1 | /* |
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2 | * static char *rcsid_config_h = |
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3 | * "$Id: config.h,v 1.5 2006/03/07 13:44:43 root Exp $"; |
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4 | */ |
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5 | |
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6 | /* |
1 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
8 | |
3 | |
9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
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… | |
21 | |
16 | |
22 | You should have received a copy of the GNU General Public License |
17 | You should have received a copy of the GNU General Public License |
23 | along with this program; if not, write to the Free Software |
18 | along with this program; if not, write to the Free Software |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
25 | |
20 | |
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
27 | */ |
22 | */ |
28 | |
23 | |
29 | /* This file contains various #defines that select various options. |
24 | /* This file contains various #defines that select various options. |
30 | * Some may not be desirable, and some just may not work. |
25 | * Some may not be desirable, and some just may not work. |
31 | * |
26 | * |
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71 | * DEBUG - more verbose message logging? |
66 | * DEBUG - more verbose message logging? |
72 | * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive |
67 | * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive |
73 | * MAX_TIME - how long an internal tick is in microseconds |
68 | * MAX_TIME - how long an internal tick is in microseconds |
74 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
69 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
75 | * PARTY_KILL_LOG - stores party kill information |
70 | * PARTY_KILL_LOG - stores party kill information |
76 | * WATCHDOG - allows use of an external watchdog program |
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77 | * |
71 | * |
78 | ***********************************************************************/ |
72 | ***********************************************************************/ |
79 | |
73 | |
80 | /* Use a very easy, non-challenging server? |
74 | /* Use a very easy, non-challenging server? |
81 | * Defining the COZY_SERVER will make the server much less challenging: |
75 | * Defining the COZY_SERVER will make the server much less challenging: |
82 | * no stats loss on death, much less experience loss, and party members |
76 | * no stats loss on death, much less experience loss, and party members |
83 | * are treated by pet monsters as the owner itself when moving "through" them. |
77 | * are treated by pet monsters as the owner itself when moving "through" them. |
84 | */ |
78 | */ |
85 | #define COZY_SERVER 1 |
79 | #define COZY_SERVER 1 |
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80 | |
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81 | /* |
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82 | * Make it impossible to pk outside the arena. |
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83 | */ |
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84 | #define PROHIBIT_PLAYERKILL 1 |
86 | |
85 | |
87 | /* Use balanced stat loss code? |
86 | /* Use balanced stat loss code? |
88 | * This code is a little more merciful with repeated stat loss at lower |
87 | * This code is a little more merciful with repeated stat loss at lower |
89 | * levels. Basically, the more stats you have lost, the less likely that |
88 | * levels. Basically, the more stats you have lost, the less likely that |
90 | * you will lose more. Additionally, lower level characters are shown |
89 | * you will lose more. Additionally, lower level characters are shown |
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123 | |
122 | |
124 | /* Don't edit these values. They are configured in lib/settings. These are |
123 | /* Don't edit these values. They are configured in lib/settings. These are |
125 | Simply the defaults. */ |
124 | Simply the defaults. */ |
126 | |
125 | |
127 | #define BALANCED_STAT_LOSS FALSE |
126 | #define BALANCED_STAT_LOSS FALSE |
128 | #define USE_PERMANENT_EXPERIENCE FALSE |
127 | #define PERMANENT_EXPERIENCE_RATIO 25 |
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128 | #define DEATH_PENALTY_RATIO 20 |
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129 | #define DEATH_PENALTY_LEVEL 3 |
129 | #define SET_TITLE TRUE |
130 | #define SET_TITLE TRUE |
130 | #define SIMPLE_EXP TRUE |
131 | #define SIMPLE_EXP TRUE |
131 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
132 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
132 | #define SPELL_ENCUMBRANCE TRUE |
133 | #define SPELL_ENCUMBRANCE TRUE |
133 | #define SPELL_FAILURE_EFFECTS FALSE |
134 | #define SPELL_FAILURE_EFFECTS FALSE |
134 | #define REAL_WIZ TRUE |
135 | #define REAL_WIZ TRUE |
135 | #define RECYCLE_TMP_MAPS FALSE |
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136 | #define RESURRECTION FALSE |
136 | #define RESURRECTION FALSE |
137 | #define SEARCH_ITEMS TRUE |
137 | #define SEARCH_ITEMS TRUE |
138 | #define NOT_PERMADETH TRUE |
138 | #define NOT_PERMADETH TRUE |
139 | #define EXPLORE_MODE FALSE |
139 | #define EXPLORE_MODE FALSE |
140 | #define STAT_LOSS_ON_DEATH FALSE |
140 | #define STAT_LOSS_ON_DEATH FALSE |
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144 | #define ARMOR_MAX_ENCHANT 5 |
