1 | /* |
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2 | * static char *rcsid_config_h = |
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3 | * "$Id: config.h,v 1.2 2006/02/03 07:25:25 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 | |
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4 | Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
6 | Copyright (C) 1992 Frank Tore Johansen |
11 | |
7 | |
12 | 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 |
13 | 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 |
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21 | |
17 | |
22 | 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 |
23 | along with this program; if not, write to the Free Software |
19 | along with this program; if not, write to the Free Software |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
25 | |
21 | |
26 | 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 |
27 | */ |
23 | */ |
28 | |
24 | |
29 | /* This file contains various #defines that select various options. |
25 | /* This file contains various #defines that select various options. |
30 | * Some may not be desirable, and some just may not work. |
26 | * Some may not be desirable, and some just may not work. |
31 | * |
27 | * |
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71 | * DEBUG - more verbose message logging? |
67 | * DEBUG - more verbose message logging? |
72 | * 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 |
73 | * MAX_TIME - how long an internal tick is in microseconds |
69 | * MAX_TIME - how long an internal tick is in microseconds |
74 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
70 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
75 | * PARTY_KILL_LOG - stores party kill information |
71 | * PARTY_KILL_LOG - stores party kill information |
76 | * WATCHDOG - allows use of an external watchdog program |
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77 | * |
72 | * |
78 | ***********************************************************************/ |
73 | ***********************************************************************/ |
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74 | |
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75 | /* Use a very easy, non-challenging server? |
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76 | * Defining the COZY_SERVER will make the server much less challenging: |
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77 | * no stats loss on death, much less experience loss, and party members |
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78 | * are treated by pet monsters as the owner itself when moving "through" them. |
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79 | */ |
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80 | #define COZY_SERVER 1 |
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81 | |
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82 | /* |
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83 | * Make it impossible to pk outside the arena. |
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84 | */ |
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85 | #define PROHIBIT_PLAYERKILL 1 |
79 | |
86 | |
80 | /* Use balanced stat loss code? |
87 | /* Use balanced stat loss code? |
81 | * This code is a little more merciful with repeated stat loss at lower |
88 | * This code is a little more merciful with repeated stat loss at lower |
82 | * levels. Basically, the more stats you have lost, the less likely that |
89 | * levels. Basically, the more stats you have lost, the less likely that |
83 | * you will lose more. Additionally, lower level characters are shown |
90 | * you will lose more. Additionally, lower level characters are shown |
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116 | |
123 | |
117 | /* Don't edit these values. They are configured in lib/settings. These are |
124 | /* Don't edit these values. They are configured in lib/settings. These are |
118 | Simply the defaults. */ |
125 | Simply the defaults. */ |
119 | |
126 | |
120 | #define BALANCED_STAT_LOSS FALSE |
127 | #define BALANCED_STAT_LOSS FALSE |
121 | #define USE_PERMANENT_EXPERIENCE FALSE |
128 | #define PERMANENT_EXPERIENCE_RATIO 25 |
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129 | #define DEATH_PENALTY_RATIO 20 |
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130 | #define DEATH_PENALTY_LEVEL 3 |
122 | #define SET_TITLE TRUE |
131 | #define SET_TITLE TRUE |
123 | #define SIMPLE_EXP TRUE |
132 | #define SIMPLE_EXP TRUE |
124 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
133 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
125 | #define SPELL_ENCUMBRANCE TRUE |
134 | #define SPELL_ENCUMBRANCE TRUE |
126 | #define SPELL_FAILURE_EFFECTS FALSE |
135 | #define SPELL_FAILURE_EFFECTS FALSE |
127 | #define REAL_WIZ TRUE |
136 | #define REAL_WIZ TRUE |
128 | #define RECYCLE_TMP_MAPS FALSE |
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129 | #define RESURRECTION FALSE |
137 | #define RESURRECTION FALSE |
130 | #define SEARCH_ITEMS TRUE |
138 | #define SEARCH_ITEMS TRUE |
131 | #define NOT_PERMADETH TRUE |
139 | #define NOT_PERMADETH TRUE |
132 | #define EXPLORE_MODE FALSE |
140 | #define EXPLORE_MODE FALSE |
133 | #define STAT_LOSS_ON_DEATH FALSE |
141 | #define STAT_LOSS_ON_DEATH FALSE |
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137 | #define ARMOR_MAX_ENCHANT 5 |
145 | #define ARMOR_MAX_ENCHANT 5 |
138 | #define ARMOR_WEIGHT_REDUCTION 10 |
146 | #define ARMOR_WEIGHT_REDUCTION 10 |
139 | #define ARMOR_WEIGHT_LINEAR TRUE |
