1 | /* |
1 | /* |
2 | * static char *rcsid_config_h = |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * "$Id: config.h,v 1.5 2006/03/07 13:44:43 root Exp $"; |
3 | * |
4 | */ |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | |
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6 | /* |
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7 | CrossFire, A Multiplayer game for X-windows |
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8 | |
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9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
11 | |
7 | * |
12 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
13 | 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 |
14 | the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
15 | (at your option) any later version. |
11 | * (at your option) any later version. |
16 | |
12 | * |
17 | 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, |
18 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
19 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
20 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
21 | |
17 | * |
22 | 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 |
23 | along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
24 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * |
25 | |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
26 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
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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 | * |
32 | * 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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… | |
65 | * 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 |
66 | * you may want to on personal preferance. Items are arranged |
61 | * you may want to on personal preferance. Items are arranged |
67 | * alphabetically. |
62 | * alphabetically. |
68 | * |
63 | * |
69 | * Short list of features, and what to search for: |
64 | * Short list of features, and what to search for: |
70 | * CS_LOGSTATS - log various new client/server data. |
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71 | * DEBUG - more verbose message logging? |
65 | * DEBUG - more verbose message logging? |
72 | * 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 |
73 | * MAX_TIME - how long an internal tick is in microseconds |
67 | * MAX_TIME - how long an internal tick is in microseconds |
74 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
68 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
75 | * PARTY_KILL_LOG - stores party kill information |
69 | * PARTY_KILL_LOG - stores party kill information |
76 | * WATCHDOG - allows use of an external watchdog program |
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77 | * |
70 | * |
78 | ***********************************************************************/ |
71 | ***********************************************************************/ |
79 | |
72 | |
80 | /* Use a very easy, non-challenging server? |
73 | /* Use a very easy, non-challenging server? |
81 | * Defining the COZY_SERVER will make the server much less challenging: |
74 | * Defining the COZY_SERVER will make the server much less challenging: |
82 | * no stats loss on death, much less experience loss, and party members |
75 | * no stats loss on death, much less experience loss. |
83 | * are treated by pet monsters as the owner itself when moving "through" them. |
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84 | */ |
76 | */ |
85 | #define COZY_SERVER 1 |
77 | #define COZY_SERVER 1 |
86 | |
78 | |
87 | /* Use balanced stat loss code? |
79 | /* Use balanced stat loss code? |
88 | * 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 |
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123 | |
115 | |
124 | /* Don't edit these values. They are configured in lib/settings. These are |
116 | /* Don't edit these values. They are configured in lib/settings. These are |
125 | Simply the defaults. */ |
117 | Simply the defaults. */ |
126 | |
118 | |
127 | #define BALANCED_STAT_LOSS FALSE |
119 | #define BALANCED_STAT_LOSS FALSE |
128 | #define USE_PERMANENT_EXPERIENCE FALSE |
120 | #define PERMANENT_EXPERIENCE_RATIO 25 |
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121 | #define DEATH_PENALTY_RATIO 20 |
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122 | #define DEATH_PENALTY_LEVEL 3 |
129 | #define SET_TITLE TRUE |
123 | #define SET_TITLE TRUE |
130 | #define SIMPLE_EXP TRUE |
124 | #define SIMPLE_EXP TRUE |
131 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
125 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
132 | #define SPELL_ENCUMBRANCE TRUE |
126 | #define SPELL_ENCUMBRANCE TRUE |
133 | #define SPELL_FAILURE_EFFECTS FALSE |
127 | #define SPELL_FAILURE_EFFECTS FALSE |
134 | #define REAL_WIZ TRUE |
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135 | #define RECYCLE_TMP_MAPS FALSE |
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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 |
