1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
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4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
8 | it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
20 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
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22 | */ |
22 | */ |
23 | |
23 | |
24 | /* This file contains various #defines that select various options. |
24 | /* This file contains various #defines that select various options. |
25 | * Some may not be desirable, and some just may not work. |
25 | * Some may not be desirable, and some just may not work. |
26 | * |
26 | * |
27 | * There are some options that are not selectable in this file which |
27 | * There are some options that are not selectable in this file which |
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60 | * You don't have to change anything here to get a working program, but |
60 | * You don't have to change anything here to get a working program, but |
61 | * you may want to on personal preferance. Items are arranged |
61 | * you may want to on personal preferance. Items are arranged |
62 | * alphabetically. |
62 | * alphabetically. |
63 | * |
63 | * |
64 | * Short list of features, and what to search for: |
64 | * Short list of features, and what to search for: |
65 | * CS_LOGSTATS - log various new client/server data. |
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66 | * DEBUG - more verbose message logging? |
65 | * DEBUG - more verbose message logging? |
67 | * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive |
66 | * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive |
68 | * MAX_TIME - how long an internal tick is in microseconds |
67 | * MAX_TIME - how long an internal tick is in microseconds |
69 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
68 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
70 | * PARTY_KILL_LOG - stores party kill information |
69 | * PARTY_KILL_LOG - stores party kill information |
71 | * |
70 | * |
72 | ***********************************************************************/ |
71 | ***********************************************************************/ |
73 | |
72 | |
74 | /* Use a very easy, non-challenging server? |
73 | /* Use a very easy, non-challenging server? |
75 | * Defining the COZY_SERVER will make the server much less challenging: |
74 | * Defining the COZY_SERVER will make the server much less challenging: |
76 | * no stats loss on death, much less experience loss, and party members |
75 | * no stats loss on death, much less experience loss. |
77 | * are treated by pet monsters as the owner itself when moving "through" them. |
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78 | */ |
76 | */ |
79 | #define COZY_SERVER 1 |
77 | #define COZY_SERVER 1 |
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 |
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85 | |
78 | |
86 | /* Use balanced stat loss code? |
79 | /* Use balanced stat loss code? |
87 | * This code is a little more merciful with repeated stat loss at lower |
80 | * This code is a little more merciful with repeated stat loss at lower |
88 | * levels. Basically, the more stats you have lost, the less likely that |
81 | * levels. Basically, the more stats you have lost, the less likely that |
89 | * you will lose more. Additionally, lower level characters are shown |
82 | * you will lose more. Additionally, lower level characters are shown |
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130 | #define SET_TITLE TRUE |
123 | #define SET_TITLE TRUE |
131 | #define SIMPLE_EXP TRUE |
124 | #define SIMPLE_EXP TRUE |
132 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
125 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
133 | #define SPELL_ENCUMBRANCE TRUE |
126 | #define SPELL_ENCUMBRANCE TRUE |
134 | #define SPELL_FAILURE_EFFECTS FALSE |
127 | #define SPELL_FAILURE_EFFECTS FALSE |
135 | #define REAL_WIZ TRUE |
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136 | #define RESURRECTION FALSE |
128 | #define RESURRECTION FALSE |
137 | #define SEARCH_ITEMS TRUE |
129 | #define SEARCH_ITEMS TRUE |
138 | #define NOT_PERMADETH TRUE |
130 | #define NOT_PERMADETH TRUE |
139 | #define EXPLORE_MODE FALSE |
131 | #define EXPLORE_MODE FALSE |
140 | #define STAT_LOSS_ON_DEATH FALSE |
132 | #define STAT_LOSS_ON_DEATH FALSE |
141 | #define PK_LUCK_PENALTY 1 |
133 | #define PK_LUCK_PENALTY 1 |
142 | #define CASTING_TIME FALSE |
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143 | #define SET_FRIENDLY_FIRE 5 |
134 | #define SET_FRIENDLY_FIRE 5 |
144 | #define ARMOR_MAX_ENCHANT 5 |
135 | #define ARMOR_MAX_ENCHANT 5 |
145 | #define ARMOR_WEIGHT_REDUCTION 10 |
136 | #define ARMOR_WEIGHT_REDUCTION 10 |
146 | #define ARMOR_WEIGHT_LINEAR TRUE |
137 | #define ARMOR_WEIGHT_LINEAR TRUE |
147 | #define ARMOR_SPEED_IMPROVEMENT 10 |
138 | #define ARMOR_SPEED_IMPROVEMENT 10 |
148 | #define ARMOR_SPEED_LINEAR TRUE |
139 | #define ARMOR_SPEED_LINEAR TRUE |
149 | #define CREATE_HOME_PORTALS FALSE |
140 | #define CREATE_HOME_PORTALS FALSE |
150 | |
141 | |
151 | /* you can edit the ones below */ |
142 | /* you can edit the ones below */ |
152 | |
143 | |
153 | |
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154 | /* CS_LOGSTATS will cause the server to log various usage stats |
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155 | * (number of connections, amount of data sent, amount of data received, |
