… | |
… | |
219 | */ |
219 | */ |
220 | #define NO_POLYMORPH |
220 | #define NO_POLYMORPH |
221 | |
221 | |
222 | |
222 | |
223 | /* This determine how many entries are stored in the kill log. You |
223 | /* This determine how many entries are stored in the kill log. You |
224 | * can see this information with the 'party kills' command. More entries |
224 | * can see this information with the 'party kills' command. More entries |
225 | * mean slower performance and more memory. IF this is not defined, then |
225 | * mean slower performance and more memory. |
226 | * this feature is disabled. |
|
|
227 | */ |
226 | */ |
228 | #define PARTY_KILL_LOG 20 |
227 | #define PARTY_KILL_LOG 40 |
229 | |
228 | |
230 | /* |
229 | /* |
231 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
230 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
232 | * the setting permanent_experience_percentage is zero, these values have |
231 | * the setting permanent_experience_percentage is zero, these values have |
233 | * no meaning. The value in the settings file is the percentage of the |
232 | * no meaning. The value in the settings file is the percentage of the |
… | |
… | |
329 | |
328 | |
330 | /* |
329 | /* |
331 | * BANFILE - file used to ban certain sites from playing. See the example |
330 | * BANFILE - file used to ban certain sites from playing. See the example |
332 | * ban_file for examples. |
331 | * ban_file for examples. |
333 | */ |
332 | */ |
334 | |
|
|
335 | #ifndef BANFILE |
333 | #ifndef BANFILE |
336 | #define BANFILE "ban_file" |
334 | #define BANFILE "ban_file" |
337 | #endif |
335 | #endif |
338 | |
336 | |
339 | /* CSPORT is the port used for the new client/server code. Change |
337 | /* CSPORT is the port used for the new client/server code. Change |
340 | * if desired. Only of relevance if ERIC_SERVER is set above |
338 | * if desired. Only of relevance if ERIC_SERVER is set above |
341 | */ |
339 | */ |
342 | |
|
|
343 | #define CSPORT 13327 /* old port + 1 */ |
340 | #define CSPORT 13327 /* old port + 1 */ |
344 | |
341 | |
345 | |
342 | |
346 | /* |
343 | /* |
347 | * DMFILE |
344 | * DMFILE |
348 | * A file containing valid names that can be dm, one on each line. See |
345 | * A file containing valid names that can be dm, one on each line. See |
349 | * example dm_file for syntax help. |
346 | * example dm_file for syntax help. |
350 | */ |
347 | */ |
351 | |
|
|
352 | #ifndef DMFILE |
348 | #ifndef DMFILE |
353 | #define DMFILE "dm_file" |
349 | #define DMFILE "dm_file" |
354 | #endif |
350 | #endif |
355 | |
351 | |
356 | |
352 | |
357 | /* LOGFILE specifies which file to log to when playing with the |
353 | /* LOGFILE specifies which file to log to when playing with the |
358 | * -daemon option. |
354 | * -daemon option. |
359 | */ |
355 | */ |
360 | |
|
|
361 | #ifndef LOGFILE |
356 | #ifndef LOGFILE |
362 | #define LOGFILE "/var/log/crossfire/logfile" |
357 | #define LOGFILE "/var/log/crossfire/logfile" |
363 | #endif |
358 | #endif |
364 | |
|
|
365 | /* |
|
|
366 | * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out |
|
|
367 | * after a player has left it. If it is set to 0, maps are |
|
|
368 | * swapped out the instant the last player leaves it. |
|
|
369 | * If you are low on memory, you should set this to 0. |
|
|
370 | * Note that depending on the map timeout variable, the number of |
|
|
371 | * objects can get quite high. This is because depending on the maps, |
|
|
372 | * a player could be having the objects of several maps in memory |
|
|
373 | * (the map he is in right now, and the ones he left recently.) |
|
|
374 | * Each map has it's own TIMEOUT value and value field and it is |
|
|
375 | * defaulted to 300 |
|
|
376 | * |
|
|
377 | * Having a nonzero value can be useful: If a player leaves a map (and thus |
|
|
378 | * is on a new map), and realizes they want to go back pretty quickly, the |
|
|
379 | * old map is still in memory, so don't need to go disk and get it. |
|
|
380 | * |
|
|
381 | * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set |
|
|
382 | * to swap out in less than that many ticks, we use the MINTIMEOUT value |
|
|
383 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
|
|
384 | * maps. |
|
|
385 | */ |
|
|
386 | |
|
|
387 | /* How many ticks till maps are swapped out */ |
|
|
388 | #define MAP_MAXTIMEOUT 300 |
|
|
389 | /* At least that many ticks before swapout */ |
|
|
390 | #define MAP_MINTIMEOUT 300 |
