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Comparing deliantra/server/include/config.h (file contents):
Revision 1.22 by pippijn, Mon Dec 11 19:46:46 2006 UTC vs.
Revision 1.30 by root, Sat Dec 30 10:16:10 2006 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 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 *
66 * DEBUG - more verbose message logging? 66 * DEBUG - more verbose message logging?
67 * 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
68 * MAX_TIME - how long an internal tick is in microseconds 68 * MAX_TIME - how long an internal tick is in microseconds
69 * MANY_CORES - generate core dumps on gross errors instead of continuing? 69 * MANY_CORES - generate core dumps on gross errors instead of continuing?
70 * PARTY_KILL_LOG - stores party kill information 70 * PARTY_KILL_LOG - stores party kill information
71 * WATCHDOG - allows use of an external watchdog program
72 * 71 *
73 ***********************************************************************/ 72 ***********************************************************************/
74 73
75/* Use a very easy, non-challenging server? 74/* Use a very easy, non-challenging server?
76 * Defining the COZY_SERVER will make the server much less challenging: 75 * Defining the COZY_SERVER will make the server much less challenging:
132#define SIMPLE_EXP TRUE 131#define SIMPLE_EXP TRUE
133#define SPELLPOINT_LEVEL_DEPEND TRUE 132#define SPELLPOINT_LEVEL_DEPEND TRUE
134#define SPELL_ENCUMBRANCE TRUE 133#define SPELL_ENCUMBRANCE TRUE
135#define SPELL_FAILURE_EFFECTS FALSE 134#define SPELL_FAILURE_EFFECTS FALSE
136#define REAL_WIZ TRUE 135#define REAL_WIZ TRUE
137#define RECYCLE_TMP_MAPS FALSE
138#define RESURRECTION FALSE 136#define RESURRECTION FALSE
139#define SEARCH_ITEMS TRUE 137#define SEARCH_ITEMS TRUE
140#define NOT_PERMADETH TRUE 138#define NOT_PERMADETH TRUE
141#define EXPLORE_MODE FALSE 139#define EXPLORE_MODE FALSE
142#define STAT_LOSS_ON_DEATH FALSE 140#define STAT_LOSS_ON_DEATH FALSE
253/* GD */ 251/* GD */
254 252
255#define PERM_EXP_GAIN_RATIO 0.10f 253#define PERM_EXP_GAIN_RATIO 0.10f
256#define PERM_EXP_MAX_LOSS_RATIO 0.50f 254#define PERM_EXP_MAX_LOSS_RATIO 0.50f
257 255
258/*
259 * WATCHDOG lets sends datagrams to port 13325 on localhost
260 * in (more-or-less) regular intervals, so an external watchdog
261 * program can kill the server if it hangs (for whatever reason).
262 * It shouldn't hurt anyone if this is defined but you don't
263 * have an watchdog program.
264 */
265#define WATCHDOG
266
267/* Enable the new material code - it needs some work. You can 256/* Enable the new material code - it needs some work. You can
268 * enable this, and things will work, just you'll see a whole 257 * enable this, and things will work, just you'll see a whole
269 * bunch more materials show up, and thus a whole bunch more materials 258 * bunch more materials show up, and thus a whole bunch more materials
270 * in your inventory, and the sorting for them isn't really good. 259 * in your inventory, and the sorting for them isn't really good.
271 */ 260 */
333 * SHUTDOWN - used when shutting down the server 322 * SHUTDOWN - used when shutting down the server
334 * SOCKETBUFSIZE - size of buffer used internally by the server for storing 323 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
335 * backlogged messages. 324 * backlogged messages.
336 * TMPDIR - directory to use for temp files 325 * TMPDIR - directory to use for temp files
337 * UNIQUE_DIR - directory to put unique item files into 326 * UNIQUE_DIR - directory to put unique item files into
338 * USE_CALLOC for some memory requests
339 *********************************************************************** 327 ***********************************************************************
340 */ 328 */
341 329
342/* 330/*
343 * BANFILE - file used to ban certain sites from playing. See the example 331 * BANFILE - file used to ban certain sites from playing. See the example
404/* 392/*
405 * MAP_MAXRESET is the maximum time a map can have before being reset. It 393 * MAP_MAXRESET is the maximum time a map can have before being reset. It
406 * will override the time value set in the map, if that time is longer than 394 * will override the time value set in the map, if that time is longer than
407 * MAP_MAXRESET. This value is in seconds. If you are low on space on the 395 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
408 * TMPDIR device, set this value to somethign small. The default 396 * TMPDIR device, set this value to somethign small. The default
409 * value in the map object is MAP_DEFAULTRESET (given in seconds.) 397 * value in the map object is given in seconds.->defaultreset
410 * I personally like 1 hour myself, for solo play. It is long enough that 398 * I personally like 1 hour myself, for solo play. It is long enough that
411 * maps won't be resetting as a solve a quest, but short enough that some 399 * maps won't be resetting as a solve a quest, but short enough that some
412 * maps (like shops and inns) will be reset during the time I play. 400 * maps (like shops and inns) will be reset during the time I play.
