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/* |
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CrossFire, A Multiplayer game for X-windows |
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|
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
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Copyright (C) 1992 Frank Tore Johansen |
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|
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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|
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You should have received a copy of the GNU General Public License |
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along with this program; if not, write to the Free Software |
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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|
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The authors can be reached via e-mail at crossfire.de |
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*/ |
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|
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/* This file contains various #defines that select various options. |
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* Some may not be desirable, and some just may not work. |
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* |
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* There are some options that are not selectable in this file which |
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* may not always be undesirable. An example would be certain |
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* treasures that you may not want to have available. To remove the |
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* activation code would make these items worthless - instead remove |
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* these from the treasure file. Some things to look for are: |
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* |
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* prepare_weapon, improve_*: Allow characters to enchant their own |
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* weapons |
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* ench_armour: Allow characters to enchant their armor. |
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* |
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* In theory, most of the values here should just be defaults, and |
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* everything here should just be selectable by different run time |
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* flags However, for some things, that would just be too messy. |
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*/ |
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|
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/* There are 4 main sections to this file- |
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* Section 1 is feature selection (enabling/disabling certain features) |
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* |
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* Section 2 is compiler/machine dependant section (stuff that just |
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* makes the program compile and run properly, but don't change the |
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* behavior) |
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* |
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* Section 3 is location of certain files and other defaults. Things in |
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* this section generally do not need to be changed, and generally do |
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* not alter the play as perceived by players. However, you may |
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* have your own values you want to set here. |
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* |
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* Section 4 deals with save file related options. |
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*/ |
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|
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/******************************************************************* |
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* SECTION 1 - FEATURES |
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* |
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* You don't have to change anything here to get a working program, but |
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* you may want to on personal preferance. Items are arranged |
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* alphabetically. |
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* |
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* Short list of features, and what to search for: |
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* CS_LOGSTATS - log various new client/server data. |
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* DEBUG - more verbose message logging? |
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* MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive |
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* MAX_TIME - how long an internal tick is in microseconds |
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* MANY_CORES - generate core dumps on gross errors instead of continuing? |
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* PARTY_KILL_LOG - stores party kill information |
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* |
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***********************************************************************/ |
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|
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/* Use a very easy, non-challenging server? |
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* Defining the COZY_SERVER will make the server much less challenging: |
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* no stats loss on death, much less experience loss, and party members |
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* are treated by pet monsters as the owner itself when moving "through" them. |
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*/ |
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#define COZY_SERVER 1 |
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|
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/* |
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* Make it impossible to pk outside the arena. |
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*/ |
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#define PROHIBIT_PLAYERKILL 1 |
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|
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/* Use balanced stat loss code? |