147 | #define ARMOR_WEIGHT_LINEAR TRUE |
140 | #define ARMOR_SPEED_IMPROVEMENT 10 |
148 | #define ARMOR_SPEED_IMPROVEMENT 10 |
141 | #define ARMOR_SPEED_LINEAR TRUE |
149 | #define ARMOR_SPEED_LINEAR TRUE |
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150 | #define CREATE_HOME_PORTALS FALSE |
142 | |
151 | |
143 | /* you can edit the ones below */ |
152 | /* you can edit the ones below */ |
144 | |
153 | |
145 | |
154 | |
146 | /* 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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148 | * 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 |
149 | * server/bandwidth usage. It will periodially dump out information |
158 | * server/bandwidth usage. It will periodially dump out information |
150 | * which contains usage stats for the last X amount of time. |
159 | * which contains usage stats for the last X amount of time. |
151 | * CS_LOGTIME is how often it will print out stats. |
160 | * CS_LOGTIME is how often it will print out stats. |
152 | */ |
161 | */ |
153 | #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ |
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154 | #define CS_LOGSTATS |
162 | #define CS_LOGSTATS |
155 | #endif |
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156 | #ifdef CS_LOGSTATS |
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157 | #define CS_LOGTIME 600 |
163 | #define CS_LOGTIME 600 |
158 | #endif |
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159 | |
164 | |
160 | /* 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 |
161 | * 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 |
162 | * dont want this defined. |
167 | * dont want this defined. |
163 | */ |
168 | */ |
164 | #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ |
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165 | #ifndef DEBUG |
169 | #ifndef DEBUG |
166 | #define DEBUG |
170 | #define DEBUG |
167 | #endif |
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168 | #endif |
171 | #endif |
169 | /* |
172 | /* |
170 | * 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 |
171 | * 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 |
172 | * 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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197 | * maps at that point. |
200 | * maps at that point. |
198 | * |
201 | * |
199 | * MSW 2001-05-28 |
202 | * MSW 2001-05-28 |
200 | */ |
203 | */ |
201 | |
204 | |
202 | #define MAP_CLIENT_X 25 |
205 | #define MAP_CLIENT_X 31 |
203 | #define MAP_CLIENT_Y 25 |
206 | #define MAP_CLIENT_Y 31 |
204 | |
207 | |
205 | /* |
208 | /* |
206 | * 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. |
207 | * You can experiment with the 'speed <new_max_time> command first. |
210 | * You can experiment with the 'speed <new_max_time> command first. |
208 | * 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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217 | */ |
220 | */ |
218 | #define NO_POLYMORPH |
221 | #define NO_POLYMORPH |
219 | |
222 | |
220 | |
223 | |
221 | /* 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 |
222 | * can see this information with the 'party kills' command. More entries |
225 | * can see this information with the 'party kills' command. More entries |
223 | * mean slower performance and more memory. IF this is not defined, then |
226 | * mean slower performance and more memory. |
224 | * this feature is disabled. |
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225 | */ |
227 | */ |
226 | #define PARTY_KILL_LOG 20 |
228 | #define PARTY_KILL_LOG 40 |
227 | |
229 | |
228 | /* Use permanent experience code? |
230 | /* |
229 | * This code allows players to build up a small amount of 'permanent |
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230 | * experience' which reduces the effect of large experience drains, such as |
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231 | * death. This makes multiple frequent deaths less devastating, and also |
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232 | * ensures that any character will make some gradual progress even if they |
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233 | * die all of the time. |
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234 | * A nice option if your keep dying due to massive client/server lags despite |
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235 | * playing well... or you like to swim well outside of your depth. :) |
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236 | * |
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237 | * The PERM_EXP values adjust the behaviour of this option - if |
231 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
238 | * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it |
232 | * the setting permanent_experience_percentage is zero, these values have |
239 | * is on, the minimum ratio is the minimum amount of permanent exp relative |
233 | * no meaning. The value in the settings file is the percentage of the |
240 | * to the total exp in the skill (ie, at a default of .25, if you had 100 |
234 | * experience that is permenent, the rest could be lost on death. When dying, |
241 | * experience, at least 25 of it would be permanent). The gain ratio |
235 | * the greatest amount of non-permenent exp it is possible to lose at one time |
242 | * is how much of experienced experience goes to the permanent value. |
236 | * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as |
243 | * This does not detract from total exp gain (ie, if you gained 100 exp, |