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140 | #define CREATE_HOME_PORTALS FALSE |
149 | |
141 | |
150 | /* you can edit the ones below */ |
142 | /* you can edit the ones below */ |
151 | |
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152 | |
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153 | /* CS_LOGSTATS will cause the server to log various usage stats |
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154 | * (number of connections, amount of data sent, amount of data received, |
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155 | * and so on.) This can be very useful if you are trying to measure |
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156 | * server/bandwidth usage. It will periodially dump out information |
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157 | * which contains usage stats for the last X amount of time. |
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158 | * CS_LOGTIME is how often it will print out stats. |
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159 | */ |
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160 | #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ |
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161 | #define CS_LOGSTATS |
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162 | #endif |
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163 | #ifdef CS_LOGSTATS |
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164 | #define CS_LOGTIME 600 |
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165 | #endif |
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166 | |
143 | |
167 | /* 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 |
168 | * 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 |
169 | * dont want this defined. |
146 | * dont want this defined. |
170 | */ |
147 | */ |
171 | #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ |
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172 | #ifndef DEBUG |
148 | #ifndef DEBUG |
173 | #define DEBUG |
149 | # define DEBUG |
174 | #endif |
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175 | #endif |
150 | #endif |
176 | /* |
151 | /* |
177 | * 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 |
178 | * 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 |
179 | * 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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204 | * maps at that point. |
179 | * maps at that point. |
205 | * |
180 | * |
206 | * MSW 2001-05-28 |
181 | * MSW 2001-05-28 |
207 | */ |
182 | */ |
208 | |
183 | |
209 | #define MAP_CLIENT_X 25 |
184 | #define MAP_CLIENT_X 31 |
210 | #define MAP_CLIENT_Y 25 |
185 | #define MAP_CLIENT_Y 31 |
211 | |
186 | |
212 | /* |
187 | /* |
213 | * If you feel the game is too fast or too slow, change MAX_TIME. |
188 | * 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. |
189 | * You can experiment with the 'speed <new_max_time> command first. |
215 | * The length of a tick is MAX_TIME microseconds. During a tick, |
190 | * The length of a tick is MAX_TIME microseconds. During a tick, |
216 | * players, monsters, or items with speed 1 can do one thing. |
191 | * players, monsters, or items with speed 1 can do one thing. |
217 | */ |
192 | */ |
218 | |
193 | |
219 | #define MAX_TIME 120000 |
194 | #define MAX_TIME 120000 |
220 | |
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 | |
221 | /* Polymorph as it currently stands is unbalancing, so by default |
205 | /* Polymorph as it currently stands is unbalancing, so by default |
222 | * 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 |
223 | * it can be abused in various ways. |
207 | * it can be abused in various ways. |
224 | */ |
208 | */ |
225 | #define NO_POLYMORPH |
209 | #define NO_POLYMORPH |
226 | |
210 | |
227 | |
211 | |
228 | /* 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 |
229 | * can see this information with the 'party kills' command. More entries |
213 | * can see this information with the 'party kills' command. More entries |
230 | * mean slower performance and more memory. IF this is not defined, then |
214 | * mean slower performance and more memory. |
231 | * this feature is disabled. |
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232 | */ |
215 | */ |
233 | #define PARTY_KILL_LOG 20 |
216 | #define PARTY_KILL_LOG 40 |
234 | |
217 | |
235 | /* Use permanent experience code? |
218 | /* |
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 |
219 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
245 | * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it |
220 | * the setting permanent_experience_percentage is zero, these values have |
246 | * is on, the minimum ratio is the minimum amount of permanent exp relative |
221 | * 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 |
222 | * 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 |
223 | * 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. |