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* This code is a little more merciful with repeated stat loss at lower |
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* levels. Basically, the more stats you have lost, the less likely that |
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* you will lose more. Additionally, lower level characters are shown |
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* a lot more mercy (there are caps on how much of a stat you can lose too). |
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* On the nasty side, if you are higher level, you can lose mutiple stats |
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* _at_once_ and are shown less mercy when you die. But when you're higher |
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* level, it is much easier to buy back your stats with potions. |
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* Turn this on if you want death-based stat loss to be more merciful |
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* at low levels and more cruel at high levels. |
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* Only works when stats are depleted rather than lost. This option has |
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* no effect if you are using genuine stat loss. |
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* |
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* The BALSL_.. values control this behaviour. |
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* BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose. |
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* the character level is divided by that value, and that is how many |
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* stats are lost. |
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* |
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* BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat - |
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* basically, level/max_loss_ratio is the most a stat can be depleted. |
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* |
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* BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted. |
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* The chance not to lose a stat is |
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* depleteness^2 / (depletedness^2+ level/ratio). |
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* ie, if the stats current depleted value is 2 and the character is level |
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* 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the |
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* level, the more likely it is a stat can get really depleted, but |
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* this gets more offset as the stat gets more depleted. |
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* |
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*/ |
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/* GD */ |
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|
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#define BALSL_LOSS_CHANCE_RATIO 100 |
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#define BALSL_NUMBER_LOSSES_RATIO 100 |
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#define BALSL_MAX_LOSS_RATIO 100 |
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|
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|
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/* Don't edit these values. They are configured in lib/settings. These are |
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Simply the defaults. */ |
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|
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#define BALANCED_STAT_LOSS FALSE |
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#define PERMANENT_EXPERIENCE_RATIO 25 |
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#define DEATH_PENALTY_RATIO 20 |
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#define DEATH_PENALTY_LEVEL 3 |
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#define SET_TITLE TRUE |
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#define SIMPLE_EXP TRUE |
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#define SPELLPOINT_LEVEL_DEPEND TRUE |
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#define SPELL_ENCUMBRANCE TRUE |
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#define SPELL_FAILURE_EFFECTS FALSE |
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#define REAL_WIZ TRUE |
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#define RECYCLE_TMP_MAPS FALSE |
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#define RESURRECTION FALSE |
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#define SEARCH_ITEMS TRUE |
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#define NOT_PERMADETH TRUE |
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#define EXPLORE_MODE FALSE |
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#define STAT_LOSS_ON_DEATH FALSE |
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#define PK_LUCK_PENALTY 1 |
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#define CASTING_TIME FALSE |
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#define SET_FRIENDLY_FIRE 5 |
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#define ARMOR_MAX_ENCHANT 5 |
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#define ARMOR_WEIGHT_REDUCTION 10 |
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#define ARMOR_WEIGHT_LINEAR TRUE |
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#define ARMOR_SPEED_IMPROVEMENT 10 |
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#define ARMOR_SPEED_LINEAR TRUE |
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#define CREATE_HOME_PORTALS FALSE |
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|
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/* you can edit the ones below */ |
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|
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|
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/* CS_LOGSTATS will cause the server to log various usage stats |
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* (number of connections, amount of data sent, amount of data received, |
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* and so on.) This can be very useful if you are trying to measure |
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* server/bandwidth usage. It will periodially dump out information |
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* which contains usage stats for the last X amount of time. |
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* CS_LOGTIME is how often it will print out stats. |
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*/ |
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#define CS_LOGSTATS |
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#define CS_LOGTIME 600 |
