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Revision 1.23 by root, Wed Dec 13 02:55:50 2006 UTC vs.
Revision 1.50 by root, Tue May 6 16:55:25 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22*/ 22 */
23 23
24/* This file contains various #defines that select various options. 24/* This file contains various #defines that select various options.
25 * Some may not be desirable, and some just may not work. 25 * Some may not be desirable, and some just may not work.
26 * 26 *
27 * There are some options that are not selectable in this file which 27 * There are some options that are not selectable in this file which
60 * You don't have to change anything here to get a working program, but 60 * You don't have to change anything here to get a working program, but
61 * you may want to on personal preferance. Items are arranged 61 * you may want to on personal preferance. Items are arranged
62 * alphabetically. 62 * alphabetically.
63 * 63 *
64 * Short list of features, and what to search for: 64 * Short list of features, and what to search for:
65 * CS_LOGSTATS - log various new client/server data.
66 * DEBUG - more verbose message logging? 65 * DEBUG - more verbose message logging?
67 * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive 66 * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive
68 * MAX_TIME - how long an internal tick is in microseconds 67 * MAX_TIME - how long an internal tick is in microseconds
69 * MANY_CORES - generate core dumps on gross errors instead of continuing? 68 * MANY_CORES - generate core dumps on gross errors instead of continuing?
70 * PARTY_KILL_LOG - stores party kill information 69 * PARTY_KILL_LOG - stores party kill information
71 * WATCHDOG - allows use of an external watchdog program
72 * 70 *
73 ***********************************************************************/ 71 ***********************************************************************/
74 72
75/* Use a very easy, non-challenging server? 73/* Use a very easy, non-challenging server?
76 * Defining the COZY_SERVER will make the server much less challenging: 74 * Defining the COZY_SERVER will make the server much less challenging:
77 * no stats loss on death, much less experience loss, and party members 75 * no stats loss on death, much less experience loss.
78 * are treated by pet monsters as the owner itself when moving "through" them.
79 */ 76 */
80#define COZY_SERVER 1 77#define COZY_SERVER 1
81
82/*
83 * Make it impossible to pk outside the arena.
84 */
85#define PROHIBIT_PLAYERKILL 1
86 78
87/* Use balanced stat loss code? 79/* Use balanced stat loss code?
88 * This code is a little more merciful with repeated stat loss at lower 80 * This code is a little more merciful with repeated stat loss at lower
89 * levels. Basically, the more stats you have lost, the less likely that 81 * levels. Basically, the more stats you have lost, the less likely that
90 * you will lose more. Additionally, lower level characters are shown 82 * you will lose more. Additionally, lower level characters are shown
131#define SET_TITLE TRUE 123#define SET_TITLE TRUE
132#define SIMPLE_EXP TRUE 124#define SIMPLE_EXP TRUE
133#define SPELLPOINT_LEVEL_DEPEND TRUE 125#define SPELLPOINT_LEVEL_DEPEND TRUE
134#define SPELL_ENCUMBRANCE TRUE 126#define SPELL_ENCUMBRANCE TRUE
135#define SPELL_FAILURE_EFFECTS FALSE 127#define SPELL_FAILURE_EFFECTS FALSE
136#define REAL_WIZ TRUE
137#define RECYCLE_TMP_MAPS FALSE
138#define RESURRECTION FALSE 128#define RESURRECTION FALSE
139#define SEARCH_ITEMS TRUE 129#define SEARCH_ITEMS TRUE
140#define NOT_PERMADETH TRUE 130#define NOT_PERMADETH TRUE
141#define EXPLORE_MODE FALSE 131#define EXPLORE_MODE FALSE
142#define STAT_LOSS_ON_DEATH FALSE 132#define STAT_LOSS_ON_DEATH FALSE
143#define PK_LUCK_PENALTY 1 133#define PK_LUCK_PENALTY 1
144#define CASTING_TIME FALSE
145#define SET_FRIENDLY_FIRE 5 134#define SET_FRIENDLY_FIRE 5
146#define ARMOR_MAX_ENCHANT 5 135#define ARMOR_MAX_ENCHANT 5
147#define ARMOR_WEIGHT_REDUCTION 10 136#define ARMOR_WEIGHT_REDUCTION 10
148#define ARMOR_WEIGHT_LINEAR TRUE 137#define ARMOR_WEIGHT_LINEAR TRUE
149#define ARMOR_SPEED_IMPROVEMENT 10 138#define ARMOR_SPEED_IMPROVEMENT 10
150#define ARMOR_SPEED_LINEAR TRUE 139#define ARMOR_SPEED_LINEAR TRUE
151#define CREATE_HOME_PORTALS FALSE 140#define CREATE_HOME_PORTALS FALSE
152 141
153/* you can edit the ones below */ 142/* you can edit the ones below */
154 143
155
156/* CS_LOGSTATS will cause the server to log various usage stats
157 * (number of connections, amount of data sent, amount of data received,
158 * and so on.) This can be very useful if you are trying to measure
159 * server/bandwidth usage. It will periodially dump out information
160 * which contains usage stats for the last X amount of time.