144 | #define ARMOR_MAX_ENCHANT 5 |
145 | #define ARMOR_WEIGHT_REDUCTION 10 |
145 | #define ARMOR_WEIGHT_REDUCTION 10 |
146 | #define ARMOR_WEIGHT_LINEAR TRUE |
146 | #define ARMOR_WEIGHT_LINEAR TRUE |
147 | #define ARMOR_SPEED_IMPROVEMENT 10 |
147 | #define ARMOR_SPEED_IMPROVEMENT 10 |
148 | #define ARMOR_SPEED_LINEAR TRUE |
148 | #define ARMOR_SPEED_LINEAR TRUE |
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149 | #define CREATE_HOME_PORTALS FALSE |
149 | |
150 | |
150 | /* you can edit the ones below */ |
151 | /* you can edit the ones below */ |
151 | |
152 | |
152 | |
153 | |
153 | /* CS_LOGSTATS will cause the server to log various usage stats |
154 | /* CS_LOGSTATS will cause the server to log various usage stats |
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155 | * and so on.) This can be very useful if you are trying to measure |
156 | * and so on.) This can be very useful if you are trying to measure |
156 | * server/bandwidth usage. It will periodially dump out information |
157 | * server/bandwidth usage. It will periodially dump out information |
157 | * which contains usage stats for the last X amount of time. |
158 | * which contains usage stats for the last X amount of time. |
158 | * CS_LOGTIME is how often it will print out stats. |
159 | * CS_LOGTIME is how often it will print out stats. |
159 | */ |
160 | */ |
160 | #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ |
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161 | #define CS_LOGSTATS |
161 | #define CS_LOGSTATS |
162 | #endif |
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163 | #ifdef CS_LOGSTATS |
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164 | #define CS_LOGTIME 600 |
162 | #define CS_LOGTIME 600 |
165 | #endif |
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166 | |
163 | |
167 | /* DEBUG generates copious amounts of output. I tend to change the CC options |
164 | /* DEBUG generates copious amounts of output. I tend to change the CC options |
168 | * in the crosssite.def file if I want this. By default, you probably |
165 | * in the crosssite.def file if I want this. By default, you probably |
169 | * dont want this defined. |
166 | * dont want this defined. |
170 | */ |
167 | */ |
171 | #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ |
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172 | #ifndef DEBUG |
168 | #ifndef DEBUG |
173 | #define DEBUG |
169 | #define DEBUG |
174 | #endif |
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175 | #endif |
170 | #endif |
176 | /* |
171 | /* |
177 | * This option creates more core files. In some areas, there are certain |
172 | * This option creates more core files. In some areas, there are certain |
178 | * checks done to try and make the program more stable (ie, check |
173 | * checks done to try and make the program more stable (ie, check |
179 | * parameter for null, return if it is). These checks are being done |
174 | * parameter for null, return if it is). These checks are being done |
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204 | * maps at that point. |
199 | * maps at that point. |
205 | * |
200 | * |
206 | * MSW 2001-05-28 |
201 | * MSW 2001-05-28 |
207 | */ |
202 | */ |
208 | |
203 | |
209 | #define MAP_CLIENT_X 25 |
204 | #define MAP_CLIENT_X 31 |
210 | #define MAP_CLIENT_Y 25 |
205 | #define MAP_CLIENT_Y 31 |
211 | |
206 | |
212 | /* |
207 | /* |
213 | * If you feel the game is too fast or too slow, change MAX_TIME. |
208 | * If you feel the game is too fast or too slow, change MAX_TIME. |
214 | * You can experiment with the 'speed <new_max_time> command first. |
209 | * You can experiment with the 'speed <new_max_time> command first. |
215 | * The length of a tick is MAX_TIME microseconds. During a tick, |
210 | * The length of a tick is MAX_TIME microseconds. During a tick, |
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230 | * mean slower performance and more memory. IF this is not defined, then |
225 | * mean slower performance and more memory. IF this is not defined, then |
231 | * this feature is disabled. |
226 | * this feature is disabled. |
232 | */ |
227 | */ |
233 | #define PARTY_KILL_LOG 20 |
228 | #define PARTY_KILL_LOG 20 |
234 | |
229 | |
235 | /* Use permanent experience code? |
230 | /* |
236 | * This code allows players to build up a small amount of 'permanent |
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237 | * experience' which reduces the effect of large experience drains, such as |
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238 | * death. This makes multiple frequent deaths less devastating, and also |
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239 | * ensures that any character will make some gradual progress even if they |
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240 | * die all of the time. |
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241 | * A nice option if your keep dying due to massive client/server lags despite |
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242 | * playing well... or you like to swim well outside of your depth. :) |
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243 | * |
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244 | * The PERM_EXP values adjust the behaviour of this option - if |
231 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
245 | * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it |
232 | * the setting permanent_experience_percentage is zero, these values have |
