… | |
… | |
16 | |
16 | |
17 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
20 | |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
22 | */ |
22 | */ |
23 | |
23 | |
24 | /* This file contains various #defines that select various options. |
24 | /* This file contains various #defines that select various options. |
25 | * Some may not be desirable, and some just may not work. |
25 | * Some may not be desirable, and some just may not work. |
26 | * |
26 | * |
… | |
… | |
66 | * DEBUG - more verbose message logging? |
66 | * DEBUG - more verbose message logging? |
67 | * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive |
67 | * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive |
68 | * MAX_TIME - how long an internal tick is in microseconds |
68 | * MAX_TIME - how long an internal tick is in microseconds |
69 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
69 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
70 | * PARTY_KILL_LOG - stores party kill information |
70 | * PARTY_KILL_LOG - stores party kill information |
71 | * WATCHDOG - allows use of an external watchdog program |
|
|
72 | * |
71 | * |
73 | ***********************************************************************/ |
72 | ***********************************************************************/ |
74 | |
73 | |
75 | /* Use a very easy, non-challenging server? |
74 | /* Use a very easy, non-challenging server? |
76 | * Defining the COZY_SERVER will make the server much less challenging: |
75 | * Defining the COZY_SERVER will make the server much less challenging: |
… | |
… | |
132 | #define SIMPLE_EXP TRUE |
131 | #define SIMPLE_EXP TRUE |
133 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
132 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
134 | #define SPELL_ENCUMBRANCE TRUE |
133 | #define SPELL_ENCUMBRANCE TRUE |
135 | #define SPELL_FAILURE_EFFECTS FALSE |
134 | #define SPELL_FAILURE_EFFECTS FALSE |
136 | #define REAL_WIZ TRUE |
135 | #define REAL_WIZ TRUE |
137 | #define RECYCLE_TMP_MAPS FALSE |
|
|
138 | #define RESURRECTION FALSE |
136 | #define RESURRECTION FALSE |
139 | #define SEARCH_ITEMS TRUE |
137 | #define SEARCH_ITEMS TRUE |
140 | #define NOT_PERMADETH TRUE |
138 | #define NOT_PERMADETH TRUE |
141 | #define EXPLORE_MODE FALSE |
139 | #define EXPLORE_MODE FALSE |
142 | #define STAT_LOSS_ON_DEATH FALSE |
140 | #define STAT_LOSS_ON_DEATH FALSE |
… | |
… | |
158 | * and so on.) This can be very useful if you are trying to measure |
156 | * and so on.) This can be very useful if you are trying to measure |
159 | * server/bandwidth usage. It will periodially dump out information |
157 | * server/bandwidth usage. It will periodially dump out information |
160 | * which contains usage stats for the last X amount of time. |
158 | * which contains usage stats for the last X amount of time. |
161 | * CS_LOGTIME is how often it will print out stats. |
159 | * CS_LOGTIME is how often it will print out stats. |
162 | */ |
160 | */ |
163 | #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ |
|
|
164 | #define CS_LOGSTATS |
161 | #define CS_LOGSTATS |
165 | #endif |
|
|
166 | #ifdef CS_LOGSTATS |
|
|
167 | #define CS_LOGTIME 600 |
162 | #define CS_LOGTIME 600 |
168 | #endif |
|
|
169 | |
163 | |
170 | /* DEBUG generates copious amounts of output. I tend to change the CC options |
164 | /* DEBUG generates copious amounts of output. I tend to change the CC options |
171 | * in the crosssite.def file if I want this. By default, you probably |
165 | * in the crosssite.def file if I want this. By default, you probably |
172 | * dont want this defined. |
166 | * dont want this defined. |
173 | */ |
167 | */ |
174 | #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ |
|
|
175 | #ifndef DEBUG |
168 | #ifndef DEBUG |
176 | #define DEBUG |
169 | #define DEBUG |
177 | #endif |
|
|
178 | #endif |
170 | #endif |
179 | /* |
171 | /* |
180 | * This option creates more core files. In some areas, there are certain |
172 | * This option creates more core files. In some areas, there are certain |
181 | * checks done to try and make the program more stable (ie, check |
173 | * checks done to try and make the program more stable (ie, check |
182 | * parameter for null, return if it is). These checks are being done |
174 | * parameter for null, return if it is). These checks are being done |
… | |
… | |
227 | */ |
219 | */ |
228 | #define NO_POLYMORPH |
220 | #define NO_POLYMORPH |
229 | |
221 | |
230 | |
222 | |
231 | /* This determine how many entries are stored in the kill log. You |
223 | /* This determine how many entries are stored in the kill log. You |
232 | * can see this information with the 'party kills' command. More entries |
