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Revision 1.33 by root, Tue Jan 2 11:08:36 2007 UTC vs.
Revision 1.69 by root, Sat Nov 17 23:40:00 2018 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 (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
6 8 *
7 This program is free software; you can redistribute it and/or modify 9 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 10 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 11 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 12 * option) any later version.
11 13 *
12 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 17 * GNU General Public License for more details.
16 18 *
17 You should have received a copy of the GNU General Public License 19 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 20 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
20 22 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 23 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 24 */
23 25
24/* This file contains various #defines that select various options. 26/* This file contains various #defines that select various options.
25 * Some may not be desirable, and some just may not work. 27 * Some may not be desirable, and some just may not work.
26 * 28 *
27 * There are some options that are not selectable in this file which 29 * There are some options that are not selectable in this file which
32 * 34 *
33 * prepare_weapon, improve_*: Allow characters to enchant their own 35 * prepare_weapon, improve_*: Allow characters to enchant their own
34 * weapons 36 * weapons
35 * ench_armour: Allow characters to enchant their armor. 37 * ench_armour: Allow characters to enchant their armor.
36 * 38 *
37 * In theory, most of the values here should just be defaults, and 39 * In theory, most of the values here should just be defaults, and
38 * everything here should just be selectable by different run time 40 * everything here should just be selectable by different run time
39 * flags However, for some things, that would just be too messy. 41 * flags However, for some things, that would just be too messy.
40 */ 42 */
41 43
42/* There are 4 main sections to this file- 44/* There are 4 main sections to this file-
60 * You don't have to change anything here to get a working program, but 62 * 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 63 * you may want to on personal preferance. Items are arranged
62 * alphabetically. 64 * alphabetically.
63 * 65 *
64 * Short list of features, and what to search for: 66 * Short list of features, and what to search for:
65 * CS_LOGSTATS - log various new client/server data.
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 * 72 *
72 ***********************************************************************/ 73 ***********************************************************************/
73 74
74/* Use a very easy, non-challenging server? 75/* Use a very easy, non-challenging server?
75 * Defining the COZY_SERVER will make the server much less challenging: 76 * Defining the COZY_SERVER will make the server much less challenging:
76 * no stats loss on death, much less experience loss, and party members 77 * no stats loss on death, much less experience loss.
77 * are treated by pet monsters as the owner itself when moving "through" them.
78 */ 78 */
79#define COZY_SERVER 1 79#define COZY_SERVER 1
80
81/*
82 * Make it impossible to pk outside the arena.
83 */
84#define PROHIBIT_PLAYERKILL 1
85 80
86/* Use balanced stat loss code? 81/* Use balanced stat loss code?
87 * This code is a little more merciful with repeated stat loss at lower 82 * This code is a little more merciful with repeated stat loss at lower
88 * levels. Basically, the more stats you have lost, the less likely that 83 * levels. Basically, the more stats you have lost, the less likely that
89 * you will lose more. Additionally, lower level characters are shown 84 * you will lose more. Additionally, lower level characters are shown
99 * The BALSL_.. values control this behaviour. 94 * The BALSL_.. values control this behaviour.
100 * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose. 95 * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose.
101 * the character level is divided by that value, and that is how many 96 * the character level is divided by that value, and that is how many
102 * stats are lost. 97 * stats are lost.
103 * 98 *
104 * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat - 99 * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
105 * basically, level/max_loss_ratio is the most a stat can be depleted. 100 * basically, level/max_loss_ratio is the most a stat can be depleted.
106 * 101 *
107 * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted. 102 * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
108 * The chance not to lose a stat is 103 * The chance not to lose a stat is
109 * depleteness^2 / (depletedness^2+ level/ratio). 104 * depleteness^2 / (depletedness^2+ level/ratio).
110 * ie, if the stats current depleted value is 2 and the character is level 105 * ie, if the stats current depleted value is 2 and the character is level
111 * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the 106 * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the
112 * level, the more likely it is a stat can get really depleted, but 107 * level, the more likely it is a stat can get really depleted, but
113 * this gets more offset as the stat gets more depleted. 108 * this gets more offset as the stat gets more depleted.