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|
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/* DEBUG generates copious amounts of output. I tend to change the CC options |
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* in the crosssite.def file if I want this. By default, you probably |
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* dont want this defined. |
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*/ |
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#ifndef DEBUG |
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#define DEBUG |
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#endif |
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/* |
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* This option creates more core files. In some areas, there are certain |
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* checks done to try and make the program more stable (ie, check |
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* parameter for null, return if it is). These checks are being done |
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* for things that should not happen (ie, being supplied a null parameter). |
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* What MANY_CORES does, is if one of these checks is true, it will |
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* dump core at that time, allowing for fairly easy tracking down of the |
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* problem. Better to fix problems than create thousands of checks. |
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*/ |
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|
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#define MANY_CORES |
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|
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/* |
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* This determines the maximum map size the client can request (and |
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* thus what the server will send to the client. |
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* Client can still request a smaller map size (for bandwidth reasons |
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* or display size of whatever else). |
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* The larger this number, the more cpu time and memory the server will |
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* need to spend to figure this out in addition to bandwidth needs. |
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* The server cpu time should be pretty trivial. |
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* There may be reasons to keep it smaller for the 'classic' crossfire |
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* experience which was 11x11. Big maps will likely make the same at |
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* least somewhat easier, but client will need to worry about lag |
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* more. |
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* I put support in for non square map updates in the define, but |
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* there very well might be things that break horribly if this is |
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* used. I figure it is easier to fix that if needed than go back |
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* at the future and have to redo a lot of stuff to support rectangular |
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* maps at that point. |
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* |
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* MSW 2001-05-28 |
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*/ |
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|
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#define MAP_CLIENT_X 31 |
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#define MAP_CLIENT_Y 31 |
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|
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/* |
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* If you feel the game is too fast or too slow, change MAX_TIME. |
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* You can experiment with the 'speed <new_max_time> command first. |
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* The length of a tick is MAX_TIME microseconds. During a tick, |
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* players, monsters, or items with speed 1 can do one thing. |
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*/ |
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|
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#define MAX_TIME 120000 |
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|
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/* Polymorph as it currently stands is unbalancing, so by default |
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* we have it disabled. It can be enabled and it works, but |
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* it can be abused in various ways. |
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*/ |
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#define NO_POLYMORPH |
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|
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|
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/* This determine how many entries are stored in the kill log. You |
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* can see this information with the 'party kills' command. More entries |
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* mean slower performance and more memory. IF this is not defined, then |
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* this feature is disabled. |
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*/ |
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#define PARTY_KILL_LOG 20 |
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|
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/* |
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* The PERM_EXP values adjust the behaviour of permenent experience. - if |
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* the setting permanent_experience_percentage is zero, these values have |
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* no meaning. The value in the settings file is the percentage of the |
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* experience that is permenent, the rest could be lost on death. When dying, |
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* the greatest amount of non-permenent exp it is possible to lose at one time |
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* is PERM_EXP_MAX_LOSS_RATIO - this is calculated as |
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* total exp - perm exp * loss ratio. The gain ratio is how much of experienced |