224 | * can see this information with the 'party kills' command. More entries |
233 | * mean slower performance and more memory. IF this is not defined, then |
225 | * mean slower performance and more memory. |
234 | * this feature is disabled. |
|
|
235 | */ |
226 | */ |
236 | #define PARTY_KILL_LOG 20 |
227 | #define PARTY_KILL_LOG 40 |
237 | |
228 | |
238 | /* |
229 | /* |
239 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
230 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
240 | * the setting permanent_experience_percentage is zero, these values have |
231 | * the setting permanent_experience_percentage is zero, these values have |
241 | * no meaning. The value in the settings file is the percentage of the |
232 | * no meaning. The value in the settings file is the percentage of the |
… | |
… | |
258 | */ |
249 | */ |
259 | /* GD */ |
250 | /* GD */ |
260 | |
251 | |
261 | #define PERM_EXP_GAIN_RATIO 0.10f |
252 | #define PERM_EXP_GAIN_RATIO 0.10f |
262 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
253 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
263 | |
|
|
264 | /* |
|
|
265 | * WATCHDOG lets sends datagrams to port 13325 on localhost |
|
|
266 | * in (more-or-less) regular intervals, so an external watchdog |
|
|
267 | * program can kill the server if it hangs (for whatever reason). |
|
|
268 | * It shouldn't hurt anyone if this is defined but you don't |
|
|
269 | * have an watchdog program. |
|
|
270 | */ |
|
|
271 | #ifndef WIN32 /* ***win32 disable watchdog as win32 default */ |
|
|
272 | #define WATCHDOG |
|
|
273 | #endif |
|
|
274 | |
|
|
275 | |
254 | |
276 | /* Enable the new material code - it needs some work. You can |
255 | /* Enable the new material code - it needs some work. You can |
277 | * enable this, and things will work, just you'll see a whole |
256 | * enable this, and things will work, just you'll see a whole |
278 | * bunch more materials show up, and thus a whole bunch more materials |
257 | * bunch more materials show up, and thus a whole bunch more materials |
279 | * in your inventory, and the sorting for them isn't really good. |
258 | * in your inventory, and the sorting for them isn't really good. |
… | |
… | |
342 | * SHUTDOWN - used when shutting down the server |
321 | * SHUTDOWN - used when shutting down the server |
343 | * SOCKETBUFSIZE - size of buffer used internally by the server for storing |
322 | * SOCKETBUFSIZE - size of buffer used internally by the server for storing |
344 | * backlogged messages. |
323 | * backlogged messages. |
345 | * TMPDIR - directory to use for temp files |
324 | * TMPDIR - directory to use for temp files |
346 | * UNIQUE_DIR - directory to put unique item files into |
325 | * UNIQUE_DIR - directory to put unique item files into |
347 | * USE_CALLOC for some memory requests |
|
|
348 | *********************************************************************** |
326 | *********************************************************************** |
349 | */ |
327 | */ |
350 | |
328 | |
351 | /* |
329 | /* |
352 | * BANFILE - file used to ban certain sites from playing. See the example |
330 | * BANFILE - file used to ban certain sites from playing. See the example |
353 | * ban_file for examples. |
331 | * ban_file for examples. |
354 | */ |
332 | */ |
355 | |
|
|
356 | #ifndef BANFILE |
333 | #ifndef BANFILE |
357 | #define BANFILE "ban_file" |
334 | #define BANFILE "ban_file" |
358 | #endif |
335 | #endif |
359 | |
336 | |
360 | /* CSPORT is the port used for the new client/server code. Change |
337 | /* CSPORT is the port used for the new client/server code. Change |
361 | * if desired. Only of relevance if ERIC_SERVER is set above |
338 | * if desired. Only of relevance if ERIC_SERVER is set above |
362 | */ |
339 | */ |
363 | |
|
|
364 | #define CSPORT 13327 /* old port + 1 */ |
340 | #define CSPORT 13327 /* old port + 1 */ |
365 | |
341 | |
366 | |
342 | |
367 | /* |
343 | /* |
368 | * DMFILE |
344 | * DMFILE |
369 | * A file containing valid names that can be dm, one on each line. See |
345 | * A file containing valid names that can be dm, one on each line. See |
370 | * example dm_file for syntax help. |
346 | * example dm_file for syntax help. |
371 | */ |
347 | */ |
372 | |
|
|
373 | #ifndef DMFILE |
348 | #ifndef DMFILE |
374 | #define DMFILE "dm_file" |
349 | #define DMFILE "dm_file" |
375 | #endif |
350 | #endif |
376 | |
351 | |
377 | |
352 | |
378 | /* LOGFILE specifies which file to log to when playing with the |
353 | /* LOGFILE specifies which file to log to when playing with the |
379 | * -daemon option. |
354 | * -daemon option. |
380 | */ |
