1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
|
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * This program 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 2 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, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* This file contains various #defines that select various options. |
25 | /* This file contains various #defines that select various options. |
25 | * Some may not be desirable, and some just may not work. |
26 | * Some may not be desirable, and some just may not work. |
26 | * |
27 | * |
27 | * There are some options that are not selectable in this file which |
28 | * There are some options that are not selectable in this file which |
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… | |
66 | * DEBUG - more verbose message logging? |
67 | * DEBUG - more verbose message logging? |
67 | * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive |
68 | * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive |
68 | * MAX_TIME - how long an internal tick is in microseconds |
69 | * MAX_TIME - how long an internal tick is in microseconds |
69 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
70 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
70 | * PARTY_KILL_LOG - stores party kill information |
71 | * PARTY_KILL_LOG - stores party kill information |
71 | * WATCHDOG - allows use of an external watchdog program |
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72 | * |
72 | * |
73 | ***********************************************************************/ |
73 | ***********************************************************************/ |
74 | |
74 | |
75 | /* Use a very easy, non-challenging server? |
75 | /* Use a very easy, non-challenging server? |
76 | * Defining the COZY_SERVER will make the server much less challenging: |
76 | * Defining the COZY_SERVER will make the server much less challenging: |
… | |
… | |
132 | #define SIMPLE_EXP TRUE |
132 | #define SIMPLE_EXP TRUE |
133 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
133 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
134 | #define SPELL_ENCUMBRANCE TRUE |
134 | #define SPELL_ENCUMBRANCE TRUE |
135 | #define SPELL_FAILURE_EFFECTS FALSE |
135 | #define SPELL_FAILURE_EFFECTS FALSE |
136 | #define REAL_WIZ TRUE |
136 | #define REAL_WIZ TRUE |
137 | #define RECYCLE_TMP_MAPS FALSE |
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138 | #define RESURRECTION FALSE |
137 | #define RESURRECTION FALSE |
139 | #define SEARCH_ITEMS TRUE |
138 | #define SEARCH_ITEMS TRUE |
140 | #define NOT_PERMADETH TRUE |
139 | #define NOT_PERMADETH TRUE |
141 | #define EXPLORE_MODE FALSE |
140 | #define EXPLORE_MODE FALSE |
142 | #define STAT_LOSS_ON_DEATH FALSE |
141 | #define STAT_LOSS_ON_DEATH FALSE |
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201 | * maps at that point. |
200 | * maps at that point. |
202 | * |
201 | * |
203 | * MSW 2001-05-28 |
202 | * MSW 2001-05-28 |
204 | */ |
203 | */ |
205 | |
204 | |
206 | #define MAP_CLIENT_X 31 |
205 | #define MAP_CLIENT_X 32 |
207 | #define MAP_CLIENT_Y 31 |
206 | #define MAP_CLIENT_Y 32 |
208 | |
207 | |
209 | /* |
208 | /* |
210 | * 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. |
211 | * You can experiment with the 'speed <new_max_time> command first. |
210 | * You can experiment with the 'speed <new_max_time> command first. |
212 | * 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, |
… | |
… | |
221 | */ |
220 | */ |
222 | #define NO_POLYMORPH |
221 | #define NO_POLYMORPH |
223 | |
222 | |
224 | |
223 | |
225 | /* This determine how many entries are stored in the kill log. You |
224 | /* This determine how many entries are stored in the kill log. You |
226 | * can see this information with the 'party kills' command. More entries |
225 | * can see this information with the 'party kills' command. More entries |
227 | * mean slower performance and more memory. IF this is not defined, then |
226 | * mean slower performance and more memory. |
228 | * this feature is disabled. |
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229 | */ |
227 | */ |
230 | #define PARTY_KILL_LOG 20 |
228 | #define PARTY_KILL_LOG 40 |
231 | |
229 | |
232 | /* |
230 | /* |
233 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
231 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
234 | * the setting permanent_experience_percentage is zero, these values have |
232 | * the setting permanent_experience_percentage is zero, these values have |
235 | * no meaning. The value in the settings file is the percentage of the |
233 | * no meaning. The value in the settings file is the percentage of the |
… | |
… | |
252 | */ |
250 | */ |
253 | /* GD */ |
251 | /* GD */ |
254 | |
252 | |
255 | #define PERM_EXP_GAIN_RATIO 0.10f |
253 | #define PERM_EXP_GAIN_RATIO 0.10f |
256 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
254 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
257 | |
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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 | |
255 | |
267 | /* Enable the new material code - it needs some work. You can |
256 | /* Enable the new material code - it needs some work. You can |
268 | * enable this, and things will work, just you'll see a whole |
257 | * enable this, and things will work, just you'll see a whole |
269 | * bunch more materials show up, and thus a whole bunch more materials |
258 | * bunch more materials show up, and thus a whole bunch more materials |
270 | * in your inventory, and the sorting for them isn't really good. |
259 | * in your inventory, and the sorting for them isn't really good. |
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340 | |
329 | |
341 | /* |
330 | /* |
342 | * BANFILE - file used to ban certain sites from playing. See the example |
331 | * BANFILE - file used to ban certain sites from playing. See the example |
343 | * ban_file for examples. |
332 | * ban_file for examples. |
344 | */ |
333 | */ |
345 | |
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346 | #ifndef BANFILE |
334 | #ifndef BANFILE |
347 | #define BANFILE "ban_file" |
335 | #define BANFILE "ban_file" |
348 | #endif |
336 | #endif |
349 | |
337 | |
350 | /* CSPORT is the port used for the new client/server code. Change |