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156 | * and so on.) This can be very useful if you are trying to measure |
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157 | * server/bandwidth usage. It will periodially dump out information |
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158 | * which contains usage stats for the last X amount of time. |
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159 | * CS_LOGTIME is how often it will print out stats. |
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160 | */ |
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161 | #define CS_LOGSTATS |
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162 | #define CS_LOGTIME 600 |
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163 | |
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164 | /* DEBUG generates copious amounts of output. I tend to change the CC options |
144 | /* DEBUG generates copious amounts of output. I tend to change the CC options |
165 | * in the crosssite.def file if I want this. By default, you probably |
145 | * in the crosssite.def file if I want this. By default, you probably |
166 | * dont want this defined. |
146 | * dont want this defined. |
167 | */ |
147 | */ |
168 | #ifndef DEBUG |
148 | #ifndef DEBUG |
169 | #define DEBUG |
149 | # define DEBUG |
170 | #endif |
150 | #endif |
171 | /* |
151 | /* |
172 | * This option creates more core files. In some areas, there are certain |
152 | * This option creates more core files. In some areas, there are certain |
173 | * checks done to try and make the program more stable (ie, check |
153 | * checks done to try and make the program more stable (ie, check |
174 | * parameter for null, return if it is). These checks are being done |
154 | * parameter for null, return if it is). These checks are being done |
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211 | * players, monsters, or items with speed 1 can do one thing. |
191 | * players, monsters, or items with speed 1 can do one thing. |
212 | */ |
192 | */ |
213 | |
193 | |
214 | #define MAX_TIME 120000 |
194 | #define MAX_TIME 120000 |
215 | |
195 | |
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196 | |
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197 | /* |
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198 | * MAX_ITEM_PER_DROP defines how many items a player can drop at once. |
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199 | * (be careful to set this to high values, as dropping lots of things |
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200 | * can be a performance problem (for which a fix is worked on)). |
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201 | */ |
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202 | |
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203 | #define MAX_ITEM_PER_DROP 100 |
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204 | |
216 | /* Polymorph as it currently stands is unbalancing, so by default |
205 | /* Polymorph as it currently stands is unbalancing, so by default |
217 | * we have it disabled. It can be enabled and it works, but |
206 | * we have it disabled. It can be enabled and it works, but |
218 | * it can be abused in various ways. |
207 | * it can be abused in various ways. |
219 | */ |
208 | */ |
220 | #define NO_POLYMORPH |
209 | #define NO_POLYMORPH |
221 | |
210 | |
222 | |
211 | |
223 | /* This determine how many entries are stored in the kill log. You |
212 | /* This determine how many entries are stored in the kill log. You |
224 | * can see this information with the 'party kills' command. More entries |
213 | * can see this information with the 'party kills' command. More entries |
225 | * mean slower performance and more memory. IF this is not defined, then |
214 | * mean slower performance and more memory. |
226 | * this feature is disabled. |
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227 | */ |
215 | */ |
228 | #define PARTY_KILL_LOG 20 |
216 | #define PARTY_KILL_LOG 40 |
229 | |
217 | |
230 | /* |
218 | /* |
231 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
219 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
232 | * the setting permanent_experience_percentage is zero, these values have |
220 | * the setting permanent_experience_percentage is zero, these values have |
233 | * no meaning. The value in the settings file is the percentage of the |
221 | * no meaning. The value in the settings file is the percentage of the |
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251 | /* GD */ |
239 | /* GD */ |
252 | |
240 | |
253 | #define PERM_EXP_GAIN_RATIO 0.10f |
241 | #define PERM_EXP_GAIN_RATIO 0.10f |
254 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
242 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
255 | |
243 | |
256 | /* Enable the new material code - it needs some work. You can |
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257 | * enable this, and things will work, just you'll see a whole |
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258 | * bunch more materials show up, and thus a whole bunch more materials |
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259 | * in your inventory, and the sorting for them isn't really good. |
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260 | */ |
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261 | |
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262 | /* |
