Stop snooping at do_quit, added afk to prompt, g++ compiler cleanup (thanks Rhade), fixed locate object (thanks JamDog), and renamed immort_level_ok to no_mort_to_immort --Rumble

This commit is contained in:
Rumble 2007-03-18 16:10:10 +00:00
parent 86568f9d4d
commit 1f74a71456
18 changed files with 445 additions and 949 deletions

View file

@ -13,37 +13,26 @@
#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
/* 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
* 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.
*
*/
/****************************************************************************/
/****************************************************************************/
* 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)
@ -62,34 +51,31 @@
#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.
*/
/* 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? */
/* Is playerthieving allowed? */
int pt_allowed = NO;
/* minimum level a player must be to shout/holler/gossip/auction */
/* Minimum level a player must be to shout/holler/gossip/auction. */
int level_can_shout = 1;
/* number of movement points it costs to holler */
/* 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.
*/
/* 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 */
/* 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 */
/* Number of tics (usually 75 seconds) before PC/NPC corpses decompose. */
int max_npc_corpse_time = 5;
int max_pc_corpse_time = 10;
@ -100,16 +86,14 @@ 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? */
/* 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.
/* 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.
*/
* 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 = YES;
/* "okay" etc. */
@ -117,92 +101,67 @@ 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.
*/
/* 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 NO. 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 YES.
*/
int immort_level_ok = NO;
/****************************************************************************/
/****************************************************************************/
/* 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 objects are saved at no cost, as in Merc-type MUDs.)
*/
/* 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;
/* maximum number of items players are allowed to rent */
/* Maximum number of items players are allowed to rent. */
int max_obj_save = 30;
/* receptionist's surcharge on top of item costs */
/* 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.
*/
/* 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;
/*
* 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.
*/
/* 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 */
/* Lifetime of crashfiles and forced-rent (idlesave) files in days. */
int crash_file_timeout = 10;
/* Lifetime of normal rent files in days */
/* 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.
/* 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, 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 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 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.
*/
* 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 */
@ -214,126 +173,89 @@ struct pclean_criteria_data pclean_criteria[] = {
{ -1 ,0 } /* no more level checks */
};
/* Do you want players who self-delete to be wiped immediately with no
backup?
*/
/* 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 */
/* Virtual number of room that mortals should enter at. */
room_vnum mortal_start_room = 3001;
/* virtual number of room that immorts should enter at by default */
/* Virtual number of room that immorts should enter at by default. */
room_vnum immort_start_room = 1204;
/* virtual number of room that frozen players should enter at */
/* 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 act.item.c if you change the number of non-NOWHERE
* donation rooms.
*/
/* 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;
room_vnum donation_room_3 = 235;
/****************************************************************************/
/****************************************************************************/
/* GAME OPERATION OPTIONS */
/*
* 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.
*/
/* 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 of your host's interfaces, or it
* won't work.)
*/
/* 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 */
/* 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.)
*/
/* 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 */
/* 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) */
/* Maximum size of bug, typo and idea files in bytes (to prevent bombing). */
int max_filesize = 50000;
/* maximum number of password attempts before disconnection */
/* Maximum number of password attempts before disconnection. */
int max_bad_pws = 3;
/*
* Rationale for enabling this, as explained by naved@bird.taponline.com.
*
/* 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?
*/
* 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.
/* 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.
*/
* 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;
/*
* Will changes save automaticaly in OLC ?
*/
/* 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 stock socials file.
*/
/* 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;
const char *MENU =
@ -348,8 +270,6 @@ const char *MENU =
"\r\n"
" Make your choice: ";
const char *WELC_MESSG =
"\r\n"
"Welcome to tbaMUD! May your visit here be... Enlightening"
@ -360,19 +280,12 @@ const char *START_MESSG =
"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.
*/
/* 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.) */
/* 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;