btmux/autom4te.cache/
btmux/doc/.svn/
btmux/event/.svn/
btmux/game/.svn/
btmux/game/bin/.svn/
btmux/game/data/.svn/
btmux/game/logs/.svn/
btmux/game/maps/
btmux/game/maps/.svn/
btmux/game/maps/.svn/prop-base/
btmux/game/maps/.svn/props/
btmux/game/maps/.svn/text-base/
btmux/game/maps/.svn/wcprops/
btmux/game/mechs/
btmux/game/mechs/.svn/
btmux/game/mechs/.svn/prop-base/
btmux/game/mechs/.svn/props/
btmux/game/mechs/.svn/text-base/
btmux/game/mechs/.svn/wcprops/
btmux/game/text/.svn/
btmux/include/.svn/
btmux/misc/
btmux/misc/.svn/
btmux/misc/.svn/prop-base/
btmux/misc/.svn/props/
btmux/misc/.svn/text-base/
btmux/misc/.svn/wcprops/
btmux/python/
btmux/python/.svn/
btmux/python/.svn/prop-base/
btmux/python/.svn/props/
btmux/python/.svn/text-base/
btmux/python/.svn/wcprops/
btmux/src/.svn/prop-base/
btmux/src/.svn/props/
btmux/src/.svn/text-base/
btmux/src/.svn/wcprops/
btmux/src/hcode/.svn/
btmux/src/hcode/btech/
btmux/src/hcode/btech/.svn/
btmux/src/hcode/btech/.svn/prop-base/
btmux/src/hcode/btech/.svn/props/
btmux/src/hcode/btech/.svn/text-base/
btmux/src/hcode/btech/.svn/wcprops/
btmux/src/hcode/include/.svn/
#include "config.h"

#ifndef BTCONFIG_H
#define BTCONFIG_H

/* Define this if you want to use some of Exile's extended skills
 * added. At this time it is just 'Research'. None of these skills
 * should involve anything but the extra skill entry and no hcode
 * behaviour added to them
 */
#define BT_EXILE_SKILLS

/* 
 * Define if you want BV calculation functions. This include btgetbv()
 * and btgetbv_ref(), but will also perform damage per time based updates
 * on the mech live to support more balance XP ratio's.
 */
#define BT_CALCULATE_BV

/* 
 * Define if you want extra commands in debug objects for re-loading and
 * saving file at econ.db location, loading into econ memory default data, etc...
 * This is configured out since after initialization of the cost data there isn't
 * much use to have the commands around. Normal hcode save includes econ.db write.
 * Having the command to load default econ.db contents forever just wastes static
 * memory space and such. This default build has it one but I suggest turning it off
 * after either you have yer own acquired econ.db or create and save an initial one
 * after setting up.
 */
#define BT_ADVANCED_ECON_INIT

/* Define if you want Variable Recycle Times for weapons */
#define BT_USE_VRT

/* Define if you want part-specific weights for cargo */
#define BT_PART_WEIGHTS

/* 
 * Define if you want 'mech frequencies *not* to be copied to MechWarriors
 *  but would rather see a random frequency. 
 */
/* \todo If COPY_CHANS_ON_EJECT isn't defined, assume RANDOM_CHAN_ON_EJECT.
 * this makes a little more sense and is less configuration 
 */
/*
 * #define RANDOM_CHAN_ON_EJECT 
 */

/* Define for heatsink on/off msgs when using heatcutoff */
/* #define HEATCUTOFF_DEBUG */

/* Define if you want weight-class based 'status' pictures */
#define WEIGHTVARIABLE_STATUS

/* 
 * Define if you want the radio OBSERVATORIC units to be more
 * Observation-lounge like: hears everything, and reports more. 
 * */
#define OBSERVATORIC_OL_RADIO

/* 
 * This is the maximum amount of parts addable via btaddstores() or the
 * addstuff command. If the limit is hit, set the number of commods to add
 * equal to this define.
 */
#define ADDSTORES_MAX 50000