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263 | #define NEW_MATERIAL_CODE |
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264 | */ |
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265 | |
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266 | /*********************************************************************** |
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267 | * SECTION 2 - Machine/Compiler specific stuff. |
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268 | * |
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269 | * Short list of items: |
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270 | * COMPRESS_SUFFIX - selection of compression programs |
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271 | * O_NDELAY - If you don't have O_NDELAY, uncomment it. |
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272 | * |
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273 | ***********************************************************************/ |
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274 | |
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275 | /* |
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276 | * If you compress your files to save space, set the COMPRESS_SUFFIX below |
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277 | * to the compression suffix you want (.Z, .gz, .bz2). The autoconf |
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278 | * should already find the program to use. If you set the suffix to |
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279 | * something that autoconf did not find, you are likely to have serious |
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280 | * problems, so make sure you have the appropriate compression tool installed |
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281 | * before you set this. You can look at the autoconf.h file to see |
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282 | * what compression tools it found (search for COMPRESS). |
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283 | * Note that this is used when saving files. Crossfire will search all |
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284 | * methods when loading a file to see if it finds a match |
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285 | */ |
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286 | |
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287 | #ifndef COMPRESS_SUFFIX |
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288 | /* #define COMPRESS_SUFFIX ".Z" */ |
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289 | #endif |
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290 | |
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291 | /* If you get a complaint about O_NDELAY not being known/undefined, try |
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292 | * uncommenting this. |
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293 | * This may cause problems - O_NONBLOCK will return -1 on blocking writes |
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294 | * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes |
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295 | * can be written - otherwise, the number of bytes written will be returned |
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296 | * for both modes. |
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297 | */ |
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298 | |
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299 | /* |
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300 | #define O_NDELAY O_NONBLOCK |
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301 | */ |
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302 | |
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303 | |
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304 | /*********************************************************************** |
244 | /*********************************************************************** |
305 | * Section 3 |
245 | * Section 3 |
306 | * |
246 | * |
307 | * General file and other defaults that don't need to be changed, and |
247 | * General file and other defaults that don't need to be changed, and |
308 | * do not change gameplay as percieved by players much. Some options |
248 | * do not change gameplay as percieved by players much. Some options |
309 | * may affect memory consumption however. |
249 | * may affect memory consumption however. |
310 | * |
250 | * |
311 | * Values: |
251 | * Values: |
312 | * |
252 | * |
313 | * BANFILE - ban certain users/hosts. |
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314 | * CSPORT - port to use for new client/server |
253 | * CSPORT - port to use for new client/server |
315 | * DMFILE - file with dm/wizard access lists |
254 | * DMFILE - file with dm/wizard access lists |
316 | * LOGFILE - where to log if using -daemon option |
255 | * LOGFILE - where to log if using -daemon option |
317 | * MAP_ - various map timeout and swapping parameters |
256 | * MAP_ - various map timeout and swapping parameters |
318 | * MAX_OBJECTS - how many objects to keep in memory. |
257 | * MAX_OBJECTS - how many objects to keep in memory. |
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325 | * TMPDIR - directory to use for temp files |
264 | * TMPDIR - directory to use for temp files |
