1 | /* |
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2 | * static char *rcsid_config_h = |
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3 | * "$Id: config.h,v 1.1 2006/02/03 07:12:48 root Exp $"; |
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4 | */ |
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5 | |
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6 | /* |
1 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
8 | |
3 | |
9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
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21 | |
16 | |
22 | 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 |
23 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
25 | |
20 | |
26 | 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 |
27 | */ |
22 | */ |
28 | |
23 | |
29 | /* This file contains various #defines that select various options. |
24 | /* This file contains various #defines that select various options. |
30 | * Some may not be desirable, and some just may not work. |
25 | * Some may not be desirable, and some just may not work. |
31 | * |
26 | * |
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71 | * DEBUG - more verbose message logging? |
66 | * DEBUG - more verbose message logging? |
72 | * 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 |
73 | * MAX_TIME - how long an internal tick is in microseconds |
68 | * MAX_TIME - how long an internal tick is in microseconds |
74 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
69 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
75 | * PARTY_KILL_LOG - stores party kill information |
70 | * PARTY_KILL_LOG - stores party kill information |
76 | * WATCHDOG - allows use of an external watchdog program |
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77 | * |
71 | * |
78 | ***********************************************************************/ |
72 | ***********************************************************************/ |
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73 | |
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74 | /* Use a very easy, non-challenging server? |
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75 | * Defining the COZY_SERVER will make the server much less challenging: |
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76 | * no stats loss on death, much less experience loss, and party members |
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77 | * are treated by pet monsters as the owner itself when moving "through" them. |
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78 | */ |
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79 | #define COZY_SERVER 1 |
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80 | |
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81 | /* |
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82 | * Make it impossible to pk outside the arena. |
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83 | */ |
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84 | #define PROHIBIT_PLAYERKILL 1 |
79 | |
85 | |
80 | /* Use balanced stat loss code? |
86 | /* Use balanced stat loss code? |
81 | * This code is a little more merciful with repeated stat loss at lower |
87 | * This code is a little more merciful with repeated stat loss at lower |
82 | * levels. Basically, the more stats you have lost, the less likely that |
88 | * levels. Basically, the more stats you have lost, the less likely that |
83 | * you will lose more. Additionally, lower level characters are shown |
89 | * you will lose more. Additionally, lower level characters are shown |
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107 | * this gets more offset as the stat gets more depleted. |
113 | * this gets more offset as the stat gets more depleted. |
108 | * |
114 | * |
109 | */ |
115 | */ |
110 | /* GD */ |
116 | /* GD */ |
111 | |
117 | |
112 | #define BALSL_LOSS_CHANCE_RATIO 4 |
118 | #define BALSL_LOSS_CHANCE_RATIO 100 |
113 | #define BALSL_NUMBER_LOSSES_RATIO 6 |
119 | #define BALSL_NUMBER_LOSSES_RATIO 100 |
114 | #define BALSL_MAX_LOSS_RATIO 2 |
120 | #define BALSL_MAX_LOSS_RATIO 100 |
115 | |
121 | |
116 | |
122 | |
117 | /* Don't edit these values. They are configured in lib/settings. These are |
123 | /* Don't edit these values. They are configured in lib/settings. These are |
118 | Simply the defaults. */ |
124 | Simply the defaults. */ |
119 | |
125 | |
120 | #define BALANCED_STAT_LOSS FALSE |
126 | #define BALANCED_STAT_LOSS FALSE |
121 | #define USE_PERMANENT_EXPERIENCE FALSE |
127 | #define PERMANENT_EXPERIENCE_RATIO 25 |
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128 | #define DEATH_PENALTY_RATIO 20 |
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129 | #define DEATH_PENALTY_LEVEL 3 |
122 | #define SET_TITLE TRUE |
130 | #define SET_TITLE TRUE |
123 | #define SIMPLE_EXP TRUE |
131 | #define SIMPLE_EXP TRUE |
124 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
132 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
125 | #define SPELL_ENCUMBRANCE TRUE |
133 | #define SPELL_ENCUMBRANCE TRUE |
126 | #define SPELL_FAILURE_EFFECTS FALSE |
134 | #define SPELL_FAILURE_EFFECTS FALSE |
127 | #define REAL_WIZ TRUE |
135 | #define REAL_WIZ TRUE |
128 | #define RECYCLE_TMP_MAPS FALSE |
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129 | #define RESURRECTION FALSE |
136 | #define RESURRECTION FALSE |
130 | #define SEARCH_ITEMS TRUE |
137 | #define SEARCH_ITEMS TRUE |
131 | #define NOT_PERMADETH TRUE |
138 | #define NOT_PERMADETH TRUE |
132 | #define EXPLORE_MODE FALSE |
139 | #define EXPLORE_MODE FALSE |
133 | #define STAT_LOSS_ON_DEATH FALSE |
140 | #define STAT_LOSS_ON_DEATH FALSE |
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137 | #define ARMOR_MAX_ENCHANT 5 |
