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Comparing deliantra/server/include/config.h (file contents):
Revision 1.1 by root, Fri Feb 3 07:12:48 2006 UTC vs.
Revision 1.24 by root, Thu Dec 14 21:46:34 2006 UTC

1/*
2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.1 2006/02/03 07:12:48 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
71 * DEBUG - more verbose message logging? 66 * DEBUG - more verbose message logging?
72 * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive 67 * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive
73 * MAX_TIME - how long an internal tick is in microseconds 68 * MAX_TIME - how long an internal tick is in microseconds
74 * MANY_CORES - generate core dumps on gross errors instead of continuing? 69 * MANY_CORES - generate core dumps on gross errors instead of continuing?
75 * PARTY_KILL_LOG - stores party kill information 70 * PARTY_KILL_LOG - stores party kill information
76 * WATCHDOG - allows use of an external watchdog program
77 * 71 *
78 ***********************************************************************/ 72 ***********************************************************************/
73
74/* Use a very easy, non-challenging server?
75 * Defining the COZY_SERVER will make the server much less challenging:
76 * no stats loss on death, much less experience loss, and party members
77 * are treated by pet monsters as the owner itself when moving "through" them.
78 */
79#define COZY_SERVER 1
80
81/*
82 * Make it impossible to pk outside the arena.
83 */
84#define PROHIBIT_PLAYERKILL 1
79 85
80/* Use balanced stat loss code? 86/* Use balanced stat loss code?
81 * This code is a little more merciful with repeated stat loss at lower 87 * This code is a little more merciful with repeated stat loss at lower
82 * levels. Basically, the more stats you have lost, the less likely that 88 * levels. Basically, the more stats you have lost, the less likely that
83 * you will lose more. Additionally, lower level characters are shown 89 * you will lose more. Additionally, lower level characters are shown
107 * this gets more offset as the stat gets more depleted. 113 * this gets more offset as the stat gets more depleted.
108 * 114 *
109 */ 115 */
110/* GD */ 116/* GD */
111 117
112#define BALSL_LOSS_CHANCE_RATIO 4 118#define BALSL_LOSS_CHANCE_RATIO 100
113#define BALSL_NUMBER_LOSSES_RATIO 6 119#define BALSL_NUMBER_LOSSES_RATIO 100
114#define BALSL_MAX_LOSS_RATIO 2 120#define BALSL_MAX_LOSS_RATIO 100
115 121
116 122
117/* Don't edit these values. They are configured in lib/settings. These are 123/* Don't edit these values. They are configured in lib/settings. These are
118 Simply the defaults. */ 124 Simply the defaults. */
119 125
120#define BALANCED_STAT_LOSS FALSE 126#define BALANCED_STAT_LOSS FALSE
121#define USE_PERMANENT_EXPERIENCE FALSE 127#define PERMANENT_EXPERIENCE_RATIO 25
128#define DEATH_PENALTY_RATIO 20
129#define DEATH_PENALTY_LEVEL 3
122#define SET_TITLE TRUE 130#define SET_TITLE TRUE
123#define SIMPLE_EXP TRUE 131#define SIMPLE_EXP TRUE
124#define SPELLPOINT_LEVEL_DEPEND TRUE 132#define SPELLPOINT_LEVEL_DEPEND TRUE
125#define SPELL_ENCUMBRANCE TRUE 133#define SPELL_ENCUMBRANCE TRUE
126#define SPELL_FAILURE_EFFECTS FALSE 134#define SPELL_FAILURE_EFFECTS FALSE
137#define ARMOR_MAX_ENCHANT 5 145#define ARMOR_MAX_ENCHANT 5
138#define ARMOR_WEIGHT_REDUCTION 10 146#define ARMOR_WEIGHT_REDUCTION 10
139#define ARMOR_WEIGHT_LINEAR TRUE 147#define ARMOR_WEIGHT_LINEAR TRUE
140#define ARMOR_SPEED_IMPROVEMENT 10 148#define ARMOR_SPEED_IMPROVEMENT 10
141#define ARMOR_SPEED_LINEAR TRUE 149#define ARMOR_SPEED_LINEAR TRUE
150#define CREATE_HOME_PORTALS FALSE
142 151
143/* you can edit the ones below */ 152/* you can edit the ones below */
144 153
145 154
146/* CS_LOGSTATS will cause the server to log various usage stats 155/* CS_LOGSTATS will cause the server to log various usage stats
148 * and so on.) This can be very useful if you are trying to measure 157 * and so on.) This can be very useful if you are trying to measure
149 * server/bandwidth usage. It will periodially dump out information 158 * server/bandwidth usage. It will periodially dump out information
150 * which contains usage stats for the last X amount of time. 159 * which contains usage stats for the last X amount of time.
