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;
}