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* experience goes to the permanent value. This does not detract from total |
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* exp gain (ie, if you gained 100 exp, 100 would go to the skill total and |
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* 10 to the permanent value). |
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* |
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* A few thoughts on these default value (by MSW) |
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* gain ratio is pretty much meaningless until exp has been lost, as until |
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* that poin, the value in the settings file will be used. |
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* It is also impossible for the exp to actually be reduced to the permanent |
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* exp ratio - since the loss ratio is .5, it will just get closer and |
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* closer. However, after about half a dozen hits, pretty much all the |
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* exp that can be lost has been lost, and after that, only minor loss |
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* will occur. |
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*/ |
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/* GD */ |
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|
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#define PERM_EXP_GAIN_RATIO 0.10f |
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#define PERM_EXP_MAX_LOSS_RATIO 0.50f |
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|
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/* Enable the new material code - it needs some work. You can |
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* enable this, and things will work, just you'll see a whole |
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* bunch more materials show up, and thus a whole bunch more materials |
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* in your inventory, and the sorting for them isn't really good. |
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*/ |
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|
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/* |
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#define NEW_MATERIAL_CODE |
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*/ |
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|
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/*********************************************************************** |
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* SECTION 2 - Machine/Compiler specific stuff. |
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* |
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* Short list of items: |
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* COMPRESS_SUFFIX - selection of compression programs |
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* O_NDELAY - If you don't have O_NDELAY, uncomment it. |
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* |
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***********************************************************************/ |
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|
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/* |
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* If you compress your files to save space, set the COMPRESS_SUFFIX below |
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* to the compression suffix you want (.Z, .gz, .bz2). The autoconf |
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* should already find the program to use. If you set the suffix to |
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* something that autoconf did not find, you are likely to have serious |
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* problems, so make sure you have the appropriate compression tool installed |
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* before you set this. You can look at the autoconf.h file to see |
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* what compression tools it found (search for COMPRESS). |
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* Note that this is used when saving files. Crossfire will search all |
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* methods when loading a file to see if it finds a match |
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*/ |
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|
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#ifndef COMPRESS_SUFFIX |
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/* #define COMPRESS_SUFFIX ".Z" */ |
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#endif |
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|
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/* If you get a complaint about O_NDELAY not being known/undefined, try |
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* uncommenting this. |
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* This may cause problems - O_NONBLOCK will return -1 on blocking writes |
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* and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes |
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* can be written - otherwise, the number of bytes written will be returned |
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* for both modes. |
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*/ |
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|
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/* |
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#define O_NDELAY O_NONBLOCK |
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*/ |
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|
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|
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/*********************************************************************** |
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* Section 3 |
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* |
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* General file and other defaults that don't need to be changed, and |
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* do not change gameplay as percieved by players much. Some options |
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* may affect memory consumption however. |
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* |
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* Values: |
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* |
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* BANFILE - ban certain users/hosts. |
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* CSPORT - port to use for new client/server |
