1 | /* |
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2 | * static char *rcsid_config_h = |
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3 | * "$Id: config.h,v 1.3 2006/02/09 02:11:26 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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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 | ***********************************************************************/ |
79 | |
73 | |
80 | /* Use a very easy, non-challenging server? |
74 | /* Use a very easy, non-challenging server? |
81 | * Defining the COZY_SERVER will make the server much less challenging: |
75 | * Defining the COZY_SERVER will make the server much less challenging: |
82 | * no stats loss on death, much less experience loss. |
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. |
83 | */ |
78 | */ |
84 | #define COZY_SERVER 1 |
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 |
85 | |
85 | |
86 | /* Use balanced stat loss code? |
86 | /* Use balanced stat loss code? |
87 | * 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 |
88 | * 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 |
89 | * 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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122 | |
122 | |
123 | /* 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 |
124 | Simply the defaults. */ |
124 | Simply the defaults. */ |
125 | |
125 | |
126 | #define BALANCED_STAT_LOSS FALSE |
126 | #define BALANCED_STAT_LOSS FALSE |
127 | #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 |
128 | #define SET_TITLE TRUE |
130 | #define SET_TITLE TRUE |
129 | #define SIMPLE_EXP TRUE |
131 | #define SIMPLE_EXP TRUE |
130 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
132 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
131 | #define SPELL_ENCUMBRANCE TRUE |
133 | #define SPELL_ENCUMBRANCE TRUE |
132 | #define SPELL_FAILURE_EFFECTS FALSE |
134 | #define SPELL_FAILURE_EFFECTS FALSE |
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143 | #define ARMOR_MAX_ENCHANT 5 |
145 | #define ARMOR_MAX_ENCHANT 5 |
144 | #define ARMOR_WEIGHT_REDUCTION 10 |
146 | #define ARMOR_WEIGHT_REDUCTION 10 |
145 | #define ARMOR_WEIGHT_LINEAR TRUE |
147 | #define ARMOR_WEIGHT_LINEAR TRUE |
146 | #define ARMOR_SPEED_IMPROVEMENT 10 |
148 | #define ARMOR_SPEED_IMPROVEMENT 10 |
147 | #define ARMOR_SPEED_LINEAR TRUE |
149 | #define ARMOR_SPEED_LINEAR TRUE |
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150 | #define CREATE_HOME_PORTALS FALSE |
148 | |
151 | |
149 | /* you can edit the ones below */ |
152 | /* you can edit the ones below */ |
150 | |
153 | |
151 | |
154 | |
152 | /* CS_LOGSTATS will cause the server to log various usage stats |
155 | /* CS_LOGSTATS will cause the server to log various usage stats |
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154 | * and so on.) This can be very useful if you are trying to measure |
157 | * and so on.) This can be very useful if you are trying to measure |
155 | * server/bandwidth usage. It will periodially dump out information |
158 | * server/bandwidth usage. It will periodially dump out information |
156 | * which contains usage stats for the last X amount of time. |
159 | * which contains usage stats for the last X amount of time. |
157 | * CS_LOGTIME is how often it will print out stats. |
160 | * CS_LOGTIME is how often it will print out stats. |
158 | */ |
161 | */ |
159 | #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ |
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160 | #define CS_LOGSTATS |
162 | #define CS_LOGSTATS |
161 | #endif |
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162 | #ifdef CS_LOGSTATS |
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163 | #define CS_LOGTIME 600 |
163 | #define CS_LOGTIME 600 |
164 | #endif |
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165 | |
164 | |
166 | /* DEBUG generates copious amounts of output. I tend to change the CC options |
165 | /* 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 |
166 | * in the crosssite.def file if I want this. By default, you probably |
168 | * dont want this defined. |
167 | * dont want this defined. |
169 | */ |
168 | */ |
170 | #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ |
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171 | #ifndef DEBUG |
169 | #ifndef DEBUG |
172 | #define DEBUG |
170 | #define DEBUG |
173 | #endif |
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174 | #endif |
171 | #endif |
175 | /* |
172 | /* |
176 | * This option creates more core files. In some areas, there are certain |
173 | * This option creates more core files. In some areas, there are certain |
177 | * checks done to try and make the program more stable (ie, check |
174 | * checks done to try and make the program more stable (ie, check |
178 | * parameter for null, return if it is). These checks are being done |
175 | * parameter for null, return if it is). These checks are being done |
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203 | * maps at that point. |
200 | * maps at that point. |
204 | * |
201 | * |
205 | * MSW 2001-05-28 |
202 | * MSW 2001-05-28 |
206 | */ |
203 | */ |
207 | |
204 | |
208 | #define MAP_CLIENT_X 25 |
205 | #define MAP_CLIENT_X 31 |
209 | #define MAP_CLIENT_Y 25 |
206 | #define MAP_CLIENT_Y 31 |
210 | |
207 | |
211 | /* |
208 | /* |
212 | * If you feel the game is too fast or too slow, change MAX_TIME. |
209 | * If you feel the game is too fast or too slow, change MAX_TIME. |
