2006-12-19 22:56:18 +00:00
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/* ************************************************************************
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* File: config.c Part of CircleMUD *
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* Usage: Configuration of various aspects of CircleMUD operation *
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* *
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* All rights reserved. See license.doc for complete information. *
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* *
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* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
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* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
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************************************************************************ */
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#define __CONFIG_C__
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#include "conf.h"
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#include "sysdep.h"
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#include "structs.h"
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#include "interpreter.h" /* alias_data definition for structs.h */
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/*
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* Update: The following constants and variables are now the default values
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* for backwards compatibility with the new cedit game configurator. If you
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* would not like to use the cedit command, you can change the values in
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* this file instead. - Mythran
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*/
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/*
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* Below are several constants which you can change to alter certain aspects
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* of the way CircleMUD acts. Since this is a .c file, all you have to do
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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
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* recompile as you do if you change a header file.
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*
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* I realize that it would be slightly more efficient to have lots of
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* #defines strewn about, so that, for example, the autowiz code isn't
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* compiled at all if you don't want to use autowiz. However, the actual
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* code for the various options is quite small, as is the computational time
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* in checking the option you've selected at run-time, so I've decided the
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* convenience of having all your options in this one file outweighs the
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* efficency of doing it the other way.
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*
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*/
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/****************************************************************************/
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/****************************************************************************/
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/* GAME PLAY OPTIONS */
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#if !defined(NO)
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#define NO 0
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#endif
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#if !defined(YES)
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#define YES 1
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#endif
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#if !defined(FALSE)
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#define FALSE 0
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#endif
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#if !defined(TRUE)
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#define TRUE (!FALSE)
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#endif
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/*
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* pk_allowed sets the tone of the entire game. If pk_allowed is set to
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* NO, then players will not be allowed to kill, summon, charm, or sleep
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* other players, as well as a variety of other "asshole player" protections.
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* However, if you decide you want to have an all-out knock-down drag-out
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* PK Mud, just set pk_allowed to YES - and anything goes.
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*/
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int pk_allowed = NO;
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/* is playerthieving allowed? */
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int pt_allowed = NO;
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/* minimum level a player must be to shout/holler/gossip/auction */
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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
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* is also an alternate message in the case of one person being allowed.
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*/
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int tunnel_size = 2;
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/* exp change limits */
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int max_exp_gain = 100000; /* max gainable per kill */
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int max_exp_loss = 500000; /* max losable per death */
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/* number of tics (usually 75 seconds) before PC/NPC corpses decompose */
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int max_npc_corpse_time = 5;
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int max_pc_corpse_time = 10;
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/* How many ticks before a player is sent to the void or idle-rented. */
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int idle_void = 8;
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int idle_rent_time = 48;
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/* This level and up is immune to idling, LVL_IMPL+1 will disable it. */
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int idle_max_level = LVL_GOD;
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/* should items in death traps automatically be junked? */
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int dts_are_dumps = YES;
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/*
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* Whether you want items that immortals load to appear on the ground or not.
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* It is most likely best to set this to 'YES' so that something else doesn't
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* grab the item before the immortal does, but that also means people will be
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* able to carry around things like boards. That's not necessarily a bad
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* thing, but this will be left at a default of 'NO' for historic reasons.
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*/
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int load_into_inventory = YES;
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/* "okay" etc. */
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const char *OK = "Okay.\r\n";
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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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/*
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* You can define or not define TRACK_THOUGH_DOORS, depending on whether
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* or not you want track to find paths which lead through closed or
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* hidden doors. A setting of 'NO' means to not go through the doors
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* while 'YES' will pass through doors to find the target.
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*/
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int track_through_doors = YES;
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/*
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* If you want mortals to level up to immortal once they have enough
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2007-01-22 01:58:47 +00:00
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* experience, then set this to NO. This is the stock behaviour for
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2006-12-19 22:56:18 +00:00
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* CircleMUD because it was the stock DikuMud behaviour. Subtracting
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* this from LVL_IMMORT gives the top level that people can advance to
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* in gain_exp() in limits.c
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* For example, to stop people from advancing to LVL_IMMORT, simply set
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2007-01-22 01:58:47 +00:00
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* immort_level_ok to YES.
