/* ************************************************************************
* !PLEASE NOTE! With the introduction of CEDIT you should control *
* most of these entries from WITHIN THE GAME VIA CEDIT *
* the values are load from the file lib/etc/config *
* Please check there before making changes to the file. *
************************************************************************ */
/* ************************************************************************
* File: config.c Part of CircleMUD *
* Usage: Configuration of various aspects of CircleMUD operation *
* *
* All rights reserved. See license.doc for complete information. *
* *
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
#define __CONFIG_C__
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "interpreter.h" /* alias_data definition for structs.h */
/*
* Update: The following constants and variables are now the default values
* for backwards compatibility with the new cedit game configurator. If you
* would not like to use the cedit command, you can change the values in
* this file instead. - Mythran
*/
/*
* Below are several constants which you can change to alter certain aspects
* of the way CircleMUD acts. Since this is a .c file, all you have to do
* to change one of the constants (assuming you keep your object files around)
* is change the constant in this file and type 'make'. Make will recompile
* this file and relink; you don't have to wait for the whole thing to
* recompile as you do if you change a header file.
*
* I realize that it would be slightly more efficient to have lots of
* #defines strewn about, so that, for example, the autowiz code isn't
* compiled at all if you don't want to use autowiz. However, the actual
* code for the various options is quite small, as is the computational time
* in checking the option you've selected at run-time, so I've decided the
* convenience of having all your options in this one file outweighs the
* efficency of doing it the other way.
*
*/
/****************************************************************************/
/****************************************************************************/
/* GAME PLAY OPTIONS */
#if !defined(NO)
#define NO 0
#endif
#if !defined(YES)
#define YES 1
#endif
#if !defined(FALSE)
#define FALSE 0
#endif
#if !defined(TRUE)
#define TRUE (!FALSE)
#endif
/*
* pk_allowed sets the tone of the entire game. If pk_allowed is set to
* NO, then players will not be allowed to kill, summon, charm, or sleep
* other players, as well as a variety of other "asshole player" protections.
* However, if you decide you want to have an all-out knock-down drag-out
* PK Mud, just set pk_allowed to YES - and anything goes.
*/
int pk_allowed = NO;
/* is playerthieving allowed? */
int pt_allowed = NO;
/* minimum level a player must be to shout/holler/gossip/auction */
int level_can_shout = 1;
/* number of movement points it costs to holler */
int holler_move_cost = 20;
/* how many people can get into a tunnel? The default is two, but there
* is also an alternate message in the case of one person being allowed.
*/
int tunnel_size = 2;
/* exp change limits */
int max_exp_gain = 100000; /* max gainable per kill */
int max_exp_loss = 500000; /* max losable per death */
/* number of tics (usually 75 seconds) before PC/NPC corpses decompose */
int max_npc_corpse_time = 5;
int max_pc_corpse_time = 10;
/* How many ticks before a player is sent to the void or idle-rented. */
int idle_void = 8;
int idle_rent_time = 48;
/* This level and up is immune to idling, LVL_IMPL+1 will disable it. */
int idle_max_level = LVL_GOD;
/* should items in death traps automatically be junked? */
int dts_are_dumps = YES;
/*
* Whether you want items that immortals load to appear on the ground or not.
* It is most likely best to set this to 'YES' so that something else doesn't
* grab the item before the immortal does, but that also means people will be
* able to carry around things like boards. That's not necessarily a bad
* thing, but this will be left at a default of 'NO' for historic reasons.
*/
int load_into_inventory = NO;
/* "okay" etc. */
const char *OK = "Okay.\r\n";
const char *NOPERSON = "No-one by that name here.\r\n";
const char *NOEFFECT = "Nothing seems to happen.\r\n";
/*
* You can define or not define TRACK_THOUGH_DOORS, depending on whether
* or not you want track to find paths which lead through closed or
* hidden doors. A setting of 'NO' means to not go through the doors
* while 'YES' will pass through doors to find the target.
*/
int track_through_doors = YES;
/*
* If you want mortals to level up to immortal once they have enough
* experience, then set this to 0. This is the stock behaviour for
* CircleMUD because it was the stock DikuMud behaviour. Subtracting
* this from LVL_IMMORT gives the top level that people can advance to
* in gain_exp() in limits.c
* For example, to stop people from advancing to LVL_IMMORT, simply set
* immort_level_ok to 1.
*/
int immort_level_ok = 0;
/*
* This enables object stacking - in the same manner as mob stacking, rather
* that listing each identical object separately, a single listing with a
* count of the number there are is given. A value of 0 means standard
* behaviour.
*/
int show_obj_stacking = YES;
/*
* This enables mob stacking - that is, if a room contains more that
* one of the same mob, then they are listed on a single line, with a
* number indicating how many there are. A value of 0 means standard
* behaviour.