326 | * UNIQUE_DIR - directory to put unique item files into |
265 | * UNIQUE_DIR - directory to put unique item files into |
327 | *********************************************************************** |
266 | *********************************************************************** |
328 | */ |
267 | */ |
329 | |
268 | |
330 | /* |
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331 | * BANFILE - file used to ban certain sites from playing. See the example |
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332 | * ban_file for examples. |
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333 | */ |
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334 | |
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335 | #ifndef BANFILE |
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336 | #define BANFILE "ban_file" |
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337 | #endif |
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338 | |
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339 | /* CSPORT is the port used for the new client/server code. Change |
269 | /* CSPORT is the port used for the new client/server code. Change |
340 | * if desired. Only of relevance if ERIC_SERVER is set above |
270 | * if desired. Only of relevance if ERIC_SERVER is set above |
341 | */ |
271 | */ |
342 | |
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343 | #define CSPORT 13327 /* old port + 1 */ |
272 | #define CSPORT 13327 /* old port + 1 */ |
344 | |
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345 | |
273 | |
346 | /* |
274 | /* |
347 | * DMFILE |
275 | * DMFILE |
348 | * A file containing valid names that can be dm, one on each line. See |
276 | * A file containing valid names that can be dm, one on each line. See |
349 | * example dm_file for syntax help. |
277 | * example dm_file for syntax help. |
350 | */ |
278 | */ |
351 | |
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352 | #ifndef DMFILE |
279 | #ifndef DMFILE |
353 | #define DMFILE "dm_file" |
280 | #define DMFILE "dm_file" |
354 | #endif |
281 | #endif |
355 | |
282 | |
356 | |
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357 | /* LOGFILE specifies which file to log to when playing with the |
283 | /* LOGFILE specifies which file to log to when playing with the |
358 | * -daemon option. |
284 | * -daemon option. |
359 | */ |
285 | */ |
360 | |
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361 | #ifndef LOGFILE |
286 | #ifndef LOGFILE |
362 | #define LOGFILE "/var/log/crossfire/logfile" |
287 | #define LOGFILE "/var/log/crossfire/logfile" |
363 | #endif |
288 | #endif |
364 | |
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365 | /* |
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366 | * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out |
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367 | * after a player has left it. If it is set to 0, maps are |
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368 | * swapped out the instant the last player leaves it. |
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369 | * If you are low on memory, you should set this to 0. |
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370 | * Note that depending on the map timeout variable, the number of |
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371 | * objects can get quite high. This is because depending on the maps, |
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372 | * a player could be having the objects of several maps in memory |
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373 | * (the map he is in right now, and the ones he left recently.) |
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374 | * Each map has it's own TIMEOUT value and value field and it is |
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375 | * defaulted to 300 |
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376 | * |
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377 | * Having a nonzero value can be useful: If a player leaves a map (and thus |
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378 | * is on a new map), and realizes they want to go back pretty quickly, the |
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379 | * old map is still in memory, so don't need to go disk and get it. |
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380 | * |
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381 | * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set |
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382 | * to swap out in less than that many ticks, we use the MINTIMEOUT value |
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383 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
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384 | * maps. |
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385 | */ |
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386 | |
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387 | /* How many ticks till maps are swapped out */ |
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388 | #define MAP_MAXTIMEOUT 300 |
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389 | /* At least that many ticks before swapout */ |
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390 | #define MAP_MINTIMEOUT 300 |
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391 | |
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392 | /* |
