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Revision 1.25 by root, Fri Dec 15 20:07:02 2006 UTC vs.
Revision 1.45 by root, Sat Jun 9 22:54:03 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 21 *
21 The authors can be reached via e-mail at crossfire.de 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* This file contains various #defines that select various options. 25/* This file contains various #defines that select various options.
25 * Some may not be desirable, and some just may not work. 26 * Some may not be desirable, and some just may not work.
26 * 27 *
27 * There are some options that are not selectable in this file which 28 * There are some options that are not selectable in this file which
60 * You don't have to change anything here to get a working program, but 61 * 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 62 * you may want to on personal preferance. Items are arranged
62 * alphabetically. 63 * alphabetically.
63 * 64 *
64 * Short list of features, and what to search for: 65 * Short list of features, and what to search for:
65 * CS_LOGSTATS - log various new client/server data.
66 * DEBUG - more verbose message logging? 66 * DEBUG - more verbose message logging?
67 * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive 67 * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive
68 * MAX_TIME - how long an internal tick is in microseconds 68 * MAX_TIME - how long an internal tick is in microseconds
69 * MANY_CORES - generate core dumps on gross errors instead of continuing? 69 * MANY_CORES - generate core dumps on gross errors instead of continuing?
70 * PARTY_KILL_LOG - stores party kill information 70 * PARTY_KILL_LOG - stores party kill information
71 * 71 *
72 ***********************************************************************/ 72 ***********************************************************************/
73 73
74/* Use a very easy, non-challenging server? 74/* Use a very easy, non-challenging server?
75 * Defining the COZY_SERVER will make the server much less challenging: 75 * Defining the COZY_SERVER will make the server much less challenging:
76 * no stats loss on death, much less experience loss, and party members 76 * no stats loss on death, much less experience loss.
77 * are treated by pet monsters as the owner itself when moving "through" them.
78 */ 77 */
79#define COZY_SERVER 1 78#define COZY_SERVER 1
80
81/*
82 * Make it impossible to pk outside the arena.
83 */
84#define PROHIBIT_PLAYERKILL 1
85 79
86/* Use balanced stat loss code? 80/* Use balanced stat loss code?
87 * This code is a little more merciful with repeated stat loss at lower 81 * 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 82 * levels. Basically, the more stats you have lost, the less likely that
89 * you will lose more. Additionally, lower level characters are shown 83 * you will lose more. Additionally, lower level characters are shown
130#define SET_TITLE TRUE 124#define SET_TITLE TRUE
131#define SIMPLE_EXP TRUE 125#define SIMPLE_EXP TRUE
132#define SPELLPOINT_LEVEL_DEPEND TRUE 126#define SPELLPOINT_LEVEL_DEPEND TRUE
133#define SPELL_ENCUMBRANCE TRUE 127#define SPELL_ENCUMBRANCE TRUE
134#define SPELL_FAILURE_EFFECTS FALSE 128#define SPELL_FAILURE_EFFECTS FALSE
135#define REAL_WIZ TRUE
136#define RECYCLE_TMP_MAPS FALSE
137#define RESURRECTION FALSE 129#define RESURRECTION FALSE
138#define SEARCH_ITEMS TRUE 130#define SEARCH_ITEMS TRUE
139#define NOT_PERMADETH TRUE 131#define NOT_PERMADETH TRUE
140#define EXPLORE_MODE FALSE 132#define EXPLORE_MODE FALSE
141#define STAT_LOSS_ON_DEATH FALSE 133#define STAT_LOSS_ON_DEATH FALSE
142#define PK_LUCK_PENALTY 1 134#define PK_LUCK_PENALTY 1
143#define CASTING_TIME FALSE
144#define SET_FRIENDLY_FIRE 5 135#define SET_FRIENDLY_FIRE 5
145#define ARMOR_MAX_ENCHANT 5 136#define ARMOR_MAX_ENCHANT 5
146#define ARMOR_WEIGHT_REDUCTION 10 137#define ARMOR_WEIGHT_REDUCTION 10
147#define ARMOR_WEIGHT_LINEAR TRUE 138#define ARMOR_WEIGHT_LINEAR TRUE
148#define ARMOR_SPEED_IMPROVEMENT 10 139#define ARMOR_SPEED_IMPROVEMENT 10
149#define ARMOR_SPEED_LINEAR TRUE 140#define ARMOR_SPEED_LINEAR TRUE
150#define CREATE_HOME_PORTALS FALSE 141#define CREATE_HOME_PORTALS FALSE
151 142
152/* you can edit the ones below */ 143/* you can edit the ones below */
153 144
154
155/* CS_LOGSTATS will cause the server to log various usage stats
156 * (number of connections, amount of data sent, amount of data received,
157 * and so on.) This can be very useful if you are trying to measure
158 * server/bandwidth usage. It will periodially dump out information
159 * which contains usage stats for the last X amount of time.
