text: /* File: config.h */
  
  /* Purpose: Angband specific configuration stuff */
  
  /* Note : Much of the functionality of this file is being phased into
   * mangband.cfg.  This will allow server reconfiguration without recompilation.
   */
  
  /*
   * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
   *
   * This software may be copied and distributed for educational, research, and
   * not for profit purposes provided that this copyright and statement are
   * included in all such copies.
   */
  
  
  /*
   * Look through the following lines, and where a comment includes the
   * tag "OPTION:", examine the associated "#define" statements, and decide
   * whether you wish to keep, comment, or uncomment them.  You should not
   * have to modify any lines not indicated by "OPTION".
   *
   * Note: Also examine the "system" configuration file "h-config.h"
   * and the variable initialization file "variable.c".  If you change
   * anything in "variable.c", you only need to recompile that file.
   *
   * And finally, remember that the "Makefile" will specify some rather
   * important compile time options, like what visual module to use.
   */
  
  /* 
   * define this if you wish to limit players to one character playing
   * at a time on the server.  Note this doesn't stop them from just
   * using two computers side by side, but most won't have this.
  #define LIMIT_PLAYER_CONNECTIONS
   */
  
  /*
   * OPTION: Set the metaserver address.  The metaserver keeps track of
   * all running servers so people can find an active server with other
   * players on.  Define this to be an empty string if you don't want to
   * report to a metaserver.
   */
  #define	META_ADDRESS "mangband.org"  
  
  
  /*
   * OPTION: Set a vhost bind address.  This is used in two ways.
   * For one, it sets the name the metaserver will list for the IP.
   * This is useful if your IP has a different reverse address (or no 
   * reverse address), and you'd like the metaserver to list you by 
   * the established name here.  
   *
   * This is also useful if you have multiple IP's on a single box, 
   * and care which one the server binds too, (for name purposes, perhaps).
   * Note that this would allow multiple servers to run on a single
   * machine as well.
   *
  #define	BIND_NAME "tester"
  #define	BIND_IP "192.168.1.199"
  */
  
  
  /*
   * OPTION: Disconnect starving players.  If defined, starving players
   * will be kicked out of the game (to protect their characters), given
   * they've been AFK for at least the specified number of seconds.
   */
  #define DISCONNECT_STARVING (60 * 3)
  
  /*
   * OPTION: Allow the use of "sound" in various places.
   */
  #define USE_SOUND
  
  /*
   * OPTION: Allow the use of "graphics" in various places
   */
  #define USE_GRAPHICS
  
  /*
   * OPTION: Default fonts (when using X11)
   */
  #define DEFAULT_X11_FONT_SCREEN		DEFAULT_X11_FONT
  #define DEFAULT_X11_FONT_MIRROR		DEFAULT_X11_FONT
  #define DEFAULT_X11_FONT_RECALL		DEFAULT_X11_FONT
  #define DEFAULT_X11_FONT_CHOICE		DEFAULT_X11_FONT
  
  
  
  /*
   * OPTION: Hack -- Macintosh stuff
   */
  #ifdef MACINTOSH
  
  /* Do not handle signals */
  /* also available using the -Z switch on startup for mangband */
  # undef HANDLE_SIGNALS
  
  #endif
  
  /*
   * OPTION: See the Makefile(s), where several options may be declared.
   *
   * Some popular options include "USE_GCU" (allow use with Unix "curses"),
   * "USE_X11" (allow basic use with Unix X11), "USE_XAW" (allow use with
   * Unix X11 plus the Athena Widget set), and "USE_CAP" (allow use with
   * the "termcap" library, or with hard-coded vt100 terminals).
   *
   * The old "USE_NCU" option has been replaced with "USE_GCU".
   *
   * Several other such options are available for non-unix machines,
   * such as "MACINTOSH", "WINDOWS", "USE_IBM", "USE_EMX".
   *
   * You may also need to specify the "system", using defines such as
   * "SOLARIS" (for Solaris), etc, see "h-config.h" for more info.
   */
  
  
  /*
   * OPTION: Include some debugging code.  Note that this option may
   * result in a server that crashes more frequently, as a core dump
   * will be done instead of killing the bad connection.
   */
  /* #define DEBUG */
  
  
  /*
   * OPTION: define "SPECIAL_BSD" for using certain versions of UNIX
   * that use the 4.4BSD Lite version of Curses in "main-gcu.c"
   */
  /* #define SPECIAL_BSD */
  
  
  /*
   * OPTION: Use the POSIX "termios" methods in "main-gcu.c"
   */
  /* #define USE_TPOSIX */
  
  /*
   * OPTION: Use the "termio" methods in "main-gcu.c"
   */
  /* #define USE_TERMIO */
  
