703 lines
27 KiB
C
703 lines
27 KiB
C
/*
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* static char *rcsid_config_h =
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* "$Id: config.h 11578 2009-02-23 22:02:27Z lalo $";
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*/
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/*
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CrossFire, A Multiplayer game for X-windows
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Copyright (C) 2002 Mark Wedel & Crossfire Development Team
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Copyright (C) 1992 Frank Tore Johansen
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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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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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
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The authors can be reached via e-mail at crossfire-devel@real-time.com
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*/
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#ifndef CONFIG_H
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#define CONFIG_H
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/**
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* @file
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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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/* 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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* SECTION 1 - FEATURES
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*
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* You don't have to change anything here to get a working program, but
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* you may want to on personal preferance. Items are arranged
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* alphabetically.
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*
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* Short list of features, and what to search for:
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* CS_LOGSTATS - log various new client/server data.
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* DEBUG - more verbose message logging?
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* MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive
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* MAX_TIME - how long an internal tick is in microseconds
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* MANY_CORES - generate core dumps on gross errors instead of continuing?
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* PARTY_KILL_LOG - stores party kill information
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* WATCHDOG - allows use of an external watchdog program
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*
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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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#define BALSL_LOSS_CHANCE_RATIO 4
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#define BALSL_NUMBER_LOSSES_RATIO 6
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#define BALSL_MAX_LOSS_RATIO 2
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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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#define BALANCED_STAT_LOSS FALSE
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#define PERMANENT_EXPERIENCE_RATIO 25
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#define DEATH_PENALTY_RATIO 20
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#define DEATH_PENALTY_LEVEL 3
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#define SET_TITLE TRUE
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#define SIMPLE_EXP TRUE
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#define SPELLPOINT_LEVEL_DEPEND TRUE
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#define SPELL_ENCUMBRANCE TRUE
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#define SPELL_FAILURE_EFFECTS FALSE
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#define REAL_WIZ TRUE
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#define RECYCLE_TMP_MAPS FALSE
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#define RESURRECTION FALSE
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#define SEARCH_ITEMS TRUE
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#define NOT_PERMADETH TRUE
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#define EXPLORE_MODE FALSE
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#define STAT_LOSS_ON_DEATH FALSE
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#define PK_LUCK_PENALTY 1
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#define CASTING_TIME FALSE
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#define SET_FRIENDLY_FIRE 5
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#define ARMOR_MAX_ENCHANT 5
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#define ARMOR_WEIGHT_REDUCTION 10
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#define ARMOR_WEIGHT_LINEAR TRUE
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#define ARMOR_SPEED_IMPROVEMENT 10
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#define ARMOR_SPEED_LINEAR TRUE
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/* you can edit the ones below */
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/**
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* CS_LOGSTATS will cause the server to log various usage stats
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* (number of connections, amount of data sent, amount of data received,
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* and so on.) This can be very useful if you are trying to measure
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* server/bandwidth usage. It will periodially dump out information
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* which contains usage stats for the last X amount of time.
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* CS_LOGTIME is how often it will print out stats.
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*/
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#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
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#define CS_LOGSTATS
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#endif
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#ifdef CS_LOGSTATS
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#define CS_LOGTIME 600
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#endif
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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 WIN32 /* ***win32 we set the following stuff in the IDE */
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#ifndef DEBUG
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#define DEBUG
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#endif
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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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#define MANY_CORES
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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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*
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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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*
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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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*
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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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*
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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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#define MAP_CLIENT_X 25
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#define MAP_CLIENT_Y 25
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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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#define MAX_TIME 120000
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/**
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* Polymorph as it currently stands is unbalancing, so by default
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* we have it disabled. It can be enabled and it works, but
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* it can be abused in various ways.
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*/
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#define NO_POLYMORPH
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/**
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* This determine how many entries are stored in the kill log. You
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* can see this information with the 'party kills' command. More entries
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* mean slower performance and more memory. IF this is not defined, then
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* this feature is disabled.
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*/
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/*
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#define PARTY_KILL_LOG 20
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*/
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/**
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* The PERM_EXP values adjust the behaviour of permenent experience. - if
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* the setting permanent_experience_percentage is zero, these values have
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* no meaning. The value in the settings file is the percentage of the
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* experience that is permenent, the rest could be lost on death. When dying,
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* the greatest amount of non-permenent exp it is possible to lose at one time
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* is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
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* total exp - perm exp * loss ratio. The gain ratio is how much of experienced
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* experience goes to the permanent value. This does not detract from total
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* exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
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* 10 to the permanent value).
