1 | /* |
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2 | * static char *rcsid_config_h = |
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3 | * "$Id: config.h,v 1.17 2006/05/31 23:30:56 root Exp $"; |
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4 | */ |
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5 | |
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6 | /* |
1 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
8 | |
3 | |
9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
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21 | |
16 | |
22 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
23 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
25 | |
20 | |
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
27 | */ |
22 | */ |
28 | |
23 | |
29 | /* This file contains various #defines that select various options. |
24 | /* This file contains various #defines that select various options. |
30 | * Some may not be desirable, and some just may not work. |
25 | * Some may not be desirable, and some just may not work. |
31 | * |
26 | * |
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71 | * DEBUG - more verbose message logging? |
66 | * DEBUG - more verbose message logging? |
72 | * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive |
67 | * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive |
73 | * MAX_TIME - how long an internal tick is in microseconds |
68 | * MAX_TIME - how long an internal tick is in microseconds |
74 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
69 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
75 | * PARTY_KILL_LOG - stores party kill information |
70 | * PARTY_KILL_LOG - stores party kill information |
76 | * WATCHDOG - allows use of an external watchdog program |
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77 | * |
71 | * |
78 | ***********************************************************************/ |
72 | ***********************************************************************/ |
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: |
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137 | #define SIMPLE_EXP TRUE |
131 | #define SIMPLE_EXP TRUE |
138 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
132 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
139 | #define SPELL_ENCUMBRANCE TRUE |
133 | #define SPELL_ENCUMBRANCE TRUE |
140 | #define SPELL_FAILURE_EFFECTS FALSE |
134 | #define SPELL_FAILURE_EFFECTS FALSE |
141 | #define REAL_WIZ TRUE |
135 | #define REAL_WIZ TRUE |
142 | #define RECYCLE_TMP_MAPS FALSE |
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143 | #define RESURRECTION FALSE |
136 | #define RESURRECTION FALSE |
144 | #define SEARCH_ITEMS TRUE |
137 | #define SEARCH_ITEMS TRUE |
145 | #define NOT_PERMADETH TRUE |
138 | #define NOT_PERMADETH TRUE |
146 | #define EXPLORE_MODE FALSE |
139 | #define EXPLORE_MODE FALSE |
147 | #define STAT_LOSS_ON_DEATH FALSE |
140 | #define STAT_LOSS_ON_DEATH FALSE |
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163 | * and so on.) This can be very useful if you are trying to measure |
156 | * and so on.) This can be very useful if you are trying to measure |
164 | * server/bandwidth usage. It will periodially dump out information |
157 | * server/bandwidth usage. It will periodially dump out information |
165 | * which contains usage stats for the last X amount of time. |
158 | * which contains usage stats for the last X amount of time. |
166 | * CS_LOGTIME is how often it will print out stats. |
159 | * CS_LOGTIME is how often it will print out stats. |
167 | */ |
160 | */ |
168 | #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ |
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169 | #define CS_LOGSTATS |
161 | #define CS_LOGSTATS |
170 | #endif |
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171 | #ifdef CS_LOGSTATS |
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172 | #define CS_LOGTIME 600 |
162 | #define CS_LOGTIME 600 |
173 | #endif |
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174 | |
163 | |
175 | /* DEBUG generates copious amounts of output. I tend to change the CC options |
164 | /* DEBUG generates copious amounts of output. I tend to change the CC options |
176 | * in the crosssite.def file if I want this. By default, you probably |
165 | * in the crosssite.def file if I want this. By default, you probably |
177 | * dont want this defined. |
166 | * dont want this defined. |
178 | */ |
167 | */ |
179 | #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ |
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180 | #ifndef DEBUG |
168 | #ifndef DEBUG |
181 | #define DEBUG |
169 | #define DEBUG |
182 | #endif |
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183 | #endif |
170 | #endif |
184 | /* |
171 | /* |
185 | * This option creates more core files. In some areas, there are certain |
172 | * This option creates more core files. In some areas, there are certain |
186 | * checks done to try and make the program more stable (ie, check |
173 | * checks done to try and make the program more stable (ie, check |
187 | * parameter for null, return if it is). These checks are being done |
174 | * parameter for null, return if it is). These checks are being done |
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232 | */ |
219 | */ |
233 | #define NO_POLYMORPH |
220 | #define NO_POLYMORPH |
234 | |
221 | |
235 | |
222 | |
236 | /* This determine how many entries are stored in the kill log. You |
223 | /* This determine how many entries are stored in the kill log. You |
237 | * can see this information with the 'party kills' command. More entries |
224 | * can see this information with the 'party kills' command. More entries |
238 | * mean slower performance and more memory. IF this is not defined, then |
225 | * mean slower performance and more memory. |
239 | * this feature is disabled. |
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240 | */ |
226 | */ |
241 | #define PARTY_KILL_LOG 20 |
227 | #define PARTY_KILL_LOG 40 |
242 | |
228 | |
243 | /* |
229 | /* |
244 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
230 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
245 | * the setting permanent_experience_percentage is zero, these values have |
231 | * the setting permanent_experience_percentage is zero, these values have |
246 | * no meaning. The value in the settings file is the percentage of the |
232 | * no meaning. The value in the settings file is the percentage of the |
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263 | */ |
249 | */ |
264 | /* GD */ |
250 | /* GD */ |
265 | |
251 | |
266 | #define PERM_EXP_GAIN_RATIO 0.10f |
252 | #define PERM_EXP_GAIN_RATIO 0.10f |
267 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