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393 | * MAP_MAXRESET is the maximum time a map can have before being reset. It |
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394 | * will override the time value set in the map, if that time is longer than |
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395 | * MAP_MAXRESET. This value is in seconds. If you are low on space on the |
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396 | * TMPDIR device, set this value to somethign small. The default |
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397 | * value in the map object is MAP_DEFAULTRESET (given in seconds.) |
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398 | * I personally like 1 hour myself, for solo play. It is long enough that |
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399 | * maps won't be resetting as a solve a quest, but short enough that some |
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400 | * maps (like shops and inns) will be reset during the time I play. |
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401 | * Comment out MAP_MAXRESET time if you always want to use the value |
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402 | * in the map archetype. |
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403 | */ |
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404 | |
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405 | /* Maximum time to reset. */ |
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406 | #define MAP_MAXRESET 7200 |
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407 | /* Default time to reset. */ |
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408 | #define MAP_DEFAULTRESET 3600 |
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409 | |
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410 | /* |
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411 | * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
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412 | * will look for maps which are already scheldued for swapping, and |
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413 | * promptly swap them out before new maps are being loaded. |
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414 | * If playing only by yourself, this number can probably be as low as |
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415 | * 3000. If in server mode, probably figure about 1000-2000 objects per |
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416 | * active player (if they typically play on different maps), for some guess |
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417 | * on how many to define. If it is too low, maps just get swapped out |
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418 | * immediately, causing a performance hit. If it is too high, the program |
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419 | * consumes more memory. If you have gobs of free memory, a high number |
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420 | * might not be a bad idea. Each object is around 350 bytes right now. |
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421 | * 25000 is about 8.5 MB |
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422 | */ |
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423 | |
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424 | #define MAX_OBJECTS 400000 |
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425 | |
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426 | /* |
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427 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
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428 | * is a bit different: |
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429 | * 1) We only start swapping maps if the number of objects in use is |
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430 | * greater than MAX_OBJECTS above. |
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431 | * 2) We keep swapping maps until there are no more maps to swap or the number |
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432 | * of used objects drop below this low water mark value. |
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433 | * |
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434 | * If this is not defined, maps are swapped out on the timeout value above, |
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435 | * or if the number of objects used is greater than MAX_OBJECTS above. |
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436 | * |
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437 | * Note: While this will prevent the pauses noticed when saving maps, there |
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438 | * can instead be cpu performance penalties - any objects in memory get |
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439 | * processed. So if there are 4000 objects in memory, and 1000 of them |
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440 | * are living objects, the system will process all 1000 objects each tick. |
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441 | * With swapping enable, maybe 600 of the objects would have gotten swapped |
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442 | * out. This is less likely a problem with a smaller number of MAX_OBJECTS |
