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Revision 1.3 by root, Thu Feb 9 02:11:26 2006 UTC vs.
Revision 1.44 by root, Mon May 28 21:15:56 2007 UTC

1/* 1/*
2 * static char *rcsid_config_h = 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 * "$Id: config.h,v 1.3 2006/02/09 02:11:26 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
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 * Crossfire TRT is free software; you can redistribute it and/or modify it
13 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
14 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
15 (at your option) any later version. 11 * 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, but
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
20 GNU General Public License for more details. 16 * 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 along
23 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
27*/ 23 */
28 24
29/* This file contains various #defines that select various options. 25/* This file contains various #defines that select various options.
30 * Some may not be desirable, and some just may not work. 26 * Some may not be desirable, and some just may not work.
31 * 27 *
32 * There are some options that are not selectable in this file which 28 * There are some options that are not selectable in this file which
71 * DEBUG - more verbose message logging? 67 * DEBUG - more verbose message logging?
72 * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive 68 * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive
73 * MAX_TIME - how long an internal tick is in microseconds 69 * MAX_TIME - how long an internal tick is in microseconds
74 * MANY_CORES - generate core dumps on gross errors instead of continuing? 70 * MANY_CORES - generate core dumps on gross errors instead of continuing?
75 * PARTY_KILL_LOG - stores party kill information 71 * PARTY_KILL_LOG - stores party kill information
76 * WATCHDOG - allows use of an external watchdog program
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:
122 117
123/* Don't edit these values. They are configured in lib/settings. These are 118/* Don't edit these values. They are configured in lib/settings. These are
124 Simply the defaults. */ 119 Simply the defaults. */
125 120
126#define BALANCED_STAT_LOSS FALSE 121#define BALANCED_STAT_LOSS FALSE
127#define USE_PERMANENT_EXPERIENCE FALSE 122#define PERMANENT_EXPERIENCE_RATIO 25
123#define DEATH_PENALTY_RATIO 20
124#define DEATH_PENALTY_LEVEL 3
128#define SET_TITLE TRUE 125#define SET_TITLE TRUE
129#define SIMPLE_EXP TRUE 126#define SIMPLE_EXP TRUE
130#define SPELLPOINT_LEVEL_DEPEND TRUE 127#define SPELLPOINT_LEVEL_DEPEND TRUE
131#define SPELL_ENCUMBRANCE TRUE 128#define SPELL_ENCUMBRANCE TRUE
132#define SPELL_FAILURE_EFFECTS FALSE 129#define SPELL_FAILURE_EFFECTS FALSE
133#define REAL_WIZ TRUE
134#define RECYCLE_TMP_MAPS FALSE
135#define RESURRECTION FALSE 130#define RESURRECTION FALSE
136#define SEARCH_ITEMS TRUE 131#define SEARCH_ITEMS TRUE
137#define NOT_PERMADETH TRUE 132#define NOT_PERMADETH TRUE
138#define EXPLORE_MODE FALSE 133#define EXPLORE_MODE FALSE
139#define STAT_LOSS_ON_DEATH FALSE 134#define STAT_LOSS_ON_DEATH FALSE
140#define PK_LUCK_PENALTY 1 135#define PK_LUCK_PENALTY 1
141#define CASTING_TIME FALSE
142#define SET_FRIENDLY_FIRE 5 136#define SET_FRIENDLY_FIRE 5
143#define ARMOR_MAX_ENCHANT 5 137#define ARMOR_MAX_ENCHANT 5
144#define ARMOR_WEIGHT_REDUCTION 10 138#define ARMOR_WEIGHT_REDUCTION 10
145#define ARMOR_WEIGHT_LINEAR TRUE 139#define ARMOR_WEIGHT_LINEAR TRUE
146#define ARMOR_SPEED_IMPROVEMENT 10 140#define ARMOR_SPEED_IMPROVEMENT 10
147#define ARMOR_SPEED_LINEAR TRUE 141#define ARMOR_SPEED_LINEAR TRUE
142#define CREATE_HOME_PORTALS FALSE
148 143
149/* you can edit the ones below */ 144/* you can edit the ones below */
150 145
151 146
152/* CS_LOGSTATS will cause the server to log various usage stats 147/* 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 149 * and so on.) This can be very useful if you are trying to measure
155 * server/bandwidth usage. It will periodially dump out information 150 * server/bandwidth usage. It will periodially dump out information
156 * which contains usage stats for the last X amount of time. 151 * which contains usage stats for the last X amount of time.