355 | */ |
381 | |
|
|
382 | #ifndef LOGFILE |
356 | #ifndef LOGFILE |
383 | #ifdef WIN32 /* change define path */ |
|
|
384 | #define LOGFILE "var\\crossfire.log" |
|
|
385 | #else |
|
|
386 | #define LOGFILE "/var/log/crossfire/logfile" |
357 | #define LOGFILE "/var/log/crossfire/logfile" |
387 | #endif |
358 | #endif |
388 | #endif |
|
|
389 | |
|
|
390 | /* |
|
|
391 | * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out |
|
|
392 | * after a player has left it. If it is set to 0, maps are |
|
|
393 | * swapped out the instant the last player leaves it. |
|
|
394 | * If you are low on memory, you should set this to 0. |
|
|
395 | * Note that depending on the map timeout variable, the number of |
|
|
396 | * objects can get quite high. This is because depending on the maps, |
|
|
397 | * a player could be having the objects of several maps in memory |
|
|
398 | * (the map he is in right now, and the ones he left recently.) |
|
|
399 | * Each map has it's own TIMEOUT value and value field and it is |
|
|
400 | * defaulted to 300 |
|
|
401 | * |
|
|
402 | * Having a nonzero value can be useful: If a player leaves a map (and thus |
|
|
403 | * is on a new map), and realizes they want to go back pretty quickly, the |
|
|
404 | * old map is still in memory, so don't need to go disk and get it. |
|
|
405 | * |
|
|
406 | * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set |
|
|
407 | * to swap out in less than that many ticks, we use the MINTIMEOUT value |
|
|
408 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
|
|
409 | * maps. |
|
|
410 | */ |
|
|
411 | |
|
|
412 | /* How many ticks till maps are swapped out */ |
|
|
413 | #define MAP_MAXTIMEOUT 300 |
|
|
414 | /* At least that many ticks before swapout */ |
|
|
415 | #define MAP_MINTIMEOUT 300 |
|
|
416 | |
|
|
417 | /* |
|
|
418 | * MAP_MAXRESET is the maximum time a map can have before being reset. It |
|
|
419 | * will override the time value set in the map, if that time is longer than |
|
|
420 | * MAP_MAXRESET. This value is in seconds. If you are low on space on the |
|
|
421 | * TMPDIR device, set this value to somethign small. The default |
|
|
422 | * value in the map object is MAP_DEFAULTRESET (given in seconds.) |
|
|
423 | * I personally like 1 hour myself, for solo play. It is long enough that |
|
|
424 | * maps won't be resetting as a solve a quest, but short enough that some |
|
|
425 | * maps (like shops and inns) will be reset during the time I play. |
|
|
426 | * Comment out MAP_MAXRESET time if you always want to use the value |
|
|
427 | * in the map archetype. |
|
|
428 | */ |
|
|
429 | |
|
|
430 | /* Maximum time to reset. */ |
|
|
431 | #define MAP_MAXRESET 7200 |
|
|
432 | /* Default time to reset. */ |
|
|
433 | #define MAP_DEFAULTRESET 3600 |
|
|
434 | |
|
|
435 | /* |
|
|
436 | * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
|
|
437 | * will look for maps which are already scheldued for swapping, and |
|
|
438 | * promptly swap them out before new maps are being loaded. |
|
|
439 | * If playing only by yourself, this number can probably be as low as |
|
|
440 | * 3000. If in server mode, probably figure about 1000-2000 objects per |
|
|
441 | * active player (if they typically play on different maps), for some guess |
|
|
442 | * on how many to define. If it is too low, maps just get swapped out |
|
|
443 | * immediately, causing a performance hit. If it is too high, the program |
|
|
444 | * consumes more memory. If you have gobs of free memory, a high number |
|
|
445 | * might not be a bad idea. Each object is around 350 bytes right now. |
|
|
446 | * 25000 is about 8.5 MB |
|
|
447 | */ |
|
|
448 | |
|
|
449 | #define MAX_OBJECTS 400000 |
|
|
450 | |
|
|
451 | /* |
|
|
452 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
|
|
453 | * is a bit different: |
|
|
454 | * 1) We only start swapping maps if the number of objects in use is |
|
|
455 | * greater than MAX_OBJECTS above. |
|
|
456 | * 2) We keep swapping maps until there are no more maps to swap or the number |
|
|
457 | * of used objects drop below this low water mark value. |
|
|
458 | * |
|
|
459 | * If this is not defined, maps are swapped out on the timeout value above, |
|
|
460 | * or if the number of objects used is greater than MAX_OBJECTS above. |
|
|
461 | * |
|
|
462 | * Note: While this will prevent the pauses noticed when saving maps, there |
|
|
463 | * can instead be cpu performance penalties - any objects in memory get |
|
|
464 | * processed. So if there are 4000 objects in memory, and 1000 of them |
|
|
465 | * are living objects, the system will process all 1000 objects each tick. |
|
|
