#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