1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game |
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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158 | * 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 |
159 | * server/bandwidth usage. It will periodially dump out information |
158 | * server/bandwidth usage. It will periodially dump out information |
160 | * which contains usage stats for the last X amount of time. |
159 | * which contains usage stats for the last X amount of time. |
161 | * CS_LOGTIME is how often it will print out stats. |
160 | * CS_LOGTIME is how often it will print out stats. |
162 | */ |
161 | */ |
163 | #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ |
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164 | #define CS_LOGSTATS |
162 | #define CS_LOGSTATS |
165 | #endif |
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166 | #ifdef CS_LOGSTATS |
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167 | #define CS_LOGTIME 600 |
163 | #define CS_LOGTIME 600 |
168 | #endif |
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169 | |
164 | |
170 | /* 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 |
171 | * 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 |
172 | * dont want this defined. |
167 | * dont want this defined. |
173 | */ |
168 | */ |
174 | #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ |
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175 | #ifndef DEBUG |
169 | #ifndef DEBUG |
176 | #define DEBUG |
170 | # define DEBUG |
177 | #endif |
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178 | #endif |
171 | #endif |
179 | /* |
172 | /* |
180 | * 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 |
181 | * 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 |
182 | * 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 |
… | |
… | |
227 | */ |
220 | */ |
228 | #define NO_POLYMORPH |
221 | #define NO_POLYMORPH |
229 | |
222 | |
230 | |
223 | |
231 | /* 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 |
232 | * can see this information with the 'party kills' command. More entries |
225 | * can see this information with the 'party kills' command. More entries |
233 | * mean slower performance and more memory. IF this is not defined, then |
226 | * mean slower performance and more memory. |
234 | * this feature is disabled. |
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235 | */ |
227 | */ |
236 | #define PARTY_KILL_LOG 20 |
228 | #define PARTY_KILL_LOG 40 |
237 | |
229 | |
238 | /* |
230 | /* |
239 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
231 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
240 | * the setting permanent_experience_percentage is zero, these values have |
232 | * the setting permanent_experience_percentage is zero, these values have |
241 | * 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 |
… | |
… | |
259 | /* GD */ |
251 | /* GD */ |
260 | |
252 | |
261 | #define PERM_EXP_GAIN_RATIO 0.10f |
253 | #define PERM_EXP_GAIN_RATIO 0.10f |
262 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
254 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
263 | |
255 | |
264 | /* |
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265 | * WATCHDOG lets sends datagrams to port 13325 on localhost |
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266 | * in (more-or-less) regular intervals, so an external watchdog |
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267 | * program can kill the server if it hangs (for whatever reason). |
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268 | * It shouldn't hurt anyone if this is defined but you don't |
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269 | * have an watchdog program. |
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270 | */ |
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271 | #ifndef WIN32 /* ***win32 disable watchdog as win32 default */ |
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272 | #define WATCHDOG |
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273 | #endif |
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274 | |
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275 | |
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276 | /* Enable the new material code - it needs some work. You can |
256 | /* Enable the new material code - it needs some work. You can |
277 | * 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 |
278 | * 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 |
279 | * 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. |
280 | */ |
260 | */ |
281 | |
261 | |
282 | /* |
262 | /* |
283 | #define NEW_MATERIAL_CODE |
263 | #define NEW_MATERIAL_CODE |
284 | */ |
264 | */ |
285 | |
265 | |
286 | /*********************************************************************** |
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287 | * SECTION 2 - Machine/Compiler specific stuff. |
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288 | * |
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289 | * Short list of items: |
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290 | * COMPRESS_SUFFIX - selection of compression programs |
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291 | * O_NDELAY - If you don't have O_NDELAY, uncomment it. |
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292 | * |
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293 | ***********************************************************************/ |
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294 | |
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295 | /* |
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296 | * If you compress your files to save space, set the COMPRESS_SUFFIX below |
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297 | * to the compression suffix you want (.Z, .gz, .bz2). The autoconf |
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298 | * should already find the program to use. If you set the suffix to |