224 | * 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, |
225 | * 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). |
226 | * 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 |
227 | * 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. |
228 | * 10 to the permanent value). |
254 | * |
229 | * |
255 | * A few thoughts on these default value (by MSW) |
230 | * A few thoughts on these default value (by MSW) |
256 | * gain ratio is pretty much meaningless until exp has been lost, as until |
231 | * gain ratio is pretty much meaningless until exp has been lost, as until |
257 | * that poin, the minimum ratio will be used. |
232 | * 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 |
233 | * 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 |
234 | * 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 |
235 | * 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 |
236 | * exp that can be lost has been lost, and after that, only minor loss |
262 | * will occur. |
237 | * will occur. |
263 | */ |
238 | */ |
264 | /* GD */ |
239 | /* GD */ |
265 | |
240 | |
266 | #define PERM_EXP_MINIMUM_RATIO 0.25f |
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267 | #define PERM_EXP_GAIN_RATIO 0.10f |
241 | #define PERM_EXP_GAIN_RATIO 0.10f |
268 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
242 | #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 | |
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282 | /* Enable the new material code - it needs some work. You can |
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283 | * enable this, and things will work, just you'll see a whole |
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284 | * bunch more materials show up, and thus a whole bunch more materials |
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285 | * in your inventory, and the sorting for them isn't really good. |
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286 | */ |
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287 | |
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288 | /* |
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289 | #define NEW_MATERIAL_CODE |
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290 | */ |
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291 | |
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292 | /*********************************************************************** |
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293 | * SECTION 2 - Machine/Compiler specific stuff. |
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294 | * |
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295 | * Short list of items: |
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296 | * COMPRESS_SUFFIX - selection of compression programs |
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297 | * O_NDELAY - If you don't have O_NDELAY, uncomment it. |
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298 | * |
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299 | ***********************************************************************/ |
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300 | |
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301 | /* |
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302 | * If you compress your files to save space, set the COMPRESS_SUFFIX below |
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303 | * to the compression suffix you want (.Z, .gz, .bz2). The autoconf |
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304 | * should already find the program to use. If you set the suffix to |
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305 | * something that autoconf did not find, you are likely to have serious |
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306 | * problems, so make sure you have the appropriate compression tool installed |
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307 | * before you set this. You can look at the autoconf.h file to see |
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308 | * what compression tools it found (search for COMPRESS). |
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309 | * Note that this is used when saving files. Crossfire will search all |
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310 | * methods when loading a file to see if it finds a match |
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311 | */ |
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312 | |
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313 | #ifndef COMPRESS_SUFFIX |
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314 | /* #define COMPRESS_SUFFIX ".Z" */ |
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315 | #endif |
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316 | |
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317 | /* If you get a complaint about O_NDELAY not being known/undefined, try |