151 * CS_LOGTIME is how often it will print out stats. 160 * CS_LOGTIME is how often it will print out stats.
152 */ 161 */
153#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
154#define CS_LOGSTATS 162#define CS_LOGSTATS
155#endif
156#ifdef CS_LOGSTATS
157#define CS_LOGTIME 600 163#define CS_LOGTIME 600
158#endif
159 164
160/* DEBUG generates copious amounts of output. I tend to change the CC options 165/* DEBUG generates copious amounts of output. I tend to change the CC options
161 * in the crosssite.def file if I want this. By default, you probably 166 * in the crosssite.def file if I want this. By default, you probably
162 * dont want this defined. 167 * dont want this defined.
163 */ 168 */
164#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
165#ifndef DEBUG 169#ifndef DEBUG
166#define DEBUG 170#define DEBUG
167#endif
168#endif 171#endif
169/* 172/*
170 * This option creates more core files. In some areas, there are certain 173 * This option creates more core files. In some areas, there are certain
171 * checks done to try and make the program more stable (ie, check 174 * checks done to try and make the program more stable (ie, check
172 * parameter for null, return if it is). These checks are being done 175 * parameter for null, return if it is). These checks are being done
197 * maps at that point. 200 * maps at that point.
198 * 201 *
199 * MSW 2001-05-28 202 * MSW 2001-05-28
200 */ 203 */
201 204
202#define MAP_CLIENT_X 25 205#define MAP_CLIENT_X 31
203#define MAP_CLIENT_Y 25 206#define MAP_CLIENT_Y 31
204 207
205/* 208/*
206 * If you feel the game is too fast or too slow, change MAX_TIME. 209 * If you feel the game is too fast or too slow, change MAX_TIME.
207 * You can experiment with the 'speed <new_max_time> command first. 210 * You can experiment with the 'speed <new_max_time> command first.
208 * The length of a tick is MAX_TIME microseconds. During a tick, 211 * The length of a tick is MAX_TIME microseconds. During a tick,
221/* This determine how many entries are stored in the kill log. You 224/* This determine how many entries are stored in the kill log. You
222 * can see this information with the 'party kills' command. More entries 225 * can see this information with the 'party kills' command. More entries
223 * mean slower performance and more memory. IF this is not defined, then 226 * mean slower performance and more memory. IF this is not defined, then
224 * this feature is disabled. 227 * this feature is disabled.
225 */ 228 */
226/*
227#define PARTY_KILL_LOG 20 229#define PARTY_KILL_LOG 20
228*/
229 230
230/* Use permanent experience code? 231/*
231 * This code allows players to build up a small amount of 'permanent
232 * experience' which reduces the effect of large experience drains, such as
233 * death. This makes multiple frequent deaths less devastating, and also
234 * ensures that any character will make some gradual progress even if they
235 * die all of the time.
236 * A nice option if your keep dying due to massive client/server lags despite
237 * playing well... or you like to swim well outside of your depth. :)
238 *
239 * The PERM_EXP values adjust the behaviour of this option - if 232 * The PERM_EXP values adjust the behaviour of permenent experience. - if
240 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it 233 * the setting permanent_experience_percentage is zero, these values have
241 * is on, the minimum ratio is the minimum amount of permanent exp relative 234 * no meaning. The value in the settings file is the percentage of the
242 * to the total exp in the skill (ie, at a default of .25, if you had 100 235 * experience that is permenent, the rest could be lost on death. When dying,
243 * experience, at least 25 of it would be permanent). The gain ratio 236 * the greatest amount of non-permenent exp it is possible to lose at one time
244 * is how much of experienced experience goes to the permanent value. 237 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
245 * This does not detract from total exp gain (ie, if you gained 100 exp, 238 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
246 * 100 would go to the skill total and 10 to the permanent value). 239 * experience goes to the permanent value. This does not detract from total
247 * the loss ratio is the maximum amount of experience that can be lost 240 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
248 * in any one hit - this is calculated as total exp - perm exp * loss ratio. 241 * 10 to the permanent value).