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443 | * than if it is very large. |
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444 | * Also, the pauses you do get can be worse, as if you enter a map with |
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445 | * a lot of new objects and go above MAX_OBJECTS, it may have to swap out |
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446 | * many maps to get below the low water mark. |
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447 | */ |
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448 | |
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449 | /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/ |
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450 | |
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451 | /* |
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452 | * Turning on MEMORY_DEBUG slows down execution, but makes it easier |
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453 | * to find memory corruption and leaks. Currently, the main thing |
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454 | * that happens with this activated is that one malloc is done for |
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455 | * each object - thus whatever debugging mechanism the malloc library |
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456 | * (or other debugging tool provides, like purify), it can track this |
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457 | * individual malloc. Default behaviour when turned off is that |
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458 | * enough memory is malloced for a large group of objects so malloc does |
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459 | * not need to be called as often. |
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460 | * This should only be turned on if some form of memory debugging tool |
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461 | * is being used - otherwise, turning this on will cause some performance |
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462 | * hit with no useful advantage. |
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463 | */ |
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464 | |
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465 | /*#define MEMORY_DEBUG*/ |
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466 | |
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467 | |
289 | |
468 | /* |
290 | /* |
469 | * If you want to have a Message Of The Day file, define MOTD to be |
291 | * 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 |
292 | * the file with the message. If the file doesn't exist or if it |
471 | * is empty, no message will be displayed. |
293 | * is empty, no message will be displayed. |
472 | * (It resides in the CONFDIR directory) |
294 | * (It resides in the CONFDIR directory) |
473 | */ |
295 | */ |
474 | |
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|
475 | #define MOTD "motd" |
296 | #define MOTD "motd" |
476 | |
297 | |
477 | /* |
298 | /* |
478 | * You can restrict playing in certain times by creating a PERMIT_FILE |
299 | * You can restrict playing in certain times by creating a PERMIT_FILE |
479 | * in CONFDIR. See the sample for usage notes. |
300 | * in CONFDIR. See the sample for usage notes. |
480 | */ |
301 | */ |
481 | |
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482 | #define PERM_FILE "forbid" |
302 | #define PERM_FILE "forbid" |
483 | |
303 | |
484 | /* |
304 | /* |
485 | * If you want to take the game down while installing new versions, or |
305 | * 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. |
306 | * for other reasons, put a message into the SHUTDOWN_FILE file. |
487 | * Remember to delete it when you open the game again. |
307 | * Remember to delete it when you open the game again. |
488 | * (It resides in the CONFDIR directory) |
308 | * (It resides in the CONFDIR directory) |
489 | */ |
309 | */ |
490 | |
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|
491 | #ifndef SHUTDOWN_FILE |
310 | #ifndef SHUTDOWN_FILE |
492 | #define SHUTDOWN_FILE "shutdown" |
311 | #define SHUTDOWN_FILE "shutdown" |
493 | #endif |
312 | #endif |
494 | |
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|
495 | |
313 | |
496 | /* |
314 | /* |
497 | * SOCKETBUFSIZE is the size of the buffer used internally by the server for |
315 | * SOCKETBUFSIZE is the size of the buffer used internally by the server for |
498 | * storing backlogged messages for the client. This is not operating system |
316 | * storing backlogged messages for the client. This is not operating system |
499 | * buffers or the like. This amount is used per connection (client). |
317 | * buffers or the like. This amount is used per connection (client). |
… | |
… | |
501 | * large. When the OS buffer and this buffer is exhausted, the server |
319 | * 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 |
320 | * will drop the client connection for falling too far behind. So if |
503 | * you have very slow client connections, a larger value may be |
321 | * you have very slow client connections, a larger value may be |
504 | * warranted. |
322 | * warranted. |
505 | */ |
323 | */ |
506 | |
|
|
507 | #define SOCKETBUFSIZE 256*1024 |
324 | #define SOCKETBUFSIZE 256*1024 |
508 | |
325 | |
509 | /* |
326 | /* |
510 | * Your tmp-directory should be large enough to hold the uncompressed |
