1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
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4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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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 | * |
27 | * There are some options that are not selectable in this file which |
27 | * There are some options that are not selectable in this file which |
… | |
… | |
60 | * You don't have to change anything here to get a working program, but |
60 | * You don't have to change anything here to get a working program, but |
61 | * you may want to on personal preferance. Items are arranged |
61 | * you may want to on personal preferance. Items are arranged |
62 | * alphabetically. |
62 | * alphabetically. |
63 | * |
63 | * |
64 | * Short list of features, and what to search for: |
64 | * Short list of features, and what to search for: |
65 | * CS_LOGSTATS - log various new client/server data. |
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66 | * DEBUG - more verbose message logging? |
65 | * DEBUG - more verbose message logging? |
67 | * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive |
66 | * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive |
68 | * MAX_TIME - how long an internal tick is in microseconds |
67 | * MAX_TIME - how long an internal tick is in microseconds |
69 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
68 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
70 | * PARTY_KILL_LOG - stores party kill information |
69 | * PARTY_KILL_LOG - stores party kill information |
71 | * WATCHDOG - allows use of an external watchdog program |
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72 | * |
70 | * |
73 | ***********************************************************************/ |
71 | ***********************************************************************/ |
74 | |
72 | |
75 | /* Use a very easy, non-challenging server? |
73 | /* Use a very easy, non-challenging server? |
76 | * Defining the COZY_SERVER will make the server much less challenging: |
74 | * Defining the COZY_SERVER will make the server much less challenging: |
77 | * no stats loss on death, much less experience loss, and party members |
75 | * no stats loss on death, much less experience loss. |
78 | * are treated by pet monsters as the owner itself when moving "through" them. |
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79 | */ |
76 | */ |
80 | #define COZY_SERVER 1 |
77 | #define COZY_SERVER 1 |
81 | |
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82 | /* |
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83 | * Make it impossible to pk outside the arena. |
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84 | */ |
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85 | #define PROHIBIT_PLAYERKILL 1 |
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86 | |
78 | |
87 | /* Use balanced stat loss code? |
79 | /* Use balanced stat loss code? |
88 | * This code is a little more merciful with repeated stat loss at lower |
80 | * This code is a little more merciful with repeated stat loss at lower |
89 | * levels. Basically, the more stats you have lost, the less likely that |
81 | * levels. Basically, the more stats you have lost, the less likely that |
90 | * you will lose more. Additionally, lower level characters are shown |
82 | * you will lose more. Additionally, lower level characters are shown |
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131 | #define SET_TITLE TRUE |
123 | #define SET_TITLE TRUE |
132 | #define SIMPLE_EXP TRUE |
124 | #define SIMPLE_EXP TRUE |
133 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
125 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
134 | #define SPELL_ENCUMBRANCE TRUE |
126 | #define SPELL_ENCUMBRANCE TRUE |
135 | #define SPELL_FAILURE_EFFECTS FALSE |
127 | #define SPELL_FAILURE_EFFECTS FALSE |
136 | #define REAL_WIZ TRUE |
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137 | #define RECYCLE_TMP_MAPS FALSE |
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138 | #define RESURRECTION FALSE |
128 | #define RESURRECTION FALSE |
139 | #define SEARCH_ITEMS TRUE |
129 | #define SEARCH_ITEMS TRUE |
140 | #define NOT_PERMADETH TRUE |
130 | #define NOT_PERMADETH TRUE |
141 | #define EXPLORE_MODE FALSE |
131 | #define EXPLORE_MODE FALSE |
142 | #define STAT_LOSS_ON_DEATH FALSE |
132 | #define STAT_LOSS_ON_DEATH FALSE |
143 | #define PK_LUCK_PENALTY 1 |
133 | #define PK_LUCK_PENALTY 1 |
144 | #define CASTING_TIME FALSE |
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145 | #define SET_FRIENDLY_FIRE 5 |
134 | #define SET_FRIENDLY_FIRE 5 |
146 | #define ARMOR_MAX_ENCHANT 5 |
135 | #define ARMOR_MAX_ENCHANT 5 |
147 | #define ARMOR_WEIGHT_REDUCTION 10 |
136 | #define ARMOR_WEIGHT_REDUCTION 10 |
148 | #define ARMOR_WEIGHT_LINEAR TRUE |
137 | #define ARMOR_WEIGHT_LINEAR TRUE |
149 | #define ARMOR_SPEED_IMPROVEMENT 10 |
138 | #define ARMOR_SPEED_IMPROVEMENT 10 |
150 | #define ARMOR_SPEED_LINEAR TRUE |
139 | #define ARMOR_SPEED_LINEAR TRUE |
151 | #define CREATE_HOME_PORTALS FALSE |
140 | #define CREATE_HOME_PORTALS FALSE |
