/*
* Define this to be the maximum number of call_outs you allow per object.
*/
#define MAX_CALL_OUTS_ALLOWED 20
/*
* Define this if you want to run in compatibility mode.
*/
#define COMPAT_MODE
/*
* Define this if you wish to have the old find_living, which
* will look through all objects for an object that ids to the
* argument to find_living. If you don't define this, only those
* names given with set_living_name will be found with find_living.
*/
/*
#define OLD_FIND_LIVING
*/
/*
* Define this to be the level your wizards can use the snoop() efun
*/
#define SNOOP_LEVEL 60
/*
* Define this to be your lowest level wizard character possible.
*/
#define WIZ_LEVEL 20
/*
* Define this to be your full message.
*/
#define FULL_MESSAGE "Darker Realms is full. Please try again later.\n";
/*
* Define this if you wish find_living to return non-idable things.
*/
/*
#define FIND_LIVING_NO_ID
*/
/*
* Define this to be your prompt.
*/
#define PROMPT "> "
/*
* Define this if you want the MUDWHO-service. You have to configure it
* in mudwho.h.
*/
/* #define MUDWHO */
/*
* Define this if you want to use the improved access restriction system.
* Look at the file ACCESS.ALLOW for information. It replaces the old
* ACCESS.DENY. READ THE README FILE FOR INFORMATION ON THIS.
*/
#define ACCESS_RESTRICTED
/*
* The level you wish query_snoop() to be usable.
*/
#define QUERY_SNOOP_LEVEL 600
/*
* #define this if you want the old-style add_action("fun", "verb", 1)
* to work. If you don't define this, you get the new 'abbreviated'
* verbs. add_xverb() can be used inmost cases to replace the above
* style add_action.
*/
/*
#define OLD_ADD_ACTION
*/
/*
* Define this if your mudlib doesn't alias the directions to their
* abbreviations. (ie if your player.c doesn't have "e" aliased to "east",
* etc...)
*/
/*
#define NEED_DIRECTIONS
*/
/*
* Define this if you want command() to work on static functions
*/
#define COMMAND_STATIC
/*
* Define this if you are using the old lexical.l
*/
/*
#define PRE_COMPILE "/usr/local/lib/gcc-cpp -traditional -I/worf/lpmud/secure -Iroom -Iobj"
*/
/*
* This is the max text width for format() and print()
*/
#define TEXT_WIDTH 70
/*
* If an object is left alone for a certain time, then the
* function clean_up will be called. This function can do anything,
* like destructing the object. If the function isn't defined by the
* object, then nothing will happen.
*
* This is the number of seconds between cleanups.
*/
#define TIME_TO_CLEAN_UP 5400
/*
* How long time until an unused object is swapped out.
* Machine with too many players and too little memory: 1800 (30 minutes)
* Machine with few players and lot of memory: 10000
* Machine with infinite memory: 0 (never swap).
*/
#define TIME_TO_SWAP 1800 /* 45 minutes */
/*
* How many seconds until an object is reset again.
* Set this value high if big system, otherwise low.
* No castles: 1800 (30 minutes)
* >100 castles:10000 (almost 3 hours).
*/
#define TIME_TO_RESET 5400
/*
* Define the maximum size of log files (in bytes).
*/
#define MAX_LOG_SIZE 200000
/*
* Max size of a file allowed to be read by 'read_file()'.
*/
#define READ_FILE_MAX_SIZE 50000
/* Version of the game in the form xx.xx.xx
* Two digits will be appended, that is the patch level.
*/
#define GAME_VERSION "3.01."
/*
* How to extract an unsigned char from a char *.
* If your compiler has the type 'unsigned char', then the cast-version
* is best. If you do not know, use the simple version, and the game will
* immediately terminate with a message if bad.
#define EXTRACT_UCHAR(p) (*p < 0 ? *p + 0x100 : *p)
*/
#define EXTRACT_UCHAR(p) (*(unsigned char *)p)
/*
* Define the maximum stack size of the stack machine. This stack will also
* contain all local variables and arguments.
*/
#define EVALUATOR_STACK_SIZE 1000
/*
* Define the maximum call depth for functions.
*/
#define MAX_TRACE 30
/*
* Define the size of the compiler stack. This defines how complex
* expressions the compiler can parse. The value should be big enough.
*/
#define COMPILER_STACK_SIZE 200
/*
* What is the value of the first constant defined by yacc ? If you do not
* know, compile, and look at y.tab.h.
*/
#define F_OFFSET 257
/*
* Does the system have a getrusage call?
*/
/* #define RUSAGE */
/*
* Maximum number of bits in a bit field. They are stored in printable
* strings, 6 bits per byte.
*/
#define MAX_BITS 1200 /* 200 bytes */
/*
* There is a hash table for living objects, used by find_living().
*/
#define LIVING_HASH_SIZE 211
/*
* Define what port number the game is to use.