161 * CS_LOGTIME is how often it will print out stats.
162 */
163#define CS_LOGSTATS
164#define CS_LOGTIME 600
165
166/* DEBUG generates copious amounts of output. I tend to change the CC options 144/* DEBUG generates copious amounts of output. I tend to change the CC options
167 * in the crosssite.def file if I want this. By default, you probably 145 * in the crosssite.def file if I want this. By default, you probably
168 * dont want this defined. 146 * dont want this defined.
169 */ 147 */
170#ifndef DEBUG 148#ifndef DEBUG
171#define DEBUG 149# define DEBUG
172#endif 150#endif
173/* 151/*
174 * This option creates more core files. In some areas, there are certain 152 * This option creates more core files. In some areas, there are certain
175 * checks done to try and make the program more stable (ie, check 153 * checks done to try and make the program more stable (ie, check
176 * parameter for null, return if it is). These checks are being done 154 * parameter for null, return if it is). These checks are being done
213 * players, monsters, or items with speed 1 can do one thing. 191 * players, monsters, or items with speed 1 can do one thing.
214 */ 192 */
215 193
216#define MAX_TIME 120000 194#define MAX_TIME 120000
217 195
196
197/*
198 * MAX_ITEM_PER_DROP defines how many items a player can drop at once.
199 * (be careful to set this to high values, as dropping lots of things
200 * can be a performance problem (for which a fix is worked on)).
201 */
202
203#define MAX_ITEM_PER_DROP 100
204
218/* Polymorph as it currently stands is unbalancing, so by default 205/* Polymorph as it currently stands is unbalancing, so by default
219 * we have it disabled. It can be enabled and it works, but 206 * we have it disabled. It can be enabled and it works, but
220 * it can be abused in various ways. 207 * it can be abused in various ways.
221 */ 208 */
222#define NO_POLYMORPH 209#define NO_POLYMORPH
223 210
224 211
225/* This determine how many entries are stored in the kill log. You 212/* This determine how many entries are stored in the kill log. You
226 * can see this information with the 'party kills' command. More entries 213 * can see this information with the 'party kills' command. More entries
227 * mean slower performance and more memory. IF this is not defined, then 214 * mean slower performance and more memory.
228 * this feature is disabled.
229 */ 215 */
230#define PARTY_KILL_LOG 20 216#define PARTY_KILL_LOG 40
231 217
232/* 218/*
233 * The PERM_EXP values adjust the behaviour of permenent experience. - if 219 * The PERM_EXP values adjust the behaviour of permenent experience. - if
234 * the setting permanent_experience_percentage is zero, these values have 220 * the setting permanent_experience_percentage is zero, these values have
235 * no meaning. The value in the settings file is the percentage of the 221 * no meaning. The value in the settings file is the percentage of the
253/* GD */ 239/* GD */
254 240
255#define PERM_EXP_GAIN_RATIO 0.10f 241#define PERM_EXP_GAIN_RATIO 0.10f
256#define PERM_EXP_MAX_LOSS_RATIO 0.50f 242#define PERM_EXP_MAX_LOSS_RATIO 0.50f
257 243
258/*
259 * WATCHDOG lets sends datagrams to port 13325 on localhost
260 * in (more-or-less) regular intervals, so an external watchdog
261 * program can kill the server if it hangs (for whatever reason).