157 * CS_LOGTIME is how often it will print out stats. 152 * CS_LOGTIME is how often it will print out stats.
158 */ 153 */
159#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
160#define CS_LOGSTATS 154#define CS_LOGSTATS
161#endif
162#ifdef CS_LOGSTATS
163#define CS_LOGTIME 600 155#define CS_LOGTIME 600
164#endif
165 156
166/* DEBUG generates copious amounts of output. I tend to change the CC options 157/* 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 158 * in the crosssite.def file if I want this. By default, you probably
168 * dont want this defined. 159 * dont want this defined.
169 */ 160 */
170#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
171#ifndef DEBUG 161#ifndef DEBUG
172#define DEBUG 162# define DEBUG
173#endif
174#endif 163#endif
175/* 164/*
176 * This option creates more core files. In some areas, there are certain 165 * 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 166 * 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 167 * parameter for null, return if it is). These checks are being done
203 * maps at that point. 192 * maps at that point.
204 * 193 *
205 * MSW 2001-05-28 194 * MSW 2001-05-28
206 */ 195 */
207 196
208#define MAP_CLIENT_X 25 197#define MAP_CLIENT_X 31
209#define MAP_CLIENT_Y 25 198#define MAP_CLIENT_Y 31
210 199
211/* 200/*
212 * If you feel the game is too fast or too slow, change MAX_TIME. 201 * 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. 202 * You can experiment with the 'speed <new_max_time> command first.
214 * The length of a tick is MAX_TIME microseconds. During a tick, 203 * The length of a tick is MAX_TIME microseconds. During a tick,
223 */ 212 */
224#define NO_POLYMORPH 213#define NO_POLYMORPH
225 214
226 215
227/* This determine how many entries are stored in the kill log. You 216/* This determine how many entries are stored in the kill log. You
228 * can see this information with the 'party kills' command. More entries 217 * can see this information with the 'party kills' command. More entries
229 * mean slower performance and more memory. IF this is not defined, then 218 * mean slower performance and more memory.
230 * this feature is disabled.
231 */ 219 */
232#define PARTY_KILL_LOG 20 220#define PARTY_KILL_LOG 40
233 221
234/* Use permanent experience code? 222/*
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 223 * The PERM_EXP values adjust the behaviour of permenent experience. - if
244 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it 224 * the setting permanent_experience_percentage is zero, these values have
245 * is on, the minimum ratio is the minimum amount of permanent exp relative 225 * 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 100 226 * 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 227 * 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. 228 * 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, 229 * 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). 230 * 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 231 * 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. 232 * 10 to the permanent value).
253 * 233 *
254 * A few thoughts on these default value (by MSW) 234 * A few thoughts on these default value (by MSW)
255 * gain ratio is pretty much meaningless until exp has been lost, as until 235 * gain ratio is pretty much meaningless until exp has been lost, as until
256 * that poin, the minimum ratio will be used. 236 * 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 237 * 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 238 * 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 239 * 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 240 * exp that can be lost has been lost, and after that, only minor loss
261 * will occur. 241 * will occur.
262 */ 242 */
263/* GD */ 243/* GD */
264 244
265#define PERM_EXP_MINIMUM_RATIO 0.25f
266#define PERM_EXP_GAIN_RATIO 0.10f 245#define PERM_EXP_GAIN_RATIO 0.10f
267#define PERM_EXP_MAX_LOSS_RATIO 0.50f 246#define PERM_EXP_MAX_LOSS_RATIO 0.50f
268
269/*
270 * WATCHDOG lets sends datagrams to port 13325 on localhost
271 * in (more-or-less) regular intervals, so an external watchdog
272 * 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
274 * have an watchdog program.
275 */
276#ifndef WIN32 /* ***win32 disable watchdog as win32 default */
277#define WATCHDOG
278#endif
279
280 247
281/* Enable the new material code - it needs some work. You can 248/* Enable the new material code - it needs some work. You can
282 * enable this, and things will work, just you'll see a whole 249 * 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 250 * 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. 251 * in your inventory, and the sorting for them isn't really good.
