switch (ploc(mynum)) { #ifdef LOCMIN_CHLYON case LOC_CHLYON_CHLYON19: bprintf("You jump up and grab a good hold of the crack.\n" "Moments later, you pull through into the room upstairs.\n"); teletrap(LOC_CHLYON_CHLYON20); return; break; #endif #ifdef LOCMIN_ABYSS case LOC_ABYSS_SLIMY: if (iswornby(OBJ_ABYSS_RING, mynum)) { bprintf( "Light as a feather, you jump over the boulder!\n" ); send_msg( ploc(mynum), 0, pvis(mynum), LVL_MAX, mynum, 0, "Light as a feather, %s jumps over the boulder!\n", pname(mynum) ); trapch( LOC_ABYSS_L663 ); send_msg( ploc(mynum), 0, pvis(mynum), LVL_MAX, mynum, 0, "%s lands lightliy onto %s feet!\n", pname(mynum), his_or_her(mynum) ); return; } break; case LOC_ABYSS_L663: if (iswornby(OBJ_ABYSS_RING, mynum)) { bprintf( "Light as a feather, you jump over the boulder!\n" ); send_msg( ploc(mynum), 0, pvis(mynum), LVL_MAX, mynum, 0, "Light as a feather, %s jumps over the boulder!\n", pname(mynum) ); trapch( LOC_ABYSS_SLIMY ); send_msg( ploc(mynum), 0, pvis(mynum), LVL_MAX, mynum, 0, "%s lands lightliy onto %s feet!\n", pname(mynum), his_or_her(mynum) ); return; } break; #endif #ifdef LOCMIN_NOXYPICKLE case LOC_NOXYPICKLE_BOUGH: { bprintf( "You try to jump out of the tree but get tangled up in the branches.\n" ); return; break; } case LOC_NOXYPICKLE_CESSPIT: bprintf( "You leap into the cesspit and submerge yourself in the sewage. The horrendous\n" "stink clears your head completely and you come out of your trance-like state.\n" "When you open your eyes again you are in a familiar place...\n" ); teletrap( LOC_NOXYPICKLE_TRAP ); return; break; #endif #ifdef LOCMIN_FAREAST case LOC_FAREAST_GOALROOM: if (iswielded(OBJ_FAREAST_YINYANG) && iscarrby(OBJ_FAREAST_PIECE, mynum)) { bprintf("You step through a rip in the fabric of time.\n"); trapch(LOC_FAREAST_SHORELINE); return; } break; #endif #ifdef LOCMIN_ABYSS case LOC_ABYSS_CLOSET: bprintf("You leap upward and grab hold of the shelf, pulling yourself " "up.\n"); teletrap(LOC_ABYSS_SHELF); return; break; case LOC_ABYSS_HEAD: case LOC_ABYSS_WICKET: if (!iswornby(OBJ_ABYSS_RING, mynum)) { quit_msg("You rapidly fall to your death.....S P L A T !!", "Fell Into an Abyss"); quit_player(False); } else { bprintf("You float slowy downward. Falling.. falling..\n"); teletrap(LOC_ABYSS_BANK1); } return; break; #endif #ifdef LOCMIN_TALON case LOC_TALON_TALON25: send_msg (ploc(mynum), MODE_NOBLIND, pvis(mynum), LVL_MAX, mynum, NOBODY, "%s makes a small jump off the edge of the cliff and disappears " "with a\nsmall popping noise.\n", pname(mynum)); send_msg (ploc(mynum), MODE_NODEAF, LVL_MIN, pvis(mynum)-1, mynum, NOBODY, "You hear a small popping noise.\n"); bprintf ("You step off the edge of the cliff and feel a sudden change in " "pressure at\nabout the same time you realize you're back in " "the study.\n"); trapch (LOC_TALON_TALON4); send_msg (ploc(mynum), MODE_NOBLIND, pvis(mynum), LVL_MAX, mynum, NOBODY, "%s appears from nowhere, accompanied by a small popping " "noise.\n", pname(mynum)); send_msg (ploc(mynum), MODE_NODEAF, LVL_MIN, pvis(mynum)-1, mynum, NOBODY, "You hear a small popping noise.\n"); return; break; #endif #ifdef LOCMIN_MITHDAN case LOC_MITHDAN_MITHDAN40: bprintf ("You leap over the sleeping dragon, and plunge into the fountain...\n"); bprintf ("As you touch the water, you find yourself teleported!\n"); send_msg (ploc (mynum), 0, pvis (mynum) > 0 ? pvis (mynum) : LVL_MIN, LVL_MAX, mynum, NOBODY, "%s leaps over the dragon into the fountain, and dissapears!\n", pname (mynum)); teletrap (LOC_MITHDAN_MITHDAN51); return; break; #endif default: break; }