144 | #define ARMOR_MAX_ENCHANT 5 |
138 | #define ARMOR_WEIGHT_REDUCTION 10 |
145 | #define ARMOR_WEIGHT_REDUCTION 10 |
139 | #define ARMOR_WEIGHT_LINEAR TRUE |
146 | #define ARMOR_WEIGHT_LINEAR TRUE |
140 | #define ARMOR_SPEED_IMPROVEMENT 10 |
147 | #define ARMOR_SPEED_IMPROVEMENT 10 |
141 | #define ARMOR_SPEED_LINEAR TRUE |
148 | #define ARMOR_SPEED_LINEAR TRUE |
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149 | #define CREATE_HOME_PORTALS FALSE |
142 | |
150 | |
143 | /* you can edit the ones below */ |
151 | /* you can edit the ones below */ |
144 | |
152 | |
145 | |
153 | |
146 | /* CS_LOGSTATS will cause the server to log various usage stats |
154 | /* CS_LOGSTATS will cause the server to log various usage stats |
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148 | * 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 |
149 | * server/bandwidth usage. It will periodially dump out information |
157 | * server/bandwidth usage. It will periodially dump out information |
150 | * which contains usage stats for the last X amount of time. |
158 | * which contains usage stats for the last X amount of time. |
151 | * CS_LOGTIME is how often it will print out stats. |
159 | * CS_LOGTIME is how often it will print out stats. |
152 | */ |
160 | */ |
153 | #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ |
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154 | #define CS_LOGSTATS |
161 | #define CS_LOGSTATS |
155 | #endif |
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156 | #ifdef CS_LOGSTATS |
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157 | #define CS_LOGTIME 600 |
162 | #define CS_LOGTIME 600 |
158 | #endif |
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159 | |
163 | |
160 | /* 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 |
161 | * 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 |
162 | * dont want this defined. |
166 | * dont want this defined. |
163 | */ |
167 | */ |
164 | #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ |
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165 | #ifndef DEBUG |
168 | #ifndef DEBUG |
166 | #define DEBUG |
169 | #define DEBUG |
167 | #endif |
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168 | #endif |
170 | #endif |
169 | /* |
171 | /* |
170 | * 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 |
171 | * 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 |
172 | * 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 |
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197 | * maps at that point. |
199 | * maps at that point. |
198 | * |
200 | * |
199 | * MSW 2001-05-28 |
201 | * MSW 2001-05-28 |
200 | */ |
202 | */ |
201 | |
203 | |
202 | #define MAP_CLIENT_X 25 |
204 | #define MAP_CLIENT_X 31 |
203 | #define MAP_CLIENT_Y 25 |
205 | #define MAP_CLIENT_Y 31 |
204 | |
206 | |
205 | /* |
207 | /* |
206 | * If you feel the game is too fast or too slow, change MAX_TIME. |
208 | * If you feel the game is too fast or too slow, change MAX_TIME. |
207 | * You can experiment with the 'speed <new_max_time> command first. |
209 | * You can experiment with the 'speed <new_max_time> command first. |
208 | * The length of a tick is MAX_TIME microseconds. During a tick, |
210 | * The length of a tick is MAX_TIME microseconds. During a tick, |
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217 | */ |
219 | */ |
218 | #define NO_POLYMORPH |
220 | #define NO_POLYMORPH |
219 | |
221 | |
220 | |
222 | |
221 | /* 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 |
222 | * can see this information with the 'party kills' command. More entries |
224 | * can see this information with the 'party kills' command. More entries |
223 | * mean slower performance and more memory. IF this is not defined, then |
225 | * mean slower performance and more memory. |
224 | * this feature is disabled. |
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225 | */ |
226 | */ |
226 | /* |
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227 | #define PARTY_KILL_LOG 20 |
227 | #define PARTY_KILL_LOG 40 |
228 | */ |
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229 | |
228 | |
230 | /* Use permanent experience code? |
229 | /* |
231 | * This code allows players to build up a small amount of 'permanent |
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232 | * experience' which reduces the effect of large experience drains, such as |
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233 | * death. This makes multiple frequent deaths less devastating, and also |
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234 | * ensures that any character will make some gradual progress even if they |
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235 | * die all of the time. |
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236 | * A nice option if your keep dying due to massive client/server lags despite |
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237 | * playing well... or you like to swim well outside of your depth. :) |
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238 | * |
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239 | * The PERM_EXP values adjust the behaviour of this option - if |
230 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
240 | * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it |
231 | * the setting permanent_experience_percentage is zero, these values have |
241 | * is on, the minimum ratio is the minimum amount of permanent exp relative |
232 | * no meaning. The value in the settings file is the percentage of the |
242 | * to the total exp in the skill (ie, at a default of .25, if you had 100 |
233 | * experience that is permenent, the rest could be lost on death. When dying, |