286 253
287/* 254/*
288#define NEW_MATERIAL_CODE 255#define NEW_MATERIAL_CODE
289*/ 256*/
290 257
291/***********************************************************************
292 * SECTION 2 - Machine/Compiler specific stuff.
293 *
294 * Short list of items:
295 * COMPRESS_SUFFIX - selection of compression programs
296 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
297 *
298 ***********************************************************************/
299
300/*
301 * If you compress your files to save space, set the COMPRESS_SUFFIX below
302 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
303 * should already find the program to use. If you set the suffix to
304 * something that autoconf did not find, you are likely to have serious
305 * problems, so make sure you have the appropriate compression tool installed
306 * before you set this. You can look at the autoconf.h file to see
307 * what compression tools it found (search for COMPRESS).
308 * Note that this is used when saving files. Crossfire will search all
309 * methods when loading a file to see if it finds a match
310 */
311
312#ifndef COMPRESS_SUFFIX
313/* #define COMPRESS_SUFFIX ".Z" */
314#endif
315
316/* If you get a complaint about O_NDELAY not being known/undefined, try
317 * uncommenting this.
318 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
319 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
320 * can be written - otherwise, the number of bytes written will be returned
321 * for both modes.
322 */
323
324/*
325#define O_NDELAY O_NONBLOCK
326*/
327
328 258
329/*********************************************************************** 259/***********************************************************************
330 * Section 3 260 * Section 3
331 * 261 *
332 * General file and other defaults that don't need to be changed, and 262 * General file and other defaults that don't need to be changed, and
333 * do not change gameplay as percieved by players much. Some options 263 * do not change gameplay as percieved by players much. Some options
334 * may affect memory consumption however. 264 * may affect memory consumption however.
335 * 265 *
336 * Values: 266 * Values:
337 * 267 *
338 * BANFILE - ban certain users/hosts.
339 * CSPORT - port to use for new client/server 268 * CSPORT - port to use for new client/server
340 * DMFILE - file with dm/wizard access lists 269 * DMFILE - file with dm/wizard access lists
341 * LOGFILE - where to log if using -daemon option 270 * LOGFILE - where to log if using -daemon option
342 * MAP_ - various map timeout and swapping parameters 271 * MAP_ - various map timeout and swapping parameters
343 * MAX_OBJECTS - how many objects to keep in memory. 272 * MAX_OBJECTS - how many objects to keep in memory.
347 * SHUTDOWN - used when shutting down the server 276 * SHUTDOWN - used when shutting down the server
348 * SOCKETBUFSIZE - size of buffer used internally by the server for storing 277 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
349 * backlogged messages. 278 * backlogged messages.
350 * TMPDIR - directory to use for temp files 279 * TMPDIR - directory to use for temp files
351 * UNIQUE_DIR - directory to put unique item files into 280 * UNIQUE_DIR - directory to put unique item files into
352 * USE_CALLOC for some memory requests
353 *********************************************************************** 281 ***********************************************************************
354 */ 282 */
355
356/*
357 * BANFILE - file used to ban certain sites from playing. See the example
358 * ban_file for examples.
359 */
360
361#ifndef BANFILE
362#define BANFILE "ban_file"
363#endif
364 283
365/* CSPORT is the port used for the new client/server code. Change 284/* CSPORT is the port used for the new client/server code. Change
366 * if desired. Only of relevance if ERIC_SERVER is set above 285 * if desired. Only of relevance if ERIC_SERVER is set above
367 */ 286 */
368
369#define CSPORT 13327 /* old port + 1 */ 287#define CSPORT 13327 /* old port + 1 */
370
371 288
372/* 289/*
373 * DMFILE 290 * DMFILE
374 * A file containing valid names that can be dm, one on each line. See 291 * A file containing valid names that can be dm, one on each line. See
375 * example dm_file for syntax help. 292 * example dm_file for syntax help.
376 */ 293 */
377
378#ifndef DMFILE 294#ifndef DMFILE
379#define DMFILE "dm_file" 295#define DMFILE "dm_file"
380#endif 296#endif
381 297
382
383/* LOGFILE specifies which file to log to when playing with the 298/* LOGFILE specifies which file to log to when playing with the
384 * -daemon option. 299 * -daemon option.