338 | /* CSPORT is the port used for the new client/server code. Change |
351 | * if desired. Only of relevance if ERIC_SERVER is set above |
339 | * if desired. Only of relevance if ERIC_SERVER is set above |
352 | */ |
340 | */ |
353 | |
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354 | #define CSPORT 13327 /* old port + 1 */ |
341 | #define CSPORT 13327 /* old port + 1 */ |
355 | |
342 | |
356 | |
343 | |
357 | /* |
344 | /* |
358 | * DMFILE |
345 | * DMFILE |
359 | * A file containing valid names that can be dm, one on each line. See |
346 | * A file containing valid names that can be dm, one on each line. See |
360 | * example dm_file for syntax help. |
347 | * example dm_file for syntax help. |
361 | */ |
348 | */ |
362 | |
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363 | #ifndef DMFILE |
349 | #ifndef DMFILE |
364 | #define DMFILE "dm_file" |
350 | #define DMFILE "dm_file" |
365 | #endif |
351 | #endif |
366 | |
352 | |
367 | |
353 | |
368 | /* LOGFILE specifies which file to log to when playing with the |
354 | /* LOGFILE specifies which file to log to when playing with the |
369 | * -daemon option. |
355 | * -daemon option. |
370 | */ |
356 | */ |
371 | |
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372 | #ifndef LOGFILE |
357 | #ifndef LOGFILE |
373 | #define LOGFILE "/var/log/crossfire/logfile" |
358 | #define LOGFILE "/var/log/crossfire/logfile" |
374 | #endif |
359 | #endif |
375 | |
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376 | /* |
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377 | * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out |
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378 | * after a player has left it. If it is set to 0, maps are |
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379 | * swapped out the instant the last player leaves it. |
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380 | * If you are low on memory, you should set this to 0. |
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381 | * Note that depending on the map timeout variable, the number of |
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382 | * objects can get quite high. This is because depending on the maps, |
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383 | * a player could be having the objects of several maps in memory |
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384 | * (the map he is in right now, and the ones he left recently.) |
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385 | * Each map has it's own TIMEOUT value and value field and it is |
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386 | * defaulted to 300 |
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387 | * |
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388 | * Having a nonzero value can be useful: If a player leaves a map (and thus |
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389 | * is on a new map), and realizes they want to go back pretty quickly, the |
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390 | * old map is still in memory, so don't need to go disk and get it. |
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391 | * |
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392 | * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set |
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393 | * to swap out in less than that many ticks, we use the MINTIMEOUT value |
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394 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
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395 | * maps. |
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396 | */ |
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397 | |
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398 | /* How many ticks till maps are swapped out */ |
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399 | #define MAP_MAXTIMEOUT 300 |
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400 | /* At least that many ticks before swapout */ |
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401 | #define MAP_MINTIMEOUT 300 |
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402 | |
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403 | /* |
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404 | * MAP_MAXRESET is the maximum time a map can have before being reset. It |
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405 | * will override the time value set in the map, if that time is longer than |
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406 | * MAP_MAXRESET. This value is in seconds. If you are low on space on the |
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407 | * TMPDIR device, set this value to somethign small. The default |
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408 | * value in the map object is MAP_DEFAULTRESET (given in seconds.) |
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409 | * I personally like 1 hour myself, for solo play. It is long enough that |
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410 | * maps won't be resetting as a solve a quest, but short enough that some |
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411 | * maps (like shops and inns) will be reset during the time I play. |
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412 | * Comment out MAP_MAXRESET time if you always want to use the value |
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413 | * in the map archetype. |
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414 | */ |
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415 | |
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416 | /* Maximum time to reset. */ |
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417 | #define MAP_MAXRESET 7200 |
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418 | /* Default time to reset. */ |
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419 | #define MAP_DEFAULTRESET 3600 |
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420 | |
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421 | /* |
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422 | * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