114 * 109 *
115 */ 110 */
116/* GD */ 111/* GD */
117 112
118#define BALSL_LOSS_CHANCE_RATIO 100 113#define BALSL_LOSS_CHANCE_RATIO 100
119#define BALSL_NUMBER_LOSSES_RATIO 100 114#define BALSL_NUMBER_LOSSES_RATIO 100
121 116
122 117
123/* Don't edit these values. They are configured in lib/settings. These are 118/* Don't edit these values. They are configured in lib/settings. These are
124 Simply the defaults. */ 119 Simply the defaults. */
125 120
126#define BALANCED_STAT_LOSS FALSE 121#define BALANCED_STAT_LOSS TRUE
127#define PERMANENT_EXPERIENCE_RATIO 25 122#define PERMANENT_EXPERIENCE_RATIO 30
128#define DEATH_PENALTY_RATIO 20 123#define DEATH_PENALTY_RATIO 10
129#define DEATH_PENALTY_LEVEL 3 124#define DEATH_PENALTY_LEVEL 2
130#define SET_TITLE TRUE 125#define SET_TITLE TRUE
131#define SIMPLE_EXP TRUE 126#define SIMPLE_EXP TRUE
132#define SPELLPOINT_LEVEL_DEPEND TRUE 127#define SPELLPOINT_LEVEL_DEPEND TRUE
133#define SPELL_ENCUMBRANCE TRUE 128#define SPELL_ENCUMBRANCE FALSE
134#define SPELL_FAILURE_EFFECTS FALSE 129#define SPELL_FAILURE_EFFECTS FALSE
135#define REAL_WIZ TRUE
136#define RESURRECTION FALSE 130#define RESURRECTION FALSE
137#define SEARCH_ITEMS TRUE 131#define SEARCH_ITEMS TRUE
138#define NOT_PERMADETH TRUE 132#define NOT_PERMADETH TRUE
139#define EXPLORE_MODE FALSE
140#define STAT_LOSS_ON_DEATH FALSE 133#define STAT_LOSS_ON_DEATH FALSE
141#define PK_LUCK_PENALTY 1 134#define PK_LUCK_PENALTY 0
142#define CASTING_TIME FALSE
143#define SET_FRIENDLY_FIRE 5 135#define SET_FRIENDLY_FIRE 0
144#define ARMOR_MAX_ENCHANT 5 136#define ARMOR_MAX_ENCHANT 5
145#define ARMOR_WEIGHT_REDUCTION 10 137#define ARMOR_WEIGHT_REDUCTION 10
146#define ARMOR_WEIGHT_LINEAR TRUE 138#define ARMOR_WEIGHT_LINEAR TRUE
147#define ARMOR_SPEED_IMPROVEMENT 10 139#define ARMOR_SPEED_IMPROVEMENT 10
148#define ARMOR_SPEED_LINEAR TRUE 140#define ARMOR_SPEED_LINEAR TRUE
149#define CREATE_HOME_PORTALS FALSE 141#define CREATE_HOME_PORTALS FALSE
150 142
151/* you can edit the ones below */ 143/* you can edit the ones below */
152 144
153
154/* CS_LOGSTATS will cause the server to log various usage stats
155 * (number of connections, amount of data sent, amount of data received,
156 * and so on.) This can be very useful if you are trying to measure
157 * server/bandwidth usage. It will periodially dump out information
158 * which contains usage stats for the last X amount of time.
159 * CS_LOGTIME is how often it will print out stats.
160 */
161#define CS_LOGSTATS
162#define CS_LOGTIME 600
163
164/* DEBUG generates copious amounts of output. I tend to change the CC options 145/* DEBUG generates copious amounts of output. I tend to change the CC options
165 * in the crosssite.def file if I want this. By default, you probably 146 * in the crosssite.def file if I want this. By default, you probably
166 * dont want this defined. 147 * dont want this defined.
167 */ 148 */
168#ifndef DEBUG 149#ifndef DEBUG
169#define DEBUG 150# define DEBUG
170#endif 151#endif
171/* 152/*
172 * This option creates more core files. In some areas, there are certain 153 * This option creates more core files. In some areas, there are certain
173 * checks done to try and make the program more stable (ie, check 154 * checks done to try and make the program more stable (ie, check
174 * parameter for null, return if it is). These checks are being done 155 * parameter for null, return if it is). These checks are being done
199 * maps at that point. 180 * maps at that point.
200 * 181 *
201 * MSW 2001-05-28 182 * MSW 2001-05-28
202 */ 183 */
203 184
185// both must be 2**n
204#define MAP_CLIENT_X 31 186#define MAP_CLIENT_X 32
205#define MAP_CLIENT_Y 31 187#define MAP_CLIENT_Y 32
206 188
207/* 189/*
208 * If you feel the game is too fast or too slow, change MAX_TIME. 190 * If you feel the game is too fast or too slow, change MAX_TIME.
