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Revision 1.27 by root, Mon Dec 18 02:35:01 2006 UTC vs.
Revision 1.53 by root, Tue Dec 23 22:03:06 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 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
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
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.
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.
78 */ 76 */
79#define COZY_SERVER 1 77#define COZY_SERVER 1
80
81/*
82 * Make it impossible to pk outside the arena.
83 */
84#define PROHIBIT_PLAYERKILL 1
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
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
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
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
154/* CS_LOGSTATS will cause the server to log various usage stats
155 * (number of connections, amount of data sent, amount of data received,
156 * and so on.) This can be very useful if you are trying to measure
157 * server/bandwidth usage. It will periodially dump out information
158 * which contains usage stats for the last X amount of time.
159 * CS_LOGTIME is how often it will print out stats.
160 */
161#define CS_LOGSTATS
162#define CS_LOGTIME 600
163
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
199 * maps at that point. 179 * maps at that point.
200 * 180 *
201 * MSW 2001-05-28 181 * MSW 2001-05-28
202 */ 182 */
203 183
184// both must be 2**n
204#define MAP_CLIENT_X 31 185#define MAP_CLIENT_X 32
205#define MAP_CLIENT_Y 31 186#define MAP_CLIENT_Y 32
206 187
207/* 188/*
208 * If you feel the game is too fast or too slow, change MAX_TIME. 189 * If you feel the game is too fast or too slow, change MAX_TIME.
209 * You can experiment with the 'speed <new_max_time> command first. 190 * You can experiment with the 'speed <new_max_time> command first.
210 * The length of a tick is MAX_TIME microseconds. During a tick, 191 * The length of a tick is MAX_TIME microseconds. During a tick,
211 * players, monsters, or items with speed 1 can do one thing. 192 * players, monsters, or items with speed 1 can do one thing.
212 */ 193 */
213 194
214#define MAX_TIME 120000 195#define MAX_TIME 120000
215 196
197
198/*
199 * MAX_ITEM_PER_DROP defines how many items a player can drop at once.
200 * (be careful to set this to high values, as dropping lots of things
201 * can be a performance problem (for which a fix is worked on)).
202 */
203
204#define MAX_ITEM_PER_DROP 100
205
216/* Polymorph as it currently stands is unbalancing, so by default 206/* Polymorph as it currently stands is unbalancing, so by default
217 * we have it disabled. It can be enabled and it works, but 207 * we have it disabled. It can be enabled and it works, but
218 * it can be abused in various ways. 208 * it can be abused in various ways.
219 */ 209 */
220#define NO_POLYMORPH 210#define NO_POLYMORPH
221 211
222 212
223/* This determine how many entries are stored in the kill log. You 213/* This determine how many entries are stored in the kill log. You
224 * can see this information with the 'party kills' command. More entries 214 * can see this information with the 'party kills' command. More entries
225 * mean slower performance and more memory. IF this is not defined, then 215 * mean slower performance and more memory.
226 * this feature is disabled.
227 */ 216 */
228#define PARTY_KILL_LOG 20 217#define PARTY_KILL_LOG 40
229 218
230/* 219/*
231 * The PERM_EXP values adjust the behaviour of permenent experience. - if 220 * The PERM_EXP values adjust the behaviour of permenent experience. - if
232 * the setting permanent_experience_percentage is zero, these values have 221 * the setting permanent_experience_percentage is zero, these values have
233 * no meaning. The value in the settings file is the percentage of the 222 * no meaning. The value in the settings file is the percentage of the
251/* GD */ 240/* GD */
252 241
253#define PERM_EXP_GAIN_RATIO 0.10f 242#define PERM_EXP_GAIN_RATIO 0.10f
254#define PERM_EXP_MAX_LOSS_RATIO 0.50f 243#define PERM_EXP_MAX_LOSS_RATIO 0.50f
255 244
256/* Enable the new material code - it needs some work. You can
257 * enable this, and things will work, just you'll see a whole
258 * bunch more materials show up, and thus a whole bunch more materials
259 * in your inventory, and the sorting for them isn't really good.
260 */
261
262/*
263#define NEW_MATERIAL_CODE
264*/
265
266/***********************************************************************
267 * SECTION 2 - Machine/Compiler specific stuff.
268 *
269 * Short list of items:
270 * COMPRESS_SUFFIX - selection of compression programs
271 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
272 *
273 ***********************************************************************/
274
275/*
276 * If you compress your files to save space, set the COMPRESS_SUFFIX below
277 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
278 * should already find the program to use. If you set the suffix to
279 * something that autoconf did not find, you are likely to have serious
280 * problems, so make sure you have the appropriate compression tool installed
281 * before you set this. You can look at the autoconf.h file to see
282 * what compression tools it found (search for COMPRESS).