466 | * With swapping enable, maybe 600 of the objects would have gotten swapped |
|
|
467 | * out. This is less likely a problem with a smaller number of MAX_OBJECTS |
|
|
468 | * than if it is very large. |
|
|
469 | * Also, the pauses you do get can be worse, as if you enter a map with |
|
|
470 | * a lot of new objects and go above MAX_OBJECTS, it may have to swap out |
|
|
471 | * many maps to get below the low water mark. |
|
|
472 | */ |
|
|
473 | |
|
|
474 | /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/ |
|
|
475 | |
|
|
476 | /* |
|
|
477 | * Turning on MEMORY_DEBUG slows down execution, but makes it easier |
|
|
478 | * to find memory corruption and leaks. Currently, the main thing |
|
|
479 | * that happens with this activated is that one malloc is done for |
|
|
480 | * each object - thus whatever debugging mechanism the malloc library |
|
|
481 | * (or other debugging tool provides, like purify), it can track this |
|
|
482 | * individual malloc. Default behaviour when turned off is that |
|
|
483 | * enough memory is malloced for a large group of objects so malloc does |
|
|
484 | * not need to be called as often. |
|
|
485 | * This should only be turned on if some form of memory debugging tool |
|
|
486 | * is being used - otherwise, turning this on will cause some performance |
|
|
487 | * hit with no useful advantage. |
|
|
488 | */ |
|
|
489 | |
|
|
490 | /*#define MEMORY_DEBUG*/ |
|
|
491 | |
|
|
492 | |
359 | |
493 | /* |
360 | /* |
494 | * If you want to have a Message Of The Day file, define MOTD to be |
361 | * If you want to have a Message Of The Day file, define MOTD to be |
495 | * the file with the message. If the file doesn't exist or if it |
362 | * the file with the message. If the file doesn't exist or if it |
496 | * is empty, no message will be displayed. |
363 | * is empty, no message will be displayed. |
497 | * (It resides in the CONFDIR directory) |
364 | * (It resides in the CONFDIR directory) |
498 | */ |
365 | */ |
499 | |
|
|
500 | #define MOTD "motd" |
366 | #define MOTD "motd" |
501 | |
367 | |
502 | /* |
368 | /* |
503 | * You can restrict playing in certain times by creating a PERMIT_FILE |
369 | * You can restrict playing in certain times by creating a PERMIT_FILE |
504 | * in CONFDIR. See the sample for usage notes. |
370 | * in CONFDIR. See the sample for usage notes. |
505 | */ |
371 | */ |
506 | |
|
|
507 | #define PERM_FILE "forbid" |
372 | #define PERM_FILE "forbid" |
508 | |
373 | |
509 | /* |
374 | /* |
510 | * If you want to take the game down while installing new versions, or |
375 | * If you want to take the game down while installing new versions, or |
511 | * for other reasons, put a message into the SHUTDOWN_FILE file. |
376 | * for other reasons, put a message into the SHUTDOWN_FILE file. |
512 | * Remember to delete it when you open the game again. |
377 | * Remember to delete it when you open the game again. |
513 | * (It resides in the CONFDIR directory) |
378 | * (It resides in the CONFDIR directory) |
514 | */ |
379 | */ |
515 | |
|
|
516 | #ifndef SHUTDOWN_FILE |
380 | #ifndef SHUTDOWN_FILE |
517 | #define SHUTDOWN_FILE "shutdown" |
381 | #define SHUTDOWN_FILE "shutdown" |
518 | #endif |
382 | #endif |
519 | |
383 | |
520 | |
384 | |
… | |
… | |
526 | * large. When the OS buffer and this buffer is exhausted, the server |
390 | * large. When the OS buffer and this buffer is exhausted, the server |
527 | * will drop the client connection for falling too far behind. So if |
391 | * will drop the client connection for falling too far behind. So if |
528 | * you have very slow client connections, a larger value may be |
392 | * you have very slow client connections, a larger value may be |
529 | * warranted. |
393 | * warranted. |
530 | */ |
394 | */ |
531 | |
|
|
532 | #define SOCKETBUFSIZE 128*1024 |
395 | #define SOCKETBUFSIZE 256*1024 |
533 | |
396 | |
534 | /* |
397 | /* |
535 | * Your tmp-directory should be large enough to hold the uncompressed |
398 | * Your tmp-directory should be large enough to hold the uncompressed |
536 | * map-files for all who are playing. |
399 | * map-files for all who are playing. Local to 'lib' directory. |
537 | * It ought to be locally mounted, since the function used to generate |
|
|
538 | * unique temporary filenames isn't guaranteed to work over NFS or AFS |
|
|
539 | * On the other hand, if you know that only one crossfire server will be |
|
|
540 | * running using this temporary directory, it is likely to be safe to use |
|
|
541 | * something that is NFS mounted (but performance may suffer as NFS is |
|
|
542 | * slower than local disk) |
|
|
543 | */ |
400 | */ |
544 | |
|
|