209 * You can experiment with the 'speed <new_max_time> command first. 191 * You can experiment with the 'speed <new_max_time> command first.
210 * The length of a tick is MAX_TIME microseconds. During a tick, 192 * The length of a tick is MAX_TIME microseconds. During a tick,
211 * players, monsters, or items with speed 1 can do one thing. 193 * players, monsters, or items with speed 1 can do one thing.
212 */ 194 */
213 195
214#define MAX_TIME 120000 196#define MAX_TIME 120000
215 197
198/*
199 * MAX_ITEM_PER_ACTION defines how many items a player can drop/take etc. at once.
200 * (be careful to set this to high values, as dropping lots of things
201 * can be a performance problem (for which a fix is worked on)).
202 */
203
204#define MAX_ITEM_PER_ACTION 100
205
216/* Polymorph as it currently stands is unbalancing, so by default 206/* Polymorph as it currently stands is unbalancing, so by default
217 * we have it disabled. It can be enabled and it works, but 207 * we have it disabled. It can be enabled and it works, but
218 * it can be abused in various ways. 208 * it can be abused in various ways.
219 */ 209 */
220#define NO_POLYMORPH 210#define NO_POLYMORPH
226 */ 216 */
227#define PARTY_KILL_LOG 40 217#define PARTY_KILL_LOG 40
228 218
229/* 219/*
230 * The PERM_EXP values adjust the behaviour of permenent experience. - if 220 * The PERM_EXP values adjust the behaviour of permenent experience. - if
231 * the setting permanent_experience_percentage is zero, these values have 221 * the setting permanent_experience_percentage is zero, these values have
232 * no meaning. The value in the settings file is the percentage of the 222 * no meaning. The value in the settings file is the percentage of the
233 * experience that is permenent, the rest could be lost on death. When dying, 223 * experience that is permenent, the rest could be lost on death. When dying,
234 * the greatest amount of non-permenent exp it is possible to lose at one time 224 * the greatest amount of non-permenent exp it is possible to lose at one time
235 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as 225 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
236 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced 226 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
237 * experience goes to the permanent value. This does not detract from total 227 * experience goes to the permanent value. This does not detract from total
238 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and 228 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
239 * 10 to the permanent value). 229 * 10 to the permanent value).
240 * 230 *
241 * A few thoughts on these default value (by MSW) 231 * A few thoughts on these default value (by MSW)
242 * gain ratio is pretty much meaningless until exp has been lost, as until 232 * gain ratio is pretty much meaningless until exp has been lost, as until
243 * that poin, the value in the settings file will be used. 233 * that poin, the value in the settings file will be used.
244 * It is also impossible for the exp to actually be reduced to the permanent 234 * It is also impossible for the exp to actually be reduced to the permanent
250/* GD */ 240/* GD */
251 241
252#define PERM_EXP_GAIN_RATIO 0.10f 242#define PERM_EXP_GAIN_RATIO 0.10f
253#define PERM_EXP_MAX_LOSS_RATIO 0.50f 243#define PERM_EXP_MAX_LOSS_RATIO 0.50f
254 244
255/* Enable the new material code - it needs some work. You can
256 * enable this, and things will work, just you'll see a whole
257 * bunch more materials show up, and thus a whole bunch more materials
258 * in your inventory, and the sorting for them isn't really good.
259 */
260
261/*
262#define NEW_MATERIAL_CODE
263*/
264
265/***********************************************************************
266 * SECTION 2 - Machine/Compiler specific stuff.
267 *
268 * Short list of items:
269 * COMPRESS_SUFFIX - selection of compression programs
270 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
271 *
272 ***********************************************************************/
273
274/*
275 * If you compress your files to save space, set the COMPRESS_SUFFIX below
276 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
277 * should already find the program to use. If you set the suffix to
278 * something that autoconf did not find, you are likely to have serious
279 * problems, so make sure you have the appropriate compression tool installed
280 * before you set this. You can look at the autoconf.h file to see
281 * what compression tools it found (search for COMPRESS).
282 * Note that this is used when saving files. Crossfire will search all
283 * methods when loading a file to see if it finds a match
284 */
285
286#ifndef COMPRESS_SUFFIX
287/* #define COMPRESS_SUFFIX ".Z" */
288#endif
289
290/* If you get a complaint about O_NDELAY not being known/undefined, try
291 * uncommenting this.
292 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
293 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
294 * can be written - otherwise, the number of bytes written will be returned
295 * for both modes.