160 * CS_LOGTIME is how often it will print out stats.
161 */
162#define CS_LOGSTATS
163#define CS_LOGTIME 600
164
165/* 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
166 * 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
167 * dont want this defined. 147 * dont want this defined.
168 */ 148 */
169#ifndef DEBUG 149#ifndef DEBUG
170#define DEBUG 150# define DEBUG
171#endif 151#endif
172/* 152/*
173 * 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
174 * 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
175 * 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
220 */ 200 */
221#define NO_POLYMORPH 201#define NO_POLYMORPH
222 202
223 203
224/* This determine how many entries are stored in the kill log. You 204/* This determine how many entries are stored in the kill log. You
225 * can see this information with the 'party kills' command. More entries 205 * can see this information with the 'party kills' command. More entries
226 * mean slower performance and more memory. IF this is not defined, then 206 * mean slower performance and more memory.
227 * this feature is disabled.
228 */ 207 */
229#define PARTY_KILL_LOG 20 208#define PARTY_KILL_LOG 40
230 209
231/* 210/*
232 * The PERM_EXP values adjust the behaviour of permenent experience. - if 211 * The PERM_EXP values adjust the behaviour of permenent experience. - if
233 * the setting permanent_experience_percentage is zero, these values have 212 * the setting permanent_experience_percentage is zero, these values have
234 * no meaning. The value in the settings file is the percentage of the 213 * no meaning. The value in the settings file is the percentage of the
262 241
263/* 242/*
264#define NEW_MATERIAL_CODE 243#define NEW_MATERIAL_CODE
265*/ 244*/
266 245
267/***********************************************************************
268 * SECTION 2 - Machine/Compiler specific stuff.
269 *
270 * Short list of items:
271 * COMPRESS_SUFFIX - selection of compression programs
272 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
273 *
274 ***********************************************************************/
275
276/*
277 * If you compress your files to save space, set the COMPRESS_SUFFIX below
278 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
279 * should already find the program to use. If you set the suffix to
280 * something that autoconf did not find, you are likely to have serious
281 * problems, so make sure you have the appropriate compression tool installed
282 * before you set this. You can look at the autoconf.h file to see
283 * what compression tools it found (search for COMPRESS).
284 * Note that this is used when saving files. Crossfire will search all
285 * methods when loading a file to see if it finds a match
286 */
287
288#ifndef COMPRESS_SUFFIX
289/* #define COMPRESS_SUFFIX ".Z" */
290#endif
291
292/* If you get a complaint about O_NDELAY not being known/undefined, try
293 * uncommenting this.
294 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
295 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
296 * can be written - otherwise, the number of bytes written will be returned
297 * for both modes.
298 */
299
300/*
301#define O_NDELAY O_NONBLOCK
302*/
303
304 246
305/*********************************************************************** 247/***********************************************************************
306 * Section 3 248 * Section 3
307 * 249 *
308 * General file and other defaults that don't need to be changed, and 250 * General file and other defaults that don't need to be changed, and
309 * do not change gameplay as percieved by players much. Some options 251 * do not change gameplay as percieved by players much. Some options
310 * may affect memory consumption however. 252 * may affect memory consumption however.
311 * 253 *
312 * Values: 254 * Values:
313 * 255 *
314 * BANFILE - ban certain users/hosts.
315 * CSPORT - port to use for new client/server 256 * CSPORT - port to use for new client/server
316 * DMFILE - file with dm/wizard access lists 257 * DMFILE - file with dm/wizard access lists
317 * LOGFILE - where to log if using -daemon option 258 * LOGFILE - where to log if using -daemon option
318 * MAP_ - various map timeout and swapping parameters 259 * MAP_ - various map timeout and swapping parameters
319 * MAX_OBJECTS - how many objects to keep in memory. 260 * MAX_OBJECTS - how many objects to keep in memory.