237 | * total exp - perm exp * loss ratio. The gain ratio is how much of experienced |
244 | * 100 would go to the skill total and 10 to the permanent value). |
238 | * experience goes to the permanent value. This does not detract from total |
245 | * the loss ratio is the maximum amount of experience that can be lost |
239 | * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and |
246 | * in any one hit - this is calculated as total exp - perm exp * loss ratio. |
240 | * 10 to the permanent value). |
247 | * |
241 | * |
248 | * A few thoughts on these default value (by MSW) |
242 | * A few thoughts on these default value (by MSW) |
249 | * gain ratio is pretty much meaningless until exp has been lost, as until |
243 | * gain ratio is pretty much meaningless until exp has been lost, as until |
250 | * that poin, the minimum ratio will be used. |
244 | * that poin, the value in the settings file will be used. |
251 | * It is also impossible for the exp to actually be reduced to the permanent |
245 | * It is also impossible for the exp to actually be reduced to the permanent |
252 | * exp ratio - since the loss ratio is .5, it will just get closer and |
246 | * exp ratio - since the loss ratio is .5, it will just get closer and |
253 | * closer. However, after about half a dozen hits, pretty much all the |
247 | * closer. However, after about half a dozen hits, pretty much all the |
254 | * exp that can be lost has been lost, and after that, only minor loss |
248 | * exp that can be lost has been lost, and after that, only minor loss |
255 | * will occur. |
249 | * will occur. |
256 | */ |
250 | */ |
257 | /* GD */ |
251 | /* GD */ |
258 | |
252 | |
259 | #define PERM_EXP_MINIMUM_RATIO 0.25f |
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260 | #define PERM_EXP_GAIN_RATIO 0.10f |
253 | #define PERM_EXP_GAIN_RATIO 0.10f |
261 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
254 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
262 | |
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263 | /* |
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264 | * WATCHDOG lets sends datagrams to port 13325 on localhost |
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265 | * in (more-or-less) regular intervals, so an external watchdog |
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266 | * program can kill the server if it hangs (for whatever reason). |
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267 | * It shouldn't hurt anyone if this is defined but you don't |
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268 | * have an watchdog program. |
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269 | */ |
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270 | #ifndef WIN32 /* ***win32 disable watchdog as win32 default */ |
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271 | #define WATCHDOG |
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272 | #endif |
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273 | |
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274 | |
255 | |
275 | /* Enable the new material code - it needs some work. You can |
256 | /* Enable the new material code - it needs some work. You can |
276 | * 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 |
277 | * 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 |
278 | * 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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341 | * SHUTDOWN - used when shutting down the server |
322 | * SHUTDOWN - used when shutting down the server |
342 | * SOCKETBUFSIZE - size of buffer used internally by the server for storing |
323 | * SOCKETBUFSIZE - size of buffer used internally by the server for storing |
343 | * backlogged messages. |
324 | * backlogged messages. |
344 | * TMPDIR - directory to use for temp files |
325 | * TMPDIR - directory to use for temp files |
345 | * UNIQUE_DIR - directory to put unique item files into |
326 | * UNIQUE_DIR - directory to put unique item files into |
346 | * USE_CALLOC for some memory requests |
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347 | *********************************************************************** |
327 | *********************************************************************** |
348 | */ |
328 | */ |
349 | |
329 | |
350 | /* |
330 | /* |
351 | * 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 |
352 | * ban_file for examples. |
332 | * ban_file for examples. |
353 | */ |
333 | */ |
354 | |
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355 | #ifndef BANFILE |
334 | #ifndef BANFILE |
356 | #define BANFILE "ban_file" |
335 | #define BANFILE "ban_file" |
357 | #endif |
336 | #endif |
358 | |
337 | |
359 | /* 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 |
360 | * if desired. Only of relevance if ERIC_SERVER is set above |
339 | * if desired. Only of relevance if ERIC_SERVER is set above |
361 | */ |
340 | */ |
362 | |
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363 | #define CSPORT 13327 /* old port + 1 */ |
341 | #define CSPORT 13327 /* old port + 1 */ |
364 | |
342 | |
365 | |
343 | |
366 | /* |
344 | /* |
367 | * DMFILE |
345 | * DMFILE |
368 | * 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 |
369 | * example dm_file for syntax help. |
347 | * example dm_file for syntax help. |
370 | */ |
348 | */ |
371 | |
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372 | #ifndef DMFILE |
349 | #ifndef DMFILE |
373 | #define DMFILE "dm_file" |
350 | #define DMFILE "dm_file" |
374 | #endif |
351 | #endif |
375 | |
352 | |
376 | |
353 | |