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423 | * will look for maps which are already scheldued for swapping, and |
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424 | * promptly swap them out before new maps are being loaded. |
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425 | * If playing only by yourself, this number can probably be as low as |
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426 | * 3000. If in server mode, probably figure about 1000-2000 objects per |
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427 | * active player (if they typically play on different maps), for some guess |
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428 | * on how many to define. If it is too low, maps just get swapped out |
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429 | * immediately, causing a performance hit. If it is too high, the program |
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430 | * consumes more memory. If you have gobs of free memory, a high number |
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431 | * might not be a bad idea. Each object is around 350 bytes right now. |
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432 | * 25000 is about 8.5 MB |
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433 | */ |
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434 | |
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435 | #define MAX_OBJECTS 400000 |
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436 | |
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437 | /* |
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438 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
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439 | * is a bit different: |
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440 | * 1) We only start swapping maps if the number of objects in use is |
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441 | * greater than MAX_OBJECTS above. |
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442 | * 2) We keep swapping maps until there are no more maps to swap or the number |
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443 | * of used objects drop below this low water mark value. |
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444 | * |
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445 | * If this is not defined, maps are swapped out on the timeout value above, |
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446 | * or if the number of objects used is greater than MAX_OBJECTS above. |
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447 | * |
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448 | * Note: While this will prevent the pauses noticed when saving maps, there |
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449 | * can instead be cpu performance penalties - any objects in memory get |
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450 | * processed. So if there are 4000 objects in memory, and 1000 of them |
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451 | * are living objects, the system will process all 1000 objects each tick. |
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452 | * With swapping enable, maybe 600 of the objects would have gotten swapped |
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453 | * out. This is less likely a problem with a smaller number of MAX_OBJECTS |
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454 | * than if it is very large. |
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455 | * Also, the pauses you do get can be worse, as if you enter a map with |
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456 | * a lot of new objects and go above MAX_OBJECTS, it may have to swap out |
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457 | * many maps to get below the low water mark. |
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458 | */ |
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459 | |
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460 | /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/ |
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461 | |
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462 | /* |
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463 | * Turning on MEMORY_DEBUG slows down execution, but makes it easier |
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464 | * to find memory corruption and leaks. Currently, the main thing |
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465 | * that happens with this activated is that one malloc is done for |
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466 | * each object - thus whatever debugging mechanism the malloc library |
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467 | * (or other debugging tool provides, like purify), it can track this |
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468 | * individual malloc. Default behaviour when turned off is that |
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469 | * enough memory is malloced for a large group of objects so malloc does |
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470 | * not need to be called as often. |
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471 | * This should only be turned on if some form of memory debugging tool |
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472 | * is being used - otherwise, turning this on will cause some performance |
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473 | * hit with no useful advantage. |
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474 | */ |
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475 | |
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476 | /*#define MEMORY_DEBUG*/ |
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477 | |
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478 | |
360 | |
479 | /* |
361 | /* |
480 | * If you want to have a Message Of The Day file, define MOTD to be |
362 | * If you want to have a Message Of The Day file, define MOTD to be |
481 | * the file with the message. If the file doesn't exist or if it |
363 | * the file with the message. If the file doesn't exist or if it |
482 | * is empty, no message will be displayed. |