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*
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* A few thoughts on these default value (by MSW)
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* gain ratio is pretty much meaningless until exp has been lost, as until
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* that poin, the value in the settings file will be used.
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* It is also impossible for the exp to actually be reduced to the permanent
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* exp ratio - since the loss ratio is .5, it will just get closer and
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* closer. However, after about half a dozen hits, pretty much all the
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* exp that can be lost has been lost, and after that, only minor loss
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* will occur.
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*/
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/* GD */
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#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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* WATCHDOG lets sends datagrams to port 13325 on localhost
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* in (more-or-less) regular intervals, so an external watchdog
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* program can kill the server if it hangs (for whatever reason).
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* It shouldn't hurt anyone if this is defined but you don't
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* have an watchdog program.
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*/
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#ifndef WIN32 /* ***win32 disable watchdog as win32 default */
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#define WATCHDOG
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#endif
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/**
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* Enable the new material code - it needs some work. You can
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* enable this, and things will work, just you'll see a whole
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* bunch more materials show up, and thus a whole bunch more materials
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* in your inventory, and the sorting for them isn't really good.
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*/
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/*
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#define NEW_MATERIAL_CODE
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*/
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/***********************************************************************
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* SECTION 2 - Machine/Compiler specific stuff.
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*
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* Short list of items:
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* COMPRESS_SUFFIX - selection of compression programs
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* O_NDELAY - If you don't have O_NDELAY, uncomment it.
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*
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***********************************************************************/
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/**
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* If you compress your files to save space, set the COMPRESS_SUFFIX below
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* to the compression suffix you want (.Z, .gz, .bz2). The autoconf
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* should already find the program to use. If you set the suffix to
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* something that autoconf did not find, you are likely to have serious
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* problems, so make sure you have the appropriate compression tool installed
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* before you set this. You can look at the autoconf.h file to see
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* what compression tools it found (search for COMPRESS).
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* Note that this is used when saving files. Crossfire will search all
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* methods when loading a file to see if it finds a match
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*/
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#ifndef COMPRESS_SUFFIX
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/* #define COMPRESS_SUFFIX ".Z" */
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#endif
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/**
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* If you get a complaint about O_NDELAY not being known/undefined, try
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* uncommenting this.
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* This may cause problems - O_NONBLOCK will return -1 on blocking writes
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* and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
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* can be written - otherwise, the number of bytes written will be returned
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* for both modes.
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*/
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/*
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#define O_NDELAY O_NONBLOCK
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*/
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/***********************************************************************
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* Section 3
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*
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* General file and other defaults that don't need to be changed, and
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* do not change gameplay as percieved by players much. Some options
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* may affect memory consumption however.
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*
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* Values:
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*
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* BANFILE - ban certain users/hosts.
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* CSPORT - port to use for new client/server
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* DMFILE - file with dm/wizard access lists
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* LOGFILE - where to log if using -daemon option
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* MAP_ - various map timeout and swapping parameters
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* MAX_OBJECTS - how many objects to keep in memory.
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* MAX_OBJECTS_LWM - only swap maps out if below that value
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* MOTD - message of the day - printed each time someone joins the game
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* PERM_FILE - limit play times
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* SHUTDOWN - used when shutting down the server
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* SOCKETBUFSIZE - size of buffer used internally by the server for storing
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* backlogged messages.
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* TMPDIR - directory to use for temp files
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* UNIQUE_DIR - directory to put unique item files into
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* USE_CALLOC for some memory requests
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***********************************************************************
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*/
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/**
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* BANFILE - file used to ban certain sites from playing. See the example
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* ban_file for examples.
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*/
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#ifndef BANFILE
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#define BANFILE "ban_file"
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#endif
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/**
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* CSPORT is the port used for the new client/server code. Change
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* if desired. Only of relevance if ERIC_SERVER is set above
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*/
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#define CSPORT 13327 /* old port + 1 */
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/**
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* 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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#ifdef WIN32 /* change define path */
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#define LOGFILE "var\\crossfire.log"
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#else
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#define LOGFILE "/var/log/crossfire/logfile"
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#endif
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#endif
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/**
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* MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
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* after a player has left it. If it is set to 0, maps are
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* swapped out the instant the last player leaves it.
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* If you are low on memory, you should set this to 0.
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* Note that depending on the map timeout variable, the number of
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* objects can get quite high. This is because depending on the maps,
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* a player could be having the objects of several maps in memory
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* (the map he is in right now, and the ones he left recently.)
