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Comparing deliantra/server/include/config.h (file contents):
Revision 1.3 by root, Thu Feb 9 02:11:26 2006 UTC vs.
Revision 1.22 by pippijn, Mon Dec 11 19:46:46 2006 UTC

1/*
2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.3 2006/02/09 02:11:26 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
77 * 72 *
78 ***********************************************************************/ 73 ***********************************************************************/
79 74
80/* Use a very easy, non-challenging server? 75/* Use a very easy, non-challenging server?
81 * Defining the COZY_SERVER will make the server much less challenging: 76 * Defining the COZY_SERVER will make the server much less challenging:
82 * no stats loss on death, much less experience loss. 77 * no stats loss on death, much less experience loss, and party members
78 * are treated by pet monsters as the owner itself when moving "through" them.
83 */ 79 */
84#define COZY_SERVER 1 80#define COZY_SERVER 1
81
82/*
83 * Make it impossible to pk outside the arena.
84 */
85#define PROHIBIT_PLAYERKILL 1
85 86
86/* Use balanced stat loss code? 87/* Use balanced stat loss code?
87 * This code is a little more merciful with repeated stat loss at lower 88 * 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 89 * levels. Basically, the more stats you have lost, the less likely that
89 * you will lose more. Additionally, lower level characters are shown 90 * you will lose more. Additionally, lower level characters are shown
122 123
123/* Don't edit these values. They are configured in lib/settings. These are 124/* Don't edit these values. They are configured in lib/settings. These are
124 Simply the defaults. */ 125 Simply the defaults. */
125 126
126#define BALANCED_STAT_LOSS FALSE 127#define BALANCED_STAT_LOSS FALSE
127#define USE_PERMANENT_EXPERIENCE FALSE 128#define PERMANENT_EXPERIENCE_RATIO 25
129#define DEATH_PENALTY_RATIO 20
130#define DEATH_PENALTY_LEVEL 3
128#define SET_TITLE TRUE 131#define SET_TITLE TRUE
129#define SIMPLE_EXP TRUE 132#define SIMPLE_EXP TRUE
130#define SPELLPOINT_LEVEL_DEPEND TRUE 133#define SPELLPOINT_LEVEL_DEPEND TRUE
131#define SPELL_ENCUMBRANCE TRUE 134#define SPELL_ENCUMBRANCE TRUE
132#define SPELL_FAILURE_EFFECTS FALSE 135#define SPELL_FAILURE_EFFECTS FALSE
143#define ARMOR_MAX_ENCHANT 5 146#define ARMOR_MAX_ENCHANT 5
144#define ARMOR_WEIGHT_REDUCTION 10 147#define ARMOR_WEIGHT_REDUCTION 10
145#define ARMOR_WEIGHT_LINEAR TRUE 148#define ARMOR_WEIGHT_LINEAR TRUE
146#define ARMOR_SPEED_IMPROVEMENT 10 149#define ARMOR_SPEED_IMPROVEMENT 10
147#define ARMOR_SPEED_LINEAR TRUE 150#define ARMOR_SPEED_LINEAR TRUE
151#define CREATE_HOME_PORTALS FALSE
148 152
149/* you can edit the ones below */ 153/* you can edit the ones below */
150 154
151 155
152/* CS_LOGSTATS will cause the server to log various usage stats 156/* CS_LOGSTATS will cause the server to log various usage stats
154 * and so on.) This can be very useful if you are trying to measure 158 * and so on.) This can be very useful if you are trying to measure
155 * server/bandwidth usage. It will periodially dump out information 159 * server/bandwidth usage. It will periodially dump out information
156 * which contains usage stats for the last X amount of time. 160 * which contains usage stats for the last X amount of time.
157 * CS_LOGTIME is how often it will print out stats. 161 * CS_LOGTIME is how often it will print out stats.