243 | * experience, at least 25 of it would be permanent). The gain ratio |
234 | * the greatest amount of non-permenent exp it is possible to lose at one time |
244 | * is how much of experienced experience goes to the permanent value. |
235 | * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as |
245 | * This does not detract from total exp gain (ie, if you gained 100 exp, |
236 | * total exp - perm exp * loss ratio. The gain ratio is how much of experienced |
246 | * 100 would go to the skill total and 10 to the permanent value). |
237 | * experience goes to the permanent value. This does not detract from total |
247 | * the loss ratio is the maximum amount of experience that can be lost |
238 | * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and |
248 | * in any one hit - this is calculated as total exp - perm exp * loss ratio. |
239 | * 10 to the permanent value). |
249 | * |
240 | * |
250 | * A few thoughts on these default value (by MSW) |
241 | * A few thoughts on these default value (by MSW) |
251 | * gain ratio is pretty much meaningless until exp has been lost, as until |
242 | * gain ratio is pretty much meaningless until exp has been lost, as until |
252 | * that poin, the minimum ratio will be used. |
243 | * that poin, the value in the settings file will be used. |
253 | * It is also impossible for the exp to actually be reduced to the permanent |
244 | * It is also impossible for the exp to actually be reduced to the permanent |
254 | * exp ratio - since the loss ratio is .5, it will just get closer and |
245 | * exp ratio - since the loss ratio is .5, it will just get closer and |
255 | * closer. However, after about half a dozen hits, pretty much all the |
246 | * closer. However, after about half a dozen hits, pretty much all the |
256 | * exp that can be lost has been lost, and after that, only minor loss |
247 | * exp that can be lost has been lost, and after that, only minor loss |
257 | * will occur. |
248 | * will occur. |
258 | */ |
249 | */ |
259 | /* GD */ |
250 | /* GD */ |
260 | |
251 | |
261 | #define PERM_EXP_MINIMUM_RATIO 0.25f |
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262 | #define PERM_EXP_GAIN_RATIO 0.10f |
252 | #define PERM_EXP_GAIN_RATIO 0.10f |
263 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
253 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
264 | |
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265 | /* |
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266 | * WATCHDOG lets sends datagrams to port 13325 on localhost |
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267 | * in (more-or-less) regular intervals, so an external watchdog |
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268 | * program can kill the server if it hangs (for whatever reason). |
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269 | * It shouldn't hurt anyone if this is defined but you don't |
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270 | * have an watchdog program. |
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271 | */ |
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272 | #ifndef WIN32 /* ***win32 disable watchdog as win32 default */ |
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273 | #define WATCHDOG |
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274 | #endif |
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275 | |
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276 | |
254 | |
277 | /* Enable the new material code - it needs some work. You can |
255 | /* Enable the new material code - it needs some work. You can |
278 | * 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 |
279 | * 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 |
280 | * 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. |
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343 | * SHUTDOWN - used when shutting down the server |
321 | * SHUTDOWN - used when shutting down the server |
344 | * SOCKETBUFSIZE - size of buffer used internally by the server for storing |
322 | * SOCKETBUFSIZE - size of buffer used internally by the server for storing |
345 | * backlogged messages. |
323 | * backlogged messages. |
346 | * TMPDIR - directory to use for temp files |
324 | * TMPDIR - directory to use for temp files |
347 | * UNIQUE_DIR - directory to put unique item files into |
325 | * UNIQUE_DIR - directory to put unique item files into |
348 | * USE_CALLOC for some memory requests |
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349 | *********************************************************************** |
326 | *********************************************************************** |
350 | */ |
327 | */ |
351 | |
328 | |
352 | /* |
329 | /* |
353 | * 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 |
354 | * ban_file for examples. |
331 | * ban_file for examples. |
355 | */ |
332 | */ |
356 | |
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357 | #ifndef BANFILE |
333 | #ifndef BANFILE |
358 | #define BANFILE "ban_file" |
334 | #define BANFILE "ban_file" |
359 | #endif |
335 | #endif |
360 | |
336 | |
361 | /* 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 |
362 | * if desired. Only of relevance if ERIC_SERVER is set above |
338 | * if desired. Only of relevance if ERIC_SERVER is set above |
363 | */ |
339 | */ |
364 | |
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365 | #define CSPORT 13327 /* old port + 1 */ |
340 | #define CSPORT 13327 /* old port + 1 */ |
366 | |
341 | |
367 | |
342 | |
368 | /* |
343 | /* |
369 | * DMFILE |
344 | * DMFILE |
370 | * 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 |
371 | * example dm_file for syntax help. |