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299 | * something that autoconf did not find, you are likely to have serious |
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300 | * problems, so make sure you have the appropriate compression tool installed |
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301 | * before you set this. You can look at the autoconf.h file to see |
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302 | * what compression tools it found (search for COMPRESS). |
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303 | * Note that this is used when saving files. Crossfire will search all |
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304 | * methods when loading a file to see if it finds a match |
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305 | */ |
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306 | |
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307 | #ifndef COMPRESS_SUFFIX |
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308 | /* #define COMPRESS_SUFFIX ".Z" */ |
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309 | #endif |
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310 | |
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311 | /* If you get a complaint about O_NDELAY not being known/undefined, try |
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312 | * uncommenting this. |
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313 | * This may cause problems - O_NONBLOCK will return -1 on blocking writes |
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314 | * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes |
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315 | * can be written - otherwise, the number of bytes written will be returned |
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316 | * for both modes. |
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317 | */ |
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318 | |
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319 | /* |
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320 | #define O_NDELAY O_NONBLOCK |
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321 | */ |
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322 | |
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323 | |
266 | |
324 | /*********************************************************************** |
267 | /*********************************************************************** |
325 | * Section 3 |
268 | * Section 3 |
326 | * |
269 | * |
327 | * General file and other defaults that don't need to be changed, and |
270 | * General file and other defaults that don't need to be changed, and |
328 | * do not change gameplay as percieved by players much. Some options |
271 | * do not change gameplay as percieved by players much. Some options |
329 | * may affect memory consumption however. |
272 | * may affect memory consumption however. |
330 | * |
273 | * |
331 | * Values: |
274 | * Values: |
332 | * |
275 | * |
333 | * BANFILE - ban certain users/hosts. |
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334 | * CSPORT - port to use for new client/server |
276 | * CSPORT - port to use for new client/server |
335 | * DMFILE - file with dm/wizard access lists |
277 | * DMFILE - file with dm/wizard access lists |
336 | * LOGFILE - where to log if using -daemon option |
278 | * LOGFILE - where to log if using -daemon option |
337 | * MAP_ - various map timeout and swapping parameters |
279 | * MAP_ - various map timeout and swapping parameters |
338 | * MAX_OBJECTS - how many objects to keep in memory. |
280 | * MAX_OBJECTS - how many objects to keep in memory. |
… | |
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342 | * SHUTDOWN - used when shutting down the server |
284 | * SHUTDOWN - used when shutting down the server |
343 | * SOCKETBUFSIZE - size of buffer used internally by the server for storing |
285 | * SOCKETBUFSIZE - size of buffer used internally by the server for storing |
344 | * backlogged messages. |
286 | * backlogged messages. |
345 | * TMPDIR - directory to use for temp files |
287 | * TMPDIR - directory to use for temp files |
346 | * UNIQUE_DIR - directory to put unique item files into |
288 | * UNIQUE_DIR - directory to put unique item files into |
347 | * USE_CALLOC for some memory requests |
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348 | *********************************************************************** |
289 | *********************************************************************** |
349 | */ |
290 | */ |
350 | |
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351 | /* |
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352 | * BANFILE - file used to ban certain sites from playing. See the example |
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353 | * ban_file for examples. |
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354 | */ |
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355 | |
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356 | #ifndef BANFILE |
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357 | #define BANFILE "ban_file" |
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358 | #endif |
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359 | |
291 | |
360 | /* CSPORT is the port used for the new client/server code. Change |
292 | /* CSPORT is the port used for the new client/server code. Change |
361 | * if desired. Only of relevance if ERIC_SERVER is set above |
293 | * if desired. Only of relevance if ERIC_SERVER is set above |
362 | */ |
294 | */ |
363 | |
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364 | #define CSPORT 13327 /* old port + 1 */ |
295 | #define CSPORT 13327 /* old port + 1 */ |
365 | |
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366 | |
296 | |
367 | /* |
297 | /* |
368 | * DMFILE |
298 | * DMFILE |
369 | * A file containing valid names that can be dm, one on each line. See |