213 | * You can experiment with the 'speed <new_max_time> command first. |
210 | * You can experiment with the 'speed <new_max_time> command first. |
214 | * The length of a tick is MAX_TIME microseconds. During a tick, |
211 | * The length of a tick is MAX_TIME microseconds. During a tick, |
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229 | * mean slower performance and more memory. IF this is not defined, then |
226 | * mean slower performance and more memory. IF this is not defined, then |
230 | * this feature is disabled. |
227 | * this feature is disabled. |
231 | */ |
228 | */ |
232 | #define PARTY_KILL_LOG 20 |
229 | #define PARTY_KILL_LOG 20 |
233 | |
230 | |
234 | /* Use permanent experience code? |
231 | /* |
235 | * This code allows players to build up a small amount of 'permanent |
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236 | * experience' which reduces the effect of large experience drains, such as |
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237 | * death. This makes multiple frequent deaths less devastating, and also |
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238 | * ensures that any character will make some gradual progress even if they |
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239 | * die all of the time. |
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240 | * A nice option if your keep dying due to massive client/server lags despite |
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241 | * playing well... or you like to swim well outside of your depth. :) |
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242 | * |
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243 | * The PERM_EXP values adjust the behaviour of this option - if |
232 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
244 | * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it |
233 | * the setting permanent_experience_percentage is zero, these values have |
245 | * is on, the minimum ratio is the minimum amount of permanent exp relative |
234 | * no meaning. The value in the settings file is the percentage of the |
246 | * to the total exp in the skill (ie, at a default of .25, if you had 100 |
235 | * experience that is permenent, the rest could be lost on death. When dying, |
247 | * experience, at least 25 of it would be permanent). The gain ratio |
236 | * the greatest amount of non-permenent exp it is possible to lose at one time |
248 | * is how much of experienced experience goes to the permanent value. |
237 | * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as |
249 | * This does not detract from total exp gain (ie, if you gained 100 exp, |
238 | * total exp - perm exp * loss ratio. The gain ratio is how much of experienced |
250 | * 100 would go to the skill total and 10 to the permanent value). |
239 | * experience goes to the permanent value. This does not detract from total |
251 | * the loss ratio is the maximum amount of experience that can be lost |
240 | * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and |
252 | * in any one hit - this is calculated as total exp - perm exp * loss ratio. |
241 | * 10 to the permanent value). |
253 | * |
242 | * |
254 | * A few thoughts on these default value (by MSW) |
243 | * A few thoughts on these default value (by MSW) |
255 | * gain ratio is pretty much meaningless until exp has been lost, as until |
244 | * gain ratio is pretty much meaningless until exp has been lost, as until |
256 | * that poin, the minimum ratio will be used. |
245 | * that poin, the value in the settings file will be used. |
257 | * It is also impossible for the exp to actually be reduced to the permanent |
246 | * It is also impossible for the exp to actually be reduced to the permanent |
258 | * exp ratio - since the loss ratio is .5, it will just get closer and |
247 | * exp ratio - since the loss ratio is .5, it will just get closer and |
259 | * closer. However, after about half a dozen hits, pretty much all the |
248 | * closer. However, after about half a dozen hits, pretty much all the |
260 | * exp that can be lost has been lost, and after that, only minor loss |
249 | * exp that can be lost has been lost, and after that, only minor loss |
261 | * will occur. |
250 | * will occur. |
262 | */ |
251 | */ |
263 | /* GD */ |
252 | /* GD */ |
264 | |
253 | |
265 | #define PERM_EXP_MINIMUM_RATIO 0.25f |
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266 | #define PERM_EXP_GAIN_RATIO 0.10f |
254 | #define PERM_EXP_GAIN_RATIO 0.10f |
267 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
255 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
268 | |
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269 | /* |
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270 | * WATCHDOG lets sends datagrams to port 13325 on localhost |
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271 | * in (more-or-less) regular intervals, so an external watchdog |
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272 | * program can kill the server if it hangs (for whatever reason). |
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273 | * It shouldn't hurt anyone if this is defined but you don't |
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274 | * have an watchdog program. |
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275 | */ |
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276 | #ifndef WIN32 /* ***win32 disable watchdog as win32 default */ |
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277 | #define WATCHDOG |