262 * It shouldn't hurt anyone if this is defined but you don't
263 * have an watchdog program.
264 */
265#define WATCHDOG
266
267/* Enable the new material code - it needs some work. You can
268 * enable this, and things will work, just you'll see a whole
269 * bunch more materials show up, and thus a whole bunch more materials
270 * in your inventory, and the sorting for them isn't really good.
271 */
272
273/*
274#define NEW_MATERIAL_CODE
275*/
276
277/***********************************************************************
278 * SECTION 2 - Machine/Compiler specific stuff.
279 *
280 * Short list of items:
281 * COMPRESS_SUFFIX - selection of compression programs
282 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
283 *
284 ***********************************************************************/
285
286/*
287 * If you compress your files to save space, set the COMPRESS_SUFFIX below
288 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
289 * should already find the program to use. If you set the suffix to
290 * something that autoconf did not find, you are likely to have serious
291 * problems, so make sure you have the appropriate compression tool installed
292 * before you set this. You can look at the autoconf.h file to see
293 * what compression tools it found (search for COMPRESS).
294 * Note that this is used when saving files. Crossfire will search all
295 * methods when loading a file to see if it finds a match
296 */
297
298#ifndef COMPRESS_SUFFIX
299/* #define COMPRESS_SUFFIX ".Z" */
300#endif
301
302/* If you get a complaint about O_NDELAY not being known/undefined, try
303 * uncommenting this.
304 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
305 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
306 * can be written - otherwise, the number of bytes written will be returned
307 * for both modes.
308 */
309
310/*
311#define O_NDELAY O_NONBLOCK
312*/
313
314
315/*********************************************************************** 244/***********************************************************************
316 * Section 3 245 * Section 3
317 * 246 *
318 * General file and other defaults that don't need to be changed, and 247 * General file and other defaults that don't need to be changed, and
319 * do not change gameplay as percieved by players much. Some options 248 * do not change gameplay as percieved by players much. Some options
320 * may affect memory consumption however. 249 * may affect memory consumption however.
321 * 250 *
322 * Values: 251 * Values:
323 * 252 *
324 * BANFILE - ban certain users/hosts.
325 * CSPORT - port to use for new client/server 253 * CSPORT - port to use for new client/server
326 * DMFILE - file with dm/wizard access lists 254 * DMFILE - file with dm/wizard access lists
327 * LOGFILE - where to log if using -daemon option 255 * LOGFILE - where to log if using -daemon option
328 * MAP_ - various map timeout and swapping parameters 256 * MAP_ - various map timeout and swapping parameters
329 * MAX_OBJECTS - how many objects to keep in memory. 257 * MAX_OBJECTS - how many objects to keep in memory.
336 * TMPDIR - directory to use for temp files 264 * TMPDIR - directory to use for temp files
337 * UNIQUE_DIR - directory to put unique item files into 265 * UNIQUE_DIR - directory to put unique item files into
338 *********************************************************************** 266 ***********************************************************************
339 */ 267 */
340 268
341/*
342 * BANFILE - file used to ban certain sites from playing. See the example
343 * ban_file for examples.
344 */
345
346#ifndef BANFILE
347#define BANFILE "ban_file"
348#endif
349
350/* CSPORT is the port used for the new client/server code. Change 269/* CSPORT is the port used for the new client/server code. Change
351 * if desired. Only of relevance if ERIC_SERVER is set above 270 * if desired. Only of relevance if ERIC_SERVER is set above
352 */ 271 */
353
354#define CSPORT 13327 /* old port + 1 */ 272#define CSPORT 13327 /* old port + 1 */
355
356 273
357/* 274/*
358 * DMFILE 275 * DMFILE
359 * A file containing valid names that can be dm, one on each line. See 276 * A file containing valid names that can be dm, one on each line. See
360 * example dm_file for syntax help. 277 * example dm_file for syntax help.
361 */ 278 */
362
363#ifndef DMFILE 279#ifndef DMFILE
364#define DMFILE "dm_file" 280#define DMFILE "dm_file"
365#endif 281#endif
366 282
367
368/* LOGFILE specifies which file to log to when playing with the 283/* LOGFILE specifies which file to log to when playing with the
369 * -daemon option. 284 * -daemon option.