299 | * A file containing valid names that can be dm, one on each line. See |
370 | * example dm_file for syntax help. |
300 | * example dm_file for syntax help. |
371 | */ |
301 | */ |
372 | |
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373 | #ifndef DMFILE |
302 | #ifndef DMFILE |
374 | #define DMFILE "dm_file" |
303 | #define DMFILE "dm_file" |
375 | #endif |
304 | #endif |
376 | |
305 | |
377 | |
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378 | /* LOGFILE specifies which file to log to when playing with the |
306 | /* LOGFILE specifies which file to log to when playing with the |
379 | * -daemon option. |
307 | * -daemon option. |
380 | */ |
308 | */ |
381 | |
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382 | #ifndef LOGFILE |
309 | #ifndef LOGFILE |
383 | #ifdef WIN32 /* change define path */ |
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384 | #define LOGFILE "var\\crossfire.log" |
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385 | #else |
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386 | #define LOGFILE "/var/log/crossfire/logfile" |
310 | #define LOGFILE "/var/log/crossfire/logfile" |
387 | #endif |
311 | #endif |
388 | #endif |
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389 | |
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390 | /* |
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391 | * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out |
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392 | * after a player has left it. If it is set to 0, maps are |
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393 | * swapped out the instant the last player leaves it. |
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394 | * If you are low on memory, you should set this to 0. |
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395 | * Note that depending on the map timeout variable, the number of |
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396 | * objects can get quite high. This is because depending on the maps, |
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397 | * a player could be having the objects of several maps in memory |
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398 | * (the map he is in right now, and the ones he left recently.) |
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399 | * Each map has it's own TIMEOUT value and value field and it is |
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400 | * defaulted to 300 |
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401 | * |
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402 | * Having a nonzero value can be useful: If a player leaves a map (and thus |
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403 | * is on a new map), and realizes they want to go back pretty quickly, the |
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404 | * old map is still in memory, so don't need to go disk and get it. |
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405 | * |
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406 | * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set |
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407 | * to swap out in less than that many ticks, we use the MINTIMEOUT value |
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408 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
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409 | * maps. |
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410 | */ |
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411 | |
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412 | /* How many ticks till maps are swapped out */ |
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413 | #define MAP_MAXTIMEOUT 300 |
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414 | /* At least that many ticks before swapout */ |
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415 | #define MAP_MINTIMEOUT 300 |
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416 | |
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417 | /* |
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418 | * MAP_MAXRESET is the maximum time a map can have before being reset. It |
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419 | * will override the time value set in the map, if that time is longer than |
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420 | * MAP_MAXRESET. This value is in seconds. If you are low on space on the |
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421 | * TMPDIR device, set this value to somethign small. The default |
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422 | * value in the map object is MAP_DEFAULTRESET (given in seconds.) |
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423 | * I personally like 1 hour myself, for solo play. It is long enough that |
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424 | * maps won't be resetting as a solve a quest, but short enough that some |
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425 | * maps (like shops and inns) will be reset during the time I play. |
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426 | * Comment out MAP_MAXRESET time if you always want to use the value |
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427 | * in the map archetype. |
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428 | */ |
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429 | |
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430 | /* Maximum time to reset. */ |
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431 | #define MAP_MAXRESET 7200 |
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432 | /* Default time to reset. */ |
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433 | #define MAP_DEFAULTRESET 3600 |
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434 | |
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435 | /* |