326 * TMPDIR - directory to use for temp files 267 * TMPDIR - directory to use for temp files
327 * UNIQUE_DIR - directory to put unique item files into 268 * UNIQUE_DIR - directory to put unique item files into
328 *********************************************************************** 269 ***********************************************************************
329 */ 270 */
330 271
331/*
332 * BANFILE - file used to ban certain sites from playing. See the example
333 * ban_file for examples.
334 */
335
336#ifndef BANFILE
337#define BANFILE "ban_file"
338#endif
339
340/* CSPORT is the port used for the new client/server code. Change 272/* CSPORT is the port used for the new client/server code. Change
341 * if desired. Only of relevance if ERIC_SERVER is set above 273 * if desired. Only of relevance if ERIC_SERVER is set above
342 */ 274 */
343
344#define CSPORT 13327 /* old port + 1 */ 275#define CSPORT 13327 /* old port + 1 */
345
346 276
347/* 277/*
348 * DMFILE 278 * DMFILE
349 * A file containing valid names that can be dm, one on each line. See 279 * A file containing valid names that can be dm, one on each line. See
350 * example dm_file for syntax help. 280 * example dm_file for syntax help.
351 */ 281 */
352
353#ifndef DMFILE 282#ifndef DMFILE
354#define DMFILE "dm_file" 283#define DMFILE "dm_file"
355#endif 284#endif
356 285
357
358/* LOGFILE specifies which file to log to when playing with the 286/* LOGFILE specifies which file to log to when playing with the
359 * -daemon option. 287 * -daemon option.
360 */ 288 */
361
362#ifndef LOGFILE 289#ifndef LOGFILE
363#define LOGFILE "/var/log/crossfire/logfile" 290#define LOGFILE "/var/log/crossfire/logfile"
364#endif 291#endif
365
366/*
367 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
368 * after a player has left it. If it is set to 0, maps are
369 * swapped out the instant the last player leaves it.
370 * If you are low on memory, you should set this to 0.
371 * Note that depending on the map timeout variable, the number of
372 * objects can get quite high. This is because depending on the maps,
373 * a player could be having the objects of several maps in memory
374 * (the map he is in right now, and the ones he left recently.)
375 * Each map has it's own TIMEOUT value and value field and it is
376 * defaulted to 300
377 *
378 * Having a nonzero value can be useful: If a player leaves a map (and thus
379 * is on a new map), and realizes they want to go back pretty quickly, the
380 * old map is still in memory, so don't need to go disk and get it.
381 *
382 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
383 * to swap out in less than that many ticks, we use the MINTIMEOUT value
384 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
385 * maps.
386 */
387
388/* How many ticks till maps are swapped out */
389#define MAP_MAXTIMEOUT 300
390/* At least that many ticks before swapout */
391#define MAP_MINTIMEOUT 300
392
393/*
394 * MAP_MAXRESET is the maximum time a map can have before being reset. It
395 * will override the time value set in the map, if that time is longer than
396 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
397 * TMPDIR device, set this value to somethign small. The default
398 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
399 * I personally like 1 hour myself, for solo play. It is long enough that
400 * maps won't be resetting as a solve a quest, but short enough that some
401 * maps (like shops and inns) will be reset during the time I play.
402 * Comment out MAP_MAXRESET time if you always want to use the value
403 * in the map archetype.
404 */
405
406/* Maximum time to reset. */
407#define MAP_MAXRESET 7200
408/* Default time to reset. */
409#define MAP_DEFAULTRESET 3600
410
411/*
412 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
413 * will look for maps which are already scheldued for swapping, and
414 * promptly swap them out before new maps are being loaded.
415 * If playing only by yourself, this number can probably be as low as
416 * 3000. If in server mode, probably figure about 1000-2000 objects per
417 * active player (if they typically play on different maps), for some guess
418 * on how many to define. If it is too low, maps just get swapped out
419 * 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.
422 * 25000 is about 8.5 MB
423 */
424
425#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.
432 * 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.
434 *
435 * 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
444 * than if it is very large.
445 * 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.
448 */
449
450/*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
451
452/*
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.
461 * 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.
464 */
465
466/*#define MEMORY_DEBUG*/
467
468 292
469/* 293/*
470 * If you want to have a Message Of The Day file, define MOTD to be 294 * 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 295 * the file with the message. If the file doesn't exist or if it
472 * is empty, no message will be displayed. 296 * is empty, no message will be displayed.