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2006-12-19 22:56:18 +00:00
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*/
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2007-01-22 01:58:47 +00:00
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int immort_level_ok = NO;
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2006-12-19 22:56:18 +00:00
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/****************************************************************************/
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/****************************************************************************/
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/* RENT/CRASHSAVE OPTIONS */
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/*
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* Should the MUD allow you to 'rent' for free? (i.e. if you just quit,
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* your objects are saved at no cost, as in Merc-type MUDs.)
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*/
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int free_rent = YES;
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/* maximum number of items players are allowed to rent */
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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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/*
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* Should the game automatically save people? (i.e., save player data
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* every 4 kills (on average), and Crash-save as defined below. This
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* option has an added meaning past bpl13. If auto_save is YES, then
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* the 'save' command will be disabled to prevent item duplication via
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* game crashes.
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*/
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int auto_save = YES;
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/*
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* if auto_save (above) is yes, how often (in minutes) should the MUD
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* Crash-save people's objects? Also, this number indicates how often
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* the MUD will Crash-save players' houses.
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*/
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int autosave_time = 5;
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/* Lifetime of crashfiles and forced-rent (idlesave) files in days */
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int crash_file_timeout = 10;
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/* Lifetime of normal rent files in days */
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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
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This struct holds information used to determine which players to wipe
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then the mud boots. The levels must be in ascending order, with a
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descending level marking the end of the array. A level -1 entry in the
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beginning is the case for players with the PLR_DELETED flag. The
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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
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character, but have never actually entered the game, so always
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wipe them.
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* Element 2, level 1, days 4: Players at level 1 are wiped if they
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haven't logged on in the past 4 days.
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* Element 3, level 4, days 7: Players level 2 through 4 are wiped if
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they haven't logged on in the past 7 days.
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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
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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
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be the end of the criteria. The days entry is not used in this
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case.
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*/
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struct pclean_criteria_data pclean_criteria[] = {
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/* LEVEL DAYS */
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{ 0 ,0 }, /* level 0 */
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{ 1 ,4 },
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{ 4 ,7 },
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{ 10 ,30 },
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{ LVL_IMMORT - 1 ,60 }, /* highest mortal */
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{ LVL_IMPL ,90 }, /* all immortals */
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{ -1 ,0 } /* no more level checks */
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};
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/* Do you want players who self-delete to be wiped immediately with no
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backup?
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*/
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int selfdelete_fastwipe = YES;
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/****************************************************************************/
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/****************************************************************************/
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/* ROOM NUMBERS */
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/* virtual number of room that mortals should enter at */
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room_vnum mortal_start_room = 3001;
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/* virtual number of room that immorts should enter at by default */
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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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/*
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* virtual numbers of donation rooms. note: you must change code in
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* do_drop of act.item.c if you change the number of non-NOWHERE
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* donation rooms.
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*/
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room_vnum donation_room_1 = 3063;
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2007-01-22 01:58:47 +00:00
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room_vnum donation_room_2 = 5510;
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room_vnum donation_room_3 = 235;
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2006-12-19 22:56:18 +00:00
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/****************************************************************************/
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/****************************************************************************/
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/* GAME OPERATION OPTIONS */
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/*
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* This is the default port on which the game should run if no port is
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* given on the command-line. NOTE WELL: If you're using the
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* 'autorun' script, the port number there will override this setting.
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* Change the PORT= line in autorun instead of (or in addition to)
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* changing this.
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*/
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ush_int DFLT_PORT = 4000;
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/*
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* IP address to which the MUD should bind. This is only useful if
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* you're running Circle on a host that host more than one IP interface,
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* and you only want to bind to *one* of them instead of all of them.
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* Setting this to NULL (the default) causes Circle to bind to all
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* interfaces on the host. Otherwise, specify a numeric IP address in
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* dotted quad format, and Circle will only bind to that IP address. (Of
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* course, that IP address must be one of your host's interfaces, or it
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* won't work.)