346 | * example dm_file for syntax help. |
372 | */ |
347 | */ |
373 | |
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374 | #ifndef DMFILE |
348 | #ifndef DMFILE |
375 | #define DMFILE "dm_file" |
349 | #define DMFILE "dm_file" |
376 | #endif |
350 | #endif |
377 | |
351 | |
378 | |
352 | |
379 | /* LOGFILE specifies which file to log to when playing with the |
353 | /* LOGFILE specifies which file to log to when playing with the |
380 | * -daemon option. |
354 | * -daemon option. |
381 | */ |
355 | */ |
382 | |
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383 | #ifndef LOGFILE |
356 | #ifndef LOGFILE |
384 | #ifdef WIN32 /* change define path */ |
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385 | #define LOGFILE "var\\crossfire.log" |
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386 | #else |
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387 | #define LOGFILE "/var/log/crossfire/logfile" |
357 | #define LOGFILE "/var/log/crossfire/logfile" |
388 | #endif |
358 | #endif |
389 | #endif |
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390 | |
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391 | /* |
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392 | * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out |
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393 | * after a player has left it. If it is set to 0, maps are |
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394 | * swapped out the instant the last player leaves it. |
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395 | * If you are low on memory, you should set this to 0. |
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396 | * Note that depending on the map timeout variable, the number of |
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397 | * objects can get quite high. This is because depending on the maps, |
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398 | * a player could be having the objects of several maps in memory |
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399 | * (the map he is in right now, and the ones he left recently.) |
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400 | * Each map has it's own TIMEOUT value and value field and it is |
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401 | * defaulted to 300 |
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402 | * |
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403 | * Having a nonzero value can be useful: If a player leaves a map (and thus |
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404 | * is on a new map), and realizes they want to go back pretty quickly, the |
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405 | * old map is still in memory, so don't need to go disk and get it. |
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406 | * |
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407 | * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set |
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408 | * to swap out in less than that many ticks, we use the MINTIMEOUT value |
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409 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
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410 | * maps. |
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411 | */ |
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412 | |
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413 | /* How many ticks till maps are swapped out */ |
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414 | #define MAP_MAXTIMEOUT 1000 |
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415 | /* At least that many ticks before swapout */ |
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416 | #define MAP_MINTIMEOUT 500 |
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417 | |
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418 | /* |
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419 | * MAP_MAXRESET is the maximum time a map can have before being reset. It |
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420 | * will override the time value set in the map, if that time is longer than |
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421 | * MAP_MAXRESET. This value is in seconds. If you are low on space on the |
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422 | * TMPDIR device, set this value to somethign small. The default |
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423 | * value in the map object is MAP_DEFAULTRESET (given in seconds.) |
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424 | * I personally like 1 hour myself, for solo play. It is long enough that |
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425 | * maps won't be resetting as a solve a quest, but short enough that some |
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426 | * maps (like shops and inns) will be reset during the time I play. |
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427 | * Comment out MAP_MAXRESET time if you always want to use the value |
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428 | * in the map archetype. |
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429 | */ |
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430 | |
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431 | /* Maximum time to reset. */ |
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432 | #define MAP_MAXRESET 7200 |
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433 | /* Default time to reset. */ |
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434 | #define MAP_DEFAULTRESET 7200 |
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435 | |