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436 | * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
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437 | * will look for maps which are already scheldued for swapping, and |
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438 | * promptly swap them out before new maps are being loaded. |
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439 | * If playing only by yourself, this number can probably be as low as |
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440 | * 3000. If in server mode, probably figure about 1000-2000 objects per |
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441 | * active player (if they typically play on different maps), for some guess |
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442 | * on how many to define. If it is too low, maps just get swapped out |
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443 | * immediately, causing a performance hit. If it is too high, the program |
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444 | * consumes more memory. If you have gobs of free memory, a high number |
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445 | * might not be a bad idea. Each object is around 350 bytes right now. |
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446 | * 25000 is about 8.5 MB |
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447 | */ |
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448 | |
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449 | #define MAX_OBJECTS 400000 |
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450 | |
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451 | /* |
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452 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
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453 | * is a bit different: |
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454 | * 1) We only start swapping maps if the number of objects in use is |
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455 | * greater than MAX_OBJECTS above. |
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456 | * 2) We keep swapping maps until there are no more maps to swap or the number |
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457 | * of used objects drop below this low water mark value. |
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458 | * |
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459 | * If this is not defined, maps are swapped out on the timeout value above, |
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460 | * or if the number of objects used is greater than MAX_OBJECTS above. |
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461 | * |
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462 | * Note: While this will prevent the pauses noticed when saving maps, there |
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463 | * can instead be cpu performance penalties - any objects in memory get |
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464 | * processed. So if there are 4000 objects in memory, and 1000 of them |
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465 | * are living objects, the system will process all 1000 objects each tick. |
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466 | * With swapping enable, maybe 600 of the objects would have gotten swapped |
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467 | * out. This is less likely a problem with a smaller number of MAX_OBJECTS |
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468 | * than if it is very large. |
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469 | * Also, the pauses you do get can be worse, as if you enter a map with |
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470 | * a lot of new objects and go above MAX_OBJECTS, it may have to swap out |
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471 | * many maps to get below the low water mark. |
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472 | */ |
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473 | |
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474 | /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/ |
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475 | |
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476 | /* |
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477 | * Turning on MEMORY_DEBUG slows down execution, but makes it easier |
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478 | * to find memory corruption and leaks. Currently, the main thing |
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479 | * that happens with this activated is that one malloc is done for |
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480 | * each object - thus whatever debugging mechanism the malloc library |
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481 | * (or other debugging tool provides, like purify), it can track this |
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482 | * individual malloc. Default behaviour when turned off is that |
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483 | * enough memory is malloced for a large group of objects so malloc does |
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484 | * not need to be called as often. |
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485 | * This should only be turned on if some form of memory debugging tool |
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486 | * is being used - otherwise, turning this on will cause some performance |
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487 | * hit with no useful advantage. |
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488 | */ |
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489 | |
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490 | /*#define MEMORY_DEBUG*/ |
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491 | |