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*/
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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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/* default directory to use as data directory */
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const char *DFLT_DIR = "lib";
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/*
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* What file to log messages to (ex: "log/syslog"). Setting this to NULL
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* means you want to log to stderr, which was the default in earlier
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* versions of Circle. If you specify a file, you don't get messages to
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* the screen. (Hint: Try 'tail -f' if you have a UNIX machine.)
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*/
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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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/* maximum number of players allowed before game starts to turn people away */
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int max_playing = 300;
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/* maximum size of bug, typo and idea files in bytes (to prevent bombing) */
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int max_filesize = 50000;
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/* maximum number of password attempts before disconnection */
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int max_bad_pws = 3;
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/*
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* Rationale for enabling this, as explained by naved@bird.taponline.com.
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*
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* Usually, when you select ban a site, it is because one or two people are
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* causing troubles while there are still many people from that site who you
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* want to still log on. Right now if I want to add a new select ban, I need
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* to first add the ban, then SITEOK all the players from that site except for
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* the one or two who I don't want logging on. Wouldn't it be more convenient
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* to just have to remove the SITEOK flags from those people I want to ban
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* rather than what is currently done?
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*/
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int siteok_everyone = TRUE;
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/*
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* Some nameservers are very slow and cause the game to lag terribly every
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* time someone logs in. The lag is caused by the gethostbyaddr() function
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* which is 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.
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*
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* If your nameserver is fast, set the variable below to NO. If your
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* nameserver is slow, of it you would simply prefer to have numbers
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* instead of names for some other reason, set the variable to YES.
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*
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* You can experiment with the setting of nameserver_is_slow on-line using
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* the SLOWNS command from within the MUD.
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*/
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int nameserver_is_slow = NO;
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/*
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* Will changes save automaticaly in OLC ?
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*/
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2006-12-27 21:16:28 +00:00
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int auto_save_olc = YES;
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2006-12-19 22:56:18 +00:00
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/*
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2007-01-22 01:58:47 +00:00
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* if you wish to enable Aedit, set this to YES
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2006-12-19 22:56:18 +00:00
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* This will make the mud look for a file called socials.new,
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* which is in a different format than the stock socials file.
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*/
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2006-12-27 21:16:28 +00:00
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int use_new_socials = YES;
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2006-12-19 22:56:18 +00:00
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const char *MENU =
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"\r\n"
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2007-01-22 01:58:47 +00:00
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"Welcome to tbaMUD!\r\n"
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"0) Exit from tbaMUD.\r\n"
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2006-12-19 22:56:18 +00:00
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"1) Enter the game.\r\n"
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"2) Enter description.\r\n"
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"3) Read the background story.\r\n"
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"4) Change password.\r\n"
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"5) Delete this character.\r\n"
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"\r\n"
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" Make your choice: ";
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const char *WELC_MESSG =
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"\r\n"
|
2007-01-22 01:58:47 +00:00
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"Welcome to tbaMUD! May your visit here be... Enlightening"
|
2006-12-19 22:56:18 +00:00
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"\r\n\r\n";
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const char *START_MESSG =
|
2007-01-22 01:58:47 +00:00
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"Welcome. This is your new tbaMUD character! You can now earn gold,\r\n"
|
2006-12-19 22:56:18 +00:00
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"gain experience, find weapons and equipment, and much more -- while\r\n"
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"meeting people from around the world!\r\n";
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/****************************************************************************/
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/****************************************************************************/
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/* AUTOWIZ OPTIONS */
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/*
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* Should the game automatically create a new wizlist/immlist every time
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* someone immorts, or is promoted to a higher (or lower) god level?
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* NOTE: this only works under UNIX systems.
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*/
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int use_autowiz = YES;
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/* If yes, what is the lowest level which should be on the wizlist? (All
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immort levels below the level you specify will go on the immlist instead.) */
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int min_wizlist_lev = LVL_GOD;
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