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318 | * uncommenting this. |
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319 | * This may cause problems - O_NONBLOCK will return -1 on blocking writes |
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320 | * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes |
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321 | * can be written - otherwise, the number of bytes written will be returned |
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322 | * for both modes. |
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323 | */ |
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324 | |
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325 | /* |
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326 | #define O_NDELAY O_NONBLOCK |
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327 | */ |
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328 | |
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329 | |
243 | |
330 | /*********************************************************************** |
244 | /*********************************************************************** |
331 | * Section 3 |
245 | * Section 3 |
332 | * |
246 | * |
333 | * 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 |
334 | * do not change gameplay as percieved by players much. Some options |
248 | * do not change gameplay as percieved by players much. Some options |
335 | * may affect memory consumption however. |
249 | * may affect memory consumption however. |
336 | * |
250 | * |
337 | * Values: |
251 | * Values: |
338 | * |
252 | * |
339 | * BANFILE - ban certain users/hosts. |
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340 | * CSPORT - port to use for new client/server |
253 | * CSPORT - port to use for new client/server |
341 | * DMFILE - file with dm/wizard access lists |
254 | * DMFILE - file with dm/wizard access lists |
342 | * LOGFILE - where to log if using -daemon option |
255 | * LOGFILE - where to log if using -daemon option |
343 | * MAP_ - various map timeout and swapping parameters |
256 | * MAP_ - various map timeout and swapping parameters |
344 | * MAX_OBJECTS - how many objects to keep in memory. |
257 | * MAX_OBJECTS - how many objects to keep in memory. |
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348 | * SHUTDOWN - used when shutting down the server |
261 | * SHUTDOWN - used when shutting down the server |
349 | * SOCKETBUFSIZE - size of buffer used internally by the server for storing |
262 | * SOCKETBUFSIZE - size of buffer used internally by the server for storing |
350 | * backlogged messages. |
263 | * backlogged messages. |
351 | * TMPDIR - directory to use for temp files |
264 | * TMPDIR - directory to use for temp files |
352 | * UNIQUE_DIR - directory to put unique item files into |
265 | * UNIQUE_DIR - directory to put unique item files into |
353 | * USE_CALLOC for some memory requests |
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354 | *********************************************************************** |
266 | *********************************************************************** |
355 | */ |
267 | */ |
356 | |
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357 | /* |
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358 | * BANFILE - file used to ban certain sites from playing. See the example |
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359 | * ban_file for examples. |
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360 | */ |
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361 | |
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362 | #ifndef BANFILE |
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363 | #define BANFILE "ban_file" |
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364 | #endif |
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365 | |
268 | |
366 | /* 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 |
367 | * if desired. Only of relevance if ERIC_SERVER is set above |
270 | * if desired. Only of relevance if ERIC_SERVER is set above |
368 | */ |
271 | */ |
369 | |
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370 | #define CSPORT 13327 /* old port + 1 */ |
272 | #define CSPORT 13327 /* old port + 1 */ |
371 | |
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372 | |
273 | |
373 | /* |
274 | /* |
374 | * DMFILE |
275 | * DMFILE |
375 | * 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 |
376 | * example dm_file for syntax help. |
277 | * example dm_file for syntax help. |
377 | */ |
278 | */ |
378 | |
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379 | #ifndef DMFILE |
279 | #ifndef DMFILE |
380 | #define DMFILE "dm_file" |
280 | #define DMFILE "dm_file" |
381 | #endif |
281 | #endif |
382 | |
282 | |
383 | |
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384 | /* LOGFILE specifies which file to log to when playing with the |
283 | /* LOGFILE specifies which file to log to when playing with the |