296 */
297
298/*
299#define O_NDELAY O_NONBLOCK
300*/
301
302
303/*********************************************************************** 245/***********************************************************************
304 * Section 3 246 * Section 3
305 * 247 *
306 * General file and other defaults that don't need to be changed, and 248 * General file and other defaults that don't need to be changed, and
307 * do not change gameplay as percieved by players much. Some options 249 * do not change gameplay as percieved by players much. Some options
308 * may affect memory consumption however. 250 * may affect memory consumption however.
309 * 251 *
310 * Values: 252 * Values:
311 * 253 *
312 * BANFILE - ban certain users/hosts.
313 * CSPORT - port to use for new client/server
314 * DMFILE - file with dm/wizard access lists 254 * DMFILE - file with dm/wizard access lists
315 * LOGFILE - where to log if using -daemon option 255 * LOGFILE - where to log if using -daemon option
316 * MAP_ - various map timeout and swapping parameters 256 * MAP_ - various map timeout and swapping parameters
317 * MAX_OBJECTS - how many objects to keep in memory. 257 * MAX_OBJECTS - how many objects to keep in memory.
318 * MAX_OBJECTS_LWM - only swap maps out if below that value 258 * MAX_OBJECTS_LWM - only swap maps out if below that value
319 * MOTD - message of the day - printed each time someone joins the game
320 * PERM_FILE - limit play times 259 * PERM_FILE - limit play times
321 * SHUTDOWN - used when shutting down the server 260 * SHUTDOWN - used when shutting down the server
322 * SOCKETBUFSIZE - size of buffer used internally by the server for storing 261 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
323 * backlogged messages. 262 * backlogged messages.
324 * TMPDIR - directory to use for temp files 263 * TMPDIR - directory to use for temp files
325 * UNIQUE_DIR - directory to put unique item files into 264 * UNIQUE_DIR - directory to put unique item files into
326 *********************************************************************** 265 ***********************************************************************
327 */ 266 */
328 267
329/* 268/*
330 * BANFILE - file used to ban certain sites from playing. See the example
331 * ban_file for examples.
332 */
333#ifndef BANFILE
334#define BANFILE "ban_file"
335#endif
336
337/* CSPORT is the port used for the new client/server code. Change
338 * if desired. Only of relevance if ERIC_SERVER is set above
339 */
340#define CSPORT 13327 /* old port + 1 */
341
342
343/*
344 * DMFILE 269 * DMFILE
345 * A file containing valid names that can be dm, one on each line. See 270 * A file containing valid names that can be dm, one on each line. See
346 * example dm_file for syntax help. 271 * example dm_file for syntax help.
347 */ 272 */
348#ifndef DMFILE 273#ifndef DMFILE
349#define DMFILE "dm_file" 274#define DMFILE "dm_file"
350#endif 275#endif
351 276
352
353/* LOGFILE specifies which file to log to when playing with the 277/* LOGFILE specifies which file to log to when playing with the
354 * -daemon option. 278 * -daemon option.
355 */ 279 */
356#ifndef LOGFILE 280#ifndef LOGFILE
357#define LOGFILE "/var/log/crossfire/logfile" 281#define LOGFILE "/var/log/deliantra/logfile"
358#endif 282#endif
359
360/*
361 * If you want to have a Message Of The Day file, define MOTD to be
362 * the file with the message. If the file doesn't exist or if it
363 * is empty, no message will be displayed.
364 * (It resides in the CONFDIR directory)
365 */
366#define MOTD "motd"
367 283
368/* 284/*
369 * You can restrict playing in certain times by creating a PERMIT_FILE 285 * You can restrict playing in certain times by creating a PERMIT_FILE
370 * in CONFDIR. See the sample for usage notes. 286 * in CONFDIR. See the sample for usage notes.
371 */ 287 */
378 * (It resides in the CONFDIR directory) 294 * (It resides in the CONFDIR directory)
379 */ 295 */
380#ifndef SHUTDOWN_FILE 296#ifndef SHUTDOWN_FILE
381#define SHUTDOWN_FILE "shutdown" 297#define SHUTDOWN_FILE "shutdown"
382#endif 298#endif
383
384 299
385/* 300/*
386 * SOCKETBUFSIZE is the size of the buffer used internally by the server for 301 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
387 * storing backlogged messages for the client. This is not operating system 302 * storing backlogged messages for the client. This is not operating system
388 * buffers or the like. This amount is used per connection (client). 303 * buffers or the like. This amount is used per connection (client).
