#ifdef LOCMIN_EVOLUTION case OBJ_EVOLUTION_STONE: if( !find_stuff( OBJ_EVOLUTION_STONE, OBJ_EVOLUTION_ARDEOSAURUS, "When you move the stone, you find an ardeosaurus!\n" ) ) bprintf( "You move the stone but nothing happens.\n" ); return; break; case OBJ_EVOLUTION_BRANCH: if( !find_stuff( OBJ_EVOLUTION_BRANCH, OBJ_EVOLUTION_MEGAZOSTRODON, "You move the branch and find a megazostrodon!\n" ) ) bprintf( "You move the branch but nothing happens.\n" ); return; break; #endif /* LOCMIN_EVOLUTION */ #ifdef LOCMIN_ABYSS case OBJ_ABYSS_BUTTON1: if (!state(OBJ_ABYSS_BUTTON1)) { setobjstate(OBJ_ABYSS_CLOSETPANEL, 0); setobjstate(OBJ_ABYSS_BUTTON1, 1); } else { setobjstate(OBJ_ABYSS_CLOSETPANEL, 1); setobjstate(OBJ_ABYSS_BUTTON1, 0); } bprintf("You hear a soft swish come from below.\n"); return; case OBJ_ABYSS_BUTTON2: if (state(OBJ_ABYSS_HALLELEVATORDOOR)) { setobjstate(OBJ_ABYSS_HALLELEVATORDOOR, 0); bprintf("The elevator door swishes open.\n"); } return; case OBJ_ABYSS_BUTTON3: if (!state(OBJ_ABYSS_ELEVATORDOOR)) { setobjstate(OBJ_ABYSS_ELEVATORDOOR, 1); bprintf("The elevator door swishes closed.\n"); bprintf("The elevator zips upward at an astonishing pace and deposits " "you here.\n"); teletrap(LOC_CHURCH_N_BARROW); } return; case OBJ_ABYSS_DUST: if (!state(OBJ_ABYSS_DUST)) { setobjstate(OBJ_ABYSS_DUST, 1); create(OBJ_ABYSS_BUTTON1); bprintf("You sweep the dust aside to reveal a square button on the " "shelf.\n"); return; } break; case OBJ_ABYSS_L663BOULDER: if (ptothlp(mynum) == -1) { bprintf("You can't seem to get enough leverage to move it.\n"); break; } sendf(ptothlp(mynum), "\001P%s\003 pushes the boulder aside with your " "help.\n", pname(mynum)); setobjstate(x, 1 - state(x)); oplong(x); return; #endif #ifdef LOCMIN_PIRATE case OBJ_PIRATE_MASTROPE: if (state(OBJ_PIRATE_SAIL) == 0) { bprintf("You raise the sail, which promptly catches the wind.\n"); setobjstate(OBJ_PIRATE_SAIL, 1); } else { bprintf("You lower and furl the sail.\n"); setobjstate(OBJ_PIRATE_SAIL, 0); } return; #endif #ifdef LOCMIN_TALON case OBJ_TALON_CHINA_FIG: if (state(x)) { bprintf ("A large stone slab slides away in the floor, revealing a " "passage leading down.\n"); send_msg(sendloc(mynum), MODE_NOBLIND, pvis(mynum), LVL_MAX, mynum, NOBODY, "As %s pushes the china figurine, a large " "stone slab slides away in the\nfloor, revealing a passage " "leading down.\n", pname(mynum)); send_msg(sendloc(mynum), MODE_NOBLIND, LVL_MIN, pvis(mynum)-1, mynum, NOBODY, "The china figurine suddenly leans over and " "a large stone slab slides away in\nthe floor, revealing a " "passage leading down.\n"); setobjstate(x, 0); setobjstate(OBJ_TALON_DOOR, 0); return; } else { bprintf ("The slab of stone slides over the hole in the floor, " "blocking the passage.\n"); send_msg(sendloc(mynum), MODE_NOBLIND, pvis(mynum), LVL_MAX, mynum, NOBODY, "%s returns the china figurine to an upright " "position, and the slab of\nstone slides over the hole, " "blocking the passage.\n", pname(mynum)); send_msg(sendloc(mynum), MODE_NOBLIND, LVL_MIN, pvis(mynum)-1, mynum, NOBODY, "The china figurine suddenly returns to an " "upright position and the slab of\nstone slides over the " "hole, blocking the passage.\n"); setobjstate(x, 1); setobjstate(OBJ_TALON_DOOR, 1); return; } break; #endif #ifdef LOCMIN_FAIRYTALE case OBJ_FAIRYTALE_NULL_DRAWBRIDGE: setobjstate(x, 1 - state(x)); if (state(x) == 1) sendl(oloc(x), "The drawbridge is extended with a mighty shove.\n"); else sendl(oloc(x), "The drawbridge is retracted with a mighty heave.\n"); return; break; #endif