*/
#ifndef PORTNO
#define PORTNO 2000
#endif
/*
* This is the file which contains names of objects to be
* loaded initially. Do not normally change this.
*/
#define INIT_FILE "etc/init_file"
/*
* This is the subdirectory where all wizards objects are defined.
*/
#define PLAYER_DIR "players"
/*
* If you want to put wizards in groups and give each group a subdirectory
* you should define this. Domain directorys must start witha capital
* letter, and wizards names must not.
*/
/*
#define DOMAINS
*/
/*
* This is the subdirectory where all the domain directorys are placed.
*/
#define DOMAIN_DIR "d"
/*
* Undef this if your system doesn't support Berkley type symlinks.
*/
#define SYMLINKS
/*
* This is the castle that a wiz gets a copy of.
*/
#define DEFAULT_CASTLE "room/def_castle.c"
/*
* This is the workroom that a wiz gets a copy of.
*/
#define DEFAULT_WORKROOM "room/def_workroom.c"
/*
* This is the room where the new castle should reside. If it is not
* defined, then it will be put in the same room as the player.
*/
#define CASTLE_ROOM "room/new_castles"
/*
* Max number of local variables in a function.
*/
#define MAX_LOCAL 30
/*
* Define what ioctl to use against tty's.
*/
#define USE_TIOCGETP /* BSD */
/* #define USE_TCGETA */ /* SYSV */
/* Maximum number of evaluated nodes/loop.
* If this is exceeded, current function is halted.
* The worst case yet encountered is 3600 (dec 1989)
*/
#define MAX_COST 300000
/*
* Where to swap out objects. This file is not used if NUM_RESET_TO_SWAP
* is 0.
*/
#define SWAP_FILE "/worf/lpmud/secure/LpSwap"
/*
* This is the maximum array size allowed for one single array.
*/
#define MAX_ARRAY_SIZE 1000
/*
* Some LPmuds on sun4 and sparcstations have had problems with the
* call of inet_ntoa() in comm1.c.
* If the game crash in query_ip_number() wen using inet_ntoa(),
* then undefine the following symbol.
* The query_ip_number() is called when doing the 'people' command
* for example.
*/
/* #define INET_NTOA_OK */
/*
* Define LOG_SHOUT if you want all shouts to be logged in
* mudlib/log/SHOUTS.
*/
/*
#define LOG_SHOUT
*/
/*
* Maximum total players in the game.
*/
#define MAX_PLAYERS 50
/*
* Maximum non-priv players in the game
*/
#define MAX_MORTALS 42
/*
* When uploading files, we want fast response; however, normal players
* shouldn't be able to hog the system in this way. Define ALLOWED_ED_CMDS
* to be the ratio of the no of ed cmds executed per player cmd, and
* MAX_CMDS_PER_BEAT to be the bax no of buffered player commands the
* system will accept in each heartbeat interval.
*/
#define ALLOWED_ED_CMDS 20
#define MAX_CMDS_PER_BEAT 5 /* not implemented yet :-( */
/*
* Reserve an extra memory area from malloc(), to free when we run out
* of memory to get some warning and start Armageddon.
* If this value is 0, no area will be reserved.
*/
#define RESERVED_SIZE 0
/* Define the size of the shared string hash table. This number should
* a prime, probably between 1000 and 30000; if you set it to about 1/5
* of the number of distinct strings you have, you will get a hit ratio
* (number of comparisons to find a string) very close to 1, as found strings
* are automatically moved to the head of a hash chain. You will never
* need more, and you will still get good results with a smaller table.
* THIS IS NOT IMPLEMENTED YET.
*/
/* These values are probably a bit large for a small mud.
These are tuned to DR's needs... This table size could probably
be around 1000 (whatever prime is near 1000) for a small mud */
#define HTABLE_SIZE 17011 /* there is a table of some primes too */
/*
* Object hash table size.
* Define this like you did with the strings; probably set to about 1/4 of
* the number of objects in a game, as the distribution of accesses to
* objects is somewhat more uniform than that of strings.
*/
#define OTABLE_SIZE 1511 /* we have several thousand obs usually */
/*
* Define SYSV if you are running system V with a lower release level than
* Sys V.4.
*/
#undef SYSV
/*
* Define FCHMOD_MISSING only if your system doesn't have fchmod().
*/
#undef FCHMOD_MISSING
/*
* Define MAX_BYTE_TRANSFER to the number of bytes you allow to be read
* and written with read_bytes and write_bytes
*/
#define MAX_BYTE_TRANSFER 10000
/************************************************************************/
/* END OF CONFIG -- DO NOT ALTER ANYTHING BELOW THIS LINE */
/************************************************************************/
/*
* some generic large primes used by various hash functions in different files
* You can alter these if you know of a better set of numbers! Be sure
* they are primes...
*/
#define P1 701 /* 3 large, different primes */
#define P2 14009 /* There's a file of them here somewhere :-) */
#define P3 54001