283 * Note that this is used when saving files. Crossfire will search all
284 * methods when loading a file to see if it finds a match
285 */
286
287#ifndef COMPRESS_SUFFIX
288/* #define COMPRESS_SUFFIX ".Z" */
289#endif
290
291/* If you get a complaint about O_NDELAY not being known/undefined, try
292 * uncommenting this.
293 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
294 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
295 * can be written - otherwise, the number of bytes written will be returned
296 * for both modes.
297 */
298
299/*
300#define O_NDELAY O_NONBLOCK
301*/
302
303
304/*********************************************************************** 245/***********************************************************************
305 * Section 3 246 * Section 3
306 * 247 *
307 * General file and other defaults that don't need to be changed, and 248 * 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 249 * do not change gameplay as percieved by players much. Some options
309 * may affect memory consumption however. 250 * may affect memory consumption however.
310 * 251 *
311 * Values: 252 * Values:
312 * 253 *
313 * BANFILE - ban certain users/hosts.
314 * CSPORT - port to use for new client/server 254 * CSPORT - port to use for new client/server
315 * DMFILE - file with dm/wizard access lists 255 * DMFILE - file with dm/wizard access lists
316 * LOGFILE - where to log if using -daemon option 256 * LOGFILE - where to log if using -daemon option
317 * MAP_ - various map timeout and swapping parameters 257 * MAP_ - various map timeout and swapping parameters
318 * MAX_OBJECTS - how many objects to keep in memory. 258 * MAX_OBJECTS - how many objects to keep in memory.
325 * TMPDIR - directory to use for temp files 265 * TMPDIR - directory to use for temp files
326 * UNIQUE_DIR - directory to put unique item files into 266 * UNIQUE_DIR - directory to put unique item files into
327 *********************************************************************** 267 ***********************************************************************
328 */ 268 */
329 269
330/*
331 * BANFILE - file used to ban certain sites from playing. See the example
332 * ban_file for examples.
333 */
334
335#ifndef BANFILE
336#define BANFILE "ban_file"
337#endif
338
339/* CSPORT is the port used for the new client/server code. Change 270/* CSPORT is the port used for the new client/server code. Change
340 * if desired. Only of relevance if ERIC_SERVER is set above 271 * if desired. Only of relevance if ERIC_SERVER is set above
341 */ 272 */
342
343#define CSPORT 13327 /* old port + 1 */ 273#define CSPORT 13327 /* old port + 1 */
344
345 274
346/* 275/*
347 * DMFILE 276 * DMFILE
348 * A file containing valid names that can be dm, one on each line. See 277 * A file containing valid names that can be dm, one on each line. See
349 * example dm_file for syntax help. 278 * example dm_file for syntax help.
350 */ 279 */
351
352#ifndef DMFILE 280#ifndef DMFILE
353#define DMFILE "dm_file" 281#define DMFILE "dm_file"
354#endif 282#endif
355 283
356
357/* LOGFILE specifies which file to log to when playing with the 284/* LOGFILE specifies which file to log to when playing with the
358 * -daemon option. 285 * -daemon option.
359 */ 286 */
360
361#ifndef LOGFILE 287#ifndef LOGFILE
362#define LOGFILE "/var/log/crossfire/logfile" 288#define LOGFILE "/var/log/deliantra/logfile"
363#endif 289#endif
364
365/*
366 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
367 * after a player has left it. If it is set to 0, maps are
368 * swapped out the instant the last player leaves it.
369 * If you are low on memory, you should set this to 0.
370 * Note that depending on the map timeout variable, the number of
371 * objects can get quite high. This is because depending on the maps,
372 * a player could be having the objects of several maps in memory
373 * (the map he is in right now, and the ones he left recently.)
374 * Each map has it's own TIMEOUT value and value field and it is
375 * defaulted to 300
376 *
377 * Having a nonzero value can be useful: If a player leaves a map (and thus
378 * is on a new map), and realizes they want to go back pretty quickly, the
379 * old map is still in memory, so don't need to go disk and get it.
380 *
381 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
382 * to swap out in less than that many ticks, we use the MINTIMEOUT value
383 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
384 * maps.
385 */
386
387/* How many ticks till maps are swapped out */
388#define MAP_MAXTIMEOUT 300
389/* At least that many ticks before swapout */
390#define MAP_MINTIMEOUT 300
391
392/*
393 * MAP_MAXRESET is the maximum time a map can have before being reset. It
394 * will override the time value set in the map, if that time is longer than
395 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
396 * TMPDIR device, set this value to somethign small. The default
397 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
398 * I personally like 1 hour myself, for solo play. It is long enough that
399 * maps won't be resetting as a solve a quest, but short enough that some
400 * maps (like shops and inns) will be reset during the time I play.