385 | * -daemon option. |
284 | * -daemon option. |
386 | */ |
285 | */ |
387 | |
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388 | #ifndef LOGFILE |
286 | #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" |
287 | #define LOGFILE "/var/log/crossfire/logfile" |
393 | #endif |
288 | #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 | /* |
|
|
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 | |
|
|
455 | #define MAX_OBJECTS 100000 |
|
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456 | |
|
|
457 | /* |
|
|
458 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
|
|
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. |
|
|
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 | * |
|
|
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 |
|
|
471 | * are living objects, the system will process all 1000 objects each tick. |
|
|
472 | * With swapping enable, maybe 600 of the objects would have gotten swapped |
|
|
473 | * out. This is less likely a problem with a smaller number of MAX_OBJECTS |
|
|
474 | * than if it is very large. |
|
|
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. |
|
|
478 | */ |
|
|
479 | |
|
|
480 | /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/ |
|
|
481 | |
|
|
482 | /* |
|
|
483 | * Turning on MEMORY_DEBUG slows down execution, but makes it easier |
|
|
484 | * to find memory corruption and leaks. Currently, the main thing |
|
|
485 | * that happens with this activated is that one malloc is done for |
|
|
486 | * each object - thus whatever debugging mechanism the malloc library |
|
|
487 | * (or other debugging tool provides, like purify), it can track this |
|
|
488 | * individual malloc. Default behaviour when turned off is that |
|
|
489 | * enough memory is malloced for a large group of objects so malloc does |
|
|
490 | * not need to be called as often. |
|
|
491 | * This should only be turned on if some form of memory debugging tool |
|
|
492 | * is being used - otherwise, turning this on will cause some performance |
|
|
493 | * hit with no useful advantage. |
|
|
494 | */ |
|
|
495 | |
|
|
496 | /*#define MEMORY_DEBUG*/ |
|
|
497 | |
|
|
498 | |
289 | |
499 | /* |
290 | /* |
500 | * 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 |
501 | * 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 |
502 | * is empty, no message will be displayed. |
293 | * is empty, no message will be displayed. |
503 | * (It resides in the CONFDIR directory) |
294 | * (It resides in the CONFDIR directory) |
504 | */ |
295 | */ |
505 | |
|
|
506 | #define MOTD "motd" |
296 | #define MOTD "motd" |
507 | |
297 | |
508 | /* |
298 | /* |
509 | * 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 |
510 | * in CONFDIR. See the sample for usage notes. |
300 | * in CONFDIR. See the sample for usage notes. |
511 | */ |
301 | */ |
512 | |
|
|
513 | #define PERM_FILE "forbid" |
302 | #define PERM_FILE "forbid" |
514 | |
303 | |
515 | /* |
304 | /* |
516 | * 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 |
517 | * for other reasons, put a message into the SHUTDOWN_FILE file. |
306 | * for other reasons, put a message into the SHUTDOWN_FILE file. |
518 | * Remember to delete it when you open the game again. |
307 | * Remember to delete it when you open the game again. |
519 | * (It resides in the CONFDIR directory) |
308 | * (It resides in the CONFDIR directory) |
520 | */ |
309 | */ |
521 | |
|
|
522 | #ifndef SHUTDOWN_FILE |
310 | #ifndef SHUTDOWN_FILE |
523 | #define SHUTDOWN_FILE "shutdown" |
311 | #define SHUTDOWN_FILE "shutdown" |
524 | #endif |
312 | #endif |
525 | |
|
|
526 | |
313 | |
527 | /* |
314 | /* |
528 | * 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 |
529 | * storing backlogged messages for the client. This is not operating system |
316 | * storing backlogged messages for the client. This is not operating system |
530 | * buffers or the like. This amount is used per connection (client). |
317 | * buffers or the like. This amount is used per connection (client). |
… | |
… | |
532 | * 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 |
533 | * 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 |
534 | * you have very slow client connections, a larger value may be |
321 | * you have very slow client connections, a larger value may be |
535 | * warranted. |
322 | * warranted. |
536 | */ |
323 | */ |
537 | |
|
|
538 | #define SOCKETBUFSIZE 128*1024 |
324 | #define SOCKETBUFSIZE 256*1024 |
539 | |
325 | |
540 | /* |
326 | /* |
541 | * Your tmp-directory should be large enough to hold the uncompressed |
327 | * Your tmp-directory should be large enough to hold the uncompressed |
542 | * map-files for all who are playing. |
328 | * 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 | */ |
329 | */ |
550 | |
|
|
551 | /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ |
|
|
552 | #ifdef WIN32 /* change define path tmp */ |
|
|
553 | #define TMPDIR "tmp" |
330 | #define TMPDIR "tmp" |
