/* * Define this to be the maximum number of call_outs you allow per object. */ #define MAX_CALL_OUTS_ALLOWED 20 /* * Define this if you want to run in compatibility mode. */ #define COMPAT_MODE /* * Define this if you wish to have the old find_living, which * will look through all objects for an object that ids to the * argument to find_living. If you don't define this, only those * names given with set_living_name will be found with find_living. */ /* #define OLD_FIND_LIVING */ /* * Define this to be the level your wizards can use the snoop() efun */ #define SNOOP_LEVEL 60 /* * Define this to be your lowest level wizard character possible. */ #define WIZ_LEVEL 20 /* * Define this to be your full message. */ #define FULL_MESSAGE "Darker Realms is full. Please try again later.\n"; /* * Define this if you wish find_living to return non-idable things. */ /* #define FIND_LIVING_NO_ID */ /* * Define this to be your prompt. */ #define PROMPT "> " /* * Define this if you want the MUDWHO-service. You have to configure it * in mudwho.h. */ /* #define MUDWHO */ /* * Define this if you want to use the improved access restriction system. * Look at the file ACCESS.ALLOW for information. It replaces the old * ACCESS.DENY. READ THE README FILE FOR INFORMATION ON THIS. */ #define ACCESS_RESTRICTED /* * The level you wish query_snoop() to be usable. */ #define QUERY_SNOOP_LEVEL 600 /* * #define this if you want the old-style add_action("fun", "verb", 1) * to work. If you don't define this, you get the new 'abbreviated' * verbs. add_xverb() can be used inmost cases to replace the above * style add_action. */ /* #define OLD_ADD_ACTION */ /* * Define this if your mudlib doesn't alias the directions to their * abbreviations. (ie if your player.c doesn't have "e" aliased to "east", * etc...) */ /* #define NEED_DIRECTIONS */ /* * Define this if you want command() to work on static functions */ #define COMMAND_STATIC /* * Define this if you are using the old lexical.l */ /* #define PRE_COMPILE "/usr/local/lib/gcc-cpp -traditional -I/worf/lpmud/secure -Iroom -Iobj" */ /* * This is the max text width for format() and print() */ #define TEXT_WIDTH 70 /* * If an object is left alone for a certain time, then the * function clean_up will be called. This function can do anything, * like destructing the object. If the function isn't defined by the * object, then nothing will happen. * * This is the number of seconds between cleanups. */ #define TIME_TO_CLEAN_UP 5400 /* * How long time until an unused object is swapped out. * Machine with too many players and too little memory: 1800 (30 minutes) * Machine with few players and lot of memory: 10000 * Machine with infinite memory: 0 (never swap). */ #define TIME_TO_SWAP 1800 /* 45 minutes */ /* * How many seconds until an object is reset again. * Set this value high if big system, otherwise low. * No castles: 1800 (30 minutes) * >100 castles:10000 (almost 3 hours). */ #define TIME_TO_RESET 5400 /* * Define the maximum size of log files (in bytes). */ #define MAX_LOG_SIZE 200000 /* * Max size of a file allowed to be read by 'read_file()'. */ #define READ_FILE_MAX_SIZE 50000 /* Version of the game in the form xx.xx.xx * Two digits will be appended, that is the patch level. */ #define GAME_VERSION "3.01." /* * How to extract an unsigned char from a char *. * If your compiler has the type 'unsigned char', then the cast-version * is best. If you do not know, use the simple version, and the game will * immediately terminate with a message if bad. #define EXTRACT_UCHAR(p) (*p < 0 ? *p + 0x100 : *p) */ #define EXTRACT_UCHAR(p) (*(unsigned char *)p) /* * Define the maximum stack size of the stack machine. This stack will also * contain all local variables and arguments. */ #define EVALUATOR_STACK_SIZE 1000 /* * Define the maximum call depth for functions. */ #define MAX_TRACE 30 /* * Define the size of the compiler stack. This defines how complex * expressions the compiler can parse. The value should be big enough. */ #define COMPILER_STACK_SIZE 200 /* * What is the value of the first constant defined by yacc ? If you do not * know, compile, and look at y.tab.h. */ #define F_OFFSET 257 /* * Does the system have a getrusage call? */ /* #define RUSAGE */ /* * Maximum number of bits in a bit field. They are stored in printable * strings, 6 bits per byte. */ #define MAX_BITS 1200 /* 200 bytes */ /* * There is a hash table for living objects, used by find_living(). */ #define LIVING_HASH_SIZE 211 /* * Define what port number the game is to use. */ #ifndef PORTNO #define PORTNO 2000 #endif /* * This is the file which contains names of objects