152 | |
141 | |
153 | /* you can edit the ones below */ |
142 | /* you can edit the ones below */ |
154 | |
143 | |
155 | |
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156 | /* CS_LOGSTATS will cause the server to log various usage stats |
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157 | * (number of connections, amount of data sent, amount of data received, |
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158 | * and so on.) This can be very useful if you are trying to measure |
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159 | * server/bandwidth usage. It will periodially dump out information |
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160 | * which contains usage stats for the last X amount of time. |
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161 | * CS_LOGTIME is how often it will print out stats. |
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162 | */ |
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163 | #define CS_LOGSTATS |
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164 | #define CS_LOGTIME 600 |
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165 | |
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166 | /* DEBUG generates copious amounts of output. I tend to change the CC options |
144 | /* DEBUG generates copious amounts of output. I tend to change the CC options |
167 | * in the crosssite.def file if I want this. By default, you probably |
145 | * in the crosssite.def file if I want this. By default, you probably |
168 | * dont want this defined. |
146 | * dont want this defined. |
169 | */ |
147 | */ |
170 | #ifndef DEBUG |
148 | #ifndef DEBUG |
171 | #define DEBUG |
149 | # define DEBUG |
172 | #endif |
150 | #endif |
173 | /* |
151 | /* |
174 | * This option creates more core files. In some areas, there are certain |
152 | * This option creates more core files. In some areas, there are certain |
175 | * checks done to try and make the program more stable (ie, check |
153 | * checks done to try and make the program more stable (ie, check |
176 | * parameter for null, return if it is). These checks are being done |
154 | * parameter for null, return if it is). These checks are being done |
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221 | */ |
199 | */ |
222 | #define NO_POLYMORPH |
200 | #define NO_POLYMORPH |
223 | |
201 | |
224 | |
202 | |
225 | /* This determine how many entries are stored in the kill log. You |
203 | /* This determine how many entries are stored in the kill log. You |
226 | * can see this information with the 'party kills' command. More entries |
204 | * can see this information with the 'party kills' command. More entries |
227 | * mean slower performance and more memory. IF this is not defined, then |
205 | * mean slower performance and more memory. |
228 | * this feature is disabled. |
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229 | */ |
206 | */ |
230 | #define PARTY_KILL_LOG 20 |
207 | #define PARTY_KILL_LOG 40 |
231 | |
208 | |
232 | /* |
209 | /* |
233 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
210 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
234 | * the setting permanent_experience_percentage is zero, these values have |
211 | * the setting permanent_experience_percentage is zero, these values have |
235 | * no meaning. The value in the settings file is the percentage of the |
212 | * no meaning. The value in the settings file is the percentage of the |
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253 | /* GD */ |
230 | /* GD */ |
254 | |
231 | |
255 | #define PERM_EXP_GAIN_RATIO 0.10f |
232 | #define PERM_EXP_GAIN_RATIO 0.10f |
256 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
233 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
257 | |
234 | |
258 | /* |
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259 | * WATCHDOG lets sends datagrams to port 13325 on localhost |
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260 | * in (more-or-less) regular intervals, so an external watchdog |
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261 | * program can kill the server if it hangs (for whatever reason). |
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262 | * It shouldn't hurt anyone if this is defined but you don't |
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263 | * have an watchdog program. |
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264 | */ |
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265 | #define WATCHDOG |
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266 | |
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267 | /* Enable the new material code - it needs some work. You can |
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268 | * enable this, and things will work, just you'll see a whole |
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269 | * bunch more materials show up, and thus a whole bunch more materials |
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270 | * in your inventory, and the sorting for them isn't really good. |
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271 | */ |