377 | /* LOGFILE specifies which file to log to when playing with the |
354 | /* LOGFILE specifies which file to log to when playing with the |
378 | * -daemon option. |
355 | * -daemon option. |
379 | */ |
356 | */ |
380 | |
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381 | #ifndef LOGFILE |
357 | #ifndef LOGFILE |
382 | #ifdef WIN32 /* change define path */ |
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383 | #define LOGFILE "var\\crossfire.log" |
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384 | #else |
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385 | #define LOGFILE "/var/log/crossfire/logfile" |
358 | #define LOGFILE "/var/log/crossfire/logfile" |
386 | #endif |
359 | #endif |
387 | #endif |
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388 | |
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389 | /* |
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390 | * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out |
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391 | * after a player has left it. If it is set to 0, maps are |
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392 | * swapped out the instant the last player leaves it. |
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393 | * If you are low on memory, you should set this to 0. |
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394 | * Note that depending on the map timeout variable, the number of |
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395 | * objects can get quite high. This is because depending on the maps, |
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396 | * a player could be having the objects of several maps in memory |
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397 | * (the map he is in right now, and the ones he left recently.) |
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398 | * Each map has it's own TIMEOUT value and value field and it is |
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399 | * defaulted to 300 |
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400 | * |
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401 | * Having a nonzero value can be useful: If a player leaves a map (and thus |
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402 | * is on a new map), and realizes they want to go back pretty quickly, the |
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403 | * old map is still in memory, so don't need to go disk and get it. |
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404 | * |
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405 | * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set |
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406 | * to swap out in less than that many ticks, we use the MINTIMEOUT value |
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407 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
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408 | * maps. |
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409 | */ |
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410 | |
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411 | /* How many ticks till maps are swapped out */ |
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412 | #define MAP_MAXTIMEOUT 1000 |
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413 | /* At least that many ticks before swapout */ |
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414 | #define MAP_MINTIMEOUT 500 |
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415 | |
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416 | /* |
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417 | * MAP_MAXRESET is the maximum time a map can have before being reset. It |
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418 | * will override the time value set in the map, if that time is longer than |
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419 | * MAP_MAXRESET. This value is in seconds. If you are low on space on the |
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420 | * TMPDIR device, set this value to somethign small. The default |
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421 | * value in the map object is MAP_DEFAULTRESET (given in seconds.) |
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422 | * I personally like 1 hour myself, for solo play. It is long enough that |
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423 | * maps won't be resetting as a solve a quest, but short enough that some |
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424 | * maps (like shops and inns) will be reset during the time I play. |
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425 | * Comment out MAP_MAXRESET time if you always want to use the value |
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426 | * in the map archetype. |
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427 | */ |
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428 | |
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429 | /* Maximum time to reset. */ |
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430 | #define MAP_MAXRESET 7200 |
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431 | /* Default time to reset. */ |
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432 | #define MAP_DEFAULTRESET 7200 |
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433 | |
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434 | /* |
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435 | * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