385 */ 300 */
386
387#ifndef LOGFILE 301#ifndef LOGFILE
388#ifdef WIN32 /* change define path */
389#define LOGFILE "var\\crossfire.log"
390#else
391#define LOGFILE "/var/log/crossfire/logfile" 302#define LOGFILE "/var/log/crossfire/logfile"
392#endif 303#endif
393#endif
394
395/*
396 * 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
398 * swapped out the instant the last player leaves it.
399 * If you are low on memory, you should set this to 0.
400 * Note that depending on the map timeout variable, the number of
401 * objects can get quite high. This is because depending on the maps,
402 * a player could be having the objects of several maps in memory
403 * (the map he is in right now, and the ones he left recently.)
404 * Each map has it's own TIMEOUT value and value field and it is
405 * defaulted to 300
406 *
407 * Having a nonzero value can be useful: If a player leaves a map (and thus
408 * is on a new map), and realizes they want to go back pretty quickly, the
409 * old map is still in memory, so don't need to go disk and get it.
410 *
411 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
412 * to swap out in less than that many ticks, we use the MINTIMEOUT value
413 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
414 * maps.
415 */
416
417/* How many ticks till maps are swapped out */
418#define MAP_MAXTIMEOUT 1000
419/* At least that many ticks before swapout */
420#define MAP_MINTIMEOUT 500
421
422/*
423 * 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
425 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
426 * TMPDIR device, set this value to somethign small. The default
427 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
428 * I personally like 1 hour myself, for solo play. It is long enough that
429 * maps won't be resetting as a solve a quest, but short enough that some
430 * maps (like shops and inns) will be reset during the time I play.
431 * Comment out MAP_MAXRESET time if you always want to use the value
432 * in the map archetype.
433 */
434
435/* Maximum time to reset. */
436#define MAP_MAXRESET 7200
437/* Default time to reset. */
438#define MAP_DEFAULTRESET 7200
439
440/*
441 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
442 * will look for maps which are already scheldued for swapping, and
443 * promptly swap them out before new maps are being loaded.
444 * If playing only by yourself, this number can probably be as low as
445 * 3000. If in server mode, probably figure about 1000-2000 objects per
446 * active player (if they typically play on different maps), for some guess
447 * on how many to define. If it is too low, maps just get swapped out
448 * immediately, causing a performance hit. If it is too high, the program
449 * 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.
451 * 25000 is about 8.5 MB
452 */
453
454#define MAX_OBJECTS 100000
455
456/*
457 * Max objects low water mark (lwm). If defined, the map swapping strategy
458 * is a bit different:
459 * 1) We only start swapping maps if the number of objects in use is
460 * greater than MAX_OBJECTS above.
461 * 2) We keep swapping maps until there are no more maps to swap or the number
462 * of used objects drop below this low water mark value.
463 *
464 * If this is not defined, maps are swapped out on the timeout value above,
465 * or if the number of objects used is greater than MAX_OBJECTS above.
466 *
467 * Note: While this will prevent the pauses noticed when saving maps, there
468 * can instead be cpu performance penalties - any objects in memory get
469 * processed. So if there are 4000 objects in memory, and 1000 of them
470 * are living objects, the system will process all 1000 objects each tick.
471 * With swapping enable, maybe 600 of the objects would have gotten swapped
472 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
473 * than if it is very large.
474 * Also, the pauses you do get can be worse, as if you enter a map with
475 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
476 * many maps to get below the low water mark.
477 */
478
479/*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
480
481/*
482 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
483 * to find memory corruption and leaks. Currently, the main thing
484 * that happens with this activated is that one malloc is done for
485 * each object - thus whatever debugging mechanism the malloc library
486 * (or other debugging tool provides, like purify), it can track this
487 * individual malloc. Default behaviour when turned off is that
488 * enough memory is malloced for a large group of objects so malloc does
489 * not need to be called as often.
490 * This should only be turned on if some form of memory debugging tool
491 * is being used - otherwise, turning this on will cause some performance
492 * hit with no useful advantage.