401 * Comment out MAP_MAXRESET time if you always want to use the value
402 * in the map archetype.
403 */
404
405/* Maximum time to reset. */
406#define MAP_MAXRESET 7200
407/* Default time to reset. */
408#define MAP_DEFAULTRESET 3600
409
410/*
411 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
412 * will look for maps which are already scheldued for swapping, and
413 * promptly swap them out before new maps are being loaded.
414 * If playing only by yourself, this number can probably be as low as
415 * 3000. If in server mode, probably figure about 1000-2000 objects per
416 * active player (if they typically play on different maps), for some guess
417 * on how many to define. If it is too low, maps just get swapped out
418 * immediately, causing a performance hit. If it is too high, the program
419 * consumes more memory. If you have gobs of free memory, a high number
420 * might not be a bad idea. Each object is around 350 bytes right now.
421 * 25000 is about 8.5 MB
422 */
423
424#define MAX_OBJECTS 400000
425
426/*
427 * Max objects low water mark (lwm). If defined, the map swapping strategy
428 * is a bit different:
429 * 1) We only start swapping maps if the number of objects in use is
430 * greater than MAX_OBJECTS above.
431 * 2) We keep swapping maps until there are no more maps to swap or the number
432 * of used objects drop below this low water mark value.
433 *
434 * If this is not defined, maps are swapped out on the timeout value above,
435 * or if the number of objects used is greater than MAX_OBJECTS above.
436 *
437 * Note: While this will prevent the pauses noticed when saving maps, there
438 * can instead be cpu performance penalties - any objects in memory get
439 * processed. So if there are 4000 objects in memory, and 1000 of them
440 * are living objects, the system will process all 1000 objects each tick.
441 * With swapping enable, maybe 600 of the objects would have gotten swapped
442 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
443 * than if it is very large.
444 * Also, the pauses you do get can be worse, as if you enter a map with
445 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
446 * many maps to get below the low water mark.
447 */
448
449/*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
450
451/*
452 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
453 * to find memory corruption and leaks. Currently, the main thing
454 * that happens with this activated is that one malloc is done for
455 * each object - thus whatever debugging mechanism the malloc library
456 * (or other debugging tool provides, like purify), it can track this
457 * individual malloc. Default behaviour when turned off is that
458 * enough memory is malloced for a large group of objects so malloc does
459 * not need to be called as often.
460 * This should only be turned on if some form of memory debugging tool
461 * is being used - otherwise, turning this on will cause some performance
462 * hit with no useful advantage.
463 */
464
465/*#define MEMORY_DEBUG*/
466
467 290
468/* 291/*
469 * If you want to have a Message Of The Day file, define MOTD to be 292 * 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 293 * the file with the message. If the file doesn't exist or if it
471 * is empty, no message will be displayed. 294 * is empty, no message will be displayed.
472 * (It resides in the CONFDIR directory) 295 * (It resides in the CONFDIR directory)
473 */ 296 */
474
475#define MOTD "motd" 297#define MOTD "motd"
476 298
477/* 299/*
478 * You can restrict playing in certain times by creating a PERMIT_FILE 300 * You can restrict playing in certain times by creating a PERMIT_FILE
479 * in CONFDIR. See the sample for usage notes. 301 * in CONFDIR. See the sample for usage notes.
480 */ 302 */
481
482#define PERM_FILE "forbid" 303#define PERM_FILE "forbid"
483 304
484/* 305/*
485 * If you want to take the game down while installing new versions, or 306 * 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. 307 * for other reasons, put a message into the SHUTDOWN_FILE file.
487 * Remember to delete it when you open the game again. 308 * Remember to delete it when you open the game again.
488 * (It resides in the CONFDIR directory) 309 * (It resides in the CONFDIR directory)
489 */ 310 */
490
491#ifndef SHUTDOWN_FILE 311#ifndef SHUTDOWN_FILE
492#define SHUTDOWN_FILE "shutdown" 312#define SHUTDOWN_FILE "shutdown"
493#endif 313#endif
494
495 314
496/* 315/*
497 * SOCKETBUFSIZE is the size of the buffer used internally by the server for 316 * 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 317 * storing backlogged messages for the client. This is not operating system
499 * buffers or the like. This amount is used per connection (client). 318 * buffers or the like. This amount is used per connection (client).