|
|
391 | |
|
|
392 | /* |
|
|
393 | * MAP_MAXRESET is the maximum time a map can have before being reset. It |
|
|
394 | * will override the time value set in the map, if that time is longer than |
|
|
395 | * MAP_MAXRESET. This value is in seconds. If you are low on space on the |
|
|
396 | * TMPDIR device, set this value to somethign small. The default |
|
|
397 | * value in the map object is MAP_DEFAULTRESET (given in seconds.) |
|
|
398 | * I personally like 1 hour myself, for solo play. It is long enough that |
|
|
399 | * maps won't be resetting as a solve a quest, but short enough that some |
|
|
400 | * maps (like shops and inns) will be reset during the time I play. |
|
|
401 | * Comment out MAP_MAXRESET time if you always want to use the value |
|
|
402 | * in the map archetype. |
|
|
403 | */ |
|
|
404 | |
|
|
405 | /* Maximum time to reset. */ |
|
|
406 | #define MAP_MAXRESET 7200 |
|
|
407 | /* Default time to reset. */ |
|
|
408 | #define MAP_DEFAULTRESET 3600 |
|
|
409 | |
|
|
410 | /* |
|
|
411 | * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
|
|
412 | * will look for maps which are already scheldued for swapping, and |
|
|
413 | * promptly swap them out before new maps are being loaded. |
|
|
414 | * If playing only by yourself, this number can probably be as low as |
|
|
415 | * 3000. If in server mode, probably figure about 1000-2000 objects per |
|
|
416 | * active player (if they typically play on different maps), for some guess |
|
|
417 | * on how many to define. If it is too low, maps just get swapped out |
|
|
418 | * immediately, causing a performance hit. If it is too high, the program |
|
|
419 | * consumes more memory. If you have gobs of free memory, a high number |
|
|
420 | * might not be a bad idea. Each object is around 350 bytes right now. |
|
|
421 | * 25000 is about 8.5 MB |
|
|
422 | */ |
|
|
423 | |
|
|
424 | #define MAX_OBJECTS 400000 |
|
|
425 | |
|
|
426 | /* |
|
|
427 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
|
|
428 | * is a bit different: |
|
|
429 | * 1) We only start swapping maps if the number of objects in use is |
|
|
430 | * greater than MAX_OBJECTS above. |
|
|
431 | * 2) We keep swapping maps until there are no more maps to swap or the number |
|
|
432 | * of used objects drop below this low water mark value. |
|
|
433 | * |
|
|
434 | * If this is not defined, maps are swapped out on the timeout value above, |
|
|
435 | * or if the number of objects used is greater than MAX_OBJECTS above. |
|
|
436 | * |
|
|
437 | * Note: While this will prevent the pauses noticed when saving maps, there |
|
|
438 | * can instead be cpu performance penalties - any objects in memory get |
|
|
439 | * processed. So if there are 4000 objects in memory, and 1000 of them |
|
|
440 | * are living objects, the system will process all 1000 objects each tick. |
|
|
441 | * With swapping enable, maybe 600 of the objects would have gotten swapped |
|
|
442 | * out. This is less likely a problem with a smaller number of MAX_OBJECTS |
|
|
443 | * than if it is very large. |
|
|
444 | * Also, the pauses you do get can be worse, as if you enter a map with |
|
|
445 | * a lot of new objects and go above MAX_OBJECTS, it may have to swap out |
|
|
446 | * many maps to get below the low water mark. |
|
|
447 | */ |
|
|
448 | |
|
|
449 | /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/ |
|
|
450 | |
|
|
451 | /* |
|
|
452 | * Turning on MEMORY_DEBUG slows down execution, but makes it easier |
|
|
453 | * to find memory corruption and leaks. Currently, the main thing |
|
|
454 | * that happens with this activated is that one malloc is done for |
|
|
455 | * each object - thus whatever debugging mechanism the malloc library |
|
|
456 | * (or other debugging tool provides, like purify), it can track this |
|
|
457 | * individual malloc. Default behaviour when turned off is that |
|
|
458 | * enough memory is malloced for a large group of objects so malloc does |
|
|
459 | * not need to be called as often. |
|
|
460 | * This should only be turned on if some form of memory debugging tool |
|
|
461 | * is being used - otherwise, turning this on will cause some performance |
|
|
462 | * hit with no useful advantage. |
|
|
463 | */ |
|
|
464 | |
|
|
465 | /*#define MEMORY_DEBUG*/ |
|
|
466 | |
|
|
467 | |
359 | |
468 | /* |
360 | /* |
469 | * If you want to have a Message Of The Day file, define MOTD to be |