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272 | |
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273 | /* |
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274 | #define NEW_MATERIAL_CODE |
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275 | */ |
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276 | |
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277 | /*********************************************************************** |
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278 | * SECTION 2 - Machine/Compiler specific stuff. |
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279 | * |
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280 | * Short list of items: |
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281 | * COMPRESS_SUFFIX - selection of compression programs |
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282 | * O_NDELAY - If you don't have O_NDELAY, uncomment it. |
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283 | * |
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284 | ***********************************************************************/ |
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285 | |
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286 | /* |
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287 | * If you compress your files to save space, set the COMPRESS_SUFFIX below |
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288 | * to the compression suffix you want (.Z, .gz, .bz2). The autoconf |
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289 | * should already find the program to use. If you set the suffix to |
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290 | * something that autoconf did not find, you are likely to have serious |
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291 | * problems, so make sure you have the appropriate compression tool installed |
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292 | * before you set this. You can look at the autoconf.h file to see |
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293 | * what compression tools it found (search for COMPRESS). |
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294 | * Note that this is used when saving files. Crossfire will search all |
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295 | * methods when loading a file to see if it finds a match |
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296 | */ |
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297 | |
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298 | #ifndef COMPRESS_SUFFIX |
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299 | /* #define COMPRESS_SUFFIX ".Z" */ |
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300 | #endif |
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301 | |
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302 | /* If you get a complaint about O_NDELAY not being known/undefined, try |
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303 | * uncommenting this. |
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304 | * This may cause problems - O_NONBLOCK will return -1 on blocking writes |
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305 | * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes |
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306 | * can be written - otherwise, the number of bytes written will be returned |
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307 | * for both modes. |
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308 | */ |
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309 | |
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310 | /* |
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311 | #define O_NDELAY O_NONBLOCK |
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312 | */ |
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313 | |
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314 | |
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315 | /*********************************************************************** |
235 | /*********************************************************************** |
316 | * Section 3 |
236 | * Section 3 |
317 | * |
237 | * |
318 | * General file and other defaults that don't need to be changed, and |
238 | * General file and other defaults that don't need to be changed, and |
319 | * do not change gameplay as percieved by players much. Some options |
239 | * do not change gameplay as percieved by players much. Some options |
320 | * may affect memory consumption however. |
240 | * may affect memory consumption however. |
321 | * |
241 | * |
322 | * Values: |
242 | * Values: |
323 | * |
243 | * |
324 | * BANFILE - ban certain users/hosts. |
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325 | * CSPORT - port to use for new client/server |
244 | * CSPORT - port to use for new client/server |
326 | * DMFILE - file with dm/wizard access lists |
245 | * DMFILE - file with dm/wizard access lists |
327 | * LOGFILE - where to log if using -daemon option |