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436 | /* |
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437 | * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
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438 | * will look for maps which are already scheldued for swapping, and |
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439 | * promptly swap them out before new maps are being loaded. |
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440 | * If playing only by yourself, this number can probably be as low as |
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441 | * 3000. If in server mode, probably figure about 1000-2000 objects per |
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442 | * active player (if they typically play on different maps), for some guess |
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443 | * on how many to define. If it is too low, maps just get swapped out |
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444 | * immediately, causing a performance hit. If it is too high, the program |
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445 | * consumes more memory. If you have gobs of free memory, a high number |
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446 | * might not be a bad idea. Each object is around 350 bytes right now. |
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447 | * 25000 is about 8.5 MB |
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448 | */ |
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449 | |
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450 | #define MAX_OBJECTS 100000 |
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451 | |
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452 | /* |
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453 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
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454 | * is a bit different: |
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455 | * 1) We only start swapping maps if the number of objects in use is |
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456 | * greater than MAX_OBJECTS above. |
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457 | * 2) We keep swapping maps until there are no more maps to swap or the number |
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458 | * of used objects drop below this low water mark value. |
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459 | * |
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460 | * If this is not defined, maps are swapped out on the timeout value above, |
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461 | * or if the number of objects used is greater than MAX_OBJECTS above. |
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462 | * |
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463 | * Note: While this will prevent the pauses noticed when saving maps, there |
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464 | * can instead be cpu performance penalties - any objects in memory get |
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465 | * processed. So if there are 4000 objects in memory, and 1000 of them |
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466 | * are living objects, the system will process all 1000 objects each tick. |
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467 | * With swapping enable, maybe 600 of the objects would have gotten swapped |
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468 | * out. This is less likely a problem with a smaller number of MAX_OBJECTS |
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469 | * than if it is very large. |
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470 | * Also, the pauses you do get can be worse, as if you enter a map with |
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471 | * a lot of new objects and go above MAX_OBJECTS, it may have to swap out |
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472 | * many maps to get below the low water mark. |
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473 | */ |
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474 | |
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475 | /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/ |
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476 | |
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477 | /* |
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478 | * Turning on MEMORY_DEBUG slows down execution, but makes it easier |
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479 | * to find memory corruption and leaks. Currently, the main thing |
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480 | * that happens with this activated is that one malloc is done for |
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481 | * each object - thus whatever debugging mechanism the malloc library |
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482 | * (or other debugging tool provides, like purify), it can track this |
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483 | * individual malloc. Default behaviour when turned off is that |
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484 | * enough memory is malloced for a large group of objects so malloc does |
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485 | * not need to be called as often. |
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486 | * This should only be turned on if some form of memory debugging tool |
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487 | * is being used - otherwise, turning this on will cause some performance |