361 | * If you want to have a Message Of The Day file, define MOTD to be |
470 | * the file with the message. If the file doesn't exist or if it |
362 | * the file with the message. If the file doesn't exist or if it |
471 | * is empty, no message will be displayed. |
363 | * is empty, no message will be displayed. |
472 | * (It resides in the CONFDIR directory) |
364 | * (It resides in the CONFDIR directory) |
473 | */ |
365 | */ |
474 | |
|
|
475 | #define MOTD "motd" |
366 | #define MOTD "motd" |
476 | |
367 | |
477 | /* |
368 | /* |
478 | * You can restrict playing in certain times by creating a PERMIT_FILE |
369 | * You can restrict playing in certain times by creating a PERMIT_FILE |
479 | * in CONFDIR. See the sample for usage notes. |
370 | * in CONFDIR. See the sample for usage notes. |
480 | */ |
371 | */ |
481 | |
|
|
482 | #define PERM_FILE "forbid" |
372 | #define PERM_FILE "forbid" |
483 | |
373 | |
484 | /* |
374 | /* |
485 | * If you want to take the game down while installing new versions, or |
375 | * If you want to take the game down while installing new versions, or |
486 | * for other reasons, put a message into the SHUTDOWN_FILE file. |
376 | * for other reasons, put a message into the SHUTDOWN_FILE file. |
487 | * Remember to delete it when you open the game again. |
377 | * Remember to delete it when you open the game again. |
488 | * (It resides in the CONFDIR directory) |
378 | * (It resides in the CONFDIR directory) |
489 | */ |
379 | */ |
490 | |
|
|
491 | #ifndef SHUTDOWN_FILE |
380 | #ifndef SHUTDOWN_FILE |
492 | #define SHUTDOWN_FILE "shutdown" |
381 | #define SHUTDOWN_FILE "shutdown" |
493 | #endif |
382 | #endif |
494 | |
383 | |
495 | |
384 | |
… | |
… | |
501 | * large. When the OS buffer and this buffer is exhausted, the server |
390 | * large. When the OS buffer and this buffer is exhausted, the server |
502 | * will drop the client connection for falling too far behind. So if |
391 | * will drop the client connection for falling too far behind. So if |
503 | * you have very slow client connections, a larger value may be |
392 | * you have very slow client connections, a larger value may be |
504 | * warranted. |
393 | * warranted. |
505 | */ |
394 | */ |
506 | |
|
|
507 | #define SOCKETBUFSIZE 256*1024 |
395 | #define SOCKETBUFSIZE 256*1024 |
508 | |
396 | |
509 | /* |
397 | /* |
510 | * Your tmp-directory should be large enough to hold the uncompressed |
398 | * Your tmp-directory should be large enough to hold the uncompressed |
511 | * map-files for all who are playing. |
399 | * map-files for all who are playing. Local to 'lib' directory. |
512 | * It ought to be locally mounted, since the function used to generate |
|
|
513 | * unique temporary filenames isn't guaranteed to work over NFS or AFS |
|
|
514 | * On the other hand, if you know that only one crossfire server will be |
|
|
515 | * running using this temporary directory, it is likely to be safe to use |
|
|
516 | * something that is NFS mounted (but performance may suffer as NFS is |
|
|
517 | * slower than local disk) |
|
|
518 | */ |
400 | */ |
519 | |
|
|
520 | /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ |
|
|
521 | #define TMPDIR "/tmp" |
401 | #define TMPDIR "tmp" |
522 | |
402 | |
523 | |
403 | |
524 | /* Directory to use for unique items. This is placed into the 'lib' |
404 | /* Directory to use for unique items. This is placed into the 'lib' |
525 | * directory. Changing this will cause any old unique items file |
405 | * directory. Changing this will cause any old unique items file |
526 | * not to be used. |
406 | * not to be used. |
527 | */ |
407 | */ |
528 | #define UNIQUE_DIR "unique-items" |
408 | #define UNIQUE_DIR "unique-items" |
529 | |
|
|
530 | /* |
|
|
531 | * These define the players starting map and location on that map, and where |
|
|
532 | * emergency saves are defined. This should be left as is unless you make |
|
|
533 | * major changes to the map. |
|
|
534 | */ |
|
|
535 | |
|
|
536 | #define EMERGENCY_MAPPATH "/city/city" |
|
|
537 | #define EMERGENCY_X 15 |
|
|
538 | #define EMERGENCY_Y 19 |
|
|
539 | |
|
|
540 | |
409 | |
541 | /* |
410 | /* |
542 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
411 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
543 | * archetypes highscore and treaures files and directories can be found. |
412 | * archetypes highscore and treaures files and directories can be found. |
544 | */ |