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278 | #endif |
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279 | |
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280 | |
256 | |
281 | /* Enable the new material code - it needs some work. You can |
257 | /* Enable the new material code - it needs some work. You can |
282 | * enable this, and things will work, just you'll see a whole |
258 | * enable this, and things will work, just you'll see a whole |
283 | * bunch more materials show up, and thus a whole bunch more materials |
259 | * bunch more materials show up, and thus a whole bunch more materials |
284 | * in your inventory, and the sorting for them isn't really good. |
260 | * in your inventory, and the sorting for them isn't really good. |
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347 | * SHUTDOWN - used when shutting down the server |
323 | * SHUTDOWN - used when shutting down the server |
348 | * SOCKETBUFSIZE - size of buffer used internally by the server for storing |
324 | * SOCKETBUFSIZE - size of buffer used internally by the server for storing |
349 | * backlogged messages. |
325 | * backlogged messages. |
350 | * TMPDIR - directory to use for temp files |
326 | * TMPDIR - directory to use for temp files |
351 | * UNIQUE_DIR - directory to put unique item files into |
327 | * UNIQUE_DIR - directory to put unique item files into |
352 | * USE_CALLOC for some memory requests |
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353 | *********************************************************************** |
328 | *********************************************************************** |
354 | */ |
329 | */ |
355 | |
330 | |
356 | /* |
331 | /* |
357 | * BANFILE - file used to ban certain sites from playing. See the example |
332 | * BANFILE - file used to ban certain sites from playing. See the example |
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383 | /* LOGFILE specifies which file to log to when playing with the |
358 | /* LOGFILE specifies which file to log to when playing with the |
384 | * -daemon option. |
359 | * -daemon option. |
385 | */ |
360 | */ |
386 | |
361 | |
387 | #ifndef LOGFILE |
362 | #ifndef LOGFILE |
388 | #ifdef WIN32 /* change define path */ |
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389 | #define LOGFILE "var\\crossfire.log" |
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390 | #else |
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391 | #define LOGFILE "/var/log/crossfire/logfile" |
363 | #define LOGFILE "/var/log/crossfire/logfile" |
392 | #endif |
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393 | #endif |
364 | #endif |
394 | |
365 | |
395 | /* |
366 | /* |
396 | * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out |
367 | * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out |
397 | * after a player has left it. If it is set to 0, maps are |
368 | * after a player has left it. If it is set to 0, maps are |
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413 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
384 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
414 | * maps. |
385 | * maps. |
415 | */ |
386 | */ |
416 | |
387 | |
417 | /* How many ticks till maps are swapped out */ |
388 | /* How many ticks till maps are swapped out */ |
418 | #define MAP_MAXTIMEOUT 1000 |
389 | #define MAP_MAXTIMEOUT 300 |
419 | /* At least that many ticks before swapout */ |
390 | /* At least that many ticks before swapout */ |
420 | #define MAP_MINTIMEOUT 500 |
391 | #define MAP_MINTIMEOUT 300 |
421 | |
392 | |
422 | /* |
393 | /* |
423 | * MAP_MAXRESET is the maximum time a map can have before being reset. It |
394 | * MAP_MAXRESET is the maximum time a map can have before being reset. It |
424 | * will override the time value set in the map, if that time is longer than |
395 | * will override the time value set in the map, if that time is longer than |
425 | * MAP_MAXRESET. This value is in seconds. If you are low on space on the |
396 | * MAP_MAXRESET. This value is in seconds. If you are low on space on the |
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433 | */ |
404 | */ |
434 | |
405 | |
435 | /* Maximum time to reset. */ |
406 | /* Maximum time to reset. */ |
436 | #define MAP_MAXRESET 7200 |
407 | #define MAP_MAXRESET 7200 |
437 | /* Default time to reset. */ |
408 | /* Default time to reset. */ |
438 | #define MAP_DEFAULTRESET 7200 |
409 | #define MAP_DEFAULTRESET 3600 |
439 | |
410 | |
440 | /* |
411 | /* |
441 | * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
412 | * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
442 | * will look for maps which are already scheldued for swapping, and |
413 | * will look for maps which are already scheldued for swapping, and |
443 | * promptly swap them out before new maps are being loaded. |
414 | * promptly swap them out before new maps are being loaded. |
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449 | * consumes more memory. If you have gobs of free memory, a high number |
420 | * consumes more memory. If you have gobs of free memory, a high number |
450 | * might not be a bad idea. Each object is around 350 bytes right now. |
421 | * might not be a bad idea. Each object is around 350 bytes right now. |
451 | * 25000 is about 8.5 MB |
422 | * 25000 is about 8.5 MB |
452 | */ |
423 | */ |
453 | |
424 | |
454 | #define MAX_OBJECTS 100000 |
425 | #define MAX_OBJECTS 400000 |
455 | |
426 | |
456 | /* |
427 | /* |
457 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