370 */ 285 */
371
372#ifndef LOGFILE 286#ifndef LOGFILE
373#define LOGFILE "/var/log/crossfire/logfile" 287#define LOGFILE "/var/log/crossfire/logfile"
374#endif 288#endif
375
376/*
377 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
378 * after a player has left it. If it is set to 0, maps are
379 * swapped out the instant the last player leaves it.
380 * If you are low on memory, you should set this to 0.
381 * Note that depending on the map timeout variable, the number of
382 * objects can get quite high. This is because depending on the maps,
383 * a player could be having the objects of several maps in memory
384 * (the map he is in right now, and the ones he left recently.)
385 * Each map has it's own TIMEOUT value and value field and it is
386 * defaulted to 300
387 *
388 * Having a nonzero value can be useful: If a player leaves a map (and thus
389 * is on a new map), and realizes they want to go back pretty quickly, the
390 * old map is still in memory, so don't need to go disk and get it.
391 *
392 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
393 * to swap out in less than that many ticks, we use the MINTIMEOUT value
394 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
395 * maps.
396 */
397
398/* How many ticks till maps are swapped out */
399#define MAP_MAXTIMEOUT 300
400/* At least that many ticks before swapout */
401#define MAP_MINTIMEOUT 300
402
403/*
404 * MAP_MAXRESET is the maximum time a map can have before being reset. It
405 * will override the time value set in the map, if that time is longer than
406 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
407 * TMPDIR device, set this value to somethign small. The default
408 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
409 * I personally like 1 hour myself, for solo play. It is long enough that
410 * maps won't be resetting as a solve a quest, but short enough that some
411 * maps (like shops and inns) will be reset during the time I play.
412 * Comment out MAP_MAXRESET time if you always want to use the value
413 * in the map archetype.
414 */
415
416/* Maximum time to reset. */
417#define MAP_MAXRESET 7200
418/* Default time to reset. */
419#define MAP_DEFAULTRESET 3600
420
421/*
422 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
423 * will look for maps which are already scheldued for swapping, and
424 * promptly swap them out before new maps are being loaded.
425 * If playing only by yourself, this number can probably be as low as
426 * 3000. If in server mode, probably figure about 1000-2000 objects per
427 * active player (if they typically play on different maps), for some guess
428 * on how many to define. If it is too low, maps just get swapped out
429 * immediately, causing a performance hit. If it is too high, the program
430 * consumes more memory. If you have gobs of free memory, a high number
431 * might not be a bad idea. Each object is around 350 bytes right now.
432 * 25000 is about 8.5 MB
433 */
434
435#define MAX_OBJECTS 400000
436
437/*
438 * Max objects low water mark (lwm). If defined, the map swapping strategy
439 * is a bit different:
440 * 1) We only start swapping maps if the number of objects in use is
441 * greater than MAX_OBJECTS above.
442 * 2) We keep swapping maps until there are no more maps to swap or the number
443 * of used objects drop below this low water mark value.
444 *
445 * If this is not defined, maps are swapped out on the timeout value above,
446 * or if the number of objects used is greater than MAX_OBJECTS above.
447 *
448 * Note: While this will prevent the pauses noticed when saving maps, there
449 * can instead be cpu performance penalties - any objects in memory get
450 * processed. So if there are 4000 objects in memory, and 1000 of them
451 * are living objects, the system will process all 1000 objects each tick.
452 * With swapping enable, maybe 600 of the objects would have gotten swapped
453 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
454 * than if it is very large.
455 * Also, the pauses you do get can be worse, as if you enter a map with
456 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
457 * many maps to get below the low water mark.
458 */
459
460/*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
461
462/*
463 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
464 * to find memory corruption and leaks. Currently, the main thing
465 * that happens with this activated is that one malloc is done for
466 * each object - thus whatever debugging mechanism the malloc library
467 * (or other debugging tool provides, like purify), it can track this
468 * individual malloc. Default behaviour when turned off is that
469 * enough memory is malloced for a large group of objects so malloc does
470 * not need to be called as often.
471 * This should only be turned on if some form of memory debugging tool
472 * is being used - otherwise, turning this on will cause some performance
473 * hit with no useful advantage.