246 | * is on, the minimum ratio is the minimum amount of permanent exp relative |
233 | * no meaning. The value in the settings file is the percentage of the |
247 | * to the total exp in the skill (ie, at a default of .25, if you had 100 |
234 | * experience that is permenent, the rest could be lost on death. When dying, |
248 | * experience, at least 25 of it would be permanent). The gain ratio |
235 | * the greatest amount of non-permenent exp it is possible to lose at one time |
249 | * is how much of experienced experience goes to the permanent value. |
236 | * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as |
250 | * This does not detract from total exp gain (ie, if you gained 100 exp, |
237 | * total exp - perm exp * loss ratio. The gain ratio is how much of experienced |
251 | * 100 would go to the skill total and 10 to the permanent value). |
238 | * experience goes to the permanent value. This does not detract from total |
252 | * the loss ratio is the maximum amount of experience that can be lost |
239 | * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and |
253 | * in any one hit - this is calculated as total exp - perm exp * loss ratio. |
240 | * 10 to the permanent value). |
254 | * |
241 | * |
255 | * A few thoughts on these default value (by MSW) |
242 | * A few thoughts on these default value (by MSW) |
256 | * gain ratio is pretty much meaningless until exp has been lost, as until |
243 | * gain ratio is pretty much meaningless until exp has been lost, as until |
257 | * that poin, the minimum ratio will be used. |
244 | * that poin, the value in the settings file will be used. |
258 | * It is also impossible for the exp to actually be reduced to the permanent |
245 | * It is also impossible for the exp to actually be reduced to the permanent |
259 | * exp ratio - since the loss ratio is .5, it will just get closer and |
246 | * exp ratio - since the loss ratio is .5, it will just get closer and |
260 | * closer. However, after about half a dozen hits, pretty much all the |
247 | * closer. However, after about half a dozen hits, pretty much all the |
261 | * exp that can be lost has been lost, and after that, only minor loss |
248 | * exp that can be lost has been lost, and after that, only minor loss |
262 | * will occur. |
249 | * will occur. |
263 | */ |
250 | */ |
264 | /* GD */ |
251 | /* GD */ |
265 | |
252 | |
266 | #define PERM_EXP_MINIMUM_RATIO 0.25f |
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267 | #define PERM_EXP_GAIN_RATIO 0.10f |
253 | #define PERM_EXP_GAIN_RATIO 0.10f |
268 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
254 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
269 | |
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270 | /* |
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271 | * WATCHDOG lets sends datagrams to port 13325 on localhost |
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272 | * in (more-or-less) regular intervals, so an external watchdog |
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273 | * program can kill the server if it hangs (for whatever reason). |
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274 | * It shouldn't hurt anyone if this is defined but you don't |
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275 | * have an watchdog program. |
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276 | */ |
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277 | #ifndef WIN32 /* ***win32 disable watchdog as win32 default */ |
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278 | #define WATCHDOG |
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279 | #endif |
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280 | |
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281 | |
255 | |
282 | /* Enable the new material code - it needs some work. You can |
256 | /* Enable the new material code - it needs some work. You can |
283 | * enable this, and things will work, just you'll see a whole |
257 | * enable this, and things will work, just you'll see a whole |
284 | * bunch more materials show up, and thus a whole bunch more materials |
258 | * bunch more materials show up, and thus a whole bunch more materials |
285 | * in your inventory, and the sorting for them isn't really good. |
259 | * in your inventory, and the sorting for them isn't really good. |
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348 | * SHUTDOWN - used when shutting down the server |
322 | * SHUTDOWN - used when shutting down the server |
349 | * SOCKETBUFSIZE - size of buffer used internally by the server for storing |
323 | * SOCKETBUFSIZE - size of buffer used internally by the server for storing |
350 | * backlogged messages. |
324 | * backlogged messages. |
351 | * TMPDIR - directory to use for temp files |
325 | * TMPDIR - directory to use for temp files |
352 | * UNIQUE_DIR - directory to put unique item files into |
326 | * UNIQUE_DIR - directory to put unique item files into |
353 | * USE_CALLOC for some memory requests |
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354 | *********************************************************************** |
327 | *********************************************************************** |
355 | */ |
328 | */ |
356 | |
329 | |
357 | /* |
330 | /* |
358 | * BANFILE - file used to ban certain sites from playing. See the example |
331 | * BANFILE - file used to ban certain sites from playing. See the example |
