/**************************************************************************** * ResortMUD Version 5.0 was mainly programmed by Ntanel, Garinan, Josh, * * Badastaz, Digifuzz, Senir, Kratas, Scion, Shogar and Tagith. * * ------------------------------------------------------------------------ * * Copyright (C) 1996 - 2001 Haslage Net Electronics: MudWorld of Lorain, * * Ohio. ALL RIGHTS RESERVED See /doc/RMLicense.txt for more details. * ****************************************************************************/ //#define SMAUG102 //#define DRAGONBANE #define SMAUG14 #define BILLIONVNUM #ifdef DRAGONBANE #define BILLIONVNUM #endif #ifdef BILLIONVNUM #define MAX_POSSIBLE_VNUM 2000000000 #else #define MAX_POSSIBLE_VNUM 32765 #endif int renumber,startvnum,door; float goldadjust; #define display(s) send_to_char(s,ch) #define MAX_MOB_LEVEL ((float)(LEVEL_HERO)) #define MAX_PRIME_ATTRIB 25.0 #define MAX_ALIGNMENT 1000.0 #define MAX_MOBARMORCLASS 300.0 #define MAX_WEAPONTYPE 13 #define MAX_SHOP_BUY_SLOT 5 #define MAX_SHOP_FIX_SLOT 3 /* make my life easiers */ #define IN_VNUM(v) (((v) + startvnum) + (renumber - startvnum)) #define OUT_VNUM(v) ((v) - startvnum) #define IN_LEVEL(v) ((int)( v * MAX_MOB_LEVEL + .5)) #define OUT_LEVEL(v) ((float) v / MAX_MOB_LEVEL) #define IN_PRIME(v) ((int)( v * MAX_PRIME_ATTRIB + .5)) #define OUT_PRIME(v) ((float) v / MAX_PRIME_ATTRIB) #define IN_DICE(v) ((int)(v * (MAX_MOB_LEVEL * 100.0) + .5)) #define OUT_DICE(v) ((float) v / (MAX_MOB_LEVEL * 100.0)) #define GOLDADJ(v) ((int)((float)(v)*goldadjust)) #ifdef DRAGONBANE extern char * const mag_flags[]; #else extern char * const mag_flags[7]; /*change this to be the right number */ /* of elements - anyone know a better way without changing build.c? */ #endif #ifdef SMAUG14 char *ax_position[]={ "dead","mortallywounded","incapacitated","stunned","sleeping", "berserk","resting","aggressive","sitting","fighting","defensive", "evasive","standing","mounted","shove","dragged", NULL}; #else char *ax_position[]={ "dead","mortallywounded","incapacitated","stunned","sleeping", "resting","sitting","fighting","standing","mounted", "shove","dragged",NULL}; #endif char *ax_sex[]={"neutral","male","female",NULL}; char *ax_traps[]={"none", "poisongas","poisondart","poisonneedle", "poisondagger","poisonarrow","blindnessgas", "sleepinggas","flame","explosion", "acidspray","eletricshock","blade" "sexchange",NULL}; char *ax_shoptypes[]={"sell","fix","charge",NULL}; char *ax_layers[]={ "none","inbody","onskin_tatoo_scars","against_skin","clothing", "overclothes","normal_armor","worn_on_armor","magical_effects",NULL}; char *ax_sector_names[]= { "inside", "city", "field", "forest", "hills", "mountain", "water_swim", "water_no_swim", "underwater", "air", "desert", "somewhere", "oceanfloor", "underground", "fire", "deleted", "swamp", NULL }; char * const axcontainer_flags[] = { "closeable","pickproof","closed","locked",NULL };