253 | #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 | |
254 | |
281 | /* Enable the new material code - it needs some work. You can |
255 | /* Enable the new material code - it needs some work. You can |
282 | * enable this, and things will work, just you'll see a whole |
256 | * enable this, and things will work, just you'll see a whole |
283 | * bunch more materials show up, and thus a whole bunch more materials |
257 | * bunch more materials show up, and thus a whole bunch more materials |
284 | * in your inventory, and the sorting for them isn't really good. |
258 | * in your inventory, and the sorting for them isn't really good. |
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347 | * SHUTDOWN - used when shutting down the server |
321 | * SHUTDOWN - used when shutting down the server |
348 | * SOCKETBUFSIZE - size of buffer used internally by the server for storing |
322 | * SOCKETBUFSIZE - size of buffer used internally by the server for storing |
349 | * backlogged messages. |
323 | * backlogged messages. |
350 | * TMPDIR - directory to use for temp files |
324 | * TMPDIR - directory to use for temp files |
351 | * UNIQUE_DIR - directory to put unique item files into |
325 | * UNIQUE_DIR - directory to put unique item files into |
352 | * USE_CALLOC for some memory requests |
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353 | *********************************************************************** |
326 | *********************************************************************** |
354 | */ |
327 | */ |
355 | |
328 | |
356 | /* |
329 | /* |
357 | * BANFILE - file used to ban certain sites from playing. See the example |
330 | * BANFILE - file used to ban certain sites from playing. See the example |
358 | * ban_file for examples. |
331 | * ban_file for examples. |
359 | */ |
332 | */ |
360 | |
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361 | #ifndef BANFILE |
333 | #ifndef BANFILE |
362 | #define BANFILE "ban_file" |
334 | #define BANFILE "ban_file" |
363 | #endif |
335 | #endif |
364 | |
336 | |
365 | /* CSPORT is the port used for the new client/server code. Change |
337 | /* CSPORT is the port used for the new client/server code. Change |
366 | * if desired. Only of relevance if ERIC_SERVER is set above |
338 | * if desired. Only of relevance if ERIC_SERVER is set above |
367 | */ |
339 | */ |
368 | |
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369 | #define CSPORT 13327 /* old port + 1 */ |
340 | #define CSPORT 13327 /* old port + 1 */ |
370 | |
341 | |
371 | |
342 | |
372 | /* |
343 | /* |
373 | * DMFILE |
344 | * DMFILE |
374 | * A file containing valid names that can be dm, one on each line. See |
345 | * A file containing valid names that can be dm, one on each line. See |
375 | * example dm_file for syntax help. |
346 | * example dm_file for syntax help. |
376 | */ |
347 | */ |
377 | |
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378 | #ifndef DMFILE |
348 | #ifndef DMFILE |
379 | #define DMFILE "dm_file" |
349 | #define DMFILE "dm_file" |
380 | #endif |
350 | #endif |
381 | |
351 | |
382 | |
352 | |
383 | /* LOGFILE specifies which file to log to when playing with the |
353 | /* LOGFILE specifies which file to log to when playing with the |
384 | * -daemon option. |
354 | * -daemon option. |
385 | */ |
355 | */ |
386 | |
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387 | #ifndef LOGFILE |
356 | #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" |
357 | #define LOGFILE "/var/log/crossfire/logfile" |
392 | #endif |
358 | #endif |
393 | #endif |
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394 | |
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395 | /* |
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396 | * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out |
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397 | * after a player has left it. If it is set to 0, maps are |
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398 | * swapped out the instant the last player leaves it. |
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399 | * If you are low on memory, you should set this to 0. |
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400 | * Note that depending on the map timeout variable, the number of |
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401 | * objects can get quite high. This is because depending on the maps, |
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402 | * a player could be having the objects of several maps in memory |
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403 | * (the map he is in right now, and the ones he left recently.) |
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404 | * Each map has it's own TIMEOUT value and value field and it is |
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405 | * defaulted to 300 |
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406 | * |
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407 | * Having a nonzero value can be useful: If a player leaves a map (and thus |
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408 | * is on a new map), and realizes they want to go back pretty quickly, the |
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409 | * old map is still in memory, so don't need to go disk and get it. |
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410 | * |
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411 | * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set |
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412 | * to swap out in less than that many ticks, we use the MINTIMEOUT value |
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413 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
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414 | * maps. |
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415 | */ |
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416 | |
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417 | /* How many ticks till maps are swapped out */ |
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418 | #define MAP_MAXTIMEOUT 500 |
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419 | /* At least that many ticks before swapout */ |
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420 | #define MAP_MINTIMEOUT 300 |
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421 | |
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422 | /* |
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423 | * MAP_MAXRESET is the maximum time a map can have before being reset. It |
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424 | * will override the time value set in the map, if that time is longer than |
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425 | * MAP_MAXRESET. This value is in seconds. If you are low on space on the |