501 * large. When the OS buffer and this buffer is exhausted, the server 320 * 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 321 * will drop the client connection for falling too far behind. So if
503 * you have very slow client connections, a larger value may be 322 * you have very slow client connections, a larger value may be
504 * warranted. 323 * warranted.
505 */ 324 */
506
507#define SOCKETBUFSIZE 256*1024 325#define SOCKETBUFSIZE 256*1024
508 326
509/* 327/*
510 * Your tmp-directory should be large enough to hold the uncompressed 328 * Your tmp-directory should be large enough to hold the uncompressed
511 * map-files for all who are playing. 329 * map-files for all who are playing. Local to 'lib' directory.
512 * It ought to be locally mounted, since the function used to generate
513 * unique temporary filenames isn't guaranteed to work over NFS or AFS
514 * On the other hand, if you know that only one crossfire server will be
515 * running using this temporary directory, it is likely to be safe to use
516 * something that is NFS mounted (but performance may suffer as NFS is
517 * slower than local disk)
518 */ 330 */
519
520/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
521#define TMPDIR "/tmp" 331#define TMPDIR "tmp"
522
523 332
524/* Directory to use for unique items. This is placed into the 'lib' 333/* Directory to use for unique items. This is placed into the 'lib'
525 * directory. Changing this will cause any old unique items file 334 * directory. Changing this will cause any old unique items file
526 * not to be used. 335 * not to be used.
527 */ 336 */
528#define UNIQUE_DIR "unique-items" 337#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
540 338
541/* 339/*
542 * These defines tells where, relative to LIBDIR, the maps, the map-index, 340 * These defines tells where, relative to LIBDIR, the maps, the map-index,
543 * archetypes highscore and treaures files and directories can be found. 341 * archetypes highscore and treaures files and directories can be found.
544 */ 342 */
547#define TEMPLATE_DIR "template-maps" 345#define TEMPLATE_DIR "template-maps"
548#define ARCHETYPES "archetypes" 346#define ARCHETYPES "archetypes"
549#define REGIONS "regions" 347#define REGIONS "regions"
550#define HIGHSCORE "highscore" 348#define HIGHSCORE "highscore"
551#define TREASURES "treasures" 349#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 */
556 350
557#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 351#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
558 352
559#define ARCHTABLE 16384 /* Arch hashtable size */
560#define MAXSTRING 20 353#define MAXSTRING 20
561 354
562#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 355#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
563 356
564 357
581 * start their own crossfire, you won't need to define this. 374 * start their own crossfire, you won't need to define this.
582 * 375 *
583 */ 376 */
584 377
585#ifndef PLAYERDIR 378#ifndef PLAYERDIR
586#define PLAYERDIR "players" 379# define PLAYERDIR "players"
587#endif 380#endif
588 381
589/* 382/*
590 * If you have defined SAVE_PLAYER, you might want to change this, too. 383 * If you have defined SAVE_PLAYER, you might want to change this, too.
591 * This is the access rights for the players savefiles. 384 * This is the access rights for the players savefiles.
599 */ 392 */
600/* IMPORTANT: there is a race during saving, where the umask is being applied */ 393/* IMPORTANT: there is a race during saving, where the umask is being applied */
601#define SAVE_MODE 0660 394#define SAVE_MODE 0660
602#define SAVE_DIR_MODE 0770 395#define SAVE_DIR_MODE 0770
603 396
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/* 397/*
623 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 398 * 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/* Often, emergency save fails because the memory corruption that caused
636 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
637 * to disable emergency saves. This actually does
638 * prevent emergency saves now (Version 0.90.5).
639 */
640
641#define NO_EMERGENCY_SAVE
642
643/* By selecting the following, whenever a player does a backup save (with
644 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
645 * information that is specified later). IF this is not set, the player
646 * will be saved at his present location.
647 */
648
649/*#define BACKUP_SAVE_AT_HOME*/
650
651/* RESET_LOCATION_TIME is the number of seconds that must elapse before
652 * we will return the player to his savebed location. If this is zero,
653 * this feature is disabled (player will resume where ever he was
654 * when he last logged off). If this is set to less than two hours,
655 * it will prevent players from camping out in treasure rooms.
656 * Do not comment this out - it must be set to something - if you
657 * comment this out, the program will not compile.
658 * 399 */
659 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player 400#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
660 * where appear under what conditions is a little complicated depending
661 * on how the player exited the game. But if the elapsed time is greater than
662 * the value below, player will always get returned to savebed location
663 * location.
664 *
665 * Set to one hour as default
666 */
667 401
668#define RESET_LOCATION_TIME 3600
669

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