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436 | * will look for maps which are already scheldued for swapping, and |
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437 | * promptly swap them out before new maps are being loaded. |
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438 | * If playing only by yourself, this number can probably be as low as |
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439 | * 3000. If in server mode, probably figure about 1000-2000 objects per |
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440 | * active player (if they typically play on different maps), for some guess |
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441 | * on how many to define. If it is too low, maps just get swapped out |
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442 | * immediately, causing a performance hit. If it is too high, the program |
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443 | * consumes more memory. If you have gobs of free memory, a high number |
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444 | * might not be a bad idea. Each object is around 350 bytes right now. |
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445 | * 25000 is about 8.5 MB |
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446 | */ |
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447 | |
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448 | #define MAX_OBJECTS 100000 |
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449 | |
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450 | /* |
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451 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
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452 | * is a bit different: |
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453 | * 1) We only start swapping maps if the number of objects in use is |
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454 | * greater than MAX_OBJECTS above. |
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455 | * 2) We keep swapping maps until there are no more maps to swap or the number |
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456 | * of used objects drop below this low water mark value. |
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457 | * |
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458 | * If this is not defined, maps are swapped out on the timeout value above, |
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459 | * or if the number of objects used is greater than MAX_OBJECTS above. |
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460 | * |
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461 | * Note: While this will prevent the pauses noticed when saving maps, there |
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462 | * can instead be cpu performance penalties - any objects in memory get |
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463 | * processed. So if there are 4000 objects in memory, and 1000 of them |
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464 | * are living objects, the system will process all 1000 objects each tick. |
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465 | * With swapping enable, maybe 600 of the objects would have gotten swapped |
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466 | * out. This is less likely a problem with a smaller number of MAX_OBJECTS |
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467 | * than if it is very large. |
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468 | * Also, the pauses you do get can be worse, as if you enter a map with |
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469 | * a lot of new objects and go above MAX_OBJECTS, it may have to swap out |
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470 | * many maps to get below the low water mark. |
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471 | */ |
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472 | |
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473 | /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/ |
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474 | |
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475 | /* |
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476 | * Turning on MEMORY_DEBUG slows down execution, but makes it easier |
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477 | * to find memory corruption and leaks. Currently, the main thing |
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478 | * that happens with this activated is that one malloc is done for |
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479 | * each object - thus whatever debugging mechanism the malloc library |
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480 | * (or other debugging tool provides, like purify), it can track this |
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481 | * individual malloc. Default behaviour when turned off is that |
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482 | * enough memory is malloced for a large group of objects so malloc does |
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483 | * not need to be called as often. |
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484 | * This should only be turned on if some form of memory debugging tool |
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485 | * is being used - otherwise, turning this on will cause some performance |
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486 | * hit with no useful advantage. |