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426 | * TMPDIR device, set this value to somethign small. The default |
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427 | * value in the map object is MAP_DEFAULTRESET (given in seconds.) |
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428 | * I personally like 1 hour myself, for solo play. It is long enough that |
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429 | * maps won't be resetting as a solve a quest, but short enough that some |
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430 | * maps (like shops and inns) will be reset during the time I play. |
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431 | * Comment out MAP_MAXRESET time if you always want to use the value |
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432 | * in the map archetype. |
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433 | */ |
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434 | |
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435 | /* Maximum time to reset. */ |
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436 | #define MAP_MAXRESET 7200 |
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437 | /* Default time to reset. */ |
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438 | #define MAP_DEFAULTRESET 7200 |
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439 | |
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440 | /* |
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441 | * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
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442 | * will look for maps which are already scheldued for swapping, and |
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443 | * promptly swap them out before new maps are being loaded. |
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444 | * If playing only by yourself, this number can probably be as low as |
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445 | * 3000. If in server mode, probably figure about 1000-2000 objects per |
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446 | * active player (if they typically play on different maps), for some guess |
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447 | * on how many to define. If it is too low, maps just get swapped out |
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448 | * immediately, causing a performance hit. If it is too high, the program |
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449 | * consumes more memory. If you have gobs of free memory, a high number |
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450 | * might not be a bad idea. Each object is around 350 bytes right now. |
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451 | * 25000 is about 8.5 MB |
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452 | */ |
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453 | |
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454 | #define MAX_OBJECTS 200000 |
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455 | |
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456 | /* |
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457 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
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458 | * is a bit different: |
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459 | * 1) We only start swapping maps if the number of objects in use is |
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460 | * greater than MAX_OBJECTS above. |
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461 | * 2) We keep swapping maps until there are no more maps to swap or the number |
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462 | * of used objects drop below this low water mark value. |
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463 | * |
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464 | * If this is not defined, maps are swapped out on the timeout value above, |
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465 | * or if the number of objects used is greater than MAX_OBJECTS above. |
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466 | * |
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467 | * Note: While this will prevent the pauses noticed when saving maps, there |
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468 | * can instead be cpu performance penalties - any objects in memory get |
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469 | * processed. So if there are 4000 objects in memory, and 1000 of them |
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470 | * are living objects, the system will process all 1000 objects each tick. |
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471 | * With swapping enable, maybe 600 of the objects would have gotten swapped |
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472 | * out. This is less likely a problem with a smaller number of MAX_OBJECTS |
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473 | * than if it is very large. |
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474 | * Also, the pauses you do get can be worse, as if you enter a map with |
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475 | * a lot of new objects and go above MAX_OBJECTS, it may have to swap out |
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476 | * many maps to get below the low water mark. |
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477 | */ |
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478 | |
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479 | /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/ |
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480 | |
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481 | /* |
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482 | * Turning on MEMORY_DEBUG slows down execution, but makes it easier |
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483 | * to find memory corruption and leaks. Currently, the main thing |
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484 | * that happens with this activated is that one malloc is done for |
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485 | * each object - thus whatever debugging mechanism the malloc library |
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486 | * (or other debugging tool provides, like purify), it can track this |
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487 | * individual malloc. Default behaviour when turned off is that |
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488 | * enough memory is malloced for a large group of objects so malloc does |