493 */
494
495/*#define MEMORY_DEBUG*/
496
497 304
498/* 305/*
499 * If you want to have a Message Of The Day file, define MOTD to be 306 * If you want to have a Message Of The Day file, define MOTD to be
500 * the file with the message. If the file doesn't exist or if it 307 * the file with the message. If the file doesn't exist or if it
501 * is empty, no message will be displayed. 308 * is empty, no message will be displayed.
502 * (It resides in the CONFDIR directory) 309 * (It resides in the CONFDIR directory)
503 */ 310 */
504
505#define MOTD "motd" 311#define MOTD "motd"
506 312
507/* 313/*
508 * You can restrict playing in certain times by creating a PERMIT_FILE 314 * You can restrict playing in certain times by creating a PERMIT_FILE
509 * in CONFDIR. See the sample for usage notes. 315 * in CONFDIR. See the sample for usage notes.
510 */ 316 */
511
512#define PERM_FILE "forbid" 317#define PERM_FILE "forbid"
513 318
514/* 319/*
515 * If you want to take the game down while installing new versions, or 320 * If you want to take the game down while installing new versions, or
516 * for other reasons, put a message into the SHUTDOWN_FILE file. 321 * for other reasons, put a message into the SHUTDOWN_FILE file.
517 * Remember to delete it when you open the game again. 322 * Remember to delete it when you open the game again.
518 * (It resides in the CONFDIR directory) 323 * (It resides in the CONFDIR directory)
519 */ 324 */
520
521#ifndef SHUTDOWN_FILE 325#ifndef SHUTDOWN_FILE
522#define SHUTDOWN_FILE "shutdown" 326#define SHUTDOWN_FILE "shutdown"
523#endif 327#endif
524
525 328
526/* 329/*
527 * SOCKETBUFSIZE is the size of the buffer used internally by the server for 330 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
528 * storing backlogged messages for the client. This is not operating system 331 * storing backlogged messages for the client. This is not operating system
529 * buffers or the like. This amount is used per connection (client). 332 * buffers or the like. This amount is used per connection (client).
531 * large. When the OS buffer and this buffer is exhausted, the server 334 * large. When the OS buffer and this buffer is exhausted, the server
532 * will drop the client connection for falling too far behind. So if 335 * will drop the client connection for falling too far behind. So if
533 * you have very slow client connections, a larger value may be 336 * you have very slow client connections, a larger value may be
534 * warranted. 337 * warranted.
535 */ 338 */
536
537#define SOCKETBUFSIZE 128*1024 339#define SOCKETBUFSIZE 256*1024
538 340
539/* 341/*
540 * Your tmp-directory should be large enough to hold the uncompressed 342 * Your tmp-directory should be large enough to hold the uncompressed
541 * map-files for all who are playing. 343 * map-files for all who are playing. Local to 'lib' directory.
542 * It ought to be locally mounted, since the function used to generate
543 * unique temporary filenames isn't guaranteed to work over NFS or AFS
544 * On the other hand, if you know that only one crossfire server will be
545 * running using this temporary directory, it is likely to be safe to use
546 * something that is NFS mounted (but performance may suffer as NFS is
547 * slower than local disk)
548 */ 344 */
549
550/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
551#ifdef WIN32 /* change define path tmp */
552#define TMPDIR "tmp" 345#define TMPDIR "tmp"
553#else
554#define TMPDIR "/tmp"
555#endif
556
557 346
558/* Directory to use for unique items. This is placed into the 'lib' 347/* Directory to use for unique items. This is placed into the 'lib'
559 * directory. Changing this will cause any old unique items file 348 * directory. Changing this will cause any old unique items file
560 * not to be used. 349 * not to be used.
561 */ 350 */
562#define UNIQUE_DIR "unique-items" 351#define UNIQUE_DIR "unique-items"
563
564/*
565 * If undefined, malloc is always used.
566 * It looks like this can be oboleted. However, it can be useful to
567 * track down some bugs, as it will make sure that the entire data structure
568 * is set to 0, at the expense of speed.
569 * Rupert Goldie has run Purify against the code, and if this is disabled,
570 * apparantly there are a lot of uninitialized memory reads - I haven't
571 * seen any problem (maybe the memory reads are copies, and the destination
572 * doesn't actually use the garbage values either?), but the impact on speed
573 * of using this probably isn't great, and should make things more stable.