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492 | |
312 | |
493 | /* |
313 | /* |
494 | * If you want to have a Message Of The Day file, define MOTD to be |
314 | * If you want to have a Message Of The Day file, define MOTD to be |
495 | * the file with the message. If the file doesn't exist or if it |
315 | * the file with the message. If the file doesn't exist or if it |
496 | * is empty, no message will be displayed. |
316 | * is empty, no message will be displayed. |
497 | * (It resides in the CONFDIR directory) |
317 | * (It resides in the CONFDIR directory) |
498 | */ |
318 | */ |
499 | |
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500 | #define MOTD "motd" |
319 | #define MOTD "motd" |
501 | |
320 | |
502 | /* |
321 | /* |
503 | * You can restrict playing in certain times by creating a PERMIT_FILE |
322 | * You can restrict playing in certain times by creating a PERMIT_FILE |
504 | * in CONFDIR. See the sample for usage notes. |
323 | * in CONFDIR. See the sample for usage notes. |
505 | */ |
324 | */ |
506 | |
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507 | #define PERM_FILE "forbid" |
325 | #define PERM_FILE "forbid" |
508 | |
326 | |
509 | /* |
327 | /* |
510 | * If you want to take the game down while installing new versions, or |
328 | * If you want to take the game down while installing new versions, or |
511 | * for other reasons, put a message into the SHUTDOWN_FILE file. |
329 | * for other reasons, put a message into the SHUTDOWN_FILE file. |
512 | * Remember to delete it when you open the game again. |
330 | * Remember to delete it when you open the game again. |
513 | * (It resides in the CONFDIR directory) |
331 | * (It resides in the CONFDIR directory) |
514 | */ |
332 | */ |
515 | |
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516 | #ifndef SHUTDOWN_FILE |
333 | #ifndef SHUTDOWN_FILE |
517 | #define SHUTDOWN_FILE "shutdown" |
334 | #define SHUTDOWN_FILE "shutdown" |
518 | #endif |
335 | #endif |
519 | |
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520 | |
336 | |
521 | /* |
337 | /* |
522 | * SOCKETBUFSIZE is the size of the buffer used internally by the server for |
338 | * SOCKETBUFSIZE is the size of the buffer used internally by the server for |
523 | * storing backlogged messages for the client. This is not operating system |
339 | * storing backlogged messages for the client. This is not operating system |
524 | * buffers or the like. This amount is used per connection (client). |
340 | * buffers or the like. This amount is used per connection (client). |
… | |
… | |
526 | * large. When the OS buffer and this buffer is exhausted, the server |
342 | * large. When the OS buffer and this buffer is exhausted, the server |
527 | * will drop the client connection for falling too far behind. So if |
343 | * will drop the client connection for falling too far behind. So if |
528 | * you have very slow client connections, a larger value may be |
344 | * you have very slow client connections, a larger value may be |
529 | * warranted. |
345 | * warranted. |
530 | */ |
346 | */ |
531 | |
|
|
532 | #define SOCKETBUFSIZE 256*1024 |
347 | #define SOCKETBUFSIZE 256*1024 |
533 | |
348 | |
534 | /* |
349 | /* |
535 | * Your tmp-directory should be large enough to hold the uncompressed |
350 | * Your tmp-directory should be large enough to hold the uncompressed |
536 | * map-files for all who are playing. |
351 | * map-files for all who are playing. Local to 'lib' directory. |
537 | * It ought to be locally mounted, since the function used to generate |
|
|
538 | * unique temporary filenames isn't guaranteed to work over NFS or AFS |
|
|
539 | * On the other hand, if you know that only one crossfire server will be |
|
|
540 | * running using this temporary directory, it is likely to be safe to use |
|
|
541 | * something that is NFS mounted (but performance may suffer as NFS is |
|
|
542 | * slower than local disk) |
|
|
543 | */ |
352 | */ |
544 | |
|
|
545 | /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ |
|
|
546 | #ifdef WIN32 /* change define path tmp */ |
|
|
547 | #define TMPDIR "tmp" |
353 | #define TMPDIR "tmp" |
548 | #else |
|
|
549 | #define TMPDIR "/tmp" |
|
|
550 | #endif |
|
|
551 | |
|
|
552 | |
354 | |
553 | /* Directory to use for unique items. This is placed into the 'lib' |
355 | /* Directory to use for unique items. This is placed into the 'lib' |
554 | * directory. Changing this will cause any old unique items file |
356 | * directory. Changing this will cause any old unique items file |
555 | * not to be used. |
357 | * not to be used. |
556 | */ |
358 | */ |
557 | #define UNIQUE_DIR "unique-items" |
359 | #define UNIQUE_DIR "unique-items" |
558 | |
|
|
559 | /* |
|
|
560 | * If undefined, malloc is always used. |
|
|
561 | * It looks like this can be oboleted. However, it can be useful to |
|
|
562 | * track down some bugs, as it will make sure that the entire data structure |
|
|
563 | * is set to 0, at the expense of speed. |
|
|
564 | * Rupert Goldie has run Purify against the code, and if this is disabled, |
|
|
565 | * apparantly there are a lot of uninitialized memory reads - I haven't |
|
|
566 | * seen any problem (maybe the memory reads are copies, and the destination |
|
|
567 | * doesn't actually use the garbage values either?), but the impact on speed |
|
|
568 | * of using this probably isn't great, and should make things more stable. |
|
|
569 | * Msw 8-9-97 |
|
|
570 | */ |
|
|
571 | #define USE_CALLOC |
|
|
572 | |
|
|
573 | |
|
|
574 | /* |
|
|
575 | * These define the players starting map and location on that map, and where |
|
|
576 | * emergency saves are defined. This should be left as is unless you make |
|
|
577 | * major changes to the map. |
|
|
578 | */ |
|
|
579 | |
|
|
580 | #ifdef WIN32 /* change define path city */ |
|
|
581 | |
|
|
582 | # define EMERGENCY_MAPPATH "\\city\\city" |
|
|
583 | # define EMERGENCY_X 15 |
|
|
584 | # define EMERGENCY_Y 19 |
|
|
585 | #else |
|
|
586 | # define EMERGENCY_MAPPATH "/city/city" |
|
|