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* DMFILE - file with dm/wizard access lists |
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* LOGFILE - where to log if using -daemon option |
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* MAP_ - various map timeout and swapping parameters |
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* MAX_OBJECTS - how many objects to keep in memory. |
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* MAX_OBJECTS_LWM - only swap maps out if below that value |
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* MOTD - message of the day - printed each time someone joins the game |
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* PERM_FILE - limit play times |
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* SHUTDOWN - used when shutting down the server |
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* SOCKETBUFSIZE - size of buffer used internally by the server for storing |
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* backlogged messages. |
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* TMPDIR - directory to use for temp files |
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* UNIQUE_DIR - directory to put unique item files into |
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*********************************************************************** |
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*/ |
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|
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/* |
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* BANFILE - file used to ban certain sites from playing. See the example |
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* ban_file for examples. |
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*/ |
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|
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#ifndef BANFILE |
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#define BANFILE "ban_file" |
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#endif |
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|
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/* CSPORT is the port used for the new client/server code. Change |
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* if desired. Only of relevance if ERIC_SERVER is set above |
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*/ |
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|
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#define CSPORT 13327 /* old port + 1 */ |
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|
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|
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/* |
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* DMFILE |
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* A file containing valid names that can be dm, one on each line. See |
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* example dm_file for syntax help. |
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*/ |
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|
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#ifndef DMFILE |
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#define DMFILE "dm_file" |
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#endif |
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|
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|
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/* LOGFILE specifies which file to log to when playing with the |
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* -daemon option. |
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*/ |
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|
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#ifndef LOGFILE |
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#define LOGFILE "/var/log/crossfire/logfile" |
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#endif |
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|
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/* |
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* MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out |
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* after a player has left it. If it is set to 0, maps are |
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* swapped out the instant the last player leaves it. |
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* If you are low on memory, you should set this to 0. |
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* Note that depending on the map timeout variable, the number of |
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* objects can get quite high. This is because depending on the maps, |
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* a player could be having the objects of several maps in memory |
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* (the map he is in right now, and the ones he left recently.) |
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* Each map has it's own TIMEOUT value and value field and it is |
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* defaulted to 300 |
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* |
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* Having a nonzero value can be useful: If a player leaves a map (and thus |
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* is on a new map), and realizes they want to go back pretty quickly, the |
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* old map is still in memory, so don't need to go disk and get it. |
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* |
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* MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set |
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* to swap out in less than that many ticks, we use the MINTIMEOUT value |
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* velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
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* maps. |
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*/ |
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|
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/* How many ticks till maps are swapped out */ |
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#define MAP_MAXTIMEOUT 300 |
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/* At least that many ticks before swapout */ |
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#define MAP_MINTIMEOUT 300 |
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|
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/* |
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* MAP_MAXRESET is the maximum time a map can have before being reset. It |
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* will override the time value set in the map, if that time is longer than |