574 * Msw 8-9-97
575 */
576#define USE_CALLOC
577
578
579/*
580 * 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
582 * major changes to the map.
583 */
584
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"
592# define EMERGENCY_X 15
593# define EMERGENCY_Y 19
594#endif
595
596 352
597/* 353/*
598 * These defines tells where, relative to LIBDIR, the maps, the map-index, 354 * These defines tells where, relative to LIBDIR, the maps, the map-index,
599 * archetypes highscore and treaures files and directories can be found. 355 * archetypes highscore and treaures files and directories can be found.
600 */ 356 */
603#define TEMPLATE_DIR "template-maps" 359#define TEMPLATE_DIR "template-maps"
604#define ARCHETYPES "archetypes" 360#define ARCHETYPES "archetypes"
605#define REGIONS "regions" 361#define REGIONS "regions"
606#define HIGHSCORE "highscore" 362#define HIGHSCORE "highscore"
607#define TREASURES "treasures" 363#define TREASURES "treasures"
608#define BANISHFILE "banish_file"
609
610#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 */
613 364
614#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 365#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
615 366
616#define ARCHTABLE 5003 /* Used when hashing archetypes */
617#define MAXSTRING 20 367#define MAXSTRING 20
618 368
619#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 369#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
620 370
621 371
638 * start their own crossfire, you won't need to define this. 388 * start their own crossfire, you won't need to define this.
639 * 389 *
640 */ 390 */
641 391
642#ifndef PLAYERDIR 392#ifndef PLAYERDIR
643#define PLAYERDIR "players" 393# define PLAYERDIR "players"
644#endif 394#endif
645 395
646/* 396/*
647 * If you have defined SAVE_PLAYER, you might want to change this, too. 397 * If you have defined SAVE_PLAYER, you might want to change this, too.
648 * This is the access rights for the players savefiles. 398 * This is the access rights for the players savefiles.
652 * thus requiring that the server be setuid/setgid, and more generous 402 * thus requiring that the server be setuid/setgid, and more generous
653 * permisisons needed. 403 * permisisons needed.
654 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission 404 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
655 * for nay directories created. 405 * for nay directories created.
656 */ 406 */
407/* IMPORTANT: there is a race during saving, where the umask is being applied */
657#define SAVE_MODE 0660 408#define SAVE_MODE 0660
658#define SAVE_DIR_MODE 0770 409#define SAVE_DIR_MODE 0770
659 410
660/* 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,
662 * however, it just means that a lot more saving will be done, which
663 * can slow things down some.
664 */
665
666/* How often (in seconds) the player is saved if he drops things. If it is
667 * set to 0, the player will be saved for every item he drops. Otherwise,
668 * if the player drops and item, and the last time he was saved
669 * due to item drop is longer
670 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
671 * environment, you may want to set this to a higher value, so that
672 * you are not spending too much time saving the characters.
673 * This option should now work (Crossfire 0.90.5)
674 */
675
676#define SAVE_INTERVAL 60
677
678/* 411/*
679 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 412 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
680 * 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
682 * spread out these saves, but that might be more effort than it is
683 * worth (Depending on the spacing, if enough players log on, the spacing
684 * 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
686 * saves pretty well spread out (in a fairly random fashion.)
687 */
688
689#define AUTOSAVE 500
690
691/* Often, emergency save fails because the memory corruption that caused
692 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
693 * to disable emergency saves. This actually does
694 * prevent emergency saves now (Version 0.90.5).
695 */
696
697#define NO_EMERGENCY_SAVE
698
699/* By selecting the following, whenever a player does a backup save (with
700 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
701 * information that is specified later). IF this is not set, the player
702 * will be saved at his present location.
703 */
704
705/*#define BACKUP_SAVE_AT_HOME*/
706
707/* 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,
709 * 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,
711 * it will prevent players from camping out in treasure rooms.
712 * Do not comment this out - it must be set to something - if you
713 * comment this out, the program will not compile.
714 * 413 */
715 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player 414#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
716 * where appear under what conditions is a little complicated depending
717 * on how the player exited the game. But if the elapsed time is greater than
718 * the value below, player will always get returned to savebed location
719 * location.
720 *
721 * Set to one hour as default
722 */
723 415
724#define RESET_LOCATION_TIME 3600
725

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