474 */
475
476/*#define MEMORY_DEBUG*/
477
478 289
479/* 290/*
480 * If you want to have a Message Of The Day file, define MOTD to be 291 * If you want to have a Message Of The Day file, define MOTD to be
481 * the file with the message. If the file doesn't exist or if it 292 * the file with the message. If the file doesn't exist or if it
482 * is empty, no message will be displayed. 293 * is empty, no message will be displayed.
483 * (It resides in the CONFDIR directory) 294 * (It resides in the CONFDIR directory)
484 */ 295 */
485
486#define MOTD "motd" 296#define MOTD "motd"
487 297
488/* 298/*
489 * You can restrict playing in certain times by creating a PERMIT_FILE 299 * You can restrict playing in certain times by creating a PERMIT_FILE
490 * in CONFDIR. See the sample for usage notes. 300 * in CONFDIR. See the sample for usage notes.
491 */ 301 */
492
493#define PERM_FILE "forbid" 302#define PERM_FILE "forbid"
494 303
495/* 304/*
496 * If you want to take the game down while installing new versions, or 305 * If you want to take the game down while installing new versions, or
497 * for other reasons, put a message into the SHUTDOWN_FILE file. 306 * for other reasons, put a message into the SHUTDOWN_FILE file.
498 * Remember to delete it when you open the game again. 307 * Remember to delete it when you open the game again.
499 * (It resides in the CONFDIR directory) 308 * (It resides in the CONFDIR directory)
500 */ 309 */
501
502#ifndef SHUTDOWN_FILE 310#ifndef SHUTDOWN_FILE
503#define SHUTDOWN_FILE "shutdown" 311#define SHUTDOWN_FILE "shutdown"
504#endif 312#endif
505
506 313
507/* 314/*
508 * SOCKETBUFSIZE is the size of the buffer used internally by the server for 315 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
509 * storing backlogged messages for the client. This is not operating system 316 * storing backlogged messages for the client. This is not operating system
510 * buffers or the like. This amount is used per connection (client). 317 * buffers or the like. This amount is used per connection (client).
512 * large. When the OS buffer and this buffer is exhausted, the server 319 * large. When the OS buffer and this buffer is exhausted, the server
513 * will drop the client connection for falling too far behind. So if 320 * will drop the client connection for falling too far behind. So if
514 * you have very slow client connections, a larger value may be 321 * you have very slow client connections, a larger value may be
515 * warranted. 322 * warranted.
516 */ 323 */
517
518#define SOCKETBUFSIZE 256*1024 324#define SOCKETBUFSIZE 256*1024
519 325
520/* 326/*
521 * Your tmp-directory should be large enough to hold the uncompressed 327 * Your tmp-directory should be large enough to hold the uncompressed
522 * map-files for all who are playing. 328 * map-files for all who are playing. Local to 'lib' directory.
523 * It ought to be locally mounted, since the function used to generate
524 * unique temporary filenames isn't guaranteed to work over NFS or AFS
525 * On the other hand, if you know that only one crossfire server will be
526 * running using this temporary directory, it is likely to be safe to use
527 * something that is NFS mounted (but performance may suffer as NFS is
528 * slower than local disk)
529 */ 329 */
530
531/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
532#define TMPDIR "/tmp" 330#define TMPDIR "tmp"
533
534 331
535/* Directory to use for unique items. This is placed into the 'lib' 332/* Directory to use for unique items. This is placed into the 'lib'
536 * directory. Changing this will cause any old unique items file 333 * directory. Changing this will cause any old unique items file
537 * not to be used. 334 * not to be used.
538 */ 335 */
539#define UNIQUE_DIR "unique-items" 336#define UNIQUE_DIR "unique-items"
540
541/*
542 * These define the players starting map and location on that map, and where
543 * emergency saves are defined. This should be left as is unless you make
544 * major changes to the map.
545 */
546
547#define EMERGENCY_MAPPATH "/city/city"
548#define EMERGENCY_X 15
549#define EMERGENCY_Y 19
550
551 337
552/* 338/*
553 * These defines tells where, relative to LIBDIR, the maps, the map-index, 339 * These defines tells where, relative to LIBDIR, the maps, the map-index,
554 * archetypes highscore and treaures files and directories can be found. 340 * archetypes highscore and treaures files and directories can be found.