554 | #else |
|
|
555 | #define TMPDIR "/tmp" |
|
|
556 | #endif |
|
|
557 | |
|
|
558 | |
331 | |
559 | /* 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' |
560 | * directory. Changing this will cause any old unique items file |
333 | * directory. Changing this will cause any old unique items file |
561 | * not to be used. |
334 | * not to be used. |
562 | */ |
335 | */ |
563 | #define UNIQUE_DIR "unique-items" |
336 | #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 | |
337 | |
598 | /* |
338 | /* |
599 | * 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, |
600 | * archetypes highscore and treaures files and directories can be found. |
340 | * archetypes highscore and treaures files and directories can be found. |
601 | */ |
341 | */ |
… | |
… | |
604 | #define TEMPLATE_DIR "template-maps" |
344 | #define TEMPLATE_DIR "template-maps" |
605 | #define ARCHETYPES "archetypes" |
345 | #define ARCHETYPES "archetypes" |
606 | #define REGIONS "regions" |
346 | #define REGIONS "regions" |
607 | #define HIGHSCORE "highscore" |
347 | #define HIGHSCORE "highscore" |
608 | #define TREASURES "treasures" |
348 | #define TREASURES "treasures" |
609 | #define BANISHFILE "banish_file" |
|
|
610 | |
|
|
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 | |
349 | |
615 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
350 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
616 | |
351 | |
617 | #define ARCHTABLE 5003 /* Used when hashing archetypes */ |
|
|
618 | #define MAXSTRING 20 |
352 | #define MAXSTRING 20 |
619 | |
353 | |
620 | #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 :) */ |
621 | |
355 | |
622 | |
356 | |
… | |
… | |
639 | * start their own crossfire, you won't need to define this. |
373 | * start their own crossfire, you won't need to define this. |
640 | * |
374 | * |
641 | */ |
375 | */ |
642 | |
376 | |
643 | #ifndef PLAYERDIR |
377 | #ifndef PLAYERDIR |
644 | #define PLAYERDIR "players" |
378 | # define PLAYERDIR "players" |
645 | #endif |
379 | #endif |
646 | |
380 | |
647 | /* |
381 | /* |
648 | * 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. |
649 | * This is the access rights for the players savefiles. |
383 | * This is the access rights for the players savefiles. |
… | |
… | |
657 | */ |
391 | */ |
658 | /* 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 */ |
659 | #define SAVE_MODE 0660 |
393 | #define SAVE_MODE 0660 |
660 | #define SAVE_DIR_MODE 0770 |
394 | #define SAVE_DIR_MODE 0770 |
661 | |
395 | |
662 | /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really |
|
|
663 | * needs to be selected. You can set both, and things will work fine, |
|
|
664 | * however, it just means that a lot more saving will be done, which |
|
|
665 | * can slow things down some. |
|
|
666 | */ |
|
|
667 | |
|
|
668 | /* How often (in seconds) the player is saved if he drops things. If it is |
|
|
669 | * set to 0, the player will be saved for every item he drops. Otherwise, |
|
|
670 | * if the player drops and item, and the last time he was saved |
|
|
671 | * due to item drop is longer |
|
|
672 | * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing |
|
|
673 | * environment, you may want to set this to a higher value, so that |
|
|
674 | * you are not spending too much time saving the characters. |
|
|
675 | * This option should now work (Crossfire 0.90.5) |
|
|
676 | */ |
|
|
677 | |
|
|
678 | //#define SAVE_INTERVAL 60 |
|
|
679 | |
|
|
680 | /* |
396 | /* |
681 | * 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). |
682 | * 5000 with MAX_TIME set at 120,000 means that the player will be |
|
|
683 | * saved every 10 minutes. Some effort should probably be made to |
|
|
684 | * spread out these saves, but that might be more effort than it is |
|
|
685 | * worth (Depending on the spacing, if enough players log on, the spacing |
|
|
686 | * 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 |
|
|
688 | * saves pretty well spread out (in a fairly random fashion.) |
|
|
689 | */ |
|
|
690 | |
|
|
691 | #define AUTOSAVE 500 |
|
|
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 | |
|
|
709 | /* 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, |
|
|
711 | * 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, |
|
|
713 | * it will prevent players from camping out in treasure rooms. |
|
|
714 | * Do not comment this out - it must be set to something - if you |
|
|
715 | * comment this out, the program will not compile. |
|
|
716 | * |
398 | */ |
717 | * 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." |
718 | * where appear under what conditions is a little complicated depending |
|
|
719 | * on how the player exited the game. But if the elapsed time is greater than |
|
|
720 | * the value below, player will always get returned to savebed location |
|
|
721 | * location. |
|
|
722 | * |
|
|
723 | * Set to one hour as default |
|
|
724 | */ |
|
|
725 | |
400 | |
726 | #define RESET_LOCATION_TIME 3600 |
|
|
727 | |
|
|