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https://github.com/tbamud/tbamud.git
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Several bug-fixes, and new medit stats submenu (with cedit option for advanced options)
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99
src/config.c
99
src/config.c
@@ -28,23 +28,23 @@
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* to change one of the constants (assuming you keep your object files around)
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* is change the constant in this file and type 'make'. Make will recompile
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* this file and relink; you don't have to wait for the whole thing to recompile
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* as you do if you change a header file. I realize that it would be slightly
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* more efficient to have lots of #defines strewn about, so that, for example,
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* the autowiz code isn't compiled at all if you don't want to use autowiz.
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* However, the actual code for the various options is quite small, as is the
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* computational time in checking the option you've selected at run-time, so
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* I've decided the convenience of having all your options in this one file
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* as you do if you change a header file. I realize that it would be slightly
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* more efficient to have lots of #defines strewn about, so that, for example,
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* the autowiz code isn't compiled at all if you don't want to use autowiz.
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* However, the actual code for the various options is quite small, as is the
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* computational time in checking the option you've selected at run-time, so
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* I've decided the convenience of having all your options in this one file
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* outweighs the efficency of doing it the other way. */
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/* YES / NO; TRUE / FALSE are all defined in utils.h */
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/* Can Scripts be attached to players? */
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/* Can Scripts be attached to players? */
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int script_players = NO;
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/* pk_allowed sets the tone of the entire game. If pk_allowed is set to NO,
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* then players will not be allowed to kill, summon, charm, or sleep other
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/* pk_allowed sets the tone of the entire game. If pk_allowed is set to NO,
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* then players will not be allowed to kill, summon, charm, or sleep other
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* players, as well as a variety of other "asshole player" protections. However,
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* if you decide you want to have an all-out knock-down drag-out PK Mud, just
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* if you decide you want to have an all-out knock-down drag-out PK Mud, just
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* set pk_allowed to YES - and anything goes. */
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int pk_allowed = NO;
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@@ -57,7 +57,7 @@ int level_can_shout = 1;
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/* Number of movement points it costs to holler. */
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int holler_move_cost = 20;
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/* How many people can get into a tunnel? The default is two, but there is
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/* How many people can get into a tunnel? The default is two, but there is
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* also an alternate message in the case of one person being allowed. */
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int tunnel_size = 2;
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@@ -91,18 +91,18 @@ const char *NOPERSON = "No one by that name here.\r\n";
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const char *NOEFFECT = "Nothing seems to happen.\r\n";
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/* You can define or not define TRACK_THOUGH_DOORS, depending on whether or not
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* you want track to find paths which lead through closed or hidden doors. A
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* setting of 'NO' means to not go through the doors while 'YES' will pass
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* you want track to find paths which lead through closed or hidden doors. A
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* setting of 'NO' means to not go through the doors while 'YES' will pass
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* through doors to find the target. */
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int track_through_doors = YES;
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/* If you do not want mortals to level up to immortal once they have enough
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* experience, then set this to YES. Subtracting this from LVL_IMMORT gives
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/* If you do not want mortals to level up to immortal once they have enough
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* experience, then set this to YES. Subtracting this from LVL_IMMORT gives
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* the top level that people can advance to in gain_exp() in limits.c */
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int no_mort_to_immort = YES;
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/* RENT/CRASHSAVE OPTIONS */
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/* Should the MUD allow you to 'rent' for free? (i.e. if you just quit, your
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/* Should the MUD allow you to 'rent' for free? (i.e. if you just quit, your
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* objects are saved at no cost). */
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int free_rent = YES;
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@@ -112,8 +112,8 @@ int max_obj_save = 30;
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/* Receptionist's surcharge on top of item costs. */
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int min_rent_cost = 100;
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/* Should the game automatically save people? (i.e., save player data every 4
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* kills (on average), and Crash-save as defined below. If auto_save is YES,
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/* Should the game automatically save people? (i.e., save player data every 4
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* kills (on average), and Crash-save as defined below. If auto_save is YES,
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* then the 'save' command will be disabled to prevent item duplication via
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* game crashes. */
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int auto_save = YES;
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@@ -132,15 +132,15 @@ int rent_file_timeout = 30;
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/* Do you want to automatically wipe players who've been gone too long? */
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int auto_pwipe = NO;
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/* Autowipe deletion criteria. This struct holds information used to determine
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* which players to wipe when the mud boots. The levels must be in ascending
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* order, with a descending level marking the end of the array. A level -1
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* entry in the beginning is the case for players with the PLR_DELETED flag.
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/* Autowipe deletion criteria. This struct holds information used to determine
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* which players to wipe when the mud boots. The levels must be in ascending
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* order, with a descending level marking the end of the array. A level -1
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* entry in the beginning is the case for players with the PLR_DELETED flag.
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* The values below match the stock purgeplay.c criteria.
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Detailed explanation by array element:
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* Element 0, level -1, days 0: Players with PLR_DELETED flag are always wiped
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* Element 1, level 0, days 0: Players at level 0 have created a character,
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* Element 1, level 0, days 0: Players at level 0 have created a character,
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but have never actually entered the game, so always wipe them.
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* Element 2, level 1, days 4: Players at level 1 are wiped if they haven't
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logged on in the past 4 days.
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@@ -149,7 +149,7 @@ int auto_pwipe = NO;
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* Element 4, level 10, days 30: Players level 5-10 get 30 days.
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* Element 5, level LVL_IMMORT - 1, days 60: All other mortals get 60 days.
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* Element 6, level LVL_IMPL, days 90: Immortals get 90 days.
