Several bug-fixes, and new medit stats submenu (with cedit option for advanced options)

This commit is contained in:
JamDog
2009-02-24 22:41:17 +00:00
parent 5ab5838acc
commit ac7b71c4ca
16 changed files with 1064 additions and 617 deletions

View File

@@ -28,23 +28,23 @@
* 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
* 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. */
/* YES / NO; TRUE / FALSE are all defined in utils.h */
/* Can Scripts be attached to players? */
/* Can Scripts be attached to players? */
int script_players = NO;
/* 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
/* 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
* 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;
@@ -57,7 +57,7 @@ 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
/* 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;
@@ -91,18 +91,18 @@ 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
* 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 do not want mortals to level up to immortal once they have enough
* experience, then set this to YES. Subtracting this from LVL_IMMORT gives
/* If you do not want mortals to level up to immortal once they have enough
* experience, then set this to YES. Subtracting this from LVL_IMMORT gives
* the top level that people can advance to in gain_exp() in limits.c */
int no_mort_to_immort = YES;
/* RENT/CRASHSAVE OPTIONS */
/* Should the MUD allow you to 'rent' for free? (i.e. if you just quit, your
/* Should the MUD allow you to 'rent' for free? (i.e. if you just quit, your
* objects are saved at no cost). */
int free_rent = YES;
@@ -112,8 +112,8 @@ 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. If auto_save is YES,
/* Should the game automatically save people? (i.e., save player data every 4
* kills (on average), and Crash-save as defined below. If auto_save is YES,
* then the 'save' command will be disabled to prevent item duplication via
* game crashes. */
int auto_save = YES;
@@ -132,15 +132,15 @@ 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 when 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.
/* Autowipe deletion criteria. This struct holds information used to determine
* which players to wipe when 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,
* 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.
@@ -149,7 +149,7 @@ int auto_pwipe = NO;
* 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
* 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 */
@@ -175,7 +175,7 @@ room_vnum immort_start_room = 1204;
/* Virtual number of room that frozen players should enter at. */
room_vnum frozen_start_room = 1202;
/* Virtual numbers of donation rooms. note: you must change code in do_drop of
/* 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 = 5510;
@@ -187,23 +187,23 @@ room_vnum donation_room_3 = 235;
* exit with a warning when encountering stock world files. */
int bitwarning = FALSE;
/* If you want to look at normal world files but DO NOT want to save to 128bit
* format, turn this to false. However, do not save through olc, or your
/* If you want to look at normal world files but DO NOT want to save to 128bit
* format, turn this to false. However, do not save through olc, or your
* world files 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
/* 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 = 4000;
/* 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
/* 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 */
@@ -211,9 +211,9 @@ const char *DFLT_IP = NULL; /* bind to all interfaces */
/* 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:
/* 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 */
@@ -237,23 +237,23 @@ int max_bad_pws = 3;
* rather than what is currently done? */
int siteok_everyone = TRUE;
/* Some nameservers are very slow and cause the game to lag terribly every time
/* 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.
* 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
* 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
* 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;
/* Will changes save automaticaly in OLC? */
int auto_save_olc = YES;
/* if you wish to enable Aedit, set this to YES. This will make the mud look
* for a file called socials.new, which is in a different format than the
/* if you wish to enable Aedit, set this to YES. 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 = YES;
@@ -280,8 +280,8 @@ const char *START_MESSG =
"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
/* 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;
@@ -299,3 +299,6 @@ int display_closed_doors = YES;
int map_option = MAP_IMM_ONLY;
int default_map_size = 6;
int default_minimap_size = 2;
/* Medit Stats menu - show 'advanced' options? */
int medit_advanced_stats = YES;