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487 | */ |
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488 | |
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489 | /*#define MEMORY_DEBUG*/ |
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490 | |
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491 | |
360 | |
492 | /* |
361 | /* |
493 | * 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 |
494 | * 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 |
495 | * is empty, no message will be displayed. |
364 | * is empty, no message will be displayed. |
496 | * (It resides in the CONFDIR directory) |
365 | * (It resides in the CONFDIR directory) |
497 | */ |
366 | */ |
498 | |
|
|
499 | #define MOTD "motd" |
367 | #define MOTD "motd" |
500 | |
368 | |
501 | /* |
369 | /* |
502 | * 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 |
503 | * in CONFDIR. See the sample for usage notes. |
371 | * in CONFDIR. See the sample for usage notes. |
504 | */ |
372 | */ |
505 | |
|
|
506 | #define PERM_FILE "forbid" |
373 | #define PERM_FILE "forbid" |
507 | |
374 | |
508 | /* |
375 | /* |
509 | * 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 |
510 | * for other reasons, put a message into the SHUTDOWN_FILE file. |
377 | * for other reasons, put a message into the SHUTDOWN_FILE file. |
511 | * Remember to delete it when you open the game again. |
378 | * Remember to delete it when you open the game again. |
512 | * (It resides in the CONFDIR directory) |
379 | * (It resides in the CONFDIR directory) |
513 | */ |
380 | */ |
514 | |
|
|
515 | #ifndef SHUTDOWN_FILE |
381 | #ifndef SHUTDOWN_FILE |
516 | #define SHUTDOWN_FILE "shutdown" |
382 | #define SHUTDOWN_FILE "shutdown" |
517 | #endif |
383 | #endif |
518 | |
384 | |
519 | |
385 | |
… | |
… | |
525 | * 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 |
526 | * 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 |
527 | * you have very slow client connections, a larger value may be |
393 | * you have very slow client connections, a larger value may be |
528 | * warranted. |
394 | * warranted. |
529 | */ |
395 | */ |
530 | |
|
|
531 | #define SOCKETBUFSIZE 128*1024 |
396 | #define SOCKETBUFSIZE 256*1024 |
532 | |
397 | |
533 | /* |
398 | /* |
534 | * Your tmp-directory should be large enough to hold the uncompressed |
399 | * Your tmp-directory should be large enough to hold the uncompressed |
535 | * map-files for all who are playing. |
400 | * map-files for all who are playing. Local to 'lib' directory. |
536 | * It ought to be locally mounted, since the function used to generate |
|
|
537 | * unique temporary filenames isn't guaranteed to work over NFS or AFS |
|
|
538 | * On the other hand, if you know that only one crossfire server will be |
|
|
539 | * running using this temporary directory, it is likely to be safe to use |
|
|
540 | * something that is NFS mounted (but performance may suffer as NFS is |
|
|
541 | * slower than local disk) |
|
|
542 | */ |
401 | */ |
543 | |
|
|
544 | /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ |
|
|
545 | #ifdef WIN32 /* change define path tmp */ |
|
|
546 | #define TMPDIR "tmp" |
402 | #define TMPDIR "tmp" |
547 | #else |
|
|
548 | #define TMPDIR "/tmp" |
|
|
549 | #endif |
|
|
550 | |
403 | |
551 | |
404 | |
552 | /* 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' |
553 | * directory. Changing this will cause any old unique items file |
406 | * directory. Changing this will cause any old unique items file |
554 | * not to be used. |
407 | * not to be used. |
555 | */ |
408 | */ |
556 | #define UNIQUE_DIR "unique-items" |
409 | #define UNIQUE_DIR "unique-items" |
557 | |
|
|
558 | /* |
|
|
559 | * If undefined, malloc is always used. |
|
|
560 | * It looks like this can be oboleted. However, it can be useful to |
|
|
561 | * track down some bugs, as it will make sure that the entire data structure |
|
|
562 | * is set to 0, at the expense of speed. |
|
|
563 | * Rupert Goldie has run Purify against the code, and if this is disabled, |
|
|
564 | * apparantly there are a lot of uninitialized memory reads - I haven't |
|
|
565 | * seen any problem (maybe the memory reads are copies, and the destination |
|
|
566 | * doesn't actually use the garbage values either?), but the impact on speed |
|
|
567 | * of using this probably isn't great, and should make things more stable. |
|
|
568 | * Msw 8-9-97 |
|
|
569 | */ |
|
|
570 | #define USE_CALLOC |
|
|
571 | |
|
|
572 | |
|
|
573 | /* |
|
|
574 | * These define the players starting map and location on that map, and where |
|
|
575 | * emergency saves are defined. This should be left as is unless you make |
|
|
576 | * major changes to the map. |
|
|
577 | */ |
|
|
578 | |
|
|
579 | #ifdef WIN32 /* change define path city */ |
|
|
580 | |
|
|
581 | # define EMERGENCY_MAPPATH "\\city\\city" |
|
|
582 | # define EMERGENCY_X 15 |
|
|
583 | # define EMERGENCY_Y 19 |
|
|
584 | #else |
|
|
585 | # define EMERGENCY_MAPPATH "/city/city" |
|
|
586 | # define EMERGENCY_X 15 |
|
|
587 | # define EMERGENCY_Y 19 |
|
|
588 | #endif |
|
|
589 | |
|
|
590 | |
410 | |
591 | /* |
411 | /* |
592 | * 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, |
593 | * archetypes highscore and treaures files and directories can be found. |
413 | * archetypes highscore and treaures files and directories can be found. |
594 | */ |
414 | */ |
… | |
… | |
599 | #define REGIONS "regions" |
419 | #define REGIONS "regions" |
600 | #define HIGHSCORE "highscore" |
420 | #define HIGHSCORE "highscore" |
601 | #define TREASURES "treasures" |