249 * 242 *
250 * A few thoughts on these default value (by MSW) 243 * A few thoughts on these default value (by MSW)
251 * gain ratio is pretty much meaningless until exp has been lost, as until 244 * gain ratio is pretty much meaningless until exp has been lost, as until
252 * that poin, the minimum ratio will be used. 245 * that poin, the value in the settings file will be used.
253 * It is also impossible for the exp to actually be reduced to the permanent 246 * It is also impossible for the exp to actually be reduced to the permanent
254 * exp ratio - since the loss ratio is .5, it will just get closer and 247 * exp ratio - since the loss ratio is .5, it will just get closer and
255 * closer. However, after about half a dozen hits, pretty much all the 248 * closer. However, after about half a dozen hits, pretty much all the
256 * exp that can be lost has been lost, and after that, only minor loss 249 * exp that can be lost has been lost, and after that, only minor loss
257 * will occur. 250 * will occur.
258 */ 251 */
259/* GD */ 252/* GD */
260 253
261#define PERM_EXP_MINIMUM_RATIO 0.25f
262#define PERM_EXP_GAIN_RATIO 0.10f 254#define PERM_EXP_GAIN_RATIO 0.10f
263#define PERM_EXP_MAX_LOSS_RATIO 0.50f 255#define PERM_EXP_MAX_LOSS_RATIO 0.50f
264
265/*
266 * WATCHDOG lets sends datagrams to port 13325 on localhost
267 * in (more-or-less) regular intervals, so an external watchdog
268 * program can kill the server if it hangs (for whatever reason).
269 * It shouldn't hurt anyone if this is defined but you don't
270 * have an watchdog program.
271 */
272#ifndef WIN32 /* ***win32 disable watchdog as win32 default */
273#define WATCHDOG
274#endif
275
276 256
277/* Enable the new material code - it needs some work. You can 257/* Enable the new material code - it needs some work. You can
278 * enable this, and things will work, just you'll see a whole 258 * enable this, and things will work, just you'll see a whole
279 * bunch more materials show up, and thus a whole bunch more materials 259 * bunch more materials show up, and thus a whole bunch more materials
280 * in your inventory, and the sorting for them isn't really good. 260 * in your inventory, and the sorting for them isn't really good.
343 * SHUTDOWN - used when shutting down the server 323 * SHUTDOWN - used when shutting down the server
344 * SOCKETBUFSIZE - size of buffer used internally by the server for storing 324 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
345 * backlogged messages. 325 * backlogged messages.
346 * TMPDIR - directory to use for temp files 326 * TMPDIR - directory to use for temp files
347 * UNIQUE_DIR - directory to put unique item files into 327 * UNIQUE_DIR - directory to put unique item files into
348 * USE_CALLOC for some memory requests
349 *********************************************************************** 328 ***********************************************************************
350 */ 329 */
351 330
352/* 331/*
353 * BANFILE - file used to ban certain sites from playing. See the example 332 * BANFILE - file used to ban certain sites from playing. See the example
379/* LOGFILE specifies which file to log to when playing with the 358/* LOGFILE specifies which file to log to when playing with the
380 * -daemon option. 359 * -daemon option.
381 */ 360 */
382 361
383#ifndef LOGFILE 362#ifndef LOGFILE
384#ifdef WIN32 /* change define path */
385#define LOGFILE "var\\crossfire.log"
386#else
387#define LOGFILE "/var/log/crossfire/logfile" 363#define LOGFILE "/var/log/crossfire/logfile"
388#endif
389#endif 364#endif
390 365
391/* 366/*
392 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out 367 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
393 * after a player has left it. If it is set to 0, maps are 368 * after a player has left it. If it is set to 0, maps are
409 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all 384 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
410 * maps. 385 * maps.
411 */ 386 */
412 387
413/* How many ticks till maps are swapped out */ 388/* How many ticks till maps are swapped out */
414#define MAP_MAXTIMEOUT 1000 389#define MAP_MAXTIMEOUT 300
415/* At least that many ticks before swapout */ 390/* At least that many ticks before swapout */
416#define MAP_MINTIMEOUT 500 391#define MAP_MINTIMEOUT 300
417 392
418/* 393/*
419 * MAP_MAXRESET is the maximum time a map can have before being reset. It 394 * MAP_MAXRESET is the maximum time a map can have before being reset. It
420 * will override the time value set in the map, if that time is longer than 395 * will override the time value set in the map, if that time is longer than
421 * MAP_MAXRESET. This value is in seconds. If you are low on space on the 396 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
429 */ 404 */
430 405
431/* Maximum time to reset. */ 406/* Maximum time to reset. */
432#define MAP_MAXRESET 7200 407#define MAP_MAXRESET 7200
433/* Default time to reset. */ 408/* Default time to reset. */
434#define MAP_DEFAULTRESET 7200 409#define MAP_DEFAULTRESET 3600
435 410
436/* 411/*
437 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire 412 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
438 * will look for maps which are already scheldued for swapping, and 413 * will look for maps which are already scheldued for swapping, and
439 * promptly swap them out before new maps are being loaded. 414 * promptly swap them out before new maps are being loaded.