  /*
   * OPTION: Use the icky BSD "tchars" methods in "main-gcu.c"
   */
  /* #define USE_TCHARS */
  
  
  
  /*
   * OPTION: Use the "curs_set()" call in "main-gcu.c".
   * Hack -- This option will not work on most BSD machines
   */
  #if defined(SYS_V) || defined(linux) || defined(__FreeBSD__)
  # define USE_CURS_SET
  #endif
  
  
  
  /*
   * OPTION: Default font (when using X11).
   */
  #define DEFAULT_X11_FONT		"9x15"
  
  /*
   * OPTION: for multi-user machines running the game setuid to some other
   * user (like 'games') this SAFE_SETUID option allows the program to drop
   * its privileges when saving files that allow for user specified pathnames.
   * This lets the game be installed system wide without major security
   * concerns.  There should not be any side effects on any machines.
   *
   * This will handle "gids" correctly once the permissions are set right.
   * --VERY DANGEROUS IN MANGBAND.
   */
  #define SAFE_SETUID
  
  
  /*
   * This flag enables the "POSIX" methods for "SAFE_SETUID".
   */
  #ifdef _POSIX_SAVED_IDS
  # define SAFE_SETUID_POSIX
  #endif
  
  
  /*
   * This "fix" is from "Yoshiaki KASAHARA <kasahara@csce.kyushu-u.ac.jp>"
   * It prevents problems on (non-Solaris) Suns using "SAFE_SETUID".
   */
  #if defined(sun) && !defined(SOLARIS)
  # undef SAFE_SETUID_POSIX
  #endif
  
  
  /*
   * OPTION: Verify savefile Checksums (Angband 2.7.0 and up)
   * This option can help prevent "corruption" of savefiles, and also
   * stop intentional modification by amateur users.
   */
  #define VERIFY_CHECKSUMS
  
  
  /*
   * OPTION: Forbid the use of "fiddled" savefiles.  As far as I can tell,
   * a fiddled savefile is one with an internal timestamp different from
   * the actual timestamp.  Thus, turning this option on forbids one from
   * copying a savefile to a different name.  Combined with disabling the
   * ability to save the game without quitting, and with some method of
   * stopping the user from killing the process at the tombstone screen,
   * this should prevent the use of backup savefiles.  It may also stop
   * the use of savefiles from other platforms, so be careful.
   */
  /* #define VERIFY_TIMESTAMP */
  
  
  /*
   * OPTION: Forbid the "savefile over-write" cheat, in which you simply
   * run another copy of the game, loading a previously saved savefile,
   * and let that copy over-write the "dead" savefile later.  This option
   * either locks the savefile, or creates a fake "xxx.lok" file to prevent
   * the use of the savefile until the file is deleted.  Not ready yet.
   */
  /* #define VERIFY_SAVEFILE */
  
  
  /*
   * OPTION: Use wider corrdiors (room for two people abreast).
   */
  #define WIDE_CORRIDORS
  
  /*
   * OPTION: Do not switch to manual targeting if there are no 
   * targets in the vicinity of player (un-Angband), display a prompt instead
   */
  #define NOTARGET_PROMPT
  
  /*
   * OPTION: Enable experimental command overloading.
   * Command overloads eat more bandwitch, but give more flexibility.
   */
  #define COMMAND_OVERLOAD
   
  /*
   * OPTION: Hack -- Compile in support for "Cyborg" mode
   */
  /* #define ALLOW_BORG */
  
  /*
   * OPTION: Hack -- Compile in support for "Wizard Commands"
   */
  /* #define ALLOW_WIZARD */
  
  /*
   * OPTION: Hack -- Compile in support for "Spoiler Generation"
   */
  /* #define ALLOW_SPOILERS */
  
  
  /*
   * OPTION: Allow "do_cmd_colors" at run-time
   */
  #define ALLOW_COLORS
  
  /*
   * OPTION: Allow "do_cmd_visuals" at run-time
   */
  #define ALLOW_VISUALS
  
  /*
   * OPTION: Allow "do_cmd_macros" at run-time
   */
  #define ALLOW_MACROS
  
  
  /*
   * OPTION: Allow characteres to be "auto-rolled"
   * --broken in mangband.
   */
  /* #define ALLOW_AUTOROLLER */
  
  
  /*
   * OPTION: Allow monsters to "flee" when hit hard
   */
  #define ALLOW_FEAR
  
  /*
   * OPTION: Allow monsters to "flee" from strong players
   */
  #define ALLOW_TERROR
  
  
  /*
   * OPTION: Allow parsing of the ascii template files in "init.c".
   * This must be defined if you do not have valid binary image files.
   * It should be usually be defined anyway to allow easy "updating".
   */
  #define ALLOW_TEMPLATES
  