421 | #define TREASURES "treasures" |
602 | #define BANISHFILE "banish_file" |
422 | #define BANISHFILE "banish_file" |
603 | |
423 | |
604 | #define MAX_ERRORS 25 /* Bail out if more are received during tick */ |
|
|
605 | #define STARTMAX 500 /* How big array of objects to start with */ |
|
|
606 | #define OBJ_EXPAND 100 /* How big steps to use when expanding array */ |
|
|
607 | |
|
|
608 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
424 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
609 | |
425 | |
610 | #define ARCHTABLE 5003 /* Used when hashing archetypes */ |
426 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
611 | #define MAXSTRING 20 |
427 | #define MAXSTRING 20 |
612 | |
428 | |
613 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
429 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
614 | |
430 | |
615 | |
431 | |
… | |
… | |
646 | * thus requiring that the server be setuid/setgid, and more generous |
462 | * thus requiring that the server be setuid/setgid, and more generous |
647 | * permisisons needed. |
463 | * permisisons needed. |
648 | * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission |
464 | * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission |
649 | * for nay directories created. |
465 | * for nay directories created. |
650 | */ |
466 | */ |
|
|
467 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
651 | #define SAVE_MODE 0660 |
468 | #define SAVE_MODE 0660 |
652 | #define SAVE_DIR_MODE 0770 |
469 | #define SAVE_DIR_MODE 0770 |
653 | |
|
|
654 | /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really |
|
|
655 | * needs to be selected. You can set both, and things will work fine, |
|
|
656 | * however, it just means that a lot more saving will be done, which |
|
|
657 | * can slow things down some. |
|
|
658 | */ |
|
|
659 | |
|
|
660 | /* How often (in seconds) the player is saved if he drops things. If it is |
|
|
661 | * set to 0, the player will be saved for every item he drops. Otherwise, |
|
|
662 | * if the player drops and item, and the last time he was saved |
|
|
663 | * due to item drop is longer |
|
|
664 | * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing |
|
|
665 | * environment, you may want to set this to a higher value, so that |
|
|
666 | * you are not spending too much time saving the characters. |
|
|
667 | * This option should now work (Crossfire 0.90.5) |
|
|
668 | */ |
|
|
669 | |
|
|
670 | #define SAVE_INTERVAL 60 |
|
|
671 | |
470 | |
672 | /* |
471 | /* |
673 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
472 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
674 | * 5000 with MAX_TIME set at 120,000 means that the player will be |
473 | * 5000 with MAX_TIME set at 120,000 means that the player will be |
675 | * saved every 10 minutes. Some effort should probably be made to |
474 | * saved every 10 minutes. Some effort should probably be made to |
… | |
… | |
678 | * may not be large enough to save all of them.) As it is now, it will |
477 | * may not be large enough to save all of them.) As it is now, it will |
679 | * just set the base tick of when they log on, which should keep the |
478 | * just set the base tick of when they log on, which should keep the |
680 | * saves pretty well spread out (in a fairly random fashion.) |
479 | * saves pretty well spread out (in a fairly random fashion.) |
681 | */ |
480 | */ |
682 | |
481 | |
683 | #define AUTOSAVE 500 |
482 | #define AUTOSAVE 1000 |
684 | |
|
|
685 | /* Often, emergency save fails because the memory corruption that caused |
|
|
686 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
|
|
687 | * to disable emergency saves. This actually does |
|
|
688 | * prevent emergency saves now (Version 0.90.5). |
|
|
689 | */ |
|
|
690 | |
|
|
691 | #define NO_EMERGENCY_SAVE |
|
|
692 | |
|
|
693 | /* By selecting the following, whenever a player does a backup save (with |
|
|
694 | * the 'save command), the player will be saved at home (EMERGENCY_MAP_* |
|
|
695 | * information that is specified later). IF this is not set, the player |
|
|
696 | * will be saved at his present location. |
|
|
697 | */ |
|
|
698 | |
|
|
699 | /*#define BACKUP_SAVE_AT_HOME*/ |
|
|
700 | |
483 | |
701 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
484 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
702 | * we fill return the player to his savebed location. If this is zero, |
485 | * we will return the player to his savebed location. If this is zero, |
703 | * this feature is disabled (player will resume where ever he was |
486 | * this feature is disabled (player will resume where ever he was |
704 | * when he last logged off). If this is set to less than two hours, |
487 | * when he last logged off). If this is set to less than two hours, |
705 | * it will prevent players from camping out in treasure rooms. |
488 | * it will prevent players from camping out in treasure rooms. |
706 | * Do not comment this out - it must be set to something - if you |
489 | * Do not comment this out - it must be set to something - if you |
707 | * comment this out, the program will not compile. |
490 | * comment this out, the program will not compile. |
… | |
… | |
715 | * Set to one hour as default |
498 | * Set to one hour as default |
716 | */ |
499 | */ |
717 | |
500 | |
718 | #define RESET_LOCATION_TIME 3600 |
501 | #define RESET_LOCATION_TIME 3600 |
719 | |
502 | |
|
|
503 | /* |
|
|
504 | * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on). |
|
|
505 | */ |
|
|
506 | #define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies." |
|
|
507 | |