545 | /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ |
|
|
546 | #ifdef WIN32 /* change define path tmp */ |
|
|
547 | #define TMPDIR "tmp" |
401 | #define TMPDIR "tmp" |
548 | #else |
|
|
549 | #define TMPDIR "/tmp" |
|
|
550 | #endif |
|
|
551 | |
402 | |
552 | |
403 | |
553 | /* Directory to use for unique items. This is placed into the 'lib' |
404 | /* Directory to use for unique items. This is placed into the 'lib' |
554 | * directory. Changing this will cause any old unique items file |
405 | * directory. Changing this will cause any old unique items file |
555 | * not to be used. |
406 | * not to be used. |
556 | */ |
407 | */ |
557 | #define UNIQUE_DIR "unique-items" |
408 | #define UNIQUE_DIR "unique-items" |
558 | |
|
|
559 | /* |
|
|
560 | * If undefined, malloc is always used. |
|
|
561 | * It looks like this can be oboleted. However, it can be useful to |
|
|
562 | * track down some bugs, as it will make sure that the entire data structure |
|
|
563 | * is set to 0, at the expense of speed. |
|
|
564 | * Rupert Goldie has run Purify against the code, and if this is disabled, |
|
|
565 | * apparantly there are a lot of uninitialized memory reads - I haven't |
|
|
566 | * seen any problem (maybe the memory reads are copies, and the destination |
|
|
567 | * doesn't actually use the garbage values either?), but the impact on speed |
|
|
568 | * of using this probably isn't great, and should make things more stable. |
|
|
569 | * Msw 8-9-97 |
|
|
570 | */ |
|
|
571 | #define USE_CALLOC |
|
|
572 | |
|
|
573 | |
|
|
574 | /* |
|
|
575 | * These define the players starting map and location on that map, and where |
|
|
576 | * emergency saves are defined. This should be left as is unless you make |
|
|
577 | * major changes to the map. |
|
|
578 | */ |
|
|
579 | |
|
|
580 | #ifdef WIN32 /* change define path city */ |
|
|
581 | |
|
|
582 | # define EMERGENCY_MAPPATH "\\city\\city" |
|
|
583 | # define EMERGENCY_X 15 |
|
|
584 | # define EMERGENCY_Y 19 |
|
|
585 | #else |
|
|
586 | # define EMERGENCY_MAPPATH "/city/city" |
|
|
587 | # define EMERGENCY_X 15 |
|
|
588 | # define EMERGENCY_Y 19 |
|
|
589 | #endif |
|
|
590 | |
|
|
591 | |
409 | |
592 | /* |
410 | /* |
593 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
411 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
594 | * archetypes highscore and treaures files and directories can be found. |
412 | * archetypes highscore and treaures files and directories can be found. |
595 | */ |
413 | */ |
… | |
… | |
599 | #define ARCHETYPES "archetypes" |
417 | #define ARCHETYPES "archetypes" |
600 | #define REGIONS "regions" |
418 | #define REGIONS "regions" |
601 | #define HIGHSCORE "highscore" |
419 | #define HIGHSCORE "highscore" |
602 | #define TREASURES "treasures" |
420 | #define TREASURES "treasures" |
603 | #define BANISHFILE "banish_file" |
421 | #define BANISHFILE "banish_file" |
604 | |
|
|
605 | #define MAX_ERRORS 25 /* Bail out if more are received during tick */ |
|
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606 | #define OBJ_EXPAND 5000 /* How big steps to use when expanding array */ |
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607 | |
422 | |
608 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
423 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
609 | |
424 | |
610 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
425 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
611 | #define MAXSTRING 20 |
426 | #define MAXSTRING 20 |
… | |
… | |
650 | */ |
465 | */ |
651 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
466 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
652 | #define SAVE_MODE 0660 |
467 | #define SAVE_MODE 0660 |
653 | #define SAVE_DIR_MODE 0770 |
468 | #define SAVE_DIR_MODE 0770 |
654 | |
469 | |
655 | /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really |
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656 | * needs to be selected. You can set both, and things will work fine, |
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657 | * however, it just means that a lot more saving will be done, which |
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658 | * can slow things down some. |
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659 | */ |
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660 | |
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661 | /* How often (in seconds) the player is saved if he drops things. If it is |
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662 | * set to 0, the player will be saved for every item he drops. Otherwise, |
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663 | * if the player drops and item, and the last time he was saved |