359 | * ban_file for examples. |
332 | * ban_file for examples. |
360 | */ |
333 | */ |
361 | |
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362 | #ifndef BANFILE |
334 | #ifndef BANFILE |
363 | #define BANFILE "ban_file" |
335 | #define BANFILE "ban_file" |
364 | #endif |
336 | #endif |
365 | |
337 | |
366 | /* CSPORT is the port used for the new client/server code. Change |
338 | /* CSPORT is the port used for the new client/server code. Change |
367 | * if desired. Only of relevance if ERIC_SERVER is set above |
339 | * if desired. Only of relevance if ERIC_SERVER is set above |
368 | */ |
340 | */ |
369 | |
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370 | #define CSPORT 13327 /* old port + 1 */ |
341 | #define CSPORT 13327 /* old port + 1 */ |
371 | |
342 | |
372 | |
343 | |
373 | /* |
344 | /* |
374 | * DMFILE |
345 | * DMFILE |
375 | * A file containing valid names that can be dm, one on each line. See |
346 | * A file containing valid names that can be dm, one on each line. See |
376 | * example dm_file for syntax help. |
347 | * example dm_file for syntax help. |
377 | */ |
348 | */ |
378 | |
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379 | #ifndef DMFILE |
349 | #ifndef DMFILE |
380 | #define DMFILE "dm_file" |
350 | #define DMFILE "dm_file" |
381 | #endif |
351 | #endif |
382 | |
352 | |
383 | |
353 | |
384 | /* LOGFILE specifies which file to log to when playing with the |
354 | /* LOGFILE specifies which file to log to when playing with the |
385 | * -daemon option. |
355 | * -daemon option. |
386 | */ |
356 | */ |
387 | |
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388 | #ifndef LOGFILE |
357 | #ifndef LOGFILE |
389 | #ifdef WIN32 /* change define path */ |
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390 | #define LOGFILE "var\\crossfire.log" |
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391 | #else |
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392 | #define LOGFILE "/var/log/crossfire/logfile" |
358 | #define LOGFILE "/var/log/crossfire/logfile" |
393 | #endif |
359 | #endif |
394 | #endif |
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395 | |
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396 | /* |
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397 | * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out |
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398 | * after a player has left it. If it is set to 0, maps are |
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399 | * swapped out the instant the last player leaves it. |
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400 | * If you are low on memory, you should set this to 0. |
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401 | * Note that depending on the map timeout variable, the number of |
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402 | * objects can get quite high. This is because depending on the maps, |
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403 | * a player could be having the objects of several maps in memory |
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404 | * (the map he is in right now, and the ones he left recently.) |
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405 | * Each map has it's own TIMEOUT value and value field and it is |
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406 | * defaulted to 300 |
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407 | * |
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408 | * Having a nonzero value can be useful: If a player leaves a map (and thus |
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409 | * is on a new map), and realizes they want to go back pretty quickly, the |
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410 | * old map is still in memory, so don't need to go disk and get it. |
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411 | * |
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412 | * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set |
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413 | * to swap out in less than that many ticks, we use the MINTIMEOUT value |
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414 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
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415 | * maps. |
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416 | */ |
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417 | |
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418 | /* How many ticks till maps are swapped out */ |
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419 | #define MAP_MAXTIMEOUT 1000 |
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420 | /* At least that many ticks before swapout */ |
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421 | #define MAP_MINTIMEOUT 500 |
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422 | |
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423 | /* |
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424 | * MAP_MAXRESET is the maximum time a map can have before being reset. It |
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425 | * will override the time value set in the map, if that time is longer than |
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426 | * MAP_MAXRESET. This value is in seconds. If you are low on space on the |
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427 | * TMPDIR device, set this value to somethign small. The default |