473 * (It resides in the CONFDIR directory) 297 * (It resides in the CONFDIR directory)
474 */ 298 */
475
476#define MOTD "motd" 299#define MOTD "motd"
477 300
478/* 301/*
479 * You can restrict playing in certain times by creating a PERMIT_FILE 302 * You can restrict playing in certain times by creating a PERMIT_FILE
480 * in CONFDIR. See the sample for usage notes. 303 * in CONFDIR. See the sample for usage notes.
481 */ 304 */
482
483#define PERM_FILE "forbid" 305#define PERM_FILE "forbid"
484 306
485/* 307/*
486 * If you want to take the game down while installing new versions, or 308 * 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. 309 * for other reasons, put a message into the SHUTDOWN_FILE file.
488 * Remember to delete it when you open the game again. 310 * Remember to delete it when you open the game again.
489 * (It resides in the CONFDIR directory) 311 * (It resides in the CONFDIR directory)
490 */ 312 */
491
492#ifndef SHUTDOWN_FILE 313#ifndef SHUTDOWN_FILE
493#define SHUTDOWN_FILE "shutdown" 314#define SHUTDOWN_FILE "shutdown"
494#endif 315#endif
495
496 316
497/* 317/*
498 * SOCKETBUFSIZE is the size of the buffer used internally by the server for 318 * 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 319 * storing backlogged messages for the client. This is not operating system
500 * buffers or the like. This amount is used per connection (client). 320 * buffers or the like. This amount is used per connection (client).
502 * large. When the OS buffer and this buffer is exhausted, the server 322 * 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 323 * will drop the client connection for falling too far behind. So if
504 * you have very slow client connections, a larger value may be 324 * you have very slow client connections, a larger value may be
505 * warranted. 325 * warranted.
506 */ 326 */
507
508#define SOCKETBUFSIZE 256*1024 327#define SOCKETBUFSIZE 256*1024
509 328
510/* 329/*
511 * Your tmp-directory should be large enough to hold the uncompressed 330 * Your tmp-directory should be large enough to hold the uncompressed
512 * map-files for all who are playing. 331 * map-files for all who are playing. Local to 'lib' directory.
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 */ 332 */
520
521/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
522#define TMPDIR "/tmp" 333#define TMPDIR "tmp"
523
524 334
525/* Directory to use for unique items. This is placed into the 'lib' 335/* Directory to use for unique items. This is placed into the 'lib'
526 * directory. Changing this will cause any old unique items file 336 * directory. Changing this will cause any old unique items file
527 * not to be used. 337 * not to be used.
528 */ 338 */
529#define UNIQUE_DIR "unique-items" 339#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
541 340
542/* 341/*
543 * These defines tells where, relative to LIBDIR, the maps, the map-index, 342 * These defines tells where, relative to LIBDIR, the maps, the map-index,
544 * archetypes highscore and treaures files and directories can be found. 343 * archetypes highscore and treaures files and directories can be found.
545 */ 344 */
548#define TEMPLATE_DIR "template-maps" 347#define TEMPLATE_DIR "template-maps"
549#define ARCHETYPES "archetypes" 348#define ARCHETYPES "archetypes"
550#define REGIONS "regions" 349#define REGIONS "regions"
551#define HIGHSCORE "highscore" 350#define HIGHSCORE "highscore"
552#define TREASURES "treasures" 351#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 */
557 352
558#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 353#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
559 354
560#define ARCHTABLE 16384 /* Arch hashtable size */
561#define MAXSTRING 20 355#define MAXSTRING 20
562 356
563#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 357#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
564 358
565 359
582 * start their own crossfire, you won't need to define this. 376 * start their own crossfire, you won't need to define this.
583 * 377 *
584 */ 378 */
585 379
586#ifndef PLAYERDIR 380#ifndef PLAYERDIR
587#define PLAYERDIR "players" 381# define PLAYERDIR "players"
588#endif 382#endif
589 383
590/* 384/*
591 * If you have defined SAVE_PLAYER, you might want to change this, too. 385 * If you have defined SAVE_PLAYER, you might want to change this, too.
592 * This is the access rights for the players savefiles. 386 * This is the access rights for the players savefiles.
600 */ 394 */
601/* IMPORTANT: there is a race during saving, where the umask is being applied */ 395/* IMPORTANT: there is a race during saving, where the umask is being applied */
602#define SAVE_MODE 0660 396#define SAVE_MODE 0660
603#define SAVE_DIR_MODE 0770 397#define SAVE_DIR_MODE 0770
604 398
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/* 399/*
624 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 400 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
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 * 401 */
660 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player 402#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
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 */
668 403
669#define RESET_LOCATION_TIME 3600
670

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