428 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
458 | * is a bit different: |
429 | * is a bit different: |
459 | * 1) We only start swapping maps if the number of objects in use is |
430 | * 1) We only start swapping maps if the number of objects in use is |
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532 | * will drop the client connection for falling too far behind. So if |
503 | * will drop the client connection for falling too far behind. So if |
533 | * you have very slow client connections, a larger value may be |
504 | * you have very slow client connections, a larger value may be |
534 | * warranted. |
505 | * warranted. |
535 | */ |
506 | */ |
536 | |
507 | |
537 | #define SOCKETBUFSIZE 128*1024 |
508 | #define SOCKETBUFSIZE 256*1024 |
538 | |
509 | |
539 | /* |
510 | /* |
540 | * Your tmp-directory should be large enough to hold the uncompressed |
511 | * Your tmp-directory should be large enough to hold the uncompressed |
541 | * map-files for all who are playing. |
512 | * map-files for all who are playing. |
542 | * It ought to be locally mounted, since the function used to generate |
513 | * It ought to be locally mounted, since the function used to generate |
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546 | * something that is NFS mounted (but performance may suffer as NFS is |
517 | * something that is NFS mounted (but performance may suffer as NFS is |
547 | * slower than local disk) |
518 | * slower than local disk) |
548 | */ |
519 | */ |
549 | |
520 | |
550 | /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ |
521 | /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ |
551 | #ifdef WIN32 /* change define path tmp */ |
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552 | #define TMPDIR "tmp" |
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553 | #else |
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554 | #define TMPDIR "/tmp" |
522 | #define TMPDIR "/tmp" |
555 | #endif |
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556 | |
523 | |
557 | |
524 | |
558 | /* Directory to use for unique items. This is placed into the 'lib' |
525 | /* Directory to use for unique items. This is placed into the 'lib' |
559 | * directory. Changing this will cause any old unique items file |
526 | * directory. Changing this will cause any old unique items file |
560 | * not to be used. |
527 | * not to be used. |
561 | */ |
528 | */ |
562 | #define UNIQUE_DIR "unique-items" |
529 | #define UNIQUE_DIR "unique-items" |
563 | |
530 | |
564 | /* |
531 | /* |
565 | * If undefined, malloc is always used. |
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566 | * It looks like this can be oboleted. However, it can be useful to |
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567 | * track down some bugs, as it will make sure that the entire data structure |
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568 | * is set to 0, at the expense of speed. |
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569 | * Rupert Goldie has run Purify against the code, and if this is disabled, |
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570 | * apparantly there are a lot of uninitialized memory reads - I haven't |
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571 | * seen any problem (maybe the memory reads are copies, and the destination |
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572 | * doesn't actually use the garbage values either?), but the impact on speed |
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573 | * of using this probably isn't great, and should make things more stable. |
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574 | * Msw 8-9-97 |
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575 | */ |
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576 | #define USE_CALLOC |
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577 | |
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578 | |
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579 | /* |
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580 | * These define the players starting map and location on that map, and where |
532 | * These define the players starting map and location on that map, and where |
581 | * emergency saves are defined. This should be left as is unless you make |
533 | * emergency saves are defined. This should be left as is unless you make |
582 | * major changes to the map. |
534 | * major changes to the map. |
583 | */ |
535 | */ |
584 | |
536 | |
585 | #ifdef WIN32 /* change define path city */ |
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586 | |
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587 | # define EMERGENCY_MAPPATH "\\city\\city" |
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588 | # define EMERGENCY_X 15 |
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589 | # define EMERGENCY_Y 19 |
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590 | #else |
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591 | # define EMERGENCY_MAPPATH "/city/city" |
537 | #define EMERGENCY_MAPPATH "/city/city" |
592 | # define EMERGENCY_X 15 |
538 | #define EMERGENCY_X 15 |
593 | # define EMERGENCY_Y 19 |
539 | #define EMERGENCY_Y 19 |
594 | #endif |
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595 | |
540 | |
596 | |
541 | |
597 | /* |
542 | /* |
598 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
543 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
599 | * archetypes highscore and treaures files and directories can be found. |