327 | * Your tmp-directory should be large enough to hold the uncompressed |
511 | * map-files for all who are playing. |
328 | * 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 |
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|
514 | * On the other hand, if you know that only one crossfire server will be |
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|
515 | * running using this temporary directory, it is likely to be safe to use |
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|
516 | * something that is NFS mounted (but performance may suffer as NFS is |
|
|
517 | * slower than local disk) |
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|
518 | */ |
329 | */ |
519 | |
|
|
520 | /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ |
|
|
521 | #define TMPDIR "/tmp" |
330 | #define TMPDIR "tmp" |
522 | |
|
|
523 | |
331 | |
524 | /* Directory to use for unique items. This is placed into the 'lib' |
332 | /* Directory to use for unique items. This is placed into the 'lib' |
525 | * directory. Changing this will cause any old unique items file |
333 | * directory. Changing this will cause any old unique items file |
526 | * not to be used. |
334 | * not to be used. |
527 | */ |
335 | */ |
528 | #define UNIQUE_DIR "unique-items" |
336 | #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 | |
337 | |
541 | /* |
338 | /* |
542 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
339 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
543 | * archetypes highscore and treaures files and directories can be found. |
340 | * archetypes highscore and treaures files and directories can be found. |
544 | */ |
341 | */ |
… | |
… | |
547 | #define TEMPLATE_DIR "template-maps" |
344 | #define TEMPLATE_DIR "template-maps" |
548 | #define ARCHETYPES "archetypes" |
345 | #define ARCHETYPES "archetypes" |
549 | #define REGIONS "regions" |
346 | #define REGIONS "regions" |
550 | #define HIGHSCORE "highscore" |
347 | #define HIGHSCORE "highscore" |
551 | #define TREASURES "treasures" |
348 | #define TREASURES "treasures" |
552 | #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 */ |
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|
556 | |
349 | |
557 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
350 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
558 | |
351 | |
559 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
|
|
560 | #define MAXSTRING 20 |
352 | #define MAXSTRING 20 |
561 | |
353 | |
562 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
354 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
563 | |
355 | |
564 | |
356 | |
… | |
… | |
581 | * start their own crossfire, you won't need to define this. |
373 | * start their own crossfire, you won't need to define this. |
582 | * |
374 | * |
583 | */ |
375 | */ |
584 | |
376 | |
585 | #ifndef PLAYERDIR |
377 | #ifndef PLAYERDIR |
586 | #define PLAYERDIR "players" |
378 | # define PLAYERDIR "players" |
587 | #endif |
379 | #endif |
588 | |
380 | |
589 | /* |
381 | /* |
590 | * If you have defined SAVE_PLAYER, you might want to change this, too. |
382 | * If you have defined SAVE_PLAYER, you might want to change this, too. |
591 | * This is the access rights for the players savefiles. |
383 | * This is the access rights for the players savefiles. |
… | |
… | |
599 | */ |
391 | */ |
600 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
392 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
601 | #define SAVE_MODE 0660 |
393 | #define SAVE_MODE 0660 |
602 | #define SAVE_DIR_MODE 0770 |
394 | #define SAVE_DIR_MODE 0770 |
603 | |
395 | |
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 | /* |
396 | /* |
623 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
397 | * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on). |
624 | * 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 |
|
|
626 | * spread out these saves, but that might be more effort than it is |
|
|
627 | * worth (Depending on the spacing, if enough players log on, the spacing |
|
|
628 | * may not be large enough to save all of them.) As it is now, it will |
|
|
629 | * just set the base tick of when they log on, which should keep the |
|
|
630 | * saves pretty well spread out (in a fairly random fashion.) |
|
|
631 | */ |
|
|
632 | |
|
|
633 | #define AUTOSAVE 1000 |
|
|
634 | |
|
|
635 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
|
|
636 | * we will return the player to his savebed location. If this is zero, |
|
|
637 | * this feature is disabled (player will resume where ever he was |
|
|
638 | * when he last logged off). If this is set to less than two hours, |
|
|
639 | * it will prevent players from camping out in treasure rooms. |
|
|
640 | * Do not comment this out - it must be set to something - if you |
|
|
641 | * comment this out, the program will not compile. |
|
|
642 | * |
398 | */ |
643 | * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player |
399 | #define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies." |
644 | * where appear under what conditions is a little complicated depending |
|
|
645 | * on how the player exited the game. But if the elapsed time is greater than |
|
|
646 | * the value below, player will always get returned to savebed location |
|
|
647 | * location. |
|
|
648 | * |
|
|
649 | * Set to one hour as default |
|
|
650 | */ |
|
|
651 | |
400 | |
652 | #define RESET_LOCATION_TIME 3600 |
|
|
653 | |
|
|