364 | * is empty, no message will be displayed. |
483 | * (It resides in the CONFDIR directory) |
365 | * (It resides in the CONFDIR directory) |
484 | */ |
366 | */ |
485 | |
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486 | #define MOTD "motd" |
367 | #define MOTD "motd" |
487 | |
368 | |
488 | /* |
369 | /* |
489 | * You can restrict playing in certain times by creating a PERMIT_FILE |
370 | * You can restrict playing in certain times by creating a PERMIT_FILE |
490 | * in CONFDIR. See the sample for usage notes. |
371 | * in CONFDIR. See the sample for usage notes. |
491 | */ |
372 | */ |
492 | |
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493 | #define PERM_FILE "forbid" |
373 | #define PERM_FILE "forbid" |
494 | |
374 | |
495 | /* |
375 | /* |
496 | * If you want to take the game down while installing new versions, or |
376 | * If you want to take the game down while installing new versions, or |
497 | * for other reasons, put a message into the SHUTDOWN_FILE file. |
377 | * for other reasons, put a message into the SHUTDOWN_FILE file. |
498 | * Remember to delete it when you open the game again. |
378 | * Remember to delete it when you open the game again. |
499 | * (It resides in the CONFDIR directory) |
379 | * (It resides in the CONFDIR directory) |
500 | */ |
380 | */ |
501 | |
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502 | #ifndef SHUTDOWN_FILE |
381 | #ifndef SHUTDOWN_FILE |
503 | #define SHUTDOWN_FILE "shutdown" |
382 | #define SHUTDOWN_FILE "shutdown" |
504 | #endif |
383 | #endif |
505 | |
384 | |
506 | |
385 | |
… | |
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512 | * large. When the OS buffer and this buffer is exhausted, the server |
391 | * large. When the OS buffer and this buffer is exhausted, the server |
513 | * will drop the client connection for falling too far behind. So if |
392 | * will drop the client connection for falling too far behind. So if |
514 | * you have very slow client connections, a larger value may be |
393 | * you have very slow client connections, a larger value may be |
515 | * warranted. |
394 | * warranted. |
516 | */ |
395 | */ |
517 | |
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518 | #define SOCKETBUFSIZE 256*1024 |
396 | #define SOCKETBUFSIZE 256*1024 |
519 | |
397 | |
520 | /* |
398 | /* |
521 | * Your tmp-directory should be large enough to hold the uncompressed |
399 | * Your tmp-directory should be large enough to hold the uncompressed |
522 | * map-files for all who are playing. |
400 | * map-files for all who are playing. Local to 'lib' directory. |
523 | * It ought to be locally mounted, since the function used to generate |
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524 | * unique temporary filenames isn't guaranteed to work over NFS or AFS |
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525 | * On the other hand, if you know that only one crossfire server will be |
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526 | * running using this temporary directory, it is likely to be safe to use |
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527 | * something that is NFS mounted (but performance may suffer as NFS is |
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528 | * slower than local disk) |
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529 | */ |
401 | */ |
530 | |
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531 | /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ |
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532 | #define TMPDIR "/tmp" |
402 | #define TMPDIR "tmp" |
533 | |
403 | |
534 | |
404 | |
535 | /* Directory to use for unique items. This is placed into the 'lib' |
405 | /* Directory to use for unique items. This is placed into the 'lib' |
536 | * directory. Changing this will cause any old unique items file |
406 | * directory. Changing this will cause any old unique items file |
537 | * not to be used. |
407 | * not to be used. |
538 | */ |
408 | */ |
539 | #define UNIQUE_DIR "unique-items" |
409 | #define UNIQUE_DIR "unique-items" |
540 | |
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541 | /* |
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542 | * These define the players starting map and location on that map, and where |
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543 | * emergency saves are defined. This should be left as is unless you make |
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544 | * major changes to the map. |
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545 | */ |
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546 | |
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547 | #define EMERGENCY_MAPPATH "/city/city" |
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548 | #define EMERGENCY_X 15 |
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549 | #define EMERGENCY_Y 19 |
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550 | |
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551 | |
410 | |
552 | /* |
411 | /* |
553 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
412 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
554 | * archetypes highscore and treaures files and directories can be found. |
413 | * archetypes highscore and treaures files and directories can be found. |
555 | */ |
414 | */ |
… | |
… | |
560 | #define REGIONS "regions" |
419 | #define REGIONS "regions" |
561 | #define HIGHSCORE "highscore" |
420 | #define HIGHSCORE "highscore" |
562 | #define TREASURES "treasures" |
421 | #define TREASURES "treasures" |
563 | #define BANISHFILE "banish_file" |
422 | #define BANISHFILE "banish_file" |
564 | |
423 | |
565 | #define MAX_ERRORS 25 /* Bail out if more are received during tick */ |
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566 | #define OBJ_EXPAND 5000 /* How big steps to use when expanding array */ |
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567 | |
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568 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
424 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
569 | |
425 | |
570 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
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571 | #define MAXSTRING 20 |
426 | #define MAXSTRING 20 |