389 * This buffer is in addition to OS buffers, so it may not need to be very 304 * This buffer is in addition to OS buffers, so it may not need to be very
390 * large. When the OS buffer and this buffer is exhausted, the server 305 * large. When the OS buffer and this buffer is exhausted, the server
391 * will drop the client connection for falling too far behind. So if 306 * will drop the client connection for falling too far behind. So if
392 * you have very slow client connections, a larger value may be 307 * you have very slow client connections, a larger value may be
393 * warranted. 308 * warranted.
394 */ 309 */
395#define SOCKETBUFSIZE 256*1024 310#define SOCKETBUFSIZE 256*1024
396 311
397/* 312/*
398 * Your tmp-directory should be large enough to hold the uncompressed 313 * Your tmp-directory should be large enough to hold the uncompressed
399 * map-files for all who are playing. Local to 'lib' directory. 314 * map-files for all who are playing. Local to 'lib' directory.
400 */ 315 */
401#define TMPDIR "tmp" 316#define TMPDIR "tmp"
402 317
403
404/* Directory to use for unique items. This is placed into the 'lib' 318/* Directory to use for unique items. This is placed into the 'lib'
405 * directory. Changing this will cause any old unique items file 319 * directory. Changing this will cause any old unique items file
406 * not to be used. 320 * not to be used.
407 */ 321 */
408#define UNIQUE_DIR "unique-items" 322#define UNIQUE_DIR "unique-items"
409 323
410/* 324/*
411 * These defines tells where, relative to LIBDIR, the maps, the map-index, 325 * These defines tells where, relative to LIBDIR, the maps, the map-index,
412 * archetypes highscore and treaures files and directories can be found. 326 * archetypes highscore and treaures files and directories can be found.
413 */ 327 */
414
415#define MAPDIR "maps" 328#define MAPDIR "maps"
416#define TEMPLATE_DIR "template-maps"
417#define ARCHETYPES "archetypes"
418#define REGIONS "regions"
419#define HIGHSCORE "highscore"
420#define TREASURES "treasures"
421#define BANISHFILE "banish_file"
422 329
423#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
424
425#define ARCHTABLE 16384 /* Arch hashtable size */
426#define MAXSTRING 20 330#define MAXSTRING 20
427 331
428#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 332#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
429 333
430 334
447 * start their own crossfire, you won't need to define this. 351 * start their own crossfire, you won't need to define this.
448 * 352 *
449 */ 353 */
450 354
451#ifndef PLAYERDIR 355#ifndef PLAYERDIR
452#define PLAYERDIR "players" 356# define PLAYERDIR "players"
453#endif 357#endif
454 358
455/* 359/*
456 * If you have defined SAVE_PLAYER, you might want to change this, too. 360 * If you have defined SAVE_PLAYER, you might want to change this, too.
457 * This is the access rights for the players savefiles. 361 * This is the access rights for the players savefiles.
466/* IMPORTANT: there is a race during saving, where the umask is being applied */ 370/* IMPORTANT: there is a race during saving, where the umask is being applied */
467#define SAVE_MODE 0660 371#define SAVE_MODE 0660
468#define SAVE_DIR_MODE 0770 372#define SAVE_DIR_MODE 0770
469 373
470/* 374/*
471 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 375 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
472 * 5000 with MAX_TIME set at 120,000 means that the player will be
473 * saved every 10 minutes. Some effort should probably be made to
474 * spread out these saves, but that might be more effort than it is
475 * worth (Depending on the spacing, if enough players log on, the spacing
476 * may not be large enough to save all of them.) As it is now, it will
477 * just set the base tick of when they log on, which should keep the
478 * saves pretty well spread out (in a fairly random fashion.)
479 */
480
481#define AUTOSAVE 1000
482
483/* RESET_LOCATION_TIME is the number of seconds that must elapse before
484 * we will return the player to his savebed location. If this is zero,
485 * this feature is disabled (player will resume where ever he was
486 * when he last logged off). If this is set to less than two hours,
487 * it will prevent players from camping out in treasure rooms.
488 * Do not comment this out - it must be set to something - if you
489 * comment this out, the program will not compile.
490 * 376 */
491 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player 377#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
492 * where appear under what conditions is a little complicated depending
493 * on how the player exited the game. But if the elapsed time is greater than
494 * the value below, player will always get returned to savebed location
495 * location.
496 *
497 * Set to one hour as default
498 */
499 378
500#define RESET_LOCATION_TIME 3600
501

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