246 | * LOGFILE - where to log if using -daemon option |
328 | * MAP_ - various map timeout and swapping parameters |
247 | * MAP_ - various map timeout and swapping parameters |
329 | * MAX_OBJECTS - how many objects to keep in memory. |
248 | * MAX_OBJECTS - how many objects to keep in memory. |
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333 | * SHUTDOWN - used when shutting down the server |
252 | * SHUTDOWN - used when shutting down the server |
334 | * SOCKETBUFSIZE - size of buffer used internally by the server for storing |
253 | * SOCKETBUFSIZE - size of buffer used internally by the server for storing |
335 | * backlogged messages. |
254 | * backlogged messages. |
336 | * TMPDIR - directory to use for temp files |
255 | * TMPDIR - directory to use for temp files |
337 | * UNIQUE_DIR - directory to put unique item files into |
256 | * UNIQUE_DIR - directory to put unique item files into |
338 | * USE_CALLOC for some memory requests |
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339 | *********************************************************************** |
257 | *********************************************************************** |
340 | */ |
258 | */ |
341 | |
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342 | /* |
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343 | * BANFILE - file used to ban certain sites from playing. See the example |
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344 | * ban_file for examples. |
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345 | */ |
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346 | |
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347 | #ifndef BANFILE |
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348 | #define BANFILE "ban_file" |
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349 | #endif |
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350 | |
259 | |
351 | /* CSPORT is the port used for the new client/server code. Change |
260 | /* CSPORT is the port used for the new client/server code. Change |
352 | * if desired. Only of relevance if ERIC_SERVER is set above |
261 | * if desired. Only of relevance if ERIC_SERVER is set above |
353 | */ |
262 | */ |
354 | |
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355 | #define CSPORT 13327 /* old port + 1 */ |
263 | #define CSPORT 13327 /* old port + 1 */ |
356 | |
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357 | |
264 | |
358 | /* |
265 | /* |
359 | * DMFILE |
266 | * DMFILE |
360 | * A file containing valid names that can be dm, one on each line. See |
267 | * A file containing valid names that can be dm, one on each line. See |
361 | * example dm_file for syntax help. |
268 | * example dm_file for syntax help. |
362 | */ |
269 | */ |
363 | |
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364 | #ifndef DMFILE |
270 | #ifndef DMFILE |
365 | #define DMFILE "dm_file" |
271 | #define DMFILE "dm_file" |
366 | #endif |
272 | #endif |
367 | |
273 | |
368 | |
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369 | /* LOGFILE specifies which file to log to when playing with the |
274 | /* LOGFILE specifies which file to log to when playing with the |
370 | * -daemon option. |
275 | * -daemon option. |
371 | */ |
276 | */ |
372 | |
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373 | #ifndef LOGFILE |
277 | #ifndef LOGFILE |
374 | #define LOGFILE "/var/log/crossfire/logfile" |
278 | #define LOGFILE "/var/log/crossfire/logfile" |
375 | #endif |
279 | #endif |
376 | |
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377 | /* |
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378 | * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out |
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379 | * after a player has left it. If it is set to 0, maps are |
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380 | * swapped out the instant the last player leaves it. |
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381 | * If you are low on memory, you should set this to 0. |
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382 | * Note that depending on the map timeout variable, the number of |
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383 | * objects can get quite high. This is because depending on the maps, |
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384 | * a player could be having the objects of several maps in memory |
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385 | * (the map he is in right now, and the ones he left recently.) |
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386 | * Each map has it's own TIMEOUT value and value field and it is |
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387 | * defaulted to 300 |
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388 | * |
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389 | * Having a nonzero value can be useful: If a player leaves a map (and thus |
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390 | * is on a new map), and realizes they want to go back pretty quickly, the |