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488 | * hit with no useful advantage. |
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489 | */ |
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490 | |
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491 | /*#define MEMORY_DEBUG*/ |
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492 | |
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493 | |
359 | |
494 | /* |
360 | /* |
495 | * 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 |
496 | * 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 |
497 | * is empty, no message will be displayed. |
363 | * is empty, no message will be displayed. |
498 | * (It resides in the CONFDIR directory) |
364 | * (It resides in the CONFDIR directory) |
499 | */ |
365 | */ |
500 | |
|
|
501 | #define MOTD "motd" |
366 | #define MOTD "motd" |
502 | |
367 | |
503 | /* |
368 | /* |
504 | * 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 |
505 | * in CONFDIR. See the sample for usage notes. |
370 | * in CONFDIR. See the sample for usage notes. |
506 | */ |
371 | */ |
507 | |
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|
508 | #define PERM_FILE "forbid" |
372 | #define PERM_FILE "forbid" |
509 | |
373 | |
510 | /* |
374 | /* |
511 | * 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 |
512 | * for other reasons, put a message into the SHUTDOWN_FILE file. |
376 | * for other reasons, put a message into the SHUTDOWN_FILE file. |
513 | * Remember to delete it when you open the game again. |
377 | * Remember to delete it when you open the game again. |
514 | * (It resides in the CONFDIR directory) |
378 | * (It resides in the CONFDIR directory) |
515 | */ |
379 | */ |
516 | |
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|
517 | #ifndef SHUTDOWN_FILE |
380 | #ifndef SHUTDOWN_FILE |
518 | #define SHUTDOWN_FILE "shutdown" |
381 | #define SHUTDOWN_FILE "shutdown" |
519 | #endif |
382 | #endif |
520 | |
383 | |
521 | |
384 | |
… | |
… | |
527 | * 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 |
528 | * 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 |
529 | * you have very slow client connections, a larger value may be |
392 | * you have very slow client connections, a larger value may be |
530 | * warranted. |
393 | * warranted. |
531 | */ |
394 | */ |
532 | |
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|
533 | #define SOCKETBUFSIZE 128*1024 |
395 | #define SOCKETBUFSIZE 256*1024 |
534 | |
396 | |
535 | /* |
397 | /* |
536 | * Your tmp-directory should be large enough to hold the uncompressed |
398 | * Your tmp-directory should be large enough to hold the uncompressed |
537 | * map-files for all who are playing. |
399 | * map-files for all who are playing. Local to 'lib' directory. |
538 | * It ought to be locally mounted, since the function used to generate |
|
|
539 | * unique temporary filenames isn't guaranteed to work over NFS or AFS |
|
|
540 | * On the other hand, if you know that only one crossfire server will be |
|
|
541 | * running using this temporary directory, it is likely to be safe to use |
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|
542 | * something that is NFS mounted (but performance may suffer as NFS is |
|
|
543 | * slower than local disk) |
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|
544 | */ |
400 | */ |
545 | |
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546 | /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ |
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|
547 | #ifdef WIN32 /* change define path tmp */ |
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548 | #define TMPDIR "tmp" |
401 | #define TMPDIR "tmp" |
549 | #else |
|
|
550 | #define TMPDIR "/tmp" |
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|
551 | #endif |
|
|
552 | |
402 | |
553 | |
403 | |
554 | /* 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' |
555 | * directory. Changing this will cause any old unique items file |
405 | * directory. Changing this will cause any old unique items file |
556 | * not to be used. |
406 | * not to be used. |
557 | */ |
407 | */ |
558 | #define UNIQUE_DIR "unique-items" |
408 | #define UNIQUE_DIR "unique-items" |
559 | |
|
|
560 | /* |
|
|
561 | * If undefined, malloc is always used. |
|
|
562 | * It looks like this can be oboleted. However, it can be useful to |
|
|
563 | * track down some bugs, as it will make sure that the entire data structure |
|
|
564 | * is set to 0, at the expense of speed. |
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|
565 | * Rupert Goldie has run Purify against the code, and if this is disabled, |
|
|
566 | * apparantly there are a lot of uninitialized memory reads - I haven't |
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|
567 | * seen any problem (maybe the memory reads are copies, and the destination |
|
|
568 | * doesn't actually use the garbage values either?), but the impact on speed |
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|
569 | * of using this probably isn't great, and should make things more stable. |
|
|
570 | * Msw 8-9-97 |
|
|
571 | */ |
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|
572 | #define USE_CALLOC |
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|
573 | |
|
|
574 | |
|
|
575 | /* |
|
|
576 | * These define the players starting map and location on that map, and where |
|
|
577 | * emergency saves are defined. This should be left as is unless you make |
|
|
578 | * major changes to the map. |
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|
579 | */ |
|
|
580 | |
|
|
581 | #ifdef WIN32 /* change define path city */ |
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|
582 | |
|
|
583 | # define EMERGENCY_MAPPATH "\\city\\city" |
|
|
584 | # define EMERGENCY_X 15 |
