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
}