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391 | * old map is still in memory, so don't need to go disk and get it. |
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392 | * |
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393 | * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set |
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394 | * to swap out in less than that many ticks, we use the MINTIMEOUT value |
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395 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
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396 | * maps. |
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397 | */ |
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398 | |
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399 | /* How many ticks till maps are swapped out */ |
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400 | #define MAP_MAXTIMEOUT 300 |
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401 | /* At least that many ticks before swapout */ |
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402 | #define MAP_MINTIMEOUT 300 |
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403 | |
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404 | /* |
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405 | * MAP_MAXRESET is the maximum time a map can have before being reset. It |
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406 | * will override the time value set in the map, if that time is longer than |
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407 | * MAP_MAXRESET. This value is in seconds. If you are low on space on the |
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408 | * TMPDIR device, set this value to somethign small. The default |
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409 | * value in the map object is MAP_DEFAULTRESET (given in seconds.) |
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410 | * I personally like 1 hour myself, for solo play. It is long enough that |
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411 | * maps won't be resetting as a solve a quest, but short enough that some |
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412 | * maps (like shops and inns) will be reset during the time I play. |
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413 | * Comment out MAP_MAXRESET time if you always want to use the value |
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414 | * in the map archetype. |
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415 | */ |
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416 | |
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417 | /* Maximum time to reset. */ |
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418 | #define MAP_MAXRESET 7200 |
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419 | /* Default time to reset. */ |
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420 | #define MAP_DEFAULTRESET 3600 |
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421 | |
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422 | /* |
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423 | * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
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424 | * will look for maps which are already scheldued for swapping, and |
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425 | * promptly swap them out before new maps are being loaded. |
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426 | * If playing only by yourself, this number can probably be as low as |
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427 | * 3000. If in server mode, probably figure about 1000-2000 objects per |
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428 | * active player (if they typically play on different maps), for some guess |
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429 | * on how many to define. If it is too low, maps just get swapped out |
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430 | * immediately, causing a performance hit. If it is too high, the program |
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431 | * consumes more memory. If you have gobs of free memory, a high number |
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432 | * might not be a bad idea. Each object is around 350 bytes right now. |
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433 | * 25000 is about 8.5 MB |
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434 | */ |
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435 | |
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436 | #define MAX_OBJECTS 400000 |
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437 | |
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438 | /* |
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439 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
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440 | * is a bit different: |
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441 | * 1) We only start swapping maps if the number of objects in use is |
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442 | * greater than MAX_OBJECTS above. |