  /*
   * OPTION: Allow loading of pre-2.7.0 savefiles.  Note that it takes
   * about 15K of code in "save-old.c" to parse the old savefile format.
   * Angband 2.8.0 will ignore a lot of info from pre-2.7.0 savefiles.
   * --broken in mangband.
   */
  /* #define ALLOW_OLD_SAVEFILES */
  
  /* Use the new houseless code for Wilderness levels, including invaders. */
  /*
  #define DEVEL_TOWN_COMPATIBILITY 0
  */
  
  
  /*
   * OPTION: Delay the loading of the "f_text" array until it is actually
   * needed, saving ~1K, since "feature" descriptions are unused.
   * --broken in mangband.
   */
  /* #define DELAY_LOAD_F_TEXT */
  
  /*
   * OPTION: Delay the loading of the "k_text" array until it is actually
   * needed, saving ~1K, since "object" descriptions are unused.
   * --broken in mangband.
   */
  /* #define DELAY_LOAD_K_TEXT */
  
  /*
   * OPTION: Delay the loading of the "a_text" array until it is actually
   * needed, saving ~1K, since "artifact" descriptions are unused.
   * --broken in mangband.
   */
  /* #define DELAY_LOAD_A_TEXT */
  
  /*
   * OPTION: Delay the loading of the "e_text" array until it is actually
   * needed, saving ~1K, since "ego-item" descriptions are unused.
   * --broken in mangband.
   */
  /* #define DELAY_LOAD_E_TEXT */
  
  /*
   * OPTION: Delay the loading of the "r_text" array until it is actually
   * needed, saving ~60K, but "simplifying" the "monster" descriptions.
   * --broken in mangband.
   */
  /* #define DELAY_LOAD_R_TEXT */
  
  /*
   * OPTION: Delay the loading of the "v_text" array until it is actually
   * needed, saving ~1K, but "destroying" the "vault" generation.
   * --broken in mangband.
   */
  /* #define DELAY_LOAD_V_TEXT */
  
  
  /*
   * OPTION: Handle signals
   */
  #define HANDLE_SIGNALS
  
  
  /*
   * OPTION: Hack -- Windows stuff
   */
  #if defined(WINDOWS) || defined(__WIN32__)
  
  /* Do not handle signals */
  #undef HANDLE_SIGNALS
  
  #endif
  
  
  /*
   * Allow "Wizards" to yield "high scores"
   * --broken in mangband.
   */
  /* #define SCORE_WIZARDS */
  
  /*
   * Allow "Borgs" to yield "high scores"
   * --broken in mangband.
   */
  /* #define SCORE_BORGS */
  
  /*
   * Allow "Cheaters" to yield "high scores"
   * --broken in mangband.
   */
  /* #define SCORE_CHEATERS */
  
  
  
  
  /*
   * OPTION: Allow use of the "flow_by_smell" and "flow_by_sound"
   * software options, which enable "monster flowing".
   * --broken in mangband.
   */
  /* #define MONSTER_FLOW */
  
  
  /*
   * OPTION: Maximum flow depth when using "MONSTER_FLOW"
   */
  #define MONSTER_FLOW_DEPTH 32
  
  
  
  /*
   * OPTION: Allow use of extended spell info	-DRS-
   */
  #define DRS_SHOW_SPELL_INFO
  
  /*
   * OPTION: Allow use of the monster health bar	-DRS-
   */
  #define DRS_SHOW_HEALTH_BAR
  
  
  /*
   * OPTION: Enable the "smart_learn" and "smart_cheat" options.
   * They let monsters make more "intelligent" choices about attacks
   * (including spell attacks) based on their observations of the
   * player's reactions to previous attacks.  The "smart_cheat" option
   * lets the monster know how the player would react to an attack
   * without actually needing to make the attack.  The "smart_learn"
   * option requires that a monster make a "failed" attack before
   * learning that the player is not harmed by that attack.
   *
   * This adds about 3K to the memory and about 5K to the executable.
   * --broken in mangband.
   */
  /* #define DRS_SMART_OPTIONS */
  
  
  
  /*
   * OPTION: Enable the "track_follow" and "track_target" options.
   * They let monsters follow the player's foot-prints, or remember
   * the player's recent locations.  This code has been removed from
   * the current version because it is being rewritten by Billy, and
   * until it is ready, it will not work.  Do not define this option.
   * --broken in mangband.
   */
  /* #define WDT_TRACK_OPTIONS */
  
  
  
  
  