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428 | * value in the map object is MAP_DEFAULTRESET (given in seconds.) |
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429 | * I personally like 1 hour myself, for solo play. It is long enough that |
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430 | * maps won't be resetting as a solve a quest, but short enough that some |
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431 | * maps (like shops and inns) will be reset during the time I play. |
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432 | * Comment out MAP_MAXRESET time if you always want to use the value |
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433 | * in the map archetype. |
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434 | */ |
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435 | |
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436 | /* Maximum time to reset. */ |
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437 | #define MAP_MAXRESET 7200 |
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438 | /* Default time to reset. */ |
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439 | #define MAP_DEFAULTRESET 7200 |
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440 | |
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441 | /* |
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442 | * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
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443 | * will look for maps which are already scheldued for swapping, and |
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444 | * promptly swap them out before new maps are being loaded. |
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445 | * If playing only by yourself, this number can probably be as low as |
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446 | * 3000. If in server mode, probably figure about 1000-2000 objects per |
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447 | * active player (if they typically play on different maps), for some guess |
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448 | * on how many to define. If it is too low, maps just get swapped out |
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449 | * immediately, causing a performance hit. If it is too high, the program |
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450 | * consumes more memory. If you have gobs of free memory, a high number |
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451 | * might not be a bad idea. Each object is around 350 bytes right now. |
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452 | * 25000 is about 8.5 MB |
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453 | */ |
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454 | |
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455 | #define MAX_OBJECTS 100000 |
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456 | |
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457 | /* |
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458 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
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459 | * is a bit different: |
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460 | * 1) We only start swapping maps if the number of objects in use is |
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461 | * greater than MAX_OBJECTS above. |
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462 | * 2) We keep swapping maps until there are no more maps to swap or the number |
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463 | * of used objects drop below this low water mark value. |
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464 | * |
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465 | * If this is not defined, maps are swapped out on the timeout value above, |
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466 | * or if the number of objects used is greater than MAX_OBJECTS above. |
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467 | * |
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468 | * Note: While this will prevent the pauses noticed when saving maps, there |
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469 | * can instead be cpu performance penalties - any objects in memory get |
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470 | * processed. So if there are 4000 objects in memory, and 1000 of them |
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471 | * are living objects, the system will process all 1000 objects each tick. |
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472 | * With swapping enable, maybe 600 of the objects would have gotten swapped |
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473 | * out. This is less likely a problem with a smaller number of MAX_OBJECTS |
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474 | * than if it is very large. |
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475 | * Also, the pauses you do get can be worse, as if you enter a map with |
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476 | * a lot of new objects and go above MAX_OBJECTS, it may have to swap out |
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477 | * many maps to get below the low water mark. |
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478 | */ |
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479 | |