555 */ 341 */
558#define TEMPLATE_DIR "template-maps" 344#define TEMPLATE_DIR "template-maps"
559#define ARCHETYPES "archetypes" 345#define ARCHETYPES "archetypes"
560#define REGIONS "regions" 346#define REGIONS "regions"
561#define HIGHSCORE "highscore" 347#define HIGHSCORE "highscore"
562#define TREASURES "treasures" 348#define TREASURES "treasures"
563#define BANISHFILE "banish_file"
564
565#define MAX_ERRORS 25 /* Bail out if more are received during tick */
566#define OBJ_EXPAND 5000 /* How big steps to use when expanding array */
567 349
568#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 350#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
569 351
570#define ARCHTABLE 16384 /* Arch hashtable size */
571#define MAXSTRING 20 352#define MAXSTRING 20
572 353
573#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 354#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
574 355
575 356
592 * start their own crossfire, you won't need to define this. 373 * start their own crossfire, you won't need to define this.
593 * 374 *
594 */ 375 */
595 376
596#ifndef PLAYERDIR 377#ifndef PLAYERDIR
597#define PLAYERDIR "players" 378# define PLAYERDIR "players"
598#endif 379#endif
599 380
600/* 381/*
601 * If you have defined SAVE_PLAYER, you might want to change this, too. 382 * If you have defined SAVE_PLAYER, you might want to change this, too.
602 * This is the access rights for the players savefiles. 383 * This is the access rights for the players savefiles.
610 */ 391 */
611/* IMPORTANT: there is a race during saving, where the umask is being applied */ 392/* IMPORTANT: there is a race during saving, where the umask is being applied */
612#define SAVE_MODE 0660 393#define SAVE_MODE 0660
613#define SAVE_DIR_MODE 0770 394#define SAVE_DIR_MODE 0770
614 395
615/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
616 * needs to be selected. You can set both, and things will work fine,
617 * however, it just means that a lot more saving will be done, which
618 * can slow things down some.
619 */
620
621/* How often (in seconds) the player is saved if he drops things. If it is
622 * set to 0, the player will be saved for every item he drops. Otherwise,
623 * if the player drops and item, and the last time he was saved
624 * due to item drop is longer
625 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
626 * environment, you may want to set this to a higher value, so that
627 * you are not spending too much time saving the characters.
628 * This option should now work (Crossfire 0.90.5)
629 */
630
631//#define SAVE_INTERVAL 60
632
633/* 396/*
634 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 397 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
635 * 5000 with MAX_TIME set at 120,000 means that the player will be
636 * saved every 10 minutes. Some effort should probably be made to
637 * spread out these saves, but that might be more effort than it is
638 * worth (Depending on the spacing, if enough players log on, the spacing
639 * may not be large enough to save all of them.) As it is now, it will
640 * just set the base tick of when they log on, which should keep the
641 * saves pretty well spread out (in a fairly random fashion.)
642 */
643
644#define AUTOSAVE 1000
645
646/* Often, emergency save fails because the memory corruption that caused
647 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
648 * to disable emergency saves. This actually does
649 * prevent emergency saves now (Version 0.90.5).
650 */
651
652#define NO_EMERGENCY_SAVE
653
654/* By selecting the following, whenever a player does a backup save (with
655 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
656 * information that is specified later). IF this is not set, the player
657 * will be saved at his present location.
658 */
659
660/*#define BACKUP_SAVE_AT_HOME*/
661
662/* RESET_LOCATION_TIME is the number of seconds that must elapse before
663 * we will return the player to his savebed location. If this is zero,
664 * this feature is disabled (player will resume where ever he was
665 * when he last logged off). If this is set to less than two hours,
666 * it will prevent players from camping out in treasure rooms.
667 * Do not comment this out - it must be set to something - if you
668 * comment this out, the program will not compile.
669 * 398 */
670 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player 399#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
671 * where appear under what conditions is a little complicated depending
672 * on how the player exited the game. But if the elapsed time is greater than
673 * the value below, player will always get returned to savebed location
674 * location.
675 *
676 * Set to one hour as default
677 */
678 400
679#define RESET_LOCATION_TIME 3600
680

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