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489 | * not need to be called as often. |
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490 | * This should only be turned on if some form of memory debugging tool |
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491 | * is being used - otherwise, turning this on will cause some performance |
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492 | * hit with no useful advantage. |
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493 | */ |
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494 | |
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495 | /*#define MEMORY_DEBUG*/ |
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496 | |
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497 | |
359 | |
498 | /* |
360 | /* |
499 | * If you want to have a Message Of The Day file, define MOTD to be |
361 | * If you want to have a Message Of The Day file, define MOTD to be |
500 | * the file with the message. If the file doesn't exist or if it |
362 | * the file with the message. If the file doesn't exist or if it |
501 | * is empty, no message will be displayed. |
363 | * is empty, no message will be displayed. |
502 | * (It resides in the CONFDIR directory) |
364 | * (It resides in the CONFDIR directory) |
503 | */ |
365 | */ |
504 | |
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505 | #define MOTD "motd" |
366 | #define MOTD "motd" |
506 | |
367 | |
507 | /* |
368 | /* |
508 | * You can restrict playing in certain times by creating a PERMIT_FILE |
369 | * You can restrict playing in certain times by creating a PERMIT_FILE |
509 | * in CONFDIR. See the sample for usage notes. |
370 | * in CONFDIR. See the sample for usage notes. |
510 | */ |
371 | */ |
511 | |
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512 | #define PERM_FILE "forbid" |
372 | #define PERM_FILE "forbid" |
513 | |
373 | |
514 | /* |
374 | /* |
515 | * If you want to take the game down while installing new versions, or |
375 | * If you want to take the game down while installing new versions, or |
516 | * for other reasons, put a message into the SHUTDOWN_FILE file. |
376 | * for other reasons, put a message into the SHUTDOWN_FILE file. |
517 | * Remember to delete it when you open the game again. |
377 | * Remember to delete it when you open the game again. |
518 | * (It resides in the CONFDIR directory) |
378 | * (It resides in the CONFDIR directory) |
519 | */ |
379 | */ |
520 | |
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521 | #ifndef SHUTDOWN_FILE |
380 | #ifndef SHUTDOWN_FILE |
522 | #define SHUTDOWN_FILE "shutdown" |
381 | #define SHUTDOWN_FILE "shutdown" |
523 | #endif |
382 | #endif |
524 | |
383 | |
525 | |
384 | |
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531 | * large. When the OS buffer and this buffer is exhausted, the server |
390 | * large. When the OS buffer and this buffer is exhausted, the server |
532 | * will drop the client connection for falling too far behind. So if |
391 | * will drop the client connection for falling too far behind. So if |
533 | * you have very slow client connections, a larger value may be |
392 | * you have very slow client connections, a larger value may be |
534 | * warranted. |
393 | * warranted. |
535 | */ |
394 | */ |
536 | |
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537 | #define SOCKETBUFSIZE 128*1024 |
395 | #define SOCKETBUFSIZE 256*1024 |
538 | |
396 | |
539 | /* |
397 | /* |
540 | * Your tmp-directory should be large enough to hold the uncompressed |
398 | * Your tmp-directory should be large enough to hold the uncompressed |
541 | * map-files for all who are playing. |
399 | * map-files for all who are playing. Local to 'lib' directory. |
542 | * It ought to be locally mounted, since the function used to generate |
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543 | * unique temporary filenames isn't guaranteed to work over NFS or AFS |
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544 | * On the other hand, if you know that only one crossfire server will be |
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545 | * running using this temporary directory, it is likely to be safe to use |
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546 | * something that is NFS mounted (but performance may suffer as NFS is |
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547 | * slower than local disk) |
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548 | */ |
400 | */ |
549 | |
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550 | /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ |
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551 | #ifdef WIN32 /* change define path tmp */ |
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552 | #define TMPDIR "tmp" |
401 | #define TMPDIR "tmp" |
553 | #else |
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554 | #define TMPDIR "/tmp" |
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555 | #endif |
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556 | |
402 | |
557 | |
403 | |
558 | /* Directory to use for unique items. This is placed into the 'lib' |
404 | /* Directory to use for unique items. This is placed into the 'lib' |
559 | * directory. Changing this will cause any old unique items file |
405 | * directory. Changing this will cause any old unique items file |
560 | * not to be used. |
406 | * not to be used. |
561 | */ |
407 | */ |
562 | #define UNIQUE_DIR "unique-items" |
408 | #define UNIQUE_DIR "unique-items" |
563 | |
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564 | /* |
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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 |
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581 | * emergency saves are defined. This should be left as is unless you make |
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582 | * major changes to the map. |
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583 | */ |
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584 | |
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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" |
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592 | # define EMERGENCY_X 15 |
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593 | # define EMERGENCY_Y 19 |
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594 | #endif |
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595 | |
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596 | |
409 | |
597 | /* |
410 | /* |
598 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
411 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
599 | * archetypes highscore and treaures files and directories can be found. |