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480 | /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/ |
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481 | |
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482 | /* |
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483 | * Turning on MEMORY_DEBUG slows down execution, but makes it easier |
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484 | * to find memory corruption and leaks. Currently, the main thing |
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485 | * that happens with this activated is that one malloc is done for |
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486 | * each object - thus whatever debugging mechanism the malloc library |
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487 | * (or other debugging tool provides, like purify), it can track this |
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488 | * individual malloc. Default behaviour when turned off is that |
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489 | * enough memory is malloced for a large group of objects so malloc does |
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490 | * not need to be called as often. |
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491 | * This should only be turned on if some form of memory debugging tool |
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492 | * is being used - otherwise, turning this on will cause some performance |
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493 | * hit with no useful advantage. |
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494 | */ |
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495 | |
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496 | /*#define MEMORY_DEBUG*/ |
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497 | |
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498 | |
360 | |
499 | /* |
361 | /* |
500 | * If you want to have a Message Of The Day file, define MOTD to be |
362 | * If you want to have a Message Of The Day file, define MOTD to be |
501 | * the file with the message. If the file doesn't exist or if it |
363 | * the file with the message. If the file doesn't exist or if it |
502 | * is empty, no message will be displayed. |
364 | * is empty, no message will be displayed. |
503 | * (It resides in the CONFDIR directory) |
365 | * (It resides in the CONFDIR directory) |
504 | */ |
366 | */ |
505 | |
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506 | #define MOTD "motd" |
367 | #define MOTD "motd" |
507 | |
368 | |
508 | /* |
369 | /* |
509 | * You can restrict playing in certain times by creating a PERMIT_FILE |
370 | * You can restrict playing in certain times by creating a PERMIT_FILE |
510 | * in CONFDIR. See the sample for usage notes. |
371 | * in CONFDIR. See the sample for usage notes. |
511 | */ |
372 | */ |
512 | |
|
|
513 | #define PERM_FILE "forbid" |
373 | #define PERM_FILE "forbid" |
514 | |
374 | |
515 | /* |
375 | /* |
516 | * If you want to take the game down while installing new versions, or |
376 | * If you want to take the game down while installing new versions, or |
517 | * for other reasons, put a message into the SHUTDOWN_FILE file. |
377 | * for other reasons, put a message into the SHUTDOWN_FILE file. |
518 | * Remember to delete it when you open the game again. |
378 | * Remember to delete it when you open the game again. |
519 | * (It resides in the CONFDIR directory) |
379 | * (It resides in the CONFDIR directory) |
520 | */ |
380 | */ |
521 | |
|
|
522 | #ifndef SHUTDOWN_FILE |
381 | #ifndef SHUTDOWN_FILE |
523 | #define SHUTDOWN_FILE "shutdown" |
382 | #define SHUTDOWN_FILE "shutdown" |
524 | #endif |
383 | #endif |
525 | |
384 | |
526 | |
385 | |
… | |
… | |
532 | * large. When the OS buffer and this buffer is exhausted, the server |
391 | * large. When the OS buffer and this buffer is exhausted, the server |
533 | * will drop the client connection for falling too far behind. So if |
392 | * will drop the client connection for falling too far behind. So if |
534 | * you have very slow client connections, a larger value may be |
393 | * you have very slow client connections, a larger value may be |
535 | * warranted. |
394 | * warranted. |
536 | */ |
395 | */ |
537 | |
|
|
538 | #define SOCKETBUFSIZE 128*1024 |
396 | #define SOCKETBUFSIZE 256*1024 |
539 | |
397 | |
540 | /* |
398 | /* |
541 | * Your tmp-directory should be large enough to hold the uncompressed |
399 | * Your tmp-directory should be large enough to hold the uncompressed |
542 | * map-files for all who are playing. |
400 | * map-files for all who are playing. Local to 'lib' directory. |
543 | * It ought to be locally mounted, since the function used to generate |
|
|
544 | * unique temporary filenames isn't guaranteed to work over NFS or AFS |
|
|
545 | * On the other hand, if you know that only one crossfire server will be |
|
|
546 | * running using this temporary directory, it is likely to be safe to use |
|
|
547 | * something that is NFS mounted (but performance may suffer as NFS is |
|
|
548 | * slower than local disk) |
|
|
549 | */ |
401 | */ |
550 | |
|
|
551 | /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ |
|
|
552 | #ifdef WIN32 /* change define path tmp */ |
|
|
553 | #define TMPDIR "tmp" |
402 | #define TMPDIR "tmp" |
554 | #else |
|
|
555 | #define TMPDIR "/tmp" |
|
|
556 | #endif |
|
|
557 | |
403 | |
558 | |
404 | |
559 | /* Directory to use for unique items. This is placed into the 'lib' |