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443 | * 2) We keep swapping maps until there are no more maps to swap or the number |
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444 | * of used objects drop below this low water mark value. |
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445 | * |
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446 | * If this is not defined, maps are swapped out on the timeout value above, |
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447 | * or if the number of objects used is greater than MAX_OBJECTS above. |
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448 | * |
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449 | * Note: While this will prevent the pauses noticed when saving maps, there |
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450 | * can instead be cpu performance penalties - any objects in memory get |
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451 | * processed. So if there are 4000 objects in memory, and 1000 of them |
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452 | * are living objects, the system will process all 1000 objects each tick. |
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453 | * With swapping enable, maybe 600 of the objects would have gotten swapped |
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454 | * out. This is less likely a problem with a smaller number of MAX_OBJECTS |
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455 | * than if it is very large. |
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456 | * Also, the pauses you do get can be worse, as if you enter a map with |
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457 | * a lot of new objects and go above MAX_OBJECTS, it may have to swap out |
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458 | * many maps to get below the low water mark. |
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459 | */ |
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460 | |
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461 | /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/ |
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462 | |
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463 | /* |
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464 | * Turning on MEMORY_DEBUG slows down execution, but makes it easier |
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465 | * to find memory corruption and leaks. Currently, the main thing |
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466 | * that happens with this activated is that one malloc is done for |
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467 | * each object - thus whatever debugging mechanism the malloc library |
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468 | * (or other debugging tool provides, like purify), it can track this |
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469 | * individual malloc. Default behaviour when turned off is that |
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470 | * enough memory is malloced for a large group of objects so malloc does |
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471 | * not need to be called as often. |
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472 | * This should only be turned on if some form of memory debugging tool |
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473 | * is being used - otherwise, turning this on will cause some performance |
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474 | * hit with no useful advantage. |
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475 | */ |
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476 | |
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477 | /*#define MEMORY_DEBUG*/ |
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478 | |
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479 | |
280 | |
480 | /* |
281 | /* |
481 | * If you want to have a Message Of The Day file, define MOTD to be |
282 | * If you want to have a Message Of The Day file, define MOTD to be |
482 | * the file with the message. If the file doesn't exist or if it |
283 | * the file with the message. If the file doesn't exist or if it |
483 | * is empty, no message will be displayed. |
284 | * is empty, no message will be displayed. |
484 | * (It resides in the CONFDIR directory) |
285 | * (It resides in the CONFDIR directory) |
485 | */ |
286 | */ |
486 | |
|
|
487 | #define MOTD "motd" |
287 | #define MOTD "motd" |
488 | |
288 | |
489 | /* |
289 | /* |
490 | * You can restrict playing in certain times by creating a PERMIT_FILE |
290 | * You can restrict playing in certain times by creating a PERMIT_FILE |
491 | * in CONFDIR. See the sample for usage notes. |
291 | * in CONFDIR. See the sample for usage notes. |
492 | */ |
292 | */ |
493 | |
|
|
494 | #define PERM_FILE "forbid" |
293 | #define PERM_FILE "forbid" |
495 | |
294 | |
496 | /* |
295 | /* |
497 | * If you want to take the game down while installing new versions, or |