158 */ 162 */
159#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
160#define CS_LOGSTATS 163#define CS_LOGSTATS
161#endif
162#ifdef CS_LOGSTATS
163#define CS_LOGTIME 600 164#define CS_LOGTIME 600
164#endif
165 165
166/* DEBUG generates copious amounts of output. I tend to change the CC options 166/* DEBUG generates copious amounts of output. I tend to change the CC options
167 * in the crosssite.def file if I want this. By default, you probably 167 * in the crosssite.def file if I want this. By default, you probably
168 * dont want this defined. 168 * dont want this defined.
169 */ 169 */
170#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
171#ifndef DEBUG 170#ifndef DEBUG
172#define DEBUG 171#define DEBUG
173#endif
174#endif 172#endif
175/* 173/*
176 * This option creates more core files. In some areas, there are certain 174 * This option creates more core files. In some areas, there are certain
177 * checks done to try and make the program more stable (ie, check 175 * checks done to try and make the program more stable (ie, check
178 * parameter for null, return if it is). These checks are being done 176 * parameter for null, return if it is). These checks are being done
203 * maps at that point. 201 * maps at that point.
204 * 202 *
205 * MSW 2001-05-28 203 * MSW 2001-05-28
206 */ 204 */
207 205
208#define MAP_CLIENT_X 25 206#define MAP_CLIENT_X 31
209#define MAP_CLIENT_Y 25 207#define MAP_CLIENT_Y 31
210 208
211/* 209/*
212 * If you feel the game is too fast or too slow, change MAX_TIME. 210 * If you feel the game is too fast or too slow, change MAX_TIME.
213 * You can experiment with the 'speed <new_max_time> command first. 211 * You can experiment with the 'speed <new_max_time> command first.
214 * The length of a tick is MAX_TIME microseconds. During a tick, 212 * The length of a tick is MAX_TIME microseconds. During a tick,
229 * mean slower performance and more memory. IF this is not defined, then 227 * mean slower performance and more memory. IF this is not defined, then
230 * this feature is disabled. 228 * this feature is disabled.
231 */ 229 */
232#define PARTY_KILL_LOG 20 230#define PARTY_KILL_LOG 20
233 231
234/* Use permanent experience code? 232/*
235 * This code allows players to build up a small amount of 'permanent
236 * experience' which reduces the effect of large experience drains, such as
237 * death. This makes multiple frequent deaths less devastating, and also
238 * ensures that any character will make some gradual progress even if they
239 * die all of the time.
240 * A nice option if your keep dying due to massive client/server lags despite
241 * playing well... or you like to swim well outside of your depth. :)
242 *
243 * The PERM_EXP values adjust the behaviour of this option - if 233 * The PERM_EXP values adjust the behaviour of permenent experience. - if
244 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it 234 * the setting permanent_experience_percentage is zero, these values have
245 * is on, the minimum ratio is the minimum amount of permanent exp relative 235 * no meaning. The value in the settings file is the percentage of the
246 * to the total exp in the skill (ie, at a default of .25, if you had 100 236 * experience that is permenent, the rest could be lost on death. When dying,
247 * experience, at least 25 of it would be permanent). The gain ratio 237 * the greatest amount of non-permenent exp it is possible to lose at one time
248 * is how much of experienced experience goes to the permanent value. 238 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
249 * This does not detract from total exp gain (ie, if you gained 100 exp, 239 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
250 * 100 would go to the skill total and 10 to the permanent value). 240 * experience goes to the permanent value. This does not detract from total
251 * the loss ratio is the maximum amount of experience that can be lost 241 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
252 * in any one hit - this is calculated as total exp - perm exp * loss ratio. 242 * 10 to the permanent value).
253 * 243 *
254 * A few thoughts on these default value (by MSW) 244 * A few thoughts on these default value (by MSW)
255 * gain ratio is pretty much meaningless until exp has been lost, as until 245 * gain ratio is pretty much meaningless until exp has been lost, as until
256 * that poin, the minimum ratio will be used. 246 * that poin, the value in the settings file will be used.