405 | /* Directory to use for unique items. This is placed into the 'lib' |
560 | * directory. Changing this will cause any old unique items file |
406 | * directory. Changing this will cause any old unique items file |
561 | * not to be used. |
407 | * not to be used. |
562 | */ |
408 | */ |
563 | #define UNIQUE_DIR "unique-items" |
409 | #define UNIQUE_DIR "unique-items" |
564 | |
|
|
565 | /* |
|
|
566 | * If undefined, malloc is always used. |
|
|
567 | * It looks like this can be oboleted. However, it can be useful to |
|
|
568 | * track down some bugs, as it will make sure that the entire data structure |
|
|
569 | * is set to 0, at the expense of speed. |
|
|
570 | * Rupert Goldie has run Purify against the code, and if this is disabled, |
|
|
571 | * apparantly there are a lot of uninitialized memory reads - I haven't |
|
|
572 | * seen any problem (maybe the memory reads are copies, and the destination |
|
|
573 | * doesn't actually use the garbage values either?), but the impact on speed |
|
|
574 | * of using this probably isn't great, and should make things more stable. |
|
|
575 | * Msw 8-9-97 |
|
|
576 | */ |
|
|
577 | #define USE_CALLOC |
|
|
578 | |
|
|
579 | |
|
|
580 | /* |
|
|
581 | * These define the players starting map and location on that map, and where |
|
|
582 | * emergency saves are defined. This should be left as is unless you make |
|
|
583 | * major changes to the map. |
|
|
584 | */ |
|
|
585 | |
|
|
586 | #ifdef WIN32 /* change define path city */ |
|
|
587 | |
|
|
588 | # define EMERGENCY_MAPPATH "\\city\\city" |
|
|
589 | # define EMERGENCY_X 15 |
|
|
590 | # define EMERGENCY_Y 19 |
|
|
591 | #else |
|
|
592 | # define EMERGENCY_MAPPATH "/city/city" |
|
|
593 | # define EMERGENCY_X 15 |
|
|
594 | # define EMERGENCY_Y 19 |
|
|
595 | #endif |
|
|
596 | |
|
|
597 | |
410 | |
598 | /* |
411 | /* |
599 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
412 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
600 | * archetypes highscore and treaures files and directories can be found. |
413 | * archetypes highscore and treaures files and directories can be found. |
601 | */ |
414 | */ |
… | |
… | |
606 | #define REGIONS "regions" |
419 | #define REGIONS "regions" |
607 | #define HIGHSCORE "highscore" |
420 | #define HIGHSCORE "highscore" |
608 | #define TREASURES "treasures" |
421 | #define TREASURES "treasures" |
609 | #define BANISHFILE "banish_file" |
422 | #define BANISHFILE "banish_file" |
610 | |
423 | |
611 | #define MAX_ERRORS 25 /* Bail out if more are received during tick */ |
|
|
612 | #define STARTMAX 500 /* How big array of objects to start with */ |
|
|
613 | #define OBJ_EXPAND 100 /* How big steps to use when expanding array */ |
|
|
614 | |
|
|
615 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
424 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
616 | |
425 | |
617 | #define ARCHTABLE 5003 /* Used when hashing archetypes */ |
426 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
618 | #define MAXSTRING 20 |
427 | #define MAXSTRING 20 |
619 | |
428 | |
620 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
429 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
621 | |
430 | |
622 | |
431 | |
… | |
… | |
686 | * may not be large enough to save all of them.) As it is now, it will |
495 | * may not be large enough to save all of them.) As it is now, it will |
687 | * just set the base tick of when they log on, which should keep the |
496 | * just set the base tick of when they log on, which should keep the |
688 | * saves pretty well spread out (in a fairly random fashion.) |
497 | * saves pretty well spread out (in a fairly random fashion.) |
689 | */ |
498 | */ |
690 | |
499 | |
691 | #define AUTOSAVE 500 |
500 | #define AUTOSAVE 1000 |
692 | |
|
|
693 | /* Often, emergency save fails because the memory corruption that caused |
|
|
694 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
|
|
695 | * to disable emergency saves. This actually does |
|
|
696 | * prevent emergency saves now (Version 0.90.5). |
|
|
697 | */ |
|
|
698 | |
|
|
699 | //#define NO_EMERGENCY_SAVE |
|
|
700 | |
|
|
701 | /* By selecting the following, whenever a player does a backup save (with |
|
|
702 | * the 'save command), the player will be saved at home (EMERGENCY_MAP_* |
|
|
703 | * information that is specified later). IF this is not set, the player |
|
|
704 | * will be saved at his present location. |
|
|
705 | */ |
|
|
706 | |
|
|
707 | /*#define BACKUP_SAVE_AT_HOME*/ |
|
|
708 | |
501 | |
709 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
502 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
710 | * we fill return the player to his savebed location. If this is zero, |
503 | * we will return the player to his savebed location. If this is zero, |
711 | * this feature is disabled (player will resume where ever he was |
504 | * this feature is disabled (player will resume where ever he was |
712 | * when he last logged off). If this is set to less than two hours, |
505 | * when he last logged off). If this is set to less than two hours, |
713 | * it will prevent players from camping out in treasure rooms. |
506 | * it will prevent players from camping out in treasure rooms. |
714 | * Do not comment this out - it must be set to something - if you |
507 | * Do not comment this out - it must be set to something - if you |
715 | * comment this out, the program will not compile. |
508 | * comment this out, the program will not compile. |