to be * loaded initially. Do not normally change this. */ #define INIT_FILE "etc/init_file" /* * This is the subdirectory where all wizards objects are defined. */ #define PLAYER_DIR "players" /* * If you want to put wizards in groups and give each group a subdirectory * you should define this. Domain directorys must start witha capital * letter, and wizards names must not. */ /* #define DOMAINS */ /* * This is the subdirectory where all the domain directorys are placed. */ #define DOMAIN_DIR "d" /* * Undef this if your system doesn't support Berkley type symlinks. */ #define SYMLINKS /* * This is the castle that a wiz gets a copy of. */ #define DEFAULT_CASTLE "room/def_castle.c" /* * This is the workroom that a wiz gets a copy of. */ #define DEFAULT_WORKROOM "room/def_workroom.c" /* * This is the room where the new castle should reside. If it is not * defined, then it will be put in the same room as the player. */ #define CASTLE_ROOM "room/new_castles" /* * Max number of local variables in a function. */ #define MAX_LOCAL 30 /* * Define what ioctl to use against tty's. */ #define USE_TIOCGETP /* BSD */ /* #define USE_TCGETA */ /* SYSV */ /* Maximum number of evaluated nodes/loop. * If this is exceeded, current function is halted. * The worst case yet encountered is 3600 (dec 1989) */ #define MAX_COST 300000 /* * Where to swap out objects. This file is not used if NUM_RESET_TO_SWAP * is 0. */ #define SWAP_FILE "/worf/lpmud/secure/LpSwap" /* * This is the maximum array size allowed for one single array. */ #define MAX_ARRAY_SIZE 1000 /* * Some LPmuds on sun4 and sparcstations have had problems with the * call of inet_ntoa() in comm1.c. * If the game crash in query_ip_number() wen using inet_ntoa(), * then undefine the following symbol. * The query_ip_number() is called when doing the 'people' command * for example. */ /* #define INET_NTOA_OK */ /* * Define LOG_SHOUT if you want all shouts to be logged in * mudlib/log/SHOUTS. */ /* #define LOG_SHOUT */ /* * Maximum total players in the game. */ #define MAX_PLAYERS 50 /* * Maximum non-priv players in the game */ #define MAX_MORTALS 42 /* * When uploading files, we want fast response; however, normal players * shouldn't be able to hog the system in this way. Define ALLOWED_ED_CMDS * to be the ratio of the no of ed cmds executed per player cmd, and * MAX_CMDS_PER_BEAT to be the bax no of buffered player commands the * system will accept in each heartbeat interval. */ #define ALLOWED_ED_CMDS 20 #define MAX_CMDS_PER_BEAT 5 /* not implemented yet :-( */ /* * Reserve an extra memory area from malloc(), to free when we run out * of memory to get some warning and start Armageddon. * If this value is 0, no area will be reserved. */ #define RESERVED_SIZE 0 /* Define the size of the shared string hash table. This number should * a prime, probably between 1000 and 30000; if you set it to about 1/5 * of the number of distinct strings you have, you will get a hit ratio * (number of comparisons to find a string) very close to 1, as found strings * are automatically moved to the head of a hash chain. You will never * need more, and you will still get good results with a smaller table. * THIS IS NOT IMPLEMENTED YET. */ /* These values are probably a bit large for a small mud. These are tuned to DR's needs... This table size could probably be around 1000 (whatever prime is near 1000) for a small mud */ #define HTABLE_SIZE 17011 /* there is a table of some primes too */ /* * Object hash table size. * Define this like you did with the strings; probably set to about 1/4 of * the number of objects in a game, as the distribution of accesses to * objects is somewhat more uniform than that of strings. */ #define OTABLE_SIZE 1511 /* we have several thousand obs usually */ /* * Define SYSV if you are running system V with a lower release level than * Sys V.4. */ #undef SYSV /* * Define FCHMOD_MISSING only if your system doesn't have fchmod(). */ #undef FCHMOD_MISSING /* * Define MAX_BYTE_TRANSFER to the number of bytes you allow to be read * and written with read_bytes and write_bytes */ #define MAX_BYTE_TRANSFER 10000 /************************************************************************/ /* END OF CONFIG -- DO NOT ALTER ANYTHING BELOW THIS LINE */ /************************************************************************/ /* * some generic large primes used by various hash functions in different files * You can alter these if you know of a better set of numbers! Be sure * they are primes... */ #define P1 701 /* 3 large, different primes */ #define P2 14009 /* There's a file of them here somewhere :-) */ #define P3 54001