412 | * archetypes highscore and treaures files and directories can be found. |
600 | */ |
413 | */ |
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604 | #define ARCHETYPES "archetypes" |
417 | #define ARCHETYPES "archetypes" |
605 | #define REGIONS "regions" |
418 | #define REGIONS "regions" |
606 | #define HIGHSCORE "highscore" |
419 | #define HIGHSCORE "highscore" |
607 | #define TREASURES "treasures" |
420 | #define TREASURES "treasures" |
608 | #define BANISHFILE "banish_file" |
421 | #define BANISHFILE "banish_file" |
609 | |
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610 | #define MAX_ERRORS 25 /* Bail out if more are received during tick */ |
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611 | #define STARTMAX 4000 /* How big array of objects to start with */ |
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612 | #define OBJ_EXPAND 500 /* How big steps to use when expanding array */ |
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613 | |
422 | |
614 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
423 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
615 | |
424 | |
616 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
425 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
617 | #define MAXSTRING 20 |
426 | #define MAXSTRING 20 |
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656 | */ |
465 | */ |
657 | /* 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 */ |
658 | #define SAVE_MODE 0660 |
467 | #define SAVE_MODE 0660 |
659 | #define SAVE_DIR_MODE 0770 |
468 | #define SAVE_DIR_MODE 0770 |
660 | |
469 | |
661 | /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really |
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662 | * needs to be selected. You can set both, and things will work fine, |
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663 | * however, it just means that a lot more saving will be done, which |
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664 | * can slow things down some. |
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665 | */ |
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666 | |
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667 | /* How often (in seconds) the player is saved if he drops things. If it is |
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668 | * set to 0, the player will be saved for every item he drops. Otherwise, |
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669 | * if the player drops and item, and the last time he was saved |
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670 | * due to item drop is longer |
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671 | * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing |
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672 | * environment, you may want to set this to a higher value, so that |
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673 | * you are not spending too much time saving the characters. |
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674 | * This option should now work (Crossfire 0.90.5) |
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675 | */ |
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676 | |
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677 | //#define SAVE_INTERVAL 60 |
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678 | |
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679 | /* |
470 | /* |
680 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
471 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
681 | * 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 |
682 | * saved every 10 minutes. Some effort should probably be made to |
473 | * saved every 10 minutes. Some effort should probably be made to |
683 | * 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 |
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687 | * saves pretty well spread out (in a fairly random fashion.) |
478 | * saves pretty well spread out (in a fairly random fashion.) |
688 | */ |
479 | */ |
689 | |
480 | |
690 | #define AUTOSAVE 1000 |
481 | #define AUTOSAVE 1000 |
691 | |
482 | |
692 | /* Often, emergency save fails because the memory corruption that caused |
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693 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
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694 | * to disable emergency saves. This actually does |
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695 | * prevent emergency saves now (Version 0.90.5). |
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696 | */ |
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697 | |
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698 | #define NO_EMERGENCY_SAVE |
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699 | |
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700 | /* By selecting the following, whenever a player does a backup save (with |
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701 | * the 'save command), the player will be saved at home (EMERGENCY_MAP_* |
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702 | * information that is specified later). IF this is not set, the player |
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703 | * will be saved at his present location. |
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704 | */ |
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705 | |
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706 | /*#define BACKUP_SAVE_AT_HOME*/ |
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707 | |
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708 | /* 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 |
709 | * 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, |
710 | * this feature is disabled (player will resume where ever he was |
485 | * this feature is disabled (player will resume where ever he was |
711 | * 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, |
712 | * it will prevent players from camping out in treasure rooms. |
487 | * it will prevent players from camping out in treasure rooms. |
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722 | * Set to one hour as default |
497 | * Set to one hour as default |
723 | */ |
498 | */ |
724 | |
499 | |
725 | #define RESET_LOCATION_TIME 3600 |
500 | #define RESET_LOCATION_TIME 3600 |
726 | |
501 | |
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502 | /* |
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503 | * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on). |
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504 | */ |
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505 | #define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies." |
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506 | |