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* MAP_MAXRESET. This value is in seconds. If you are low on space on the |
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* TMPDIR device, set this value to somethign small. The default |
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* value in the map object is MAP_DEFAULTRESET (given in seconds.) |
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* I personally like 1 hour myself, for solo play. It is long enough that |
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* maps won't be resetting as a solve a quest, but short enough that some |
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* maps (like shops and inns) will be reset during the time I play. |
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* Comment out MAP_MAXRESET time if you always want to use the value |
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* in the map archetype. |
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*/ |
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|
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/* Maximum time to reset. */ |
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#define MAP_MAXRESET 7200 |
408 |
/* Default time to reset. */ |
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#define MAP_DEFAULTRESET 3600 |
410 |
|
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/* |
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* MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
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* will look for maps which are already scheldued for swapping, and |
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* promptly swap them out before new maps are being loaded. |
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* If playing only by yourself, this number can probably be as low as |
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* 3000. If in server mode, probably figure about 1000-2000 objects per |
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* active player (if they typically play on different maps), for some guess |
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* on how many to define. If it is too low, maps just get swapped out |
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* immediately, causing a performance hit. If it is too high, the program |
420 |
* consumes more memory. If you have gobs of free memory, a high number |
421 |
* might not be a bad idea. Each object is around 350 bytes right now. |
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* 25000 is about 8.5 MB |
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*/ |
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|
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#define MAX_OBJECTS 400000 |
426 |
|
427 |
/* |
428 |
* Max objects low water mark (lwm). If defined, the map swapping strategy |
429 |
* is a bit different: |
430 |
* 1) We only start swapping maps if the number of objects in use is |
431 |
* greater than MAX_OBJECTS above. |
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* 2) We keep swapping maps until there are no more maps to swap or the number |
433 |
* of used objects drop below this low water mark value. |
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* |
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* If this is not defined, maps are swapped out on the timeout value above, |
436 |
* or if the number of objects used is greater than MAX_OBJECTS above. |
437 |
* |
438 |
* Note: While this will prevent the pauses noticed when saving maps, there |
439 |
* can instead be cpu performance penalties - any objects in memory get |
440 |
* processed. So if there are 4000 objects in memory, and 1000 of them |
441 |
* are living objects, the system will process all 1000 objects each tick. |
442 |
* With swapping enable, maybe 600 of the objects would have gotten swapped |
443 |
* out. This is less likely a problem with a smaller number of MAX_OBJECTS |
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* than if it is very large. |
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* Also, the pauses you do get can be worse, as if you enter a map with |
446 |
* a lot of new objects and go above MAX_OBJECTS, it may have to swap out |
447 |
* many maps to get below the low water mark. |
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*/ |
449 |
|
450 |
/*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/ |
451 |
|
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/* |
453 |
* Turning on MEMORY_DEBUG slows down execution, but makes it easier |
454 |
* to find memory corruption and leaks. Currently, the main thing |
455 |
* that happens with this activated is that one malloc is done for |
456 |
* each object - thus whatever debugging mechanism the malloc library |
457 |
* (or other debugging tool provides, like purify), it can track this |
458 |
* individual malloc. Default behaviour when turned off is that |
459 |
* enough memory is malloced for a large group of objects so malloc does |
460 |
* not need to be called as often. |
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* This should only be turned on if some form of memory debugging tool |
462 |
* is being used - otherwise, turning this on will cause some performance |
463 |
* hit with no useful advantage. |
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*/ |
465 |
|
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/*#define MEMORY_DEBUG*/ |
467 |
|
468 |
|
469 |
/* |
470 |
* If you want to have a Message Of The Day file, define MOTD to be |
471 |
* the file with the message. If the file doesn't exist or if it |
472 |
* is empty, no message will be displayed. |
473 |
* (It resides in the CONFDIR directory) |
474 |
*/ |
475 |
|
476 |
#define MOTD "motd" |
477 |
|
478 |
/* |
479 |
* You can restrict playing in certain times by creating a PERMIT_FILE |
480 |
* in CONFDIR. See the sample for usage notes. |
481 |
*/ |
482 |
|
483 |
#define PERM_FILE "forbid" |
484 |
|
485 |
/* |
486 |
* If you want to take the game down while installing new versions, or |
487 |
* for other reasons, put a message into the SHUTDOWN_FILE file. |
488 |
* Remember to delete it when you open the game again. |
489 |
* (It resides in the CONFDIR directory) |
490 |
*/ |
491 |
|
492 |
#ifndef SHUTDOWN_FILE |
493 |
#define SHUTDOWN_FILE "shutdown" |
494 |
#endif |
495 |
|
496 |
|
497 |
/* |
498 |
* SOCKETBUFSIZE is the size of the buffer used internally by the server for |
499 |
* storing backlogged messages for the client. This is not operating system |
500 |
* buffers or the like. This amount is used per connection (client). |
501 |
* This buffer is in addition to OS buffers, so it may not need to be very |
502 |
* large. When the OS buffer and this buffer is exhausted, the server |
503 |
* will drop the client connection for falling too far behind. So if |
504 |
* you have very slow client connections, a larger value may be |
505 |
* warranted. |
506 |
*/ |
507 |
|
508 |
#define SOCKETBUFSIZE 256*1024 |
509 |
|
510 |
/* |