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664 | * due to item drop is longer |
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665 | * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing |
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666 | * environment, you may want to set this to a higher value, so that |
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667 | * you are not spending too much time saving the characters. |
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668 | * This option should now work (Crossfire 0.90.5) |
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669 | */ |
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670 | |
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671 | //#define SAVE_INTERVAL 60 |
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672 | |
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673 | /* |
470 | /* |
674 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
471 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
675 | * 5000 with MAX_TIME set at 120,000 means that the player will be |
472 | * 5000 with MAX_TIME set at 120,000 means that the player will be |
676 | * saved every 10 minutes. Some effort should probably be made to |
473 | * saved every 10 minutes. Some effort should probably be made to |
677 | * spread out these saves, but that might be more effort than it is |
474 | * spread out these saves, but that might be more effort than it is |
… | |
… | |
681 | * saves pretty well spread out (in a fairly random fashion.) |
478 | * saves pretty well spread out (in a fairly random fashion.) |
682 | */ |
479 | */ |
683 | |
480 | |
684 | #define AUTOSAVE 1000 |
481 | #define AUTOSAVE 1000 |
685 | |
482 | |
686 | /* Often, emergency save fails because the memory corruption that caused |
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687 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
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688 | * to disable emergency saves. This actually does |
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689 | * prevent emergency saves now (Version 0.90.5). |
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690 | */ |
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691 | |
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692 | #define NO_EMERGENCY_SAVE |
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693 | |
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694 | /* By selecting the following, whenever a player does a backup save (with |
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695 | * the 'save command), the player will be saved at home (EMERGENCY_MAP_* |
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696 | * information that is specified later). IF this is not set, the player |
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697 | * will be saved at his present location. |
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698 | */ |
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699 | |
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700 | /*#define BACKUP_SAVE_AT_HOME*/ |
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701 | |
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702 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
483 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
703 | * we will return the player to his savebed location. If this is zero, |
484 | * we will return the player to his savebed location. If this is zero, |
704 | * this feature is disabled (player will resume where ever he was |
485 | * this feature is disabled (player will resume where ever he was |
705 | * when he last logged off). If this is set to less than two hours, |
486 | * when he last logged off). If this is set to less than two hours, |
706 | * it will prevent players from camping out in treasure rooms. |
487 | * it will prevent players from camping out in treasure rooms. |
… | |
… | |
716 | * Set to one hour as default |
497 | * Set to one hour as default |
717 | */ |
498 | */ |
718 | |
499 | |
719 | #define RESET_LOCATION_TIME 3600 |
500 | #define RESET_LOCATION_TIME 3600 |
720 | |
501 | |
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502 | /* |
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503 | * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on). |
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504 | */ |
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505 | #define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies." |
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506 | |