544 | * archetypes highscore and treaures files and directories can be found. |
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606 | #define HIGHSCORE "highscore" |
551 | #define HIGHSCORE "highscore" |
607 | #define TREASURES "treasures" |
552 | #define TREASURES "treasures" |
608 | #define BANISHFILE "banish_file" |
553 | #define BANISHFILE "banish_file" |
609 | |
554 | |
610 | #define MAX_ERRORS 25 /* Bail out if more are received during tick */ |
555 | #define MAX_ERRORS 25 /* Bail out if more are received during tick */ |
611 | #define STARTMAX 500 /* How big array of objects to start with */ |
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612 | #define OBJ_EXPAND 100 /* How big steps to use when expanding array */ |
556 | #define OBJ_EXPAND 5000 /* How big steps to use when expanding array */ |
613 | |
557 | |
614 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
558 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
615 | |
559 | |
616 | #define ARCHTABLE 5003 /* Used when hashing archetypes */ |
560 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
617 | #define MAXSTRING 20 |
561 | #define MAXSTRING 20 |
618 | |
562 | |
619 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
563 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
620 | |
564 | |
621 | |
565 | |
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652 | * thus requiring that the server be setuid/setgid, and more generous |
596 | * thus requiring that the server be setuid/setgid, and more generous |
653 | * permisisons needed. |
597 | * permisisons needed. |
654 | * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission |
598 | * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission |
655 | * for nay directories created. |
599 | * for nay directories created. |
656 | */ |
600 | */ |
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601 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
657 | #define SAVE_MODE 0660 |
602 | #define SAVE_MODE 0660 |
658 | #define SAVE_DIR_MODE 0770 |
603 | #define SAVE_DIR_MODE 0770 |
659 | |
604 | |
660 | /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really |
605 | /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really |
661 | * needs to be selected. You can set both, and things will work fine, |
606 | * needs to be selected. You can set both, and things will work fine, |
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671 | * environment, you may want to set this to a higher value, so that |
616 | * environment, you may want to set this to a higher value, so that |
672 | * you are not spending too much time saving the characters. |
617 | * you are not spending too much time saving the characters. |
673 | * This option should now work (Crossfire 0.90.5) |
618 | * This option should now work (Crossfire 0.90.5) |
674 | */ |
619 | */ |
675 | |
620 | |
676 | #define SAVE_INTERVAL 60 |
621 | //#define SAVE_INTERVAL 60 |
677 | |
622 | |
678 | /* |
623 | /* |
679 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
624 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
680 | * 5000 with MAX_TIME set at 120,000 means that the player will be |
625 | * 5000 with MAX_TIME set at 120,000 means that the player will be |
681 | * saved every 10 minutes. Some effort should probably be made to |
626 | * saved every 10 minutes. Some effort should probably be made to |
… | |
… | |
684 | * may not be large enough to save all of them.) As it is now, it will |
629 | * may not be large enough to save all of them.) As it is now, it will |
685 | * just set the base tick of when they log on, which should keep the |
630 | * just set the base tick of when they log on, which should keep the |
686 | * saves pretty well spread out (in a fairly random fashion.) |
631 | * saves pretty well spread out (in a fairly random fashion.) |
687 | */ |
632 | */ |
688 | |
633 | |
689 | #define AUTOSAVE 500 |
634 | #define AUTOSAVE 1000 |
690 | |
635 | |
691 | /* Often, emergency save fails because the memory corruption that caused |
636 | /* Often, emergency save fails because the memory corruption that caused |
692 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
637 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
693 | * to disable emergency saves. This actually does |
638 | * to disable emergency saves. This actually does |
694 | * prevent emergency saves now (Version 0.90.5). |
639 | * prevent emergency saves now (Version 0.90.5). |
… | |
… | |
703 | */ |
648 | */ |
704 | |
649 | |
705 | /*#define BACKUP_SAVE_AT_HOME*/ |
650 | /*#define BACKUP_SAVE_AT_HOME*/ |
706 | |
651 | |
707 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
652 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
708 | * we fill return the player to his savebed location. If this is zero, |
653 | * we will return the player to his savebed location. If this is zero, |
709 | * this feature is disabled (player will resume where ever he was |
654 | * this feature is disabled (player will resume where ever he was |
710 | * when he last logged off). If this is set to less than two hours, |
655 | * when he last logged off). If this is set to less than two hours, |
711 | * it will prevent players from camping out in treasure rooms. |
656 | * it will prevent players from camping out in treasure rooms. |
712 | * Do not comment this out - it must be set to something - if you |
657 | * Do not comment this out - it must be set to something - if you |
713 | * comment this out, the program will not compile. |
658 | * comment this out, the program will not compile. |