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/* |
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* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
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* |
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* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
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* Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
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* Copyright (©) 1992 Frank Tore Johansen |
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* |
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* Deliantra is free software: you can redistribute it and/or modify it under |
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* the terms of the Affero GNU General Public License as published by the |
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* Free Software Foundation, either version 3 of the License, or (at your |
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* 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 Affero GNU General Public License |
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* and the GNU General Public License along with this program. If not, see |
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* <http://www.gnu.org/licenses/>. |
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* |
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* The authors can be reached via e-mail to <support@deliantra.net> |
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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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* 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. |
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*/ |
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#define COZY_SERVER 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 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 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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/* 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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// both must be 2**n |
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#define MAP_CLIENT_X 32 |
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#define MAP_CLIENT_Y 32 |
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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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/* |
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* MAX_ITEM_PER_ACTION defines how many items a player can drop/take etc. at once. |
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* (be careful to set this to high values, as dropping lots of things |
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* can be a performance problem (for which a fix is worked on)). |
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*/ |
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|
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#define MAX_ITEM_PER_ACTION 100 |
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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. |
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*/ |
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#define PARTY_KILL_LOG 40 |
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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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/*********************************************************************** |
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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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* 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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* 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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/* 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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#define CSPORT 13327 /* old port + 1 */ |
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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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#ifndef DMFILE |
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#define DMFILE "dm_file" |
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#endif |
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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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#ifndef LOGFILE |
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#define LOGFILE "/var/log/deliantra/logfile" |
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#endif |
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|
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/* |
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* You can restrict playing in certain times by creating a PERMIT_FILE |
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* in CONFDIR. See the sample for usage notes. |
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*/ |
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#define PERM_FILE "forbid" |
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|
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/* |
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* If you want to take the game down while installing new versions, or |
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* for other reasons, put a message into the SHUTDOWN_FILE file. |
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* Remember to delete it when you open the game again. |
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* (It resides in the CONFDIR directory) |
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*/ |
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#ifndef SHUTDOWN_FILE |
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#define SHUTDOWN_FILE "shutdown" |
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#endif |
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|
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/* |
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* SOCKETBUFSIZE is the size of the buffer used internally by the server for |
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* storing backlogged messages for the client. This is not operating system |
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* buffers or the like. This amount is used per connection (client). |
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* This buffer is in addition to OS buffers, so it may not need to be very |
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* large. When the OS buffer and this buffer is exhausted, the server |
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* will drop the client connection for falling too far behind. So if |
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* you have very slow client connections, a larger value may be |
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* warranted. |
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*/ |
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#define SOCKETBUFSIZE 256*1024 |
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|
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/* |
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* Your tmp-directory should be large enough to hold the uncompressed |
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* map-files for all who are playing. Local to 'lib' directory. |
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*/ |
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#define TMPDIR "tmp" |
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|
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/* Directory to use for unique items. This is placed into the 'lib' |
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* directory. Changing this will cause any old unique items file |
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* not to be used. |
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*/ |
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#define UNIQUE_DIR "unique-items" |
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|
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/* |
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* These defines tells where, relative to LIBDIR, the maps, the map-index, |
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* archetypes highscore and treaures files and directories can be found. |
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*/ |
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|
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#define MAPDIR "maps" |
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#define ARCHETYPES "archetypes" |
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#define REGIONS "regions" |
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#define TREASURES "treasures" |
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|
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#define MAXSTRING 20 |
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|
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#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
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|
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|
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|
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/*********************************************************************** |
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* Section 4 - save player options. |
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* |
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* There are a lot of things that deal with the save files, and what |
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* gets saved with them, so I put them in there own section. |
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* |
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***********************************************************************/ |
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|
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/* |
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* If you want the players to be able to save their characters between |
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* games, define SAVE_PLAYER and set PLAYERDIR to the directories |
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* where the player-files will be put. |
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* Remember to create the directory (make install will do that though). |
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* |
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* If you intend to run a central server, and not allow the players to |
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* start their own crossfire, you won't need to define this. |
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* |
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*/ |
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|
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#ifndef PLAYERDIR |
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# define PLAYERDIR "players" |
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#endif |
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|
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/* |
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* If you have defined SAVE_PLAYER, you might want to change this, too. |
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* This is the access rights for the players savefiles. |
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* Given that crossfire runs in a client/server model, there should |
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* be no issue setting these to be quite restrictive (600 and 700). |
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* Before client/server, multiple people might run the executable, |
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* thus requiring that the server be setuid/setgid, and more generous |
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* permisisons needed. |
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* SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission |
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* for nay directories created. |
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*/ |
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/* IMPORTANT: there is a race during saving, where the umask is being applied */ |
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#define SAVE_MODE 0660 |
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#define SAVE_DIR_MODE 0770 |
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|
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/* |
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* The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on). |
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*/ |
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#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies." |
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|