  /*
   * OPTION: Set the "default" path to the angband "lib" directory.
   *
   * See "main.c" for usage, and note that this value is only used on
   * certain machines, primarily Unix machines.  If this value is used,
   * it will be over-ridden by the "ANGBAND_PATH" environment variable,
   * if that variable is defined and accessable.  The final slash is
   * optional, but it may eventually be required.
   *
   * Using the value "./lib/" below tells Angband that, by default,
   * the user will run "angband" from the same directory that contains
   * the "lib" directory.  This is a reasonable (but imperfect) default.
   *
   * If at all possible, you should change this value to refer to the
   * actual location of the "lib" folder, for example, "/tmp/angband/lib/"
   * or "/usr/games/lib/angband/", or "/pkg/angband/lib".
   */
  #ifndef PKGDATADIR
  # define PKGDATADIR DEFAULT_PATH
  #endif
  #ifndef LOCALSTATEDIR
  # define LOCALSTATEDIR DEFAULT_PATH
  #endif
  
  
  /*
   * On multiuser systems, add the "uid" to savefile names
   */
  #ifdef SET_UID
  # define SAVEFILE_USE_UID
  #endif
  
  
  /*
   * OPTION: Check the "time" against "lib/file/hours.txt"
   * --not used in mangband
   */
  /* #define CHECK_TIME */
  
  /*
   * OPTION: Check the "load" against "lib/file/load.txt"
   * This may require the 'rpcsvs' library
   * --not used in mangband
   */
  /* #define CHECK_LOAD */
  
  
  /*
   * OPTION: For some brain-dead computers with no command line interface,
   * namely Macintosh, there has to be some way of "naming" your savefiles.
   * The current "Macintosh" hack is to make it so whenever the character
   * name changes, the savefile is renamed accordingly.  But on normal
   * machines, once you manage to "load" a savefile, it stays that way.
   * Macintosh is particularly weird because you can load savefiles that
   * are not contained in the "lib:save:" folder, and if you change the
   * player's name, it will then save the savefile elsewhere.  Note that
   * this also gives a method of "bypassing" the "VERIFY_TIMESTAMP" code.
   */
  #if defined(MACINTOSH) || defined(WINDOWS) || defined(AMIGA)
  # define SAVEFILE_MUTABLE
  #endif
  
  
  /*
   * OPTION: Capitalize the "user_name" (for "default" player name)
   * This option is only relevant on SET_UID machines.
   */
  #define CAPITALIZE_USER_NAME
  
  
  
  /*
   * OPTION: Shimmer Multi-Hued monsters/objects
   */
  #define SHIMMER_MONSTERS
  #define SHIMMER_OBJECTS
  
  
  
  /*
   * Hack -- Special "ancient machine" versions
   */
  #if defined(USE_286) || defined(ANGBAND_LITE_MAC)
  # ifndef ANGBAND_LITE
  #  define ANGBAND_LITE
  # endif
  #endif
  
  /*
   * OPTION: Attempt to minimize the size of the game
   */
  #ifndef ANGBAND_LITE
  /* #define ANGBAND_LITE */
  #endif
  
  /*
   * Hack -- React to the "ANGBAND_LITE" flag
   */
  #ifdef ANGBAND_LITE
  # undef ALLOW_COLORS
  # undef ALLOW_VISUALS
  # undef ALLOW_MACROS
  # undef MONSTER_FLOW
  # undef WDT_TRACK_OPTIONS
  # undef DRS_SMART_OPTIONS
  # undef ALLOW_OLD_SAVEFILES
  # undef ALLOW_BORG
  # undef ALLOW_WIZARD
  # undef ALLOW_SPOILERS
  # undef ALLOW_TEMPLATES
  # undef DELAY_LOAD_R_TEXT
  # define DELAY_LOAD_R_TEXT
  #endif
  
  
  
  /*
   * OPTION: Attempt to prevent all "cheating"
   */
  /* #define VERIFY_HONOR */
  
  
  /*
   * React to the "VERIFY_HONOR" flag
   */
  #ifdef VERIFY_HONOR
  # define VERIFY_SAVEFILE
  # define VERIFY_CHECKSUMS
  # define VERIFY_TIMESTAMPS
  #endif
  
  
  /*
   * OPTION: Use "blocking getch() calls" in "main-gcu.c".
   * Hack -- Note that this option will NOT work on many BSD machines
   * Currently used whenever available, if you get a warning about
   * "nodelay()" undefined, then make sure to undefine this.
   */
  #if defined(SYS_V) || defined(AMIGA) || defined(linux)
  # define USE_GETCH
  #endif
  
  /*
   * OPTION: for the AFS distributed file system, define this to ensure that
   * the program is secure with respect to the setuid code.  This option has
   * not been tested (to the best of my knowledge).  This option may require
   * some weird tricks with "player_uid" and such involving "defines".
   * Note that this option used the AFS library routines Authenticate(),
   * bePlayer(), beGames() to enforce the proper priviledges.
   * You may need to turn "SAFE_SETUID" off to use this option.
   */
  /* #define SECURE */
  
  