#ifdef LOCMIN_NEWBIE if (otstbit(a, OFL_NEWBIE)) { bprintf("As you drop the %s, it disappears with a flash!\n", oname(a)); setoloc(a, oloc_reset(a), IN_ROOM); destruct_object(a); return; } #endif #ifdef LOCMIN_CASTLE if (plev (mynum) < LVL_WIZARD && a == OBJ_CASTLE_RUNESWORD) { bprintf ("You can't let go of it!\n"); return; } #endif #ifdef LOCMIN_POUNCIE if (plev (mynum) < LVL_WIZARD && a == OBJ_LIMBO_POUNCIE) { bprintf ("You can't let go of it!\n"); return; } #endif #ifdef LOCMIN_CATACOMB if (a == OBJ_CATACOMB_CUPSERAPH && ploc ((max_players + MOB_CATACOMB_SERAPH)) == LOC_START_CHURCH) setplev ((max_players + MOB_CATACOMB_SERAPH), -2); #endif #ifdef LOCMIN_QUARRY if (l == LOC_QUARRY_TUNNEL || l == LOC_QUARRY_LADDER_UU) { bprintf ("The %s falls down the ladder.\n", oname (a)); l = LOC_QUARRY_LADDER_UD; } if ((l >= LOC_QUARRY_LADDER_D4 && l <= LOC_QUARRY_LADDER_D2) || (l >= LOC_QUARRY_LADDER_D1 && l <= LOC_QUARRY_LADDER_UD)) { bprintf ("The %s falls down the ladder.\n", oname (a)); l = LOC_QUARRY_MINE; } #endif #ifdef LOCMIN_OAKTREE if ((l >= LOC_OAKTREE_MAGNOLIA && l <= LOC_OAKTREE_TREE1) || l == LOC_OAKTREE_ILEX || (l >= LOC_OAKTREE_WALNUT && l <= LOC_OAKTREE_FIG)) { bprintf ("The %s falls through the leaves to the ground far below.\n", oname (a)); l = LOC_OAKTREE_GROVE; sendl(l, "Something falls to the ground.\n"); } #endif #ifdef LOCMIN_CATACOMB if (ploc(mynum) == oloc(OBJ_CATACOMB_PIT_NORTH) || ploc(mynum) == oloc(OBJ_CATACOMB_PIT_SOUTH) || ploc(mynum) == oloc(OBJ_CATACOMB_PIT_EAST) || ploc(mynum) == oloc(OBJ_CATACOMB_PIT_WEST)) { bprintf ("The %s disappears into the bottomless pit....." "and hits bottom.\n", oname (a)); send_msg (sendloc(mynum), 0, LVL_MIN, LVL_MAX, mynum, NOBODY, "\001p%s\003 drops the %s into the pit.\n", pname (mynum), oname (a)); l = LOC_CATACOMB_CHAMBER; setoloc (a, l, IN_ROOM); /* to spherical room in CATACOMB section */ sendl(l, "Something falls to the ground.\n"); return; } #endif #ifdef LOCMIN_ABYSS if (a == OBJ_ABYSS_TIMBER) { if (ploc(mynum) == LOC_ABYSS_BANK1) { setobjstate(OBJ_ABYSS_BANK1TIMBER,0); setoloc(a, ploc(mynum), IN_ROOM); bprintf("You place the timber across the river of slime.\n"); destroy(a); return; } else if (ploc(mynum) == LOC_ABYSS_BANK2) { setobjstate(OBJ_ABYSS_BANK2TIMBER,0); setoloc(a, ploc(mynum), IN_ROOM); bprintf("You place the timber across the river of slime.\n"); destroy(a); return; } else if (ploc(mynum) == LOC_ABYSS_BANK2) { setobjstate(OBJ_ABYSS_BANK2TIMBER,0); setoloc(a, ploc(mynum), IN_ROOM); bprintf("You place the timber across the river of slime.\n"); destroy(a); return; } } #endif