*/
int show_mob_stacking = YES;
/*
* This allows aggressive mobs to initiate a fight with other mobs. A
* value of 0 means standard behaviour.
*/
int mob_fighting = NO;
/****************************************************************************/
/****************************************************************************/
/* RENT/CRASHSAVE OPTIONS */
/*
* Should the MUD allow you to 'rent' for free? (i.e. if you just quit,
* your objects are saved at no cost, as in Merc-type MUDs.)
*/
int free_rent = YES;
/* maximum number of items players are allowed to rent */
int max_obj_save = 30;
/* receptionist's surcharge on top of item costs */
int min_rent_cost = 100;
/*
* Should the game automatically save people? (i.e., save player data
* every 4 kills (on average), and Crash-save as defined below. This
* option has an added meaning past bpl13. If auto_save is YES, then
* the 'save' command will be disabled to prevent item duplication via
* game crashes.
*/
int auto_save = YES;
/*
* if auto_save (above) is yes, how often (in minutes) should the MUD
* Crash-save people's objects? Also, this number indicates how often
* the MUD will Crash-save players' houses.
*/
int autosave_time = 5;
/* Lifetime of crashfiles and forced-rent (idlesave) files in days */
int crash_file_timeout = 10;
/* Lifetime of normal rent files in days */
int rent_file_timeout = 30;
/* Do you want to automatically wipe players who've been gone too long? */
int auto_pwipe = NO;
/* Autowipe deletion criteria
This struct holds information used to determine which players to wipe
then the mud boots. The levels must be in ascending order, with a
descending level marking the end of the array. A level -1 entry in the
beginning is the case for players with the PLR_DELETED flag. The
values below match the stock purgeplay.c criteria.
Detailed explanation by array element:
* Element 0, level -1, days 0: Players with PLR_DELETED flag are always
wiped.
* Element 1, level 0, days 0: Players at level 0 have created a
character, but have never actually entered the game, so always
wipe them.
* Element 2, level 1, days 4: Players at level 1 are wiped if they
haven't logged on in the past 4 days.
* Element 3, level 4, days 7: Players level 2 through 4 are wiped if
they haven't logged on in the past 7 days.
* Element 4, level 10, days 30: Players level 5-10 get 30 days.
* Element 5, level LVL_IMMORT - 1, days 60: All other mortals get
60 days.
* Element 6, level LVL_IMPL, days 90: Immortals get 90 days.
* Element 7: Because -2 is less than LVL_IMPL, this is assumed to
be the end of the criteria. The days entry is not used in this
case.
*/
struct pclean_criteria_data pclean_criteria[] = {
/* LEVEL DAYS */
{ 0 ,0 }, /* level 0 */
{ 1 ,4 },
{ 4 ,7 },
{ 10 ,30 },
{ LVL_IMMORT - 1 ,60 }, /* highest mortal */
{ LVL_IMPL ,90 }, /* all immortals */
{ -1 ,0 } /* no more level checks */
};
/* Do you want players who self-delete to be wiped immediately with no
backup?
*/
int selfdelete_fastwipe = YES;
/****************************************************************************/
/****************************************************************************/
/* ROOM NUMBERS */
/* virtual number of room that mortals should enter at */
room_vnum mortal_start_room = 1000;
/* virtual number of room that immorts should enter at by default */
room_vnum immort_start_room = 1618;
/* virtual number of room that frozen players should enter at */
room_vnum frozen_start_room = 1618;
/*
* virtual numbers of donation rooms. note: you must change code in
* do_drop of act.item.c if you change the number of non-NOWHERE
* donation rooms.
*/
room_vnum donation_room_1 = 3063;
room_vnum donation_room_2 = NOWHERE; /* unused - room for expansion */
room_vnum donation_room_3 = NOWHERE; /* unused - room for expansion */
/****************************************************************************/
/****************************************************************************/
/* GAME OPERATION OPTIONS */
/*
* Please read 128bit.readme before setting this to true. Set this
* flag if you want the conversion to take place.
*/
int bitwarning = FALSE;
/*
* If you want to look at normal worldfiles but DO NOT want to save
* to 128bit format, turn this to false. However, do not save through
* olc, or your worldfiles will be 128bit anyway.
*/
int bitsavetodisk = TRUE;
/*
* This is the default port on which the game should run if no port is
* given on the command-line. NOTE WELL: If you're using the
* 'autorun' script, the port number there will override this setting.
* Change the PORT= line in autorun instead of (or in addition to)
* changing this.
*/
ush_int DFLT_PORT = 5000;
/*
* IP address to which the MUD should bind. This is only useful if
* you're running Circle on a host that host more than one IP interface,
* and you only want to bind to *one* of them instead of all of them.
