/****************************************************************************
* 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
};