587 | # define EMERGENCY_X 15 |
|
|
588 | # define EMERGENCY_Y 19 |
|
|
589 | #endif |
|
|
590 | |
|
|
591 | |
360 | |
592 | /* |
361 | /* |
593 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
362 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
594 | * archetypes highscore and treaures files and directories can be found. |
363 | * archetypes highscore and treaures files and directories can be found. |
595 | */ |
364 | */ |
… | |
… | |
598 | #define TEMPLATE_DIR "template-maps" |
367 | #define TEMPLATE_DIR "template-maps" |
599 | #define ARCHETYPES "archetypes" |
368 | #define ARCHETYPES "archetypes" |
600 | #define REGIONS "regions" |
369 | #define REGIONS "regions" |
601 | #define HIGHSCORE "highscore" |
370 | #define HIGHSCORE "highscore" |
602 | #define TREASURES "treasures" |
371 | #define TREASURES "treasures" |
603 | #define BANISHFILE "banish_file" |
|
|
604 | |
|
|
605 | #define MAX_ERRORS 25 /* Bail out if more are received during tick */ |
|
|
606 | #define OBJ_EXPAND 5000 /* How big steps to use when expanding array */ |
|
|
607 | |
372 | |
608 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
373 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
609 | |
374 | |
610 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
|
|
611 | #define MAXSTRING 20 |
375 | #define MAXSTRING 20 |
612 | |
376 | |
613 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
377 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
614 | |
378 | |
615 | |
379 | |
… | |
… | |
632 | * start their own crossfire, you won't need to define this. |
396 | * start their own crossfire, you won't need to define this. |
633 | * |
397 | * |
634 | */ |
398 | */ |
635 | |
399 | |
636 | #ifndef PLAYERDIR |
400 | #ifndef PLAYERDIR |
637 | #define PLAYERDIR "players" |
401 | # define PLAYERDIR "players" |
638 | #endif |
402 | #endif |
639 | |
403 | |
640 | /* |
404 | /* |
641 | * If you have defined SAVE_PLAYER, you might want to change this, too. |
405 | * If you have defined SAVE_PLAYER, you might want to change this, too. |
642 | * This is the access rights for the players savefiles. |
406 | * This is the access rights for the players savefiles. |
… | |
… | |
650 | */ |
414 | */ |
651 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
415 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
652 | #define SAVE_MODE 0660 |
416 | #define SAVE_MODE 0660 |
653 | #define SAVE_DIR_MODE 0770 |
417 | #define SAVE_DIR_MODE 0770 |
654 | |
418 | |
655 | /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really |
|
|
656 | * needs to be selected. You can set both, and things will work fine, |
|
|
657 | * however, it just means that a lot more saving will be done, which |
|
|
658 | * can slow things down some. |
|
|
659 | */ |
|
|
660 | |
|
|
661 | /* How often (in seconds) the player is saved if he drops things. If it is |
|
|
662 | * set to 0, the player will be saved for every item he drops. Otherwise, |
|
|
663 | * if the player drops and item, and the last time he was saved |
|
|
664 | * due to item drop is longer |
|
|
665 | * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing |
|
|
666 | * environment, you may want to set this to a higher value, so that |
|
|
667 | * you are not spending too much time saving the characters. |
|
|
668 | * This option should now work (Crossfire 0.90.5) |
|
|
669 | */ |
|
|
670 | |
|
|
671 | //#define SAVE_INTERVAL 60 |
|
|
672 | |
|
|
673 | /* |
419 | /* |
674 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
420 | * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on). |
675 | * 5000 with MAX_TIME set at 120,000 means that the player will be |
|
|
676 | * saved every 10 minutes. Some effort should probably be made to |
|
|
677 | * spread out these saves, but that might be more effort than it is |
|
|
678 | * worth (Depending on the spacing, if enough players log on, the spacing |
|
|
679 | * may not be large enough to save all of them.) As it is now, it will |
|
|
680 | * just set the base tick of when they log on, which should keep the |
|
|
681 | * saves pretty well spread out (in a fairly random fashion.) |
|
|
682 | */ |
|
|
683 | |
|
|
684 | #define AUTOSAVE 1000 |
|
|
685 | |
|
|
686 | /* Often, emergency save fails because the memory corruption that caused |
|
|
687 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
|
|
688 | * to disable emergency saves. This actually does |
|
|
689 | * prevent emergency saves now (Version 0.90.5). |
|
|
690 | */ |
|
|
691 | |
|
|
692 | #define NO_EMERGENCY_SAVE |
|
|
693 | |
|
|
694 | /* By selecting the following, whenever a player does a backup save (with |
|
|
695 | * the 'save command), the player will be saved at home (EMERGENCY_MAP_* |
|
|
696 | * information that is specified later). IF this is not set, the player |
|
|
697 | * will be saved at his present location. |
|
|
698 | */ |
|
|
699 | |
|
|
700 | /*#define BACKUP_SAVE_AT_HOME*/ |
|
|
701 | |
|
|
702 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
|
|
703 | * we will return the player to his savebed location. If this is zero, |
|
|
704 | * this feature is disabled (player will resume where ever he was |
|
|
705 | * when he last logged off). If this is set to less than two hours, |
|
|
706 | * it will prevent players from camping out in treasure rooms. |
|
|
707 | * Do not comment this out - it must be set to something - if you |
|
|
708 | * comment this out, the program will not compile. |
|
|
709 | * |
421 | */ |
710 | * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player |
422 | #define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies." |
711 | * where appear under what conditions is a little complicated depending |
|
|
712 | * on how the player exited the game. But if the elapsed time is greater than |
|
|
713 | * the value below, player will always get returned to savebed location |
|
|
714 | * location. |
|
|
715 | * |
|
|
716 | * Set to one hour as default |
|
|
717 | */ |
|
|
718 | |
423 | |
719 | #define RESET_LOCATION_TIME 3600 |
|
|
720 | |
|
|