511 |
* Your tmp-directory should be large enough to hold the uncompressed |
512 |
* map-files for all who are playing. |
513 |
* It ought to be locally mounted, since the function used to generate |
514 |
* unique temporary filenames isn't guaranteed to work over NFS or AFS |
515 |
* On the other hand, if you know that only one crossfire server will be |
516 |
* running using this temporary directory, it is likely to be safe to use |
517 |
* something that is NFS mounted (but performance may suffer as NFS is |
518 |
* slower than local disk) |
519 |
*/ |
520 |
|
521 |
/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ |
522 |
#define TMPDIR "/tmp" |
523 |
|
524 |
|
525 |
/* Directory to use for unique items. This is placed into the 'lib' |
526 |
* directory. Changing this will cause any old unique items file |
527 |
* not to be used. |
528 |
*/ |
529 |
#define UNIQUE_DIR "unique-items" |
530 |
|
531 |
/* |
532 |
* These define the players starting map and location on that map, and where |
533 |
* emergency saves are defined. This should be left as is unless you make |
534 |
* major changes to the map. |
535 |
*/ |
536 |
|
537 |
#define EMERGENCY_MAPPATH "/city/city" |
538 |
#define EMERGENCY_X 15 |
539 |
#define EMERGENCY_Y 19 |
540 |
|
541 |
|
542 |
/* |
543 |
* These defines tells where, relative to LIBDIR, the maps, the map-index, |
544 |
* archetypes highscore and treaures files and directories can be found. |
545 |
*/ |
546 |
|
547 |
#define MAPDIR "maps" |
548 |
#define TEMPLATE_DIR "template-maps" |
549 |
#define ARCHETYPES "archetypes" |
550 |
#define REGIONS "regions" |
551 |
#define HIGHSCORE "highscore" |
552 |
#define TREASURES "treasures" |
553 |
#define BANISHFILE "banish_file" |
554 |
|
555 |
#define MAX_ERRORS 25 /* Bail out if more are received during tick */ |
556 |
#define OBJ_EXPAND 5000 /* How big steps to use when expanding array */ |
557 |
|
558 |
#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
559 |
|
560 |
#define ARCHTABLE 16384 /* Arch hashtable size */ |
561 |
#define MAXSTRING 20 |
562 |
|
563 |
#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
564 |
|
565 |
|
566 |
|
567 |
/*********************************************************************** |
568 |
* Section 4 - save player options. |
569 |
* |
570 |
* There are a lot of things that deal with the save files, and what |
571 |
* gets saved with them, so I put them in there own section. |
572 |
* |
573 |
***********************************************************************/ |
574 |
|
575 |
/* |
576 |
* If you want the players to be able to save their characters between |
577 |
* games, define SAVE_PLAYER and set PLAYERDIR to the directories |
578 |
* where the player-files will be put. |
579 |
* Remember to create the directory (make install will do that though). |
580 |
* |
581 |
* If you intend to run a central server, and not allow the players to |
582 |
* start their own crossfire, you won't need to define this. |
583 |
* |
584 |
*/ |
585 |
|
586 |
#ifndef PLAYERDIR |
587 |
#define PLAYERDIR "players" |
588 |
#endif |
589 |
|
590 |
/* |
591 |
* If you have defined SAVE_PLAYER, you might want to change this, too. |
592 |
* This is the access rights for the players savefiles. |
593 |
* Given that crossfire runs in a client/server model, there should |
594 |
* be no issue setting these to be quite restrictive (600 and 700). |
595 |
* Before client/server, multiple people might run the executable, |
596 |
* thus requiring that the server be setuid/setgid, and more generous |
597 |
* permisisons needed. |
598 |
* SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission |
599 |
* for nay directories created. |
600 |
*/ |
601 |
/* IMPORTANT: there is a race during saving, where the umask is being applied */ |
602 |
#define SAVE_MODE 0660 |
603 |
#define SAVE_DIR_MODE 0770 |
604 |
|
605 |
/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really |
606 |
* needs to be selected. You can set both, and things will work fine, |
607 |
* however, it just means that a lot more saving will be done, which |
608 |
* can slow things down some. |
609 |
*/ |
610 |
|
611 |
/* How often (in seconds) the player is saved if he drops things. If it is |
612 |
* set to 0, the player will be saved for every item he drops. Otherwise, |
613 |
* if the player drops and item, and the last time he was saved |
614 |
* due to item drop is longer |
615 |
* the SAVE_INTERVAL seconds, he is then saved. Depending on your playing |
616 |
* environment, you may want to set this to a higher value, so that |
617 |
* you are not spending too much time saving the characters. |
618 |
* This option should now work (Crossfire 0.90.5) |
619 |
*/ |
620 |
|
621 |
//#define SAVE_INTERVAL 60 |
622 |
|
623 |
/* |
624 |
* AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
625 |
* 5000 with MAX_TIME set at 120,000 means that the player will be |
626 |
* saved every 10 minutes. Some effort should probably be made to |
627 |
* spread out these saves, but that might be more effort than it is |
628 |
* worth (Depending on the spacing, if enough players log on, the spacing |
629 |
* may not be large enough to save all of them.) As it is now, it will |
630 |
* just set the base tick of when they log on, which should keep the |
631 |
* saves pretty well spread out (in a fairly random fashion.) |
632 |
*/ |
633 |
|
634 |
#define AUTOSAVE 1000 |
635 |
|
636 |
/* Often, emergency save fails because the memory corruption that caused |
637 |
* the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
638 |
* to disable emergency saves. This actually does |
639 |
* prevent emergency saves now (Version 0.90.5). |
640 |
*/ |
641 |
|
642 |
#define NO_EMERGENCY_SAVE |
643 |
|
644 |
/* By selecting the following, whenever a player does a backup save (with |
645 |
* the 'save command), the player will be saved at home (EMERGENCY_MAP_* |
646 |
* information that is specified later). IF this is not set, the player |
647 |
* will be saved at his present location. |
648 |
*/ |
649 |
|
650 |
/*#define BACKUP_SAVE_AT_HOME*/ |
651 |
|
652 |
/* RESET_LOCATION_TIME is the number of seconds that must elapse before |
653 |
* we will return the player to his savebed location. If this is zero, |
654 |
* this feature is disabled (player will resume where ever he was |
655 |
* when he last logged off). If this is set to less than two hours, |
656 |
* it will prevent players from camping out in treasure rooms. |
657 |
* Do not comment this out - it must be set to something - if you |
658 |
* comment this out, the program will not compile. |
659 |
* |
660 |
* This will work to BACKUP_SAVE_AT_HOME at home above, but where the player |
661 |
* where appear under what conditions is a little complicated depending |
662 |
* on how the player exited the game. But if the elapsed time is greater than |
663 |
* the value below, player will always get returned to savebed location |
664 |
* location. |
665 |
* |
666 |
* Set to one hour as default |
667 |
*/ |
668 |
|
669 |
#define RESET_LOCATION_TIME 3600 |
670 |
|