445 * consumes more memory. If you have gobs of free memory, a high number 420 * consumes more memory. If you have gobs of free memory, a high number
446 * might not be a bad idea. Each object is around 350 bytes right now. 421 * might not be a bad idea. Each object is around 350 bytes right now.
447 * 25000 is about 8.5 MB 422 * 25000 is about 8.5 MB
448 */ 423 */
449 424
450#define MAX_OBJECTS 100000 425#define MAX_OBJECTS 400000
451 426
452/* 427/*
453 * Max objects low water mark (lwm). If defined, the map swapping strategy 428 * Max objects low water mark (lwm). If defined, the map swapping strategy
454 * is a bit different: 429 * is a bit different:
455 * 1) We only start swapping maps if the number of objects in use is 430 * 1) We only start swapping maps if the number of objects in use is
528 * will drop the client connection for falling too far behind. So if 503 * will drop the client connection for falling too far behind. So if
529 * you have very slow client connections, a larger value may be 504 * you have very slow client connections, a larger value may be
530 * warranted. 505 * warranted.
531 */ 506 */
532 507
533#define SOCKETBUFSIZE 128*1024 508#define SOCKETBUFSIZE 256*1024
534 509
535/* 510/*
536 * Your tmp-directory should be large enough to hold the uncompressed 511 * Your tmp-directory should be large enough to hold the uncompressed
537 * map-files for all who are playing. 512 * map-files for all who are playing.
538 * It ought to be locally mounted, since the function used to generate 513 * It ought to be locally mounted, since the function used to generate
542 * something that is NFS mounted (but performance may suffer as NFS is 517 * something that is NFS mounted (but performance may suffer as NFS is
543 * slower than local disk) 518 * slower than local disk)
544 */ 519 */
545 520
546/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ 521/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
547#ifdef WIN32 /* change define path tmp */
548#define TMPDIR "tmp"
549#else
550#define TMPDIR "/tmp" 522#define TMPDIR "/tmp"
551#endif
552 523
553 524
554/* Directory to use for unique items. This is placed into the 'lib' 525/* Directory to use for unique items. This is placed into the 'lib'
555 * directory. Changing this will cause any old unique items file 526 * directory. Changing this will cause any old unique items file
556 * not to be used. 527 * not to be used.
557 */ 528 */
558#define UNIQUE_DIR "unique-items" 529#define UNIQUE_DIR "unique-items"
559 530
560/* 531/*
561 * If undefined, malloc is always used.
562 * It looks like this can be oboleted. However, it can be useful to
563 * track down some bugs, as it will make sure that the entire data structure
564 * is set to 0, at the expense of speed.
565 * Rupert Goldie has run Purify against the code, and if this is disabled,
566 * apparantly there are a lot of uninitialized memory reads - I haven't
567 * seen any problem (maybe the memory reads are copies, and the destination
568 * doesn't actually use the garbage values either?), but the impact on speed
569 * of using this probably isn't great, and should make things more stable.
570 * Msw 8-9-97
571 */
572#define USE_CALLOC
573
574
575/*
576 * These define the players starting map and location on that map, and where 532 * These define the players starting map and location on that map, and where
577 * emergency saves are defined. This should be left as is unless you make 533 * emergency saves are defined. This should be left as is unless you make
578 * major changes to the map. 534 * major changes to the map.
579 */ 535 */
580 536
581#ifdef WIN32 /* change define path city */
582
583# define EMERGENCY_MAPPATH "\\city\\city"
584# define EMERGENCY_X 15
585# define EMERGENCY_Y 19
586#else
587# define EMERGENCY_MAPPATH "/city/city" 537#define EMERGENCY_MAPPATH "/city/city"
588# define EMERGENCY_X 15 538#define EMERGENCY_X 15
589# define EMERGENCY_Y 19 539#define EMERGENCY_Y 19
590#endif
591 540
592 541
593/* 542/*
594 * These defines tells where, relative to LIBDIR, the maps, the map-index, 543 * These defines tells where, relative to LIBDIR, the maps, the map-index,
595 * archetypes highscore and treaures files and directories can be found. 544 * archetypes highscore and treaures files and directories can be found.