413 * Comment out MAP_MAXRESET time if you always want to use the value 401 * Comment out MAP_MAXRESET time if you always want to use the value
414 * in the map archetype. 402 * in the map archetype.
538 * not to be used. 526 * not to be used.
539 */ 527 */
540#define UNIQUE_DIR "unique-items" 528#define UNIQUE_DIR "unique-items"
541 529
542/* 530/*
543 * If undefined, malloc is always used.
544 * It looks like this can be oboleted. However, it can be useful to
545 * track down some bugs, as it will make sure that the entire data structure
546 * is set to 0, at the expense of speed.
547 * Rupert Goldie has run Purify against the code, and if this is disabled,
548 * apparantly there are a lot of uninitialized memory reads - I haven't
549 * seen any problem (maybe the memory reads are copies, and the destination
550 * doesn't actually use the garbage values either?), but the impact on speed
551 * of using this probably isn't great, and should make things more stable.
552 * Msw 8-9-97
553 */
554#define USE_CALLOC
555
556
557/*
558 * These define the players starting map and location on that map, and where
559 * emergency saves are defined. This should be left as is unless you make
560 * major changes to the map.
561 */
562
563#define EMERGENCY_MAPPATH "/city/city"
564#define EMERGENCY_X 15
565#define EMERGENCY_Y 19
566
567
568/*
569 * These defines tells where, relative to LIBDIR, the maps, the map-index, 531 * These defines tells where, relative to LIBDIR, the maps, the map-index,
570 * archetypes highscore and treaures files and directories can be found. 532 * archetypes highscore and treaures files and directories can be found.
571 */ 533 */
572 534
573#define MAPDIR "maps" 535#define MAPDIR "maps"
575#define ARCHETYPES "archetypes" 537#define ARCHETYPES "archetypes"
576#define REGIONS "regions" 538#define REGIONS "regions"
577#define HIGHSCORE "highscore" 539#define HIGHSCORE "highscore"
578#define TREASURES "treasures" 540#define TREASURES "treasures"
579#define BANISHFILE "banish_file" 541#define BANISHFILE "banish_file"
580
581#define MAX_ERRORS 25 /* Bail out if more are received during tick */
582#define OBJ_EXPAND 5000 /* How big steps to use when expanding array */
583 542
584#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 543#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
585 544
586#define ARCHTABLE 16384 /* Arch hashtable size */ 545#define ARCHTABLE 16384 /* Arch hashtable size */
587#define MAXSTRING 20 546#define MAXSTRING 20
657 * saves pretty well spread out (in a fairly random fashion.) 616 * saves pretty well spread out (in a fairly random fashion.)
658 */ 617 */
659 618
660#define AUTOSAVE 1000 619#define AUTOSAVE 1000
661 620
662/* Often, emergency save fails because the memory corruption that caused
663 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
664 * to disable emergency saves. This actually does
665 * prevent emergency saves now (Version 0.90.5).
666 */
667
668#define NO_EMERGENCY_SAVE
669
670/* By selecting the following, whenever a player does a backup save (with
671 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
672 * information that is specified later). IF this is not set, the player
673 * will be saved at his present location.
674 */
675
676/*#define BACKUP_SAVE_AT_HOME*/
677
678/* RESET_LOCATION_TIME is the number of seconds that must elapse before 621/* RESET_LOCATION_TIME is the number of seconds that must elapse before
679 * we will return the player to his savebed location. If this is zero, 622 * we will return the player to his savebed location. If this is zero,
680 * this feature is disabled (player will resume where ever he was 623 * this feature is disabled (player will resume where ever he was
681 * when he last logged off). If this is set to less than two hours, 624 * when he last logged off). If this is set to less than two hours,
682 * it will prevent players from camping out in treasure rooms. 625 * it will prevent players from camping out in treasure rooms.

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