296 | * If you want to take the game down while installing new versions, or |
498 | * for other reasons, put a message into the SHUTDOWN_FILE file. |
297 | * for other reasons, put a message into the SHUTDOWN_FILE file. |
499 | * Remember to delete it when you open the game again. |
298 | * Remember to delete it when you open the game again. |
500 | * (It resides in the CONFDIR directory) |
299 | * (It resides in the CONFDIR directory) |
501 | */ |
300 | */ |
502 | |
|
|
503 | #ifndef SHUTDOWN_FILE |
301 | #ifndef SHUTDOWN_FILE |
504 | #define SHUTDOWN_FILE "shutdown" |
302 | #define SHUTDOWN_FILE "shutdown" |
505 | #endif |
303 | #endif |
506 | |
|
|
507 | |
304 | |
508 | /* |
305 | /* |
509 | * SOCKETBUFSIZE is the size of the buffer used internally by the server for |
306 | * SOCKETBUFSIZE is the size of the buffer used internally by the server for |
510 | * storing backlogged messages for the client. This is not operating system |
307 | * storing backlogged messages for the client. This is not operating system |
511 | * buffers or the like. This amount is used per connection (client). |
308 | * buffers or the like. This amount is used per connection (client). |
… | |
… | |
513 | * large. When the OS buffer and this buffer is exhausted, the server |
310 | * large. When the OS buffer and this buffer is exhausted, the server |
514 | * will drop the client connection for falling too far behind. So if |
311 | * will drop the client connection for falling too far behind. So if |
515 | * you have very slow client connections, a larger value may be |
312 | * you have very slow client connections, a larger value may be |
516 | * warranted. |
313 | * warranted. |
517 | */ |
314 | */ |
518 | |
|
|
519 | #define SOCKETBUFSIZE 256*1024 |
315 | #define SOCKETBUFSIZE 256*1024 |
520 | |
316 | |
521 | /* |
317 | /* |
522 | * Your tmp-directory should be large enough to hold the uncompressed |
318 | * Your tmp-directory should be large enough to hold the uncompressed |
523 | * map-files for all who are playing. |
319 | * map-files for all who are playing. Local to 'lib' directory. |
524 | * It ought to be locally mounted, since the function used to generate |
|
|
525 | * unique temporary filenames isn't guaranteed to work over NFS or AFS |
|
|
526 | * On the other hand, if you know that only one crossfire server will be |
|
|
527 | * running using this temporary directory, it is likely to be safe to use |
|
|
528 | * something that is NFS mounted (but performance may suffer as NFS is |
|
|
529 | * slower than local disk) |
|
|
530 | */ |
320 | */ |
531 | |
|
|
532 | /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ |
|
|
533 | #define TMPDIR "/tmp" |
321 | #define TMPDIR "tmp" |
534 | |
|
|
535 | |
322 | |
536 | /* Directory to use for unique items. This is placed into the 'lib' |
323 | /* Directory to use for unique items. This is placed into the 'lib' |
537 | * directory. Changing this will cause any old unique items file |
324 | * directory. Changing this will cause any old unique items file |
538 | * not to be used. |
325 | * not to be used. |
539 | */ |
326 | */ |
540 | #define UNIQUE_DIR "unique-items" |
327 | #define UNIQUE_DIR "unique-items" |
541 | |
|
|
542 | /* |
|
|
543 | * If undefined, malloc is always used. |
|
|
544 | * It looks like this can be oboleted. However, it can be useful to |
|
|
545 | * track down some bugs, as it will make sure that the entire data structure |
|
|
546 | * is set to 0, at the expense of speed. |
|
|
547 | * Rupert Goldie has run Purify against the code, and if this is disabled, |
|
|
548 | * apparantly there are a lot of uninitialized memory reads - I haven't |
|
|
549 | * seen any problem (maybe the memory reads are copies, and the destination |
|
|
550 | * doesn't actually use the garbage values either?), but the impact on speed |
|
|
551 | * of using this probably isn't great, and should make things more stable. |
|
|
552 | * Msw 8-9-97 |
|
|
553 | */ |
|
|
554 | #define USE_CALLOC |
|
|
555 | |
|
|
556 | |
|
|
557 | /* |
|
|
558 | * These define the players starting map and location on that map, and where |
|
|
559 | * emergency saves are defined. This should be left as is unless you make |
|
|
560 | * major changes to the map. |
|
|
561 | */ |
|
|
562 | |
|
|
563 | #define EMERGENCY_MAPPATH "/city/city" |
|
|
564 | #define EMERGENCY_X 15 |
|
|
565 | #define EMERGENCY_Y 19 |
|
|
566 | |
|
|
567 | |
328 | |
568 | /* |
329 | /* |
569 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
330 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
570 | * archetypes highscore and treaures files and directories can be found. |
331 | * archetypes highscore and treaures files and directories can be found. |
571 | */ |
332 | */ |
… | |
… | |
574 | #define TEMPLATE_DIR "template-maps" |
335 | #define TEMPLATE_DIR "template-maps" |
575 | #define ARCHETYPES "archetypes" |
336 | #define ARCHETYPES "archetypes" |
576 | #define REGIONS "regions" |
337 | #define REGIONS "regions" |
577 | #define HIGHSCORE "highscore" |
338 | #define HIGHSCORE "highscore" |
578 | #define TREASURES "treasures" |
339 | #define TREASURES "treasures" |
579 | #define BANISHFILE "banish_file" |