|
|
585 | # define EMERGENCY_Y 19 |
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|
586 | #else |
|
|
587 | # define EMERGENCY_MAPPATH "/city/city" |
|
|
588 | # define EMERGENCY_X 15 |
|
|
589 | # define EMERGENCY_Y 19 |
|
|
590 | #endif |
|
|
591 | |
|
|
592 | |
409 | |
593 | /* |
410 | /* |
594 | * 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, |
595 | * archetypes highscore and treaures files and directories can be found. |
412 | * archetypes highscore and treaures files and directories can be found. |
596 | */ |
413 | */ |
… | |
… | |
601 | #define REGIONS "regions" |
418 | #define REGIONS "regions" |
602 | #define HIGHSCORE "highscore" |
419 | #define HIGHSCORE "highscore" |
603 | #define TREASURES "treasures" |
420 | #define TREASURES "treasures" |
604 | #define BANISHFILE "banish_file" |
421 | #define BANISHFILE "banish_file" |
605 | |
422 | |
606 | #define MAX_ERRORS 25 /* Bail out if more are received during tick */ |
|
|
607 | #define STARTMAX 500 /* How big array of objects to start with */ |
|
|
608 | #define OBJ_EXPAND 100 /* How big steps to use when expanding array */ |
|
|
609 | |
|
|
610 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
423 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
611 | |
424 | |
612 | #define ARCHTABLE 5003 /* Used when hashing archetypes */ |
425 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
613 | #define MAXSTRING 20 |
426 | #define MAXSTRING 20 |
614 | |
427 | |
615 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
428 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
616 | |
429 | |
617 | |
430 | |
… | |
… | |
648 | * thus requiring that the server be setuid/setgid, and more generous |
461 | * thus requiring that the server be setuid/setgid, and more generous |
649 | * permisisons needed. |
462 | * permisisons needed. |
650 | * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission |
463 | * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission |
651 | * for nay directories created. |
464 | * for nay directories created. |
652 | */ |
465 | */ |
|
|
466 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
653 | #define SAVE_MODE 0660 |
467 | #define SAVE_MODE 0660 |
654 | #define SAVE_DIR_MODE 0770 |
468 | #define SAVE_DIR_MODE 0770 |
655 | |
|
|
656 | /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really |
|
|
657 | * needs to be selected. You can set both, and things will work fine, |
|
|
658 | * however, it just means that a lot more saving will be done, which |
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|
659 | * can slow things down some. |
|
|
660 | */ |
|
|
661 | |
|
|
662 | /* How often (in seconds) the player is saved if he drops things. If it is |
|
|
663 | * set to 0, the player will be saved for every item he drops. Otherwise, |
|
|
664 | * if the player drops and item, and the last time he was saved |
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|
665 | * due to item drop is longer |
|
|
666 | * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing |
|
|
667 | * environment, you may want to set this to a higher value, so that |
|
|
668 | * you are not spending too much time saving the characters. |
|
|
669 | * This option should now work (Crossfire 0.90.5) |
|
|
670 | */ |
|
|
671 | |
|
|
672 | /*#define SAVE_INTERVAL 300*/ |
|
|
673 | |
469 | |
674 | /* |
470 | /* |
675 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
471 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
676 | * 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 |
677 | * saved every 10 minutes. Some effort should probably be made to |
473 | * saved every 10 minutes. Some effort should probably be made to |
… | |
… | |
680 | * may not be large enough to save all of them.) As it is now, it will |
476 | * may not be large enough to save all of them.) As it is now, it will |
681 | * just set the base tick of when they log on, which should keep the |
477 | * just set the base tick of when they log on, which should keep the |
682 | * saves pretty well spread out (in a fairly random fashion.) |
478 | * saves pretty well spread out (in a fairly random fashion.) |
683 | */ |
479 | */ |
684 | |
480 | |
685 | #define AUTOSAVE 5000 |
481 | #define AUTOSAVE 1000 |
686 | |
|
|
687 | /* Often, emergency save fails because the memory corruption that caused |
|
|
688 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
|
|
689 | * to disable emergency saves. This actually does |
|
|
690 | * prevent emergency saves now (Version 0.90.5). |
|
|
691 | */ |
|
|
692 | |
|
|
693 | #define NO_EMERGENCY_SAVE |
|
|
694 | |
|
|
695 | /* By selecting the following, whenever a player does a backup save (with |
|
|
696 | * the 'save command), the player will be saved at home (EMERGENCY_MAP_* |
|
|
697 | * information that is specified later). IF this is not set, the player |
|
|
698 | * will be saved at his present location. |
|
|
699 | */ |
|
|
700 | |
|
|
701 | /*#define BACKUP_SAVE_AT_HOME*/ |
|
|
702 | |
482 | |
703 | /* 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 |
704 | * we fill 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, |
705 | * this feature is disabled (player will resume where ever he was |
485 | * this feature is disabled (player will resume where ever he was |
706 | * 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, |
707 | * it will prevent players from camping out in treasure rooms. |
487 | * it will prevent players from camping out in treasure rooms. |
708 | * Do not comment this out - it must be set to something - if you |
488 | * Do not comment this out - it must be set to something - if you |
709 | * comment this out, the program will not compile. |
489 | * comment this out, the program will not compile. |