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* Each map has it's own TIMEOUT value and value field and it is
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* defaulted to 300
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*
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* Having a nonzero value can be useful: If a player leaves a map (and thus
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* is on a new map), and realizes they want to go back pretty quickly, the
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* old map is still in memory, so don't need to go disk and get it.
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*
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* MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
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* to swap out in less than that many ticks, we use the MINTIMEOUT value
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* below. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
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* maps.
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*/
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/** How many ticks till maps are swapped out. */
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#define MAP_MAXTIMEOUT 1000
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/** At least that many ticks before swapout. */
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#define MAP_MINTIMEOUT 500
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/**
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* MAP_MAXRESET is the maximum time a map can have before being reset. It
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* will override the time value set in the map, if that time is longer than
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* MAP_MAXRESET. This value is in seconds. If you are low on space on the
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* TMPDIR device, set this value to somethign small. The default
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* value in the map object is MAP_DEFAULTRESET (given in seconds.)
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* I personally like 1 hour myself, for solo play. It is long enough that
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* maps won't be resetting as a solve a quest, but short enough that some
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* maps (like shops and inns) will be reset during the time I play.
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* Comment out MAP_MAXRESET time if you always want to use the value
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* in the map archetype.
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*/
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/** Maximum time to reset. */
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#define MAP_MAXRESET 7200
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/** Default time to reset. */
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#define MAP_DEFAULTRESET 7200
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/**
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* MAX_OBJECTS is no hard limit. If this limit is exceeded, Crossfire
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* will look for maps which are already scheldued for swapping, and
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* promptly swap them out before new maps are being loaded.
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* If playing only by yourself, this number can probably be as low as
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* 3000. If in server mode, probably figure about 1000-2000 objects per
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* active player (if they typically play on different maps), for some guess
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* on how many to define. If it is too low, maps just get swapped out
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* immediately, causing a performance hit. If it is too high, the program
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* consumes more memory. If you have gobs of free memory, a high number
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* might not be a bad idea. Each object is around 350 bytes right now.
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* 25000 is about 8.5 MB
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*/
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#define MAX_OBJECTS 100000
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/**
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* Max objects low water mark (lwm). If defined, the map swapping strategy
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* is a bit different:
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* 1) We only start swapping maps if the number of objects in use is
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* greater than MAX_OBJECTS above.
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* 2) We keep swapping maps until there are no more maps to swap or the number
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* of used objects drop below this low water mark value.
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*
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* If this is not defined, maps are swapped out on the timeout value above,
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* or if the number of objects used is greater than MAX_OBJECTS above.
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*
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* Note: While this will prevent the pauses noticed when saving maps, there
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* can instead be cpu performance penalties - any objects in memory get
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* processed. So if there are 4000 objects in memory, and 1000 of them
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* are living objects, the system will process all 1000 objects each tick.
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* With swapping enable, maybe 600 of the objects would have gotten swapped
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* out. This is less likely a problem with a smaller number of MAX_OBJECTS
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* than if it is very large.
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* Also, the pauses you do get can be worse, as if you enter a map with
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* a lot of new objects and go above MAX_OBJECTS, it may have to swap out
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* many maps to get below the low water mark.
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*/
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/*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
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/**
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* Turning on MEMORY_DEBUG slows down execution, but makes it easier
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* to find memory corruption and leaks. Currently, the main thing
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* that happens with this activated is that one malloc is done for
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* each object - thus whatever debugging mechanism the malloc library
|
|
* (or other debugging tool provides, like purify), it can track this
|
|
* individual malloc. Default behaviour when turned off is that
|
|
* enough memory is malloced for a large group of objects so malloc does
|
|
* not need to be called as often.
|
|
* This should only be turned on if some form of memory debugging tool
|
|
* is being used - otherwise, turning this on will cause some performance
|
|
* hit with no useful advantage.
|
|
*
|
|
* Define to 2 for stricter checks (known to currently break).
|
|
* Define to 3 for even stricter checks (known to currently break even more).
|
|
*/
|
|
/*#define MEMORY_DEBUG 1*/
|
|
|
|
/**
|
|
* If you want to have a Message Of The Day file, define MOTD to be
|
|
* the file with the message. If the file doesn't exist or if it
|
|
* is empty, no message will be displayed.
|
|
* (It resides in the CONFDIR directory)
|
|
*/
|
|
#define MOTD "motd"
|
|
|
|
/**
|
|
* You can restrict playing in certain times by creating a PERMIT_FILE
|
|
* in CONFDIR. See the sample for usage notes.