#define RS_MECH_IDLE  86400
#define SIM_MECH_IDLE 3600

/* Where the dogfighting becomes 'fun' */
#define ATMO_Z    100

/* Orbit elevation */
#define ORBIT_Z   300

/* At max 5x */
#define ACCEL_MOD 5

/* How many secs it takes to apply one maxthrust
   (mod'ed by location _and_ type of craft) */
#define AERO_SECS_THRUST  30

#define PIL_XP_EVERY_N_STEPS 10

/* Where dead pilots go */
#define AFTERLIFE_DBREF mudconf.afterlife_dbref
#define AFTERSCEN_DBREF mudconf.afterscen_dbref

/* Where used MW templates go to wait for reincarnation (<g>) */
#define USED_MW_STORE   mudconf.btech_usedmechstore

#define MINE_NEXT_MODIFIER 2/3
#define MINE_MIN           5
#define MINE_TABLE         2    /* 0 = General, 2 = KICK */

/* Have weird jump code? (undef = basic MUSE one) */
#define ODDJUMP

/* Whether we want 'BT' partial or not */
#define BT_PARTIAL

/* unload / load, addstuff / removestuff multiple kinds of items at
   once */
#define ECON_ALLOW_MULTIPLE_LOAD_UNLOAD

/* Whether we acknowledge Munchkins exist or not */
#define CLAN_SUPPORT

/* Whether we support C3 or not */
#define C3_SUPPORT

/* Whether we want it enabled or not */
#define MENU_CHARGEN

/* Whether we want customization code or not */
#define MENU_CUSTOMIZE

/* Show BTHs on Debug */
#define BTH_DEBUG

/* Show some XP calculation messages on Debug */
#define XP_DEBUG

/* Shows ton of unneccessary debug messages */
#undef  TEMPLATE_DEBUG

/* Show jump coords on Debug */
#undef JUMPDEBUG

/* Show sensor BTHs on Debug */
#undef SENSOR_BTH_DEBUG

/* Don't see see/dontsee msgs */
#undef SENSOR_DEBUG

/* Shows errors whenever need be */
#define TEMPLATE_VERBOSE_ERRORS

/* Show loading / saving of map stuff specifically */
#undef VERBOSE_MAP_STUFF

/* Define if buildings should regenerate CF */
#define BUILDINGS_REPAIR_THEMSELVES
#define BUILDINGS_REBUILD_FROM_DESTRUCTION

#define BUILDING_REPAIR_AMOUNT     1
#define BUILDING_REPAIR_DELAY    120    /* 1 pt / 1 min */

/* Howlong to wait before rebuilding cf0'd buildings. */
#define BUILDING_DREBUILD_DELAY 7200    /* 2 hours */

/* Define if ECM status (ECM active, ECCM active, ECM-disturbed and
 * ECM-protected) should show on contacts (as 'E', 'P', 'e' and 'p') */
#define ECM_ON_CONTACTS

#define LATERAL_TICK  6
#define HEAT_TICK     2
#define JUMP_TICK     1
#define MOVE_TICK     1        /* How oft da mecha move ;-) */
#define MOVE_MOD      MOVE_TICK / 2
#define WEAPON_TICK   2

#define ARTY_SPEED                  5   /* Artillery round flies 5 hexes / second */
#define ARTILLERY_MAPSHEET_SIZE     20  /* Size of single arty mapsheet */
#define ARTILLERY_MINIMUM_FLIGHT    10  /* How long's the minimum flight time */

#define DROP_TO_STAND_RECYCLE   (MOVE_TICK * 12)
#define JUMP_TO_HIT_RECYCLE     (JUMP_TICK * 12 / (MechType(mech) == CLASS_BSUIT ? 4 : 1))

#define INITIAL_PLOS_TICK       1   /* How many secs after startup */
#define LOS_TICK                2   /* Update LOS tables */
#define HIDE_TICK               10
#define PLOS_TICK               3   /* How many seconds interval between checks */
#define SCHANGE_TICK            10  /* Sensor change */
#define SPOT_TICK               10  /* How oft is the range for spotting checked? */