572 | |
427 | |
573 | #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 :) */ |
574 | |
429 | |
575 | |
430 | |
… | |
… | |
592 | * start their own crossfire, you won't need to define this. |
447 | * start their own crossfire, you won't need to define this. |
593 | * |
448 | * |
594 | */ |
449 | */ |
595 | |
450 | |
596 | #ifndef PLAYERDIR |
451 | #ifndef PLAYERDIR |
597 | #define PLAYERDIR "players" |
452 | # define PLAYERDIR "players" |
598 | #endif |
453 | #endif |
599 | |
454 | |
600 | /* |
455 | /* |
601 | * If you have defined SAVE_PLAYER, you might want to change this, too. |
456 | * If you have defined SAVE_PLAYER, you might want to change this, too. |
602 | * This is the access rights for the players savefiles. |
457 | * This is the access rights for the players savefiles. |
… | |
… | |
610 | */ |
465 | */ |
611 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
466 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
612 | #define SAVE_MODE 0660 |
467 | #define SAVE_MODE 0660 |
613 | #define SAVE_DIR_MODE 0770 |
468 | #define SAVE_DIR_MODE 0770 |
614 | |
469 | |
615 | /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really |
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616 | * needs to be selected. You can set both, and things will work fine, |
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617 | * however, it just means that a lot more saving will be done, which |
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618 | * can slow things down some. |
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619 | */ |
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620 | |
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621 | /* How often (in seconds) the player is saved if he drops things. If it is |
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622 | * set to 0, the player will be saved for every item he drops. Otherwise, |
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623 | * if the player drops and item, and the last time he was saved |
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624 | * due to item drop is longer |
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625 | * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing |
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626 | * environment, you may want to set this to a higher value, so that |
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627 | * you are not spending too much time saving the characters. |
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628 | * This option should now work (Crossfire 0.90.5) |
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629 | */ |
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630 | |
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631 | //#define SAVE_INTERVAL 60 |
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632 | |
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633 | /* |
470 | /* |
634 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
471 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
635 | * 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 |
636 | * saved every 10 minutes. Some effort should probably be made to |
473 | * saved every 10 minutes. Some effort should probably be made to |
637 | * spread out these saves, but that might be more effort than it is |
474 | * spread out these saves, but that might be more effort than it is |
… | |
… | |
641 | * saves pretty well spread out (in a fairly random fashion.) |
478 | * saves pretty well spread out (in a fairly random fashion.) |
642 | */ |
479 | */ |
643 | |
480 | |
644 | #define AUTOSAVE 1000 |
481 | #define AUTOSAVE 1000 |
645 | |
482 | |
646 | /* Often, emergency save fails because the memory corruption that caused |
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647 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
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648 | * to disable emergency saves. This actually does |
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649 | * prevent emergency saves now (Version 0.90.5). |
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650 | */ |
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651 | |
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652 | #define NO_EMERGENCY_SAVE |
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653 | |
|
|
654 | /* By selecting the following, whenever a player does a backup save (with |
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655 | * the 'save command), the player will be saved at home (EMERGENCY_MAP_* |
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656 | * information that is specified later). IF this is not set, the player |
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657 | * will be saved at his present location. |
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658 | */ |
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659 | |
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|
660 | /*#define BACKUP_SAVE_AT_HOME*/ |
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661 | |
|
|
662 | /* 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 |
663 | * we will return the player to his savebed location. If this is zero, |
484 | * we will return the player to his savebed location. If this is zero, |
664 | * this feature is disabled (player will resume where ever he was |
485 | * this feature is disabled (player will resume where ever he was |
665 | * 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, |
666 | * it will prevent players from camping out in treasure rooms. |
487 | * it will prevent players from camping out in treasure rooms. |
… | |
… | |
676 | * Set to one hour as default |
497 | * Set to one hour as default |
677 | */ |
498 | */ |
678 | |
499 | |
679 | #define RESET_LOCATION_TIME 3600 |
500 | #define RESET_LOCATION_TIME 3600 |
680 | |
501 | |
|
|
502 | /* |
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|
503 | * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on). |
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|
504 | */ |
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|
505 | #define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies." |
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506 | |