|
|
*/
|
|
#define PERM_FILE "forbid"
|
|
|
|
/**
|
|
* If you want to take the game down while installing new versions, or
|
|
* for other reasons, put a message into the SHUTDOWN_FILE file.
|
|
* Remember to delete it when you open the game again.
|
|
* (It resides in the CONFDIR directory)
|
|
*/
|
|
#ifndef SHUTDOWN_FILE
|
|
#define SHUTDOWN_FILE "shutdown"
|
|
#endif
|
|
|
|
/**
|
|
* SOCKETBUFSIZE is the size of the buffer used internally by the server for
|
|
* storing backlogged messages for the client. This is not operating system
|
|
* buffers or the like. This amount is used per connection (client).
|
|
* This buffer is in addition to OS buffers, so it may not need to be very
|
|
* large. When the OS buffer and this buffer is exhausted, the server
|
|
* will drop the client connection for falling too far behind. So if
|
|
* you have very slow client connections, a larger value may be
|
|
* warranted.
|
|
*/
|
|
#define SOCKETBUFSIZE 256*1024
|
|
|
|
/**
|
|
* Your tmp-directory should be large enough to hold the uncompressed
|
|
* map-files for all who are playing.
|
|
* It ought to be locally mounted, since the function used to generate
|
|
* unique temporary filenames isn't guaranteed to work over NFS or AFS
|
|
* On the other hand, if you know that only one crossfire server will be
|
|
* running using this temporary directory, it is likely to be safe to use
|
|
* something that is NFS mounted (but performance may suffer as NFS is
|
|
* slower than local disk)
|
|
*/
|
|
/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
|
|
#ifdef WIN32 /* change define path tmp */
|
|
#define TMPDIR "tmp"
|
|
#else
|
|
#define TMPDIR "/tmp"
|
|
#endif
|
|
|
|
/**
|
|
* Directory to use for unique items. This is placed into the 'lib'
|
|
* directory. Changing this will cause any old unique items file
|
|
* not to be used.
|
|
*/
|
|
#define UNIQUE_DIR "unique-items"
|
|
|
|
/**
|
|
* If undefined, malloc is always used.
|
|
* It looks like this can be oboleted. However, it can be useful to
|
|
* track down some bugs, as it will make sure that the entire data structure
|
|
* is set to 0, at the expense of speed.
|
|
* Rupert Goldie has run Purify against the code, and if this is disabled,
|
|
* apparantly there are a lot of uninitialized memory reads - I haven't
|
|
* seen any problem (maybe the memory reads are copies, and the destination
|
|
* doesn't actually use the garbage values either?), but the impact on speed
|
|
* of using this probably isn't great, and should make things more stable.
|
|
* Msw 8-9-97
|
|
*/
|
|
#define USE_CALLOC
|
|
|
|
/**
|
|
* These define the players starting map and location on that map, and where
|
|
* emergency saves are defined. This should be left as is unless you make
|
|
* major changes to the map.
|
|
*/
|
|
#ifdef WIN32 /* change define path city */
|
|
# define EMERGENCY_MAPPATH "\\world\\world_105_115"
|
|
#else
|
|
# define EMERGENCY_MAPPATH "/world/world_105_115"
|
|
#endif
|
|
# define EMERGENCY_X 5
|
|
# define EMERGENCY_Y 37
|
|
|
|
/**
|
|
* These defines tells where, relative to LIBDIR, the maps, the map-index,
|
|
* archetypes highscore and treaures files and directories can be found.
|
|
*/
|
|
#define MAPDIR "maps"
|
|
#define TEMPLATE_DIR "template-maps"
|
|
#define ARCHETYPES "archetypes"
|
|
#define REGIONS "regions.reg"
|
|
#define HIGHSCORE "highscore"
|
|
#define TREASURES "treasures"
|
|
#define BANISHFILE "banish_file"
|
|
|
|
#define MAX_ERRORS 25 /**< Bail out if more are received during tick. */
|
|
#define STARTMAX 500 /**< How big array of objects to start with. */
|
|
#define OBJ_EXPAND 100 /**< How big steps to use when expanding array. */
|
|
|
|
#define HIGHSCORE_LENGTH 1000 /**< How many entries there are room for. */
|
|
|
|
#define ARCHTABLE 8192 /**< Used when hashing archetypes. */
|
|
#define MAXSTRING 20
|
|
|
|
#define COMMAND_HASH_SIZE 107 /**< If you change this, delete all characters :) */
|
|
|
|
/***********************************************************************
|
|
* Section 4 - save player options.
