/*$Id: config.h,v 1.25 2005/04/11 03:25:02 tyrion Exp $*/ /* * Mythran Mud 3.1.1 * Mud Configuration file * * Various extra options to change the way the mud is run... * * Well the list is growing, default all options are on, only * pfile compression is standard off, and there are still some * bugs in it... Best is to manually compress the pfiles, * the mud does automatic decompression (with .gz files) * * Maniac * */ /* * Taxes. * * Players with a lot of money (250.000 +) can be taxed, * This is a great way for implementors to reduce the amount * of money in the game and reduce the power of the rich players * Tax is currently 1 tenth of the amount of money above 250000 * Tax can be turned on by defining TAX, to turn it off comment it. */ /*#define TAX*/ /* Taxes are on by default */ /* * Initial Language. * * Since there are now languages in the game, it is possible * to let the new players automatically learn one language, * this is the language that comes with their race by nature. * To enable this feature define AUTOLEARN, comment it to turn it off. */ #define AUTOLEARN /* * Force the use of languages. * * This option makes the say command automatically use the language * a person is speaking, and not the usual common language. * Other channels still use normal (read 'no') language. * */ #define FORCE_LANGUAGE /* * ALL_SPEAK_COMMON * * This let's all characters learn common and speak it by default * untill they learn another language and speak that. * */ #define ALL_SPEAK_COMMON /* * Drunk System * * By defining USE_DRUNK you enable the funny drunk-system. * Try for yourself what funny uses it has... * */ #define USE_DRUNK /* * Bank system money transfer option * * Defining BANK_TRANSFER allows the players to transfer money from * their bank account to someone else's account * */ #define BANK_TRANSFER /* * Mud Economy System * Bank Investments * * Defining BANK_INVEST allows players to invest their money in a * mud fund, the value of the fund may change from time to time * making it possible for players to speculate on a random generator * (or if you want to call it this way: the economy) * * Define SHARE_VALUE to be the start/average/default value of a share (100) * Between reboots this value is stored in the file BANK.TXT */ #define BANK_INVEST #define SHARE_VALUE 100 /* * Automatic compression of playerfiles * * By defining AUTO_COMPRESS the player files will automatically * be compressed using the command 'gzip --best <pfile>' * If you don't have gzip or don't want to compress your pfiles * undefine this option NOW. * If you are low on disk space leave it untouched. * */ /* #define AUTO_COMPRESS */ /* * Configuring the Mythran Mud Game System * * There are a few defines for the game system, BET_LIMIT and BET_LIMIT_STR * the BET_LIMIT is the maximum amount that can be used in betting games, * BET_LIMIT_STR is a string with the amount in it. * GAME_CHEAT can be defined or undefined to enable or disable the possibility * of cheating mobs, if GAME_CHEAT is defined, it doesn't mean the mobs will * cheat, only that it is possible (if they have the cheat bit set) * */ #define BET_LIMIT 50000 #define BET_LIMIT_STR "50000" /*#define GAME_CHEAT TRUE */ /* * Godnames on sacrificing * * If SAC_GODNAMES is defined, a player will get a different text each time * he sacrifices an item, if it is not defined, it say's 'The gods' instead * of something like 'Maniac' or 'Canth' etc. * */ #define SAC_GODNAMES /* * Different rewards for sacrificing... * * If SAC_VAR_REWARD is defined, players get a random reward for a * sacrifice they make, if not, they will just get the usual 1 gp * */ #define SAC_VAR_REWARD /* * CURRENT_PLAYER_UPDATE * * This is a variable used internally to automatically update a * players pfile, its hard to explain * */ #define CURRENT_PLAYER_UPDATE 130 /* * This is a variable used internally to automatically update an * area after changes have been made. * */ #define CURRENT_AREA_VERSION 107 /* * AUTO_WORLD_SAVE * Enable or disable automatic saving of all areas (every 30 minutes) * * If you define AUTO_SAVE_WORLD, the mud will save all area's every 30 * minutes, this will cause a log of lag for 1-10 seconds (depending on * CPU and harddisk speed) This is handy to have in a building port, but * very irritating in the playing port. So it's best to have this defined * in the building port, and undefined in the running port. * */ /*#undef AUTO_WORLD_SAVE */ /* * Uncomment to enable SQL Support for the mud * * - Ahsile * */ /* #define SQL_SYSTEM */ /* * Hard coded anti-editing. Use this to make sure * your main port is stable (ie no imms screwing * around editing things. * * - Ahsile * */ //#define DISABLE_EDITS_SAVES /* * Random timequakes (AH WELL) * - Ahsile */ /* #define TIMEQUAKE */ /* * Uncomment to debug memory (only for SSM.c) * This replaces free_string with a debug copy that logs usage for us * It is very slow (no hash table lookup) but stable for debugging * - Ahsile */ /* #define MEM_DEBUG */ /* * Win32 Define for cross-platform usability. A MS VS6 Project file should * be included with the mud anyway, which defines this at a project level, * so it shouldn't be necessary. I've just added this here as a reminder that * I did port this to run on Windows. * * In the absence of shell scripting, I did have to write another program to * babysit the mud though. StormLoader should be in a subdir of src. * * - Ahsile * */ /* #define RUN_AS_WIN32SERVICE */