257 * It is also impossible for the exp to actually be reduced to the permanent 247 * It is also impossible for the exp to actually be reduced to the permanent
258 * exp ratio - since the loss ratio is .5, it will just get closer and 248 * exp ratio - since the loss ratio is .5, it will just get closer and
259 * closer. However, after about half a dozen hits, pretty much all the 249 * closer. However, after about half a dozen hits, pretty much all the
260 * exp that can be lost has been lost, and after that, only minor loss 250 * exp that can be lost has been lost, and after that, only minor loss
261 * will occur. 251 * will occur.
262 */ 252 */
263/* GD */ 253/* GD */
264 254
265#define PERM_EXP_MINIMUM_RATIO 0.25f
266#define PERM_EXP_GAIN_RATIO 0.10f 255#define PERM_EXP_GAIN_RATIO 0.10f
267#define PERM_EXP_MAX_LOSS_RATIO 0.50f 256#define PERM_EXP_MAX_LOSS_RATIO 0.50f
268 257
269/* 258/*
270 * WATCHDOG lets sends datagrams to port 13325 on localhost 259 * WATCHDOG lets sends datagrams to port 13325 on localhost
271 * in (more-or-less) regular intervals, so an external watchdog 260 * in (more-or-less) regular intervals, so an external watchdog
272 * program can kill the server if it hangs (for whatever reason). 261 * program can kill the server if it hangs (for whatever reason).
273 * It shouldn't hurt anyone if this is defined but you don't 262 * It shouldn't hurt anyone if this is defined but you don't
274 * have an watchdog program. 263 * have an watchdog program.
275 */ 264 */
276#ifndef WIN32 /* ***win32 disable watchdog as win32 default */
277#define WATCHDOG 265#define WATCHDOG
278#endif
279
280 266
281/* Enable the new material code - it needs some work. You can 267/* Enable the new material code - it needs some work. You can
282 * enable this, and things will work, just you'll see a whole 268 * enable this, and things will work, just you'll see a whole
283 * bunch more materials show up, and thus a whole bunch more materials 269 * bunch more materials show up, and thus a whole bunch more materials
284 * in your inventory, and the sorting for them isn't really good. 270 * in your inventory, and the sorting for them isn't really good.
383/* LOGFILE specifies which file to log to when playing with the 369/* LOGFILE specifies which file to log to when playing with the
384 * -daemon option. 370 * -daemon option.
385 */ 371 */
386 372
387#ifndef LOGFILE 373#ifndef LOGFILE
388#ifdef WIN32 /* change define path */
389#define LOGFILE "var\\crossfire.log"
390#else
391#define LOGFILE "/var/log/crossfire/logfile" 374#define LOGFILE "/var/log/crossfire/logfile"
392#endif
393#endif 375#endif
394 376
395/* 377/*
396 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out 378 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
397 * after a player has left it. If it is set to 0, maps are 379 * after a player has left it. If it is set to 0, maps are
413 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all 395 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
414 * maps. 396 * maps.
415 */ 397 */
416 398
417/* How many ticks till maps are swapped out */ 399/* How many ticks till maps are swapped out */
418#define MAP_MAXTIMEOUT 1000 400#define MAP_MAXTIMEOUT 300
419/* At least that many ticks before swapout */ 401/* At least that many ticks before swapout */
420#define MAP_MINTIMEOUT 500 402#define MAP_MINTIMEOUT 300
421 403
422/* 404/*
423 * MAP_MAXRESET is the maximum time a map can have before being reset. It 405 * MAP_MAXRESET is the maximum time a map can have before being reset. It
424 * will override the time value set in the map, if that time is longer than 406 * will override the time value set in the map, if that time is longer than
425 * MAP_MAXRESET. This value is in seconds. If you are low on space on the 407 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
433 */ 415 */
434 416
435/* Maximum time to reset. */ 417/* Maximum time to reset. */
436#define MAP_MAXRESET 7200 418#define MAP_MAXRESET 7200
437/* Default time to reset. */ 419/* Default time to reset. */
438#define MAP_DEFAULTRESET 7200 420#define MAP_DEFAULTRESET 3600
439 421
440/* 422/*
441 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire 423 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
442 * will look for maps which are already scheldued for swapping, and 424 * will look for maps which are already scheldued for swapping, and
443 * promptly swap them out before new maps are being loaded. 425 * promptly swap them out before new maps are being loaded.