|
|
*
|
|
* There are a lot of things that deal with the save files, and what
|
|
* gets saved with them, so I put them in there own section.
|
|
*
|
|
***********************************************************************/
|
|
|
|
/**
|
|
* If you want the players to be able to save their characters between
|
|
* games, define SAVE_PLAYER and set PLAYERDIR to the directories
|
|
* where the player-files will be put.
|
|
* Remember to create the directory (make install will do that though).
|
|
*
|
|
* If you intend to run a central server, and not allow the players to
|
|
* start their own Crossfire, you won't need to define this.
|
|
*
|
|
*/
|
|
#ifndef PLAYERDIR
|
|
#define PLAYERDIR "players"
|
|
#endif
|
|
|
|
/**
|
|
* If you have defined SAVE_PLAYER, you might want to change this, too.
|
|
* This is the access rights for the players savefiles.
|
|
* Given that crossfire runs in a client/server model, there should
|
|
* be no issue setting these to be quite restrictive (600 and 700).
|
|
* Before client/server, multiple people might run the executable,
|
|
* thus requiring that the server be setuid/setgid, and more generous
|
|
* permisisons needed.
|
|
* SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
|
|
* for nay directories created.
|
|
*/
|
|
#define SAVE_MODE 0660
|
|
#define SAVE_DIR_MODE 0770
|
|
|
|
/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
|
|
* needs to be selected. You can set both, and things will work fine,
|
|
* however, it just means that a lot more saving will be done, which
|
|
* can slow things down some.
|
|
*/
|
|
|
|
/**
|
|
* How often (in seconds) the player is saved if he drops things. If it is
|
|
* set to 0, the player will be saved for every item he drops. Otherwise,
|
|
* if the player drops and item, and the last time he was saved
|
|
* due to item drop is longer
|
|
* the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
|
|
* environment, you may want to set this to a higher value, so that
|
|
* you are not spending too much time saving the characters.
|
|
* This option should now work (Crossfire 0.90.5)
|
|
*/
|
|
/*#define SAVE_INTERVAL 300*/
|
|
|
|
/**
|
|
* AUTOSAVE saves the player every AUTOSAVE ticks. A value of
|
|
* 5000 with MAX_TIME set at 120,000 means that the player will be
|
|
* saved every 10 minutes. Some effort should probably be made to
|
|
* spread out these saves, but that might be more effort than it is
|
|
* worth (Depending on the spacing, if enough players log on, the spacing
|
|
* may not be large enough to save all of them.) As it is now, it will
|
|
* just set the base tick of when they log on, which should keep the
|
|
* saves pretty well spread out (in a fairly random fashion.)
|
|
*/
|
|
#define AUTOSAVE 5000
|
|
|
|
/**
|
|
* Often, emergency save fails because the memory corruption that caused
|
|
* the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
|
|
* to disable emergency saves. This actually does
|
|
* prevent emergency saves now (Version 0.90.5).
|
|
*/
|
|
#define NO_EMERGENCY_SAVE
|
|
|
|
/**
|
|
* By selecting the following, whenever a player does a backup save (with
|
|
* the 'save' command), the player will be saved at home (EMERGENCY_MAP_*
|
|
* information that is specified later). If this is not set, the player
|
|
* will be saved at his present location.
|
|
*/
|
|
/*#define BACKUP_SAVE_AT_HOME*/
|
|
|
|
/**
|
|
* RESET_LOCATION_TIME is the number of seconds that must elapse before
|
|
* we fill return the player to his savebed location. If this is zero,
|
|
* this feature is disabled (player will resume where ever he was
|
|
* when he last logged off). If this is set to less than two hours,
|
|
* it will prevent players from camping out in treasure rooms.
|
|
* Do not comment this out - it must be set to something - if you
|
|
* comment this out, the program will not compile.
|
|
*
|
|
* This will work to BACKUP_SAVE_AT_HOME at home above, but where the player
|
|
* where appear under what conditions is a little complicated depending
|
|
* on how the player exited the game. But if the elapsed time is greater than
|
|
* the value below, player will always get returned to savebed location
|
|
* location.
|
|
*
|
|
* Set to one hour as default
|
|
*/
|
|
#define RESET_LOCATION_TIME 3600
|
|
|
|
#endif /* CONFIG_H */
|