602#define HIGHSCORE "highscore" 551#define HIGHSCORE "highscore"
603#define TREASURES "treasures" 552#define TREASURES "treasures"
604#define BANISHFILE "banish_file" 553#define BANISHFILE "banish_file"
605 554
606#define MAX_ERRORS 25 /* Bail out if more are received during tick */ 555#define MAX_ERRORS 25 /* Bail out if more are received during tick */
607#define STARTMAX 500 /* How big array of objects to start with */
608#define OBJ_EXPAND 100 /* How big steps to use when expanding array */ 556#define OBJ_EXPAND 5000 /* How big steps to use when expanding array */
609 557
610#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 558#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
611 559
612#define ARCHTABLE 5003 /* Used when hashing archetypes */ 560#define ARCHTABLE 16384 /* Arch hashtable size */
613#define MAXSTRING 20 561#define MAXSTRING 20
614 562
615#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 563#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
616 564
617 565
648 * thus requiring that the server be setuid/setgid, and more generous 596 * thus requiring that the server be setuid/setgid, and more generous
649 * permisisons needed. 597 * permisisons needed.
650 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission 598 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
651 * for nay directories created. 599 * for nay directories created.
652 */ 600 */
601/* IMPORTANT: there is a race during saving, where the umask is being applied */
653#define SAVE_MODE 0660 602#define SAVE_MODE 0660
654#define SAVE_DIR_MODE 0770 603#define SAVE_DIR_MODE 0770
655 604
656/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really 605/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
657 * needs to be selected. You can set both, and things will work fine, 606 * needs to be selected. You can set both, and things will work fine,
667 * environment, you may want to set this to a higher value, so that 616 * environment, you may want to set this to a higher value, so that
668 * you are not spending too much time saving the characters. 617 * you are not spending too much time saving the characters.
669 * This option should now work (Crossfire 0.90.5) 618 * This option should now work (Crossfire 0.90.5)
670 */ 619 */
671 620
672/*#define SAVE_INTERVAL 300*/ 621//#define SAVE_INTERVAL 60
673 622
674/* 623/*
675 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 624 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
676 * 5000 with MAX_TIME set at 120,000 means that the player will be 625 * 5000 with MAX_TIME set at 120,000 means that the player will be
677 * saved every 10 minutes. Some effort should probably be made to 626 * saved every 10 minutes. Some effort should probably be made to
680 * may not be large enough to save all of them.) As it is now, it will 629 * may not be large enough to save all of them.) As it is now, it will
681 * just set the base tick of when they log on, which should keep the 630 * just set the base tick of when they log on, which should keep the
682 * saves pretty well spread out (in a fairly random fashion.) 631 * saves pretty well spread out (in a fairly random fashion.)
683 */ 632 */
684 633
685#define AUTOSAVE 5000 634#define AUTOSAVE 1000
686 635
687/* Often, emergency save fails because the memory corruption that caused 636/* Often, emergency save fails because the memory corruption that caused
688 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE 637 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
689 * to disable emergency saves. This actually does 638 * to disable emergency saves. This actually does
690 * prevent emergency saves now (Version 0.90.5). 639 * prevent emergency saves now (Version 0.90.5).
699 */ 648 */
700 649
701/*#define BACKUP_SAVE_AT_HOME*/ 650/*#define BACKUP_SAVE_AT_HOME*/
702 651
703/* RESET_LOCATION_TIME is the number of seconds that must elapse before 652/* RESET_LOCATION_TIME is the number of seconds that must elapse before
704 * we fill return the player to his savebed location. If this is zero, 653 * we will return the player to his savebed location. If this is zero,
705 * this feature is disabled (player will resume where ever he was 654 * this feature is disabled (player will resume where ever he was
706 * when he last logged off). If this is set to less than two hours, 655 * when he last logged off). If this is set to less than two hours,
707 * it will prevent players from camping out in treasure rooms. 656 * it will prevent players from camping out in treasure rooms.
708 * Do not comment this out - it must be set to something - if you 657 * Do not comment this out - it must be set to something - if you
709 * comment this out, the program will not compile. 658 * comment this out, the program will not compile.

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