switch (a) { #ifdef LOCMIN_BLIZZARD case OBJ_BLIZZARD_BRIDGE_WAND: if ((state (OBJ_BLIZZARD_BRIDGE_FIRE) == 1) && (oloc (OBJ_BLIZZARD_BRIDGE_FIRE) == ploc (mynum))) { setobjstate (OBJ_BLIZZARD_BRIDGE_HALL, 0); sendl(ploc(mynum), "The drawbridge is lowered!\n"); return; } break; case OBJ_BLIZZARD_ROD: if (iscarrby (OBJ_CATACOMB_CUPSERAPH, mynum)) { bprintf ("Something prevents the rod's functioning.\n"); return; } if (oarmor (a) >= 3) { bprintf ("The rod crumbles to dust!\n"); destroy (a); return; } oarmor (a)++; bprintf ("You are teleported!\n"); teletrap (LOC_BLIZZARD_PENTACLE); return; #endif #ifdef LOCMIN_TOWER case OBJ_TOWER_WAND: if (oarmor (a) > 0) { osetarmor (a, oarmor (a) - 1); ivct(mynum) = 60; setpvis (mynum, 10); bprintf ("You seem to shimmer and blur.\n"); return; } #endif #ifdef LOCMIN_TALON case OBJ_TALON_FIRESTAFF: if (ploc (mynum) == LOC_TALON_TALON25 && state (OBJ_TALON_DOOR2)) { bprintf ("The air seems to tingle with magical sensations as you " "wave the firestaff,\nand momentarily the smooth cliff wall " "before you slides slowly and\nsoundlessly to one side, " "revealing a small cave set into the mountainside.\n"); send_msg(sendloc(mynum), MODE_NOBLIND, pvis (mynum), LVL_MAX, mynum, NOBODY, "%s waves the firestaff, and immediately " "the smooth cliff wall before you\nslides slowly and " "soundlessly to one side, revealing a small cave set into\n" "the mountainside.\n", pname (mynum)); send_msg(sendloc(mynum), MODE_NOBLIND, LVL_MIN, pvis (mynum) - 1, mynum, NOBODY, "Suddenly the smooth cliff wall before you " "slides slowly and soundlessly to\none side, revealing a " "small cave set into the mountainside.\n"); setobjstate (OBJ_TALON_DOOR2, 0); return; } break; #endif }