* Setting this to NULL (the default) causes Circle to bind to all
* interfaces on the host. Otherwise, specify a numeric IP address in
* dotted quad format, and Circle will only bind to that IP address. (Of
* course, that IP address must be one of your host's interfaces, or it
* won't work.)
*/
const char *DFLT_IP = NULL; /* bind to all interfaces */
/* const char *DFLT_IP = "192.168.1.1"; -- bind only to one interface */
/* default directory to use as data directory */
const char *DFLT_DIR = "lib";
/*
* What file to log messages to (ex: "log/syslog"). Setting this to NULL
* means you want to log to stderr, which was the default in earlier
* versions of Circle. If you specify a file, you don't get messages to
* the screen. (Hint: Try 'tail -f' if you have a UNIX machine.)
*/
const char *LOGNAME = NULL;
/* const char *LOGNAME = "log/syslog"; -- useful for Windows users */
/* maximum number of players allowed before game starts to turn people away */
int max_playing = 300;
/* maximum size of bug, typo and idea files in bytes (to prevent bombing) */
int max_filesize = 50000;
/* maximum number of password attempts before disconnection */
int max_bad_pws = 3;
/*
* Rationale for enabling this, as explained by naved@bird.taponline.com.
*
* Usually, when you select ban a site, it is because one or two people are
* causing troubles while there are still many people from that site who you
* want to still log on. Right now if I want to add a new select ban, I need
* to first add the ban, then SITEOK all the players from that site except for
* the one or two who I don't want logging on. Wouldn't it be more convenient
* to just have to remove the SITEOK flags from those people I want to ban
* rather than what is currently done?
*/
int siteok_everyone = TRUE;
/*
* Some nameservers are very slow and cause the game to lag terribly every
* time someone logs in. The lag is caused by the gethostbyaddr() function
* which is responsible for resolving numeric IP addresses to alphabetic names.
* Sometimes, nameservers can be so slow that the incredible lag caused by
* gethostbyaddr() isn't worth the luxury of having names instead of numbers
* for players' sitenames.
*
* If your nameserver is fast, set the variable below to NO. If your
* nameserver is slow, of it you would simply prefer to have numbers
* instead of names for some other reason, set the variable to YES.
*
* You can experiment with the setting of nameserver_is_slow on-line using
* the SLOWNS command from within the MUD.
*/
int nameserver_is_slow = NO;
char *ANSIQUESTION = "Do you support the ANSI color standard (Yn)? ";
/*
* Will changes save automaticaly in OLC ?
*/
int auto_save_olc = 1;
/*
* if you wish to enable Aedit, set this to 1
* This will make the mud look for a file called socials.new,
* which is in a different format than the stock socials file.
*/
int use_new_socials = 1;
const char *MENU =
"\r\n"
"@GWelcome to @YCircleMUD!@n\r\n"
"@B0@W) @CExit from @YCircleMUD.@n\r\n"
"@B1@W) @CEnter the game.@n\r\n"
"@B2@W) @CEnter description.@n\r\n"
"@B3@W) @CRead the background story.@n\r\n"
"@B4@W) @CChange password.@n\r\n"
"@B5@W) @CDelete this character.@n\r\n"
"\r\n"
" @WMake your choice: @n";
const char *WELC_MESSG =
"\r\n"
"Welcome to the land of CircleMUD! May your visit here be... Interesting."
"\r\n\r\n";
const char *START_MESSG =
"Welcome. This is your new CircleMUD character! You can now earn gold,\r\n"
"gain experience, find weapons and equipment, and much more -- while\r\n"
"meeting people from around the world!\r\n";
/****************************************************************************/
/****************************************************************************/
/* AUTOWIZ OPTIONS */
/*
* Should the game automatically create a new wizlist/immlist every time
* someone immorts, or is promoted to a higher (or lower) god level?
* NOTE: this only works under UNIX systems.
*/
int use_autowiz = YES;
/* If yes, what is the lowest level which should be on the wizlist? (All
immort levels below the level you specify will go on the immlist instead.) */
int min_wizlist_lev = LVL_GOD;
/* Portal Object */
/*
* This should be the VNUM of an object you wish to use as a template
* for portal spells when cast. If this object is not in your obj files
* you will get a core dump when casting.
*/
obj_vnum portal_object = 2;
/*
* Do you want EXITS and AUTOEXIT to automatically display closed doors?
* Set to NO to mimic historic behaviour - a player has to explicitly
* look in a certain direction to see a door there.
*/
int display_closed_doors = YES;
/*
* Do you want players to be able to reroll their status at creation?
* Set to NO to mimic historic behaviour - a player gets the stats rolled
* and cannot see the values at creation time.
*/
int reroll_status = NO;