413 | */ |
… | |
… | |
548 | #define ARCHETYPES "archetypes" |
417 | #define ARCHETYPES "archetypes" |
549 | #define REGIONS "regions" |
418 | #define REGIONS "regions" |
550 | #define HIGHSCORE "highscore" |
419 | #define HIGHSCORE "highscore" |
551 | #define TREASURES "treasures" |
420 | #define TREASURES "treasures" |
552 | #define BANISHFILE "banish_file" |
421 | #define BANISHFILE "banish_file" |
553 | |
|
|
554 | #define MAX_ERRORS 25 /* Bail out if more are received during tick */ |
|
|
555 | #define OBJ_EXPAND 5000 /* How big steps to use when expanding array */ |
|
|
556 | |
422 | |
557 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
423 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
558 | |
424 | |
559 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
425 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
560 | #define MAXSTRING 20 |
426 | #define MAXSTRING 20 |
… | |
… | |
599 | */ |
465 | */ |
600 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
466 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
601 | #define SAVE_MODE 0660 |
467 | #define SAVE_MODE 0660 |
602 | #define SAVE_DIR_MODE 0770 |
468 | #define SAVE_DIR_MODE 0770 |
603 | |
469 | |
604 | /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really |
|
|
605 | * needs to be selected. You can set both, and things will work fine, |
|
|
606 | * however, it just means that a lot more saving will be done, which |
|
|
607 | * can slow things down some. |
|
|
608 | */ |
|
|
609 | |
|
|
610 | /* How often (in seconds) the player is saved if he drops things. If it is |
|
|
611 | * set to 0, the player will be saved for every item he drops. Otherwise, |
|
|
612 | * if the player drops and item, and the last time he was saved |
|
|
613 | * due to item drop is longer |
|
|
614 | * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing |
|
|
615 | * environment, you may want to set this to a higher value, so that |
|
|
616 | * you are not spending too much time saving the characters. |
|
|
617 | * This option should now work (Crossfire 0.90.5) |
|
|
618 | */ |
|
|
619 | |
|
|
620 | //#define SAVE_INTERVAL 60 |
|
|
621 | |
|
|
622 | /* |
470 | /* |
623 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
471 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
624 | * 5000 with MAX_TIME set at 120,000 means that the player will be |
472 | * 5000 with MAX_TIME set at 120,000 means that the player will be |
625 | * saved every 10 minutes. Some effort should probably be made to |
473 | * saved every 10 minutes. Some effort should probably be made to |
626 | * spread out these saves, but that might be more effort than it is |
474 | * spread out these saves, but that might be more effort than it is |
… | |
… | |
630 | * saves pretty well spread out (in a fairly random fashion.) |
478 | * saves pretty well spread out (in a fairly random fashion.) |
631 | */ |
479 | */ |
632 | |
480 | |
633 | #define AUTOSAVE 1000 |
481 | #define AUTOSAVE 1000 |
634 | |
482 | |
635 | /* Often, emergency save fails because the memory corruption that caused |
|
|
636 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
|
|
637 | * to disable emergency saves. This actually does |
|
|
638 | * prevent emergency saves now (Version 0.90.5). |
|
|
639 | */ |
|
|
640 | |
|
|
641 | #define NO_EMERGENCY_SAVE |
|
|
642 | |
|
|
643 | /* By selecting the following, whenever a player does a backup save (with |
|
|
644 | * the 'save command), the player will be saved at home (EMERGENCY_MAP_* |
|
|
645 | * information that is specified later). IF this is not set, the player |
|
|
646 | * will be saved at his present location. |
|
|
647 | */ |
|
|
648 | |
|
|
649 | /*#define BACKUP_SAVE_AT_HOME*/ |
|
|
650 | |
|
|
651 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
483 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
652 | * we will return the player to his savebed location. If this is zero, |
484 | * we will return the player to his savebed location. If this is zero, |
653 | * this feature is disabled (player will resume where ever he was |
485 | * this feature is disabled (player will resume where ever he was |
654 | * when he last logged off). If this is set to less than two hours, |
486 | * when he last logged off). If this is set to less than two hours, |
655 | * it will prevent players from camping out in treasure rooms. |
487 | * it will prevent players from camping out in treasure rooms. |