#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