449 * consumes more memory. If you have gobs of free memory, a high number 431 * consumes more memory. If you have gobs of free memory, a high number
450 * might not be a bad idea. Each object is around 350 bytes right now. 432 * might not be a bad idea. Each object is around 350 bytes right now.
451 * 25000 is about 8.5 MB 433 * 25000 is about 8.5 MB
452 */ 434 */
453 435
454#define MAX_OBJECTS 100000 436#define MAX_OBJECTS 400000
455 437
456/* 438/*
457 * Max objects low water mark (lwm). If defined, the map swapping strategy 439 * Max objects low water mark (lwm). If defined, the map swapping strategy
458 * is a bit different: 440 * is a bit different:
459 * 1) We only start swapping maps if the number of objects in use is 441 * 1) We only start swapping maps if the number of objects in use is
532 * will drop the client connection for falling too far behind. So if 514 * will drop the client connection for falling too far behind. So if
533 * you have very slow client connections, a larger value may be 515 * you have very slow client connections, a larger value may be
534 * warranted. 516 * warranted.
535 */ 517 */
536 518
537#define SOCKETBUFSIZE 128*1024 519#define SOCKETBUFSIZE 256*1024
538 520
539/* 521/*
540 * Your tmp-directory should be large enough to hold the uncompressed 522 * Your tmp-directory should be large enough to hold the uncompressed
541 * map-files for all who are playing. 523 * map-files for all who are playing.
542 * It ought to be locally mounted, since the function used to generate 524 * It ought to be locally mounted, since the function used to generate
546 * something that is NFS mounted (but performance may suffer as NFS is 528 * something that is NFS mounted (but performance may suffer as NFS is
547 * slower than local disk) 529 * slower than local disk)
548 */ 530 */
549 531
550/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ 532/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
551#ifdef WIN32 /* change define path tmp */
552#define TMPDIR "tmp"
553#else
554#define TMPDIR "/tmp" 533#define TMPDIR "/tmp"
555#endif
556 534
557 535
558/* Directory to use for unique items. This is placed into the 'lib' 536/* Directory to use for unique items. This is placed into the 'lib'
559 * directory. Changing this will cause any old unique items file 537 * directory. Changing this will cause any old unique items file
560 * not to be used. 538 * not to be used.
580 * These define the players starting map and location on that map, and where 558 * These define the players starting map and location on that map, and where
581 * emergency saves are defined. This should be left as is unless you make 559 * emergency saves are defined. This should be left as is unless you make
582 * major changes to the map. 560 * major changes to the map.
583 */ 561 */
584 562
585#ifdef WIN32 /* change define path city */
586
587# define EMERGENCY_MAPPATH "\\city\\city"
588# define EMERGENCY_X 15
589# define EMERGENCY_Y 19
590#else
591# define EMERGENCY_MAPPATH "/city/city" 563#define EMERGENCY_MAPPATH "/city/city"
592# define EMERGENCY_X 15 564#define EMERGENCY_X 15
593# define EMERGENCY_Y 19 565#define EMERGENCY_Y 19
594#endif
595 566
596 567
597/* 568/*
598 * These defines tells where, relative to LIBDIR, the maps, the map-index, 569 * These defines tells where, relative to LIBDIR, the maps, the map-index,
599 * archetypes highscore and treaures files and directories can be found. 570 * archetypes highscore and treaures files and directories can be found.