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* Element 7: Because -2 is less than LVL_IMPL, this is assumed to be the end
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* Element 7: Because -2 is less than LVL_IMPL, this is assumed to be the end
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of the criteria. The days entry is not used in this case. */
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struct pclean_criteria_data pclean_criteria[] = {
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/* LEVEL DAYS */
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@@ -175,7 +175,7 @@ room_vnum immort_start_room = 1204;
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/* Virtual number of room that frozen players should enter at. */
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room_vnum frozen_start_room = 1202;
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/* Virtual numbers of donation rooms. note: you must change code in do_drop of
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/* Virtual numbers of donation rooms. note: you must change code in do_drop of
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* act.item.c if you change the number of non-NOWHERE donation rooms. */
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room_vnum donation_room_1 = 3063;
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room_vnum donation_room_2 = 5510;
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@@ -187,23 +187,23 @@ room_vnum donation_room_3 = 235;
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* exit with a warning when encountering stock world files. */
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int bitwarning = FALSE;
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/* If you want to look at normal world files but DO NOT want to save to 128bit
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* format, turn this to false. However, do not save through olc, or your
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/* If you want to look at normal world files but DO NOT want to save to 128bit
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* format, turn this to false. However, do not save through olc, or your
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* world files will be 128bit anyway. */
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int bitsavetodisk = TRUE;
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/* This is the default port on which the game should run if no port is given on
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* the command-line. NOTE WELL: If you're using the 'autorun' script, the port
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* number there will override this setting. Change the PORT= line in autorun
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/* This is the default port on which the game should run if no port is given on
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* the command-line. NOTE WELL: If you're using the 'autorun' script, the port
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* number there will override this setting. Change the PORT= line in autorun
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* instead of (or in addition to) changing this. */
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ush_int DFLT_PORT = 4000;
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/* IP address to which the MUD should bind. This is only useful if you're
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* running Circle on a host that host more than one IP interface, and you only
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* want to bind to *one* of them instead of all of them. Setting this to NULL
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* (the default) causes Circle to bind to all interfaces on the host.
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* Otherwise, specify a numeric IP address in dotted quad format, and Circle
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* will only bind to that IP address. (Of course, that IP address must be one
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/* IP address to which the MUD should bind. This is only useful if you're
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* running Circle on a host that host more than one IP interface, and you only
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* want to bind to *one* of them instead of all of them. Setting this to NULL
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* (the default) causes Circle to bind to all interfaces on the host.
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* Otherwise, specify a numeric IP address in dotted quad format, and Circle
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* will only bind to that IP address. (Of course, that IP address must be one
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* of your host's interfaces, or it won't work.) */
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const char *DFLT_IP = NULL; /* bind to all interfaces */
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/* const char *DFLT_IP = "192.168.1.1"; -- bind only to one interface */
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@@ -211,9 +211,9 @@ const char *DFLT_IP = NULL; /* bind to all interfaces */
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/* Default directory to use as data directory. */
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const char *DFLT_DIR = "lib";
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/* What file to log messages to (ex: "log/syslog"). Setting this to NULL means
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* you want to log to stderr, which was the default in earlier versions of
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* Circle. If you specify a file, you don't get messages to the screen. (Hint:
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/* What file to log messages to (ex: "log/syslog"). Setting this to NULL means
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* you want to log to stderr, which was the default in earlier versions of
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* Circle. If you specify a file, you don't get messages to the screen. (Hint:
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* Try 'tail -f' if you have a UNIX machine.) */
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const char *LOGNAME = NULL;
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/* const char *LOGNAME = "log/syslog"; -- useful for Windows users */
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@@ -237,23 +237,23 @@ int max_bad_pws = 3;
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* rather than what is currently done? */
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int siteok_everyone = TRUE;
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/* Some nameservers are very slow and cause the game to lag terribly every time
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/* Some nameservers are very slow and cause the game to lag terribly every time
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* someone logs in. The lag is caused by the gethostbyaddr() function which is
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* responsible for resolving numeric IP addresses to alphabetic names.
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* responsible for resolving numeric IP addresses to alphabetic names.
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* Sometimes, nameservers can be so slow that the incredible lag caused by
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* gethostbyaddr() isn't worth the luxury of having names instead of numbers
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* for players' sitenames. If your nameserver is fast, set the variable below
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* to NO. If your nameserver is slow, of it you would simply prefer to have
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* for players' sitenames. If your nameserver is fast, set the variable below
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* to NO. If your nameserver is slow, of it you would simply prefer to have
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* numbers instead of names for some other reason, set the variable to YES.
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* You can experiment with the setting of nameserver_is_slow on-line using the
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* You can experiment with the setting of nameserver_is_slow on-line using the
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* SLOWNS command from within the MUD. */
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int nameserver_is_slow = NO;
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/* Will changes save automaticaly in OLC? */
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int auto_save_olc = YES;
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/* if you wish to enable Aedit, set this to YES. This will make the mud look
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* for a file called socials.new, which is in a different format than the
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/* if you wish to enable Aedit, set this to YES. This will make the mud look
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* for a file called socials.new, which is in a different format than the
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* stock socials file. */
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int use_new_socials = YES;
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@@ -280,8 +280,8 @@ const char *START_MESSG =
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"meeting people from around the world!\r\n";
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/* AUTOWIZ OPTIONS */
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/* Should the game automatically create a new wizlist/immlist every time someone
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* immorts, or is promoted to a higher (or lower) god level? NOTE: this only
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/* Should the game automatically create a new wizlist/immlist every time someone
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* immorts, or is promoted to a higher (or lower) god level? NOTE: this only
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* works under UNIX systems. */
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int use_autowiz = YES;
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@@ -299,3 +299,6 @@ int display_closed_doors = YES;
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int map_option = MAP_IMM_ONLY;
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int default_map_size = 6;
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int default_minimap_size = 2;
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/* Medit Stats menu - show 'advanced' options? */
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int medit_advanced_stats = YES;
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