|
|
580 | |
|
|
581 | #define MAX_ERRORS 25 /* Bail out if more are received during tick */ |
|
|
582 | #define OBJ_EXPAND 5000 /* How big steps to use when expanding array */ |
|
|
583 | |
340 | |
584 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
341 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
585 | |
342 | |
586 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
|
|
587 | #define MAXSTRING 20 |
343 | #define MAXSTRING 20 |
588 | |
344 | |
589 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
345 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
590 | |
346 | |
591 | |
347 | |
… | |
… | |
608 | * start their own crossfire, you won't need to define this. |
364 | * start their own crossfire, you won't need to define this. |
609 | * |
365 | * |
610 | */ |
366 | */ |
611 | |
367 | |
612 | #ifndef PLAYERDIR |
368 | #ifndef PLAYERDIR |
613 | #define PLAYERDIR "players" |
369 | # define PLAYERDIR "players" |
614 | #endif |
370 | #endif |
615 | |
371 | |
616 | /* |
372 | /* |
617 | * If you have defined SAVE_PLAYER, you might want to change this, too. |
373 | * If you have defined SAVE_PLAYER, you might want to change this, too. |
618 | * This is the access rights for the players savefiles. |
374 | * This is the access rights for the players savefiles. |
… | |
… | |
626 | */ |
382 | */ |
627 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
383 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
628 | #define SAVE_MODE 0660 |
384 | #define SAVE_MODE 0660 |
629 | #define SAVE_DIR_MODE 0770 |
385 | #define SAVE_DIR_MODE 0770 |
630 | |
386 | |
631 | /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really |
|
|
632 | * needs to be selected. You can set both, and things will work fine, |
|
|
633 | * however, it just means that a lot more saving will be done, which |
|
|
634 | * can slow things down some. |
|
|
635 | */ |
|
|
636 | |
|
|
637 | /* How often (in seconds) the player is saved if he drops things. If it is |
|
|
638 | * set to 0, the player will be saved for every item he drops. Otherwise, |
|
|
639 | * if the player drops and item, and the last time he was saved |
|
|
640 | * due to item drop is longer |
|
|
641 | * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing |
|
|
642 | * environment, you may want to set this to a higher value, so that |
|
|
643 | * you are not spending too much time saving the characters. |
|
|
644 | * This option should now work (Crossfire 0.90.5) |
|
|
645 | */ |
|
|
646 | |
|
|
647 | //#define SAVE_INTERVAL 60 |
|
|
648 | |
|
|
649 | /* |
387 | /* |
650 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
388 | * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on). |
651 | * 5000 with MAX_TIME set at 120,000 means that the player will be |
|
|
652 | * saved every 10 minutes. Some effort should probably be made to |
|
|
653 | * spread out these saves, but that might be more effort than it is |
|
|
654 | * worth (Depending on the spacing, if enough players log on, the spacing |
|
|
655 | * may not be large enough to save all of them.) As it is now, it will |
|
|
656 | * just set the base tick of when they log on, which should keep the |
|
|
657 | * saves pretty well spread out (in a fairly random fashion.) |
|
|
658 | */ |
|
|
659 | |
|
|
660 | #define AUTOSAVE 1000 |
|
|
661 | |
|
|
662 | /* Often, emergency save fails because the memory corruption that caused |
|
|
663 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
|
|
664 | * to disable emergency saves. This actually does |
|
|
665 | * prevent emergency saves now (Version 0.90.5). |
|
|
666 | */ |
|
|
667 | |
|
|
668 | #define NO_EMERGENCY_SAVE |
|
|
669 | |
|
|
670 | /* By selecting the following, whenever a player does a backup save (with |
|
|
671 | * the 'save command), the player will be saved at home (EMERGENCY_MAP_* |
|
|
672 | * information that is specified later). IF this is not set, the player |
|
|
673 | * will be saved at his present location. |
|
|
674 | */ |
|
|
675 | |
|
|
676 | /*#define BACKUP_SAVE_AT_HOME*/ |
|
|
677 | |
|
|
678 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
|
|
679 | * we will return the player to his savebed location. If this is zero, |
|
|
680 | * this feature is disabled (player will resume where ever he was |
|
|
681 | * when he last logged off). If this is set to less than two hours, |
|
|
682 | * it will prevent players from camping out in treasure rooms. |
|
|
683 | * Do not comment this out - it must be set to something - if you |
|
|
684 | * comment this out, the program will not compile. |
|
|
685 | * |
389 | */ |
686 | * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player |
390 | #define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies." |
687 | * where appear under what conditions is a little complicated depending |
|
|
688 | * on how the player exited the game. But if the elapsed time is greater than |
|
|
689 | * the value below, player will always get returned to savebed location |
|
|
690 | * location. |
|
|
691 | * |
|
|
692 | * Set to one hour as default |
|
|
693 | */ |
|
|
694 | |
391 | |
695 | #define RESET_LOCATION_TIME 3600 |
|
|
696 | |
|
|