i]->is_fighting())
      continue;
== 未完继续 69% == (ENTER 继续下一页，q 离开，b 前一页)more rulai.c
more rulai.c
more rulai.c
    if (list[i]->is_busy())
      continue;
    if (list[i]->query_temp("no_move"))
      continue;
    if (list[i]->is_ghost()) // Checking ghost
      continue;
    if (!living(list[i]))
      continue;
    if ((string)list[i]->query_temp("accept")!=me->query("id"))
      continue;

    list[i]->set_temp("accept",0);
    here = (string)environment(me);
    there = (string)environment(list[i]);
    if (here == there)
      continue;

    message_vision("$N若有所思地向远方伸出手……\n",me);
    list[i]->set_temp("accept",0);
    list[i]->set_temp("lingshan/from",there);
    message_vision("一团祥云飘来，云中伸出一只巨大的佛手将$N轻轻托起，消失在天空。\n",list[i]);
    list[i]->move(here);
    message_vision("……$N轻轻一翻掌，$n稳稳地跳下来落在地上。\n",me,list[i]);
== 未完继续 74% == (ENTER 继续下一页，q 离开，b 前一页)more rulai.c
    break;
  }
}

int do_back(string arg)
{
  object who = this_player();
  object me = this_object();
  string here = (string)environment(me);
  string there = who->query_temp("lingshan/from");

  message_vision("$N请求$n送$N回返。\n",who,me);
  //if (!there)
  //  there = "/d/city/kezhan";
  there = "/d/city/kezhan";

  who->set_temp("accept",0);
  message_vision("$N的手掌轻轻托起$n向远方伸去……\n",me,who);
  who->move(there);
  message_vision("……云中伸出一只巨大的佛手轻轻一翻，只见$N从里面跳出来。\n",who);

  
  return 1;
== 未完继续 79% == (ENTER 继续下一页，q 离开，b 前一页)}

void die()
{
  if (environment())
    message("sound", "\n\n如来缓缓一点头：佛法无边！\n\n", environment());

  set("eff_kee", 10000);
  set("eff_gin", 10000);
  set("eff_sen", 10000);
  set("kee", 10000);
  set("gin", 10000);
  set("sen", 10000);
  set("force", 10000);
  set("mana", 10000);
}

void unconcious()
{
  die ();
}


== 未完继续 83% == (ENTER 继续下一页，q 离开，b 前一页)int do_task()
{
        object me = this_player();
        object guai;
        int level,i;
        int size1 = sizeof(obstacles);
        string kind,where,msg;
        
        me->command("say 敢问佛祖，最近可有妖怪为害？");
        
//        if (me->query("obstacle/number") < size1)
//             {message_vision(CYN"\n如来佛说道：你尚未取得真经，得成正果，如何能降魔除怪。\n"NOR,me);
//              return 1;
//             }
        if( me->query("rulaitask/get") )
             {message_vision(CYN"\n如来佛说道：我不是已经给了任务你吗，快快起程。\n"NOR,me);
              return 1;
             }
        
        if( me->query("rulaitask/fail") )
             {message_vision(CYN"\n如来佛说道：你先到禅房参悟，以提高自身的修行，再来拿任务吧。\n"NOR,me);
              return 1;
             }
== 未完继续 88% == (ENTER 继续下一页，q 离开，b 前一页)more rulai.c
more rulai.c
        
        if( me->query("rulaitask/accomplish") )
             {message_vision(CYN"\n如来佛说道：降妖除魔固然重要，也千万不要忽略自身的修行，否则
很容易会令自身堕入魔道的，你这就去禅房好好参悟刚才的战斗去吧。\n"NOR,me);
              return 1;
             }
             
        //确定任务等级
        level = random(10);
        if (level<5) level=1;
        else if (level<8) level=2;
        else level=3;
        
        //确定任务种类
        i = random(4);
        if (i==0) kind="杀";
        else if (i==1) kind="擒";
        else if (i==2) kind="降";
        else kind="劝";
        
        me->set("rulaitask/get",1);
        me->set("rulaitask/level",level);
        me->set("rulaitask/kind",kind);
== 未完继续 93% == (ENTER 继续下一页，q 离开，b 前一页)        guai = new("/u/yxm/d/rulai/stey/"+list[random(sizeof(list))]);
        where=guai->invocation(me, level);
        switch (kind)
          {
                case "杀": {message_vision(CYN"\n如来佛说道：现在有一个"+where+"附近出没，此怪
已经残杀了不少无辜，恶贯满盈了，你这就去把它除掉吧。\n"NOR,me); break;}
                case "擒": {message_vision(CYN"\n如来佛说道：现在有一个"+where+"附近出没，此怪尚未恶
贯满盈，但极难点化，你这就去把它生擒回来，让我亲自点化它。\n"NOR,me); break;}
                case "降": {message_vision(CYN"\n如来佛说道：现在有一个"+where+"附近出没，此怪刚刚道满出山
尚未为恶，但非常好勇斗狠，你只需狠狠教训它一回，它就不敢为恶了。\n"NOR,me); break;}
                case "劝": message_vision(CYN"\n如来佛说道：现在有一个"+where+"附近出没，此
怪本性不坏，只是未能冲破迷津，你这就去点化它吧。\n"NOR,me);
          }
        me->set("rulaitask/guai",guai);
        me->set("rulaitask/where",where);
        me->set("rulaitask/start_time",time());
        msg = me->name()+"接到一个难度"+chinese_number(level)+"的"+kind+"妖任务。";
        MONITOR_D->report_system_msg (msg);
        return 1;
}        

int do_cancel()
{
== 未完继续 97% == (ENTER 继续下一页，q 离开，b 前一页)more rulai.c
        object me = this_player();
        
        if (!me->query("rulaitask/get"))
             {tell_object(me,"你没有任务在身。\n"); return 1;}
            
        me->command("say 这个任务弟子恐怕无能为力。");
        message_vision(CYN"\n如来佛说道：好吧，那我亲自去收服此怪，你到禅房好好参悟去吧。\n"NOR,me);
        me->set("rulaitask/fail",1);
        me->delete("rulaitask/get");
        return 1;
}       
[输入时暂存讯息]
【系统】监控精灵(Monitord)：毛毛虫(Hero)得到了黄宝石(/u/yxm/quest/obj/bs_y1#74544)。
【系统】监控精灵(Monitord)：至尊宝(Zhizun)kill xinmo got 120/2000 daoxing 30/500 pot.
〖谣言〗某人：攻打方寸山三星洞的<大虾的心魔>被至尊宝杀死了。
>
ls

目录：/u/rock/rulai/
   9 chanfang1.c       2 ctask.c           3 daxiong.c    
   3 dtask.c          14 rulai.c           1 stey/        

>