#define PHYSICAL_RECYCLE_TIME   30*WEAPON_TICK
#define STARTUP_TIME            30
#define UNCONSCIOUS_TIME        30  /* ORIGINAL authors thought it was UNCONCIOUS */
#define WEAPON_RECYCLE_TIME     30  /* weapon_tick's */
#define FALL_TICK               3   /* How oft do we call fall event? */
#define FALL_ACCEL              1   /* How much do we accelerate each event? */
#define OOD_SPEED               2   /* 2 Z / tic ; 150 sec for landing */
#define OOD_TICK                1
#define DUMP_TICK               30  /* How long does it take to eject 1 ton of ammo? */
#define DUMP_GRAD_TICK          1   /* This oft we _maybe_ dump stuff */
#define DUMP_SPEED              (DUMP_TICK/DUMP_GRAD_TICK)
#define MASC_TICK               60  /* Time for each MASC regen / fail */
#define SCHARGE_TICK            60  /* Time for each Supercharger regen / fail */
#define RANDOM_TICK             6   /* How many seconds do we want to use same rnd# for
                                       BTHs etc */
#define DS_SPAM_TIME            10  /* At max, 1 mapemit every 10 secs concerning a
                                       single DS */

#define MAX_BOOM_TIME           30  /* Max time between first and last CT int hit for
                                       fusion explosion */
#define BOOM_BTH                9   /* Roll below this or 'boom' */
#define MAX_C3_SLAVES           3

#define CHARGE_TIMER_LIMIT      60  /* How long should we let them 'charge' for (in seconds) */
#define CHARGE_DIST_TRIGGER     0.6 /* At what range should we trigger the charge (hexes) */

/* Skills used if pilot's not valid and no default mech skills */
#define DEFAULT_GUNNERY         6
#define DEFAULT_PILOTING        6
#define DEFAULT_SPOTTING        8
#define DEFAULT_ARTILLERY       8
#define DEFAULT_COMM            6

/* Default ranges and stuff */
#define DEFAULT_TACRANGE        20
#define DEFAULT_LRSRANGE        40
#define DEFAULT_RADIORANGE      80
#define DEFAULT_SCANRANGE       20
#define DEFAULT_HEATSINKS       10

/* IS guys suck */
#define DEFAULT_COMPUTER        2
#define DEFAULT_RADIO           3
#define DEFAULT_PART_LEVEL      3

/* Clans get better stuff */
#define DEFAULT_CLCOMPUTER      5
#define DEFAULT_CLRADIO         5
#define DEFAULT_CLPART_LEVEL    5

/* Display Types */
#define LRS_DISPLAY_WIDTH       70
#define LRS_DISPLAY_WIDTH2      35
#define LRS_DISPLAY_HEIGHT      11
#define LRS_DISPLAY_HEIGHT2     5

/* Census config: */

#undef HAVE_LOC_IN_CENSUS

#define NAMELEN 20
#define RANKLEN 20
#define JOBLEN  30
#ifdef HAVE_LOC_IN_CENSUS
#define LOCLEN  20
#endif


/*3030 / MUSE mode */

/*ADVANCED_LOS: If we want the non-100 percent LOS or not */

/*def for 3030, undef for MUSE */

/*SIMPLE_SENSORS: Just basic vislight sensors without option of changing them*/

/*undef for 3030, def for MUSE */

/*LOCK_TICK: 8 for 3030, 0 for MUSE */

#if 1

/* 3030 set */

#define ADVANCED_LOS
#undef  SIMPLE_SENSORS
#define LOCK_TICK     8
#else

/* MUSE set */

#undef ADVANCED_LOS
#define SIMPLE_SENSORS
#define LOCK_TICK     0

#endif

#define INITIAL_RANK 3        /* When starting chargen */
#define FINAL_RANK   2        /* When finished with chargen */

#define ECM_RANGE    6

/* From 160 sec to 3840 sec */

/* #define FIRE_DURATION  ((Number(40,Number(60,960))) * 4) */
#define FIRE_DURATION ((Number(60,180)))

/* From 90 sec to 1200 sec */

/* #define SMOKE_DURATION ((Number(30,Number(60,400))) * 4) */
#define SMOKE_DURATION ((Number(90,150)))

/* What kind of evil magic DFM's affect */
#undef DFM_AFFECT_BTH

#define LITE_RANGE 30

typedef unsigned char byte;

/* Exile Stun Code Timer */
#define MECHSTUN_TICK 10

#endif                /* BTCONFIG_H */