606#define HIGHSCORE "highscore" 577#define HIGHSCORE "highscore"
607#define TREASURES "treasures" 578#define TREASURES "treasures"
608#define BANISHFILE "banish_file" 579#define BANISHFILE "banish_file"
609 580
610#define MAX_ERRORS 25 /* Bail out if more are received during tick */ 581#define MAX_ERRORS 25 /* Bail out if more are received during tick */
611#define STARTMAX 500 /* How big array of objects to start with */
612#define OBJ_EXPAND 100 /* How big steps to use when expanding array */ 582#define OBJ_EXPAND 5000 /* How big steps to use when expanding array */
613 583
614#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 584#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
615 585
616#define ARCHTABLE 5003 /* Used when hashing archetypes */ 586#define ARCHTABLE 16384 /* Arch hashtable size */
617#define MAXSTRING 20 587#define MAXSTRING 20
618 588
619#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 589#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
620 590
621 591
652 * thus requiring that the server be setuid/setgid, and more generous 622 * thus requiring that the server be setuid/setgid, and more generous
653 * permisisons needed. 623 * permisisons needed.
654 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission 624 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
655 * for nay directories created. 625 * for nay directories created.
656 */ 626 */
627/* IMPORTANT: there is a race during saving, where the umask is being applied */
657#define SAVE_MODE 0660 628#define SAVE_MODE 0660
658#define SAVE_DIR_MODE 0770 629#define SAVE_DIR_MODE 0770
659 630
660/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really 631/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
661 * needs to be selected. You can set both, and things will work fine, 632 * needs to be selected. You can set both, and things will work fine,
671 * environment, you may want to set this to a higher value, so that 642 * environment, you may want to set this to a higher value, so that
672 * you are not spending too much time saving the characters. 643 * you are not spending too much time saving the characters.
673 * This option should now work (Crossfire 0.90.5) 644 * This option should now work (Crossfire 0.90.5)
674 */ 645 */
675 646
676#define SAVE_INTERVAL 60 647//#define SAVE_INTERVAL 60
677 648
678/* 649/*
679 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 650 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
680 * 5000 with MAX_TIME set at 120,000 means that the player will be 651 * 5000 with MAX_TIME set at 120,000 means that the player will be
681 * saved every 10 minutes. Some effort should probably be made to 652 * saved every 10 minutes. Some effort should probably be made to
684 * may not be large enough to save all of them.) As it is now, it will 655 * may not be large enough to save all of them.) As it is now, it will
685 * just set the base tick of when they log on, which should keep the 656 * just set the base tick of when they log on, which should keep the
686 * saves pretty well spread out (in a fairly random fashion.) 657 * saves pretty well spread out (in a fairly random fashion.)
687 */ 658 */
688 659
689#define AUTOSAVE 500 660#define AUTOSAVE 1000
690 661
691/* Often, emergency save fails because the memory corruption that caused 662/* Often, emergency save fails because the memory corruption that caused
692 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE 663 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
693 * to disable emergency saves. This actually does 664 * to disable emergency saves. This actually does
694 * prevent emergency saves now (Version 0.90.5). 665 * prevent emergency saves now (Version 0.90.5).
703 */ 674 */
704 675
705/*#define BACKUP_SAVE_AT_HOME*/ 676/*#define BACKUP_SAVE_AT_HOME*/
706 677
707/* RESET_LOCATION_TIME is the number of seconds that must elapse before 678/* RESET_LOCATION_TIME is the number of seconds that must elapse before
708 * we fill return the player to his savebed location. If this is zero, 679 * we will return the player to his savebed location. If this is zero,
709 * this feature is disabled (player will resume where ever he was 680 * this feature is disabled (player will resume where ever he was
710 * when he last logged off). If this is set to less than two hours, 681 * when he last logged off). If this is set to less than two hours,
711 * it will prevent players from camping out in treasure rooms. 682 * it will prevent players from camping out in treasure rooms.
712 * Do not comment this out - it must be set to something - if you 683 * Do not comment this out - it must be set to something - if you
713 * comment this out, the program will not compile. 684 * comment this out, the program will not compile.

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