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Comparing deliantra/server/include/config.h (file contents):
Revision 1.26 by root, Fri Dec 15 20:08:45 2006 UTC vs.
Revision 1.37 by pippijn, Mon Jan 15 21:06:19 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23 */
23 24
24/* This file contains various #defines that select various options. 25/* This file contains various #defines that select various options.
25 * Some may not be desirable, and some just may not work. 26 * Some may not be desirable, and some just may not work.
26 * 27 *
27 * 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
131#define SIMPLE_EXP TRUE 132#define SIMPLE_EXP TRUE
132#define SPELLPOINT_LEVEL_DEPEND TRUE 133#define SPELLPOINT_LEVEL_DEPEND TRUE
133#define SPELL_ENCUMBRANCE TRUE 134#define SPELL_ENCUMBRANCE TRUE
134#define SPELL_FAILURE_EFFECTS FALSE 135#define SPELL_FAILURE_EFFECTS FALSE
135#define REAL_WIZ TRUE 136#define REAL_WIZ TRUE
136#define RECYCLE_TMP_MAPS FALSE
137#define RESURRECTION FALSE 137#define RESURRECTION FALSE
138#define SEARCH_ITEMS TRUE 138#define SEARCH_ITEMS TRUE
139#define NOT_PERMADETH TRUE 139#define NOT_PERMADETH TRUE
140#define EXPLORE_MODE FALSE 140#define EXPLORE_MODE FALSE
141#define STAT_LOSS_ON_DEATH FALSE 141#define STAT_LOSS_ON_DEATH FALSE
220 */ 220 */
221#define NO_POLYMORPH 221#define NO_POLYMORPH
222 222
223 223
224/* 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
225 * can see this information with the 'party kills' command. More entries 225 * can see this information with the 'party kills' command. More entries
226 * mean slower performance and more memory. IF this is not defined, then 226 * mean slower performance and more memory.
227 * this feature is disabled.
228 */ 227 */
229#define PARTY_KILL_LOG 20 228#define PARTY_KILL_LOG 40
230 229
231/* 230/*
232 * The PERM_EXP values adjust the behaviour of permenent experience. - if 231 * The PERM_EXP values adjust the behaviour of permenent experience. - if
233 * the setting permanent_experience_percentage is zero, these values have 232 * the setting permanent_experience_percentage is zero, these values have
234 * no meaning. The value in the settings file is the percentage of the 233 * no meaning. The value in the settings file is the percentage of the
330 329
331/* 330/*
332 * 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
333 * ban_file for examples. 332 * ban_file for examples.
334 */ 333 */
335
336#ifndef BANFILE 334#ifndef BANFILE
337#define BANFILE "ban_file" 335#define BANFILE "ban_file"
338#endif 336#endif
339 337
340/* CSPORT is the port used for the new client/server code. Change 338/* CSPORT is the port used for the new client/server code. Change
341 * if desired. Only of relevance if ERIC_SERVER is set above 339 * if desired. Only of relevance if ERIC_SERVER is set above
342 */ 340 */
343
344#define CSPORT 13327 /* old port + 1 */ 341#define CSPORT 13327 /* old port + 1 */
345 342
346 343
347/* 344/*
348 * DMFILE 345 * DMFILE
349 * A file containing valid names that can be dm, one on each line. See 346 * A file containing valid names that can be dm, one on each line. See
350 * example dm_file for syntax help. 347 * example dm_file for syntax help.
351 */ 348 */
352
353#ifndef DMFILE 349#ifndef DMFILE
354#define DMFILE "dm_file" 350#define DMFILE "dm_file"
355#endif 351#endif
356 352
357 353
358/* LOGFILE specifies which file to log to when playing with the 354/* LOGFILE specifies which file to log to when playing with the
359 * -daemon option. 355 * -daemon option.
360 */ 356 */
361
362#ifndef LOGFILE 357#ifndef LOGFILE
363#define LOGFILE "/var/log/crossfire/logfile" 358#define LOGFILE "/var/log/crossfire/logfile"
364#endif 359#endif
365
366/*
367 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
368 * after a player has left it. If it is set to 0, maps are
369 * swapped out the instant the last player leaves it.
370 * If you are low on memory, you should set this to 0.
371 * Note that depending on the map timeout variable, the number of
372 * objects can get quite high. This is because depending on the maps,
373 * a player could be having the objects of several maps in memory
374 * (the map he is in right now, and the ones he left recently.)
375 * Each map has it's own TIMEOUT value and value field and it is
376 * defaulted to 300
377 *
378 * Having a nonzero value can be useful: If a player leaves a map (and thus
379 * is on a new map), and realizes they want to go back pretty quickly, the
380 * old map is still in memory, so don't need to go disk and get it.
381 *
382 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
383 * to swap out in less than that many ticks, we use the MINTIMEOUT value
384 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
385 * maps.
386 */
387
388/* How many ticks till maps are swapped out */
389#define MAP_MAXTIMEOUT 300
390/* At least that many ticks before swapout */
391#define MAP_MINTIMEOUT 300
392
393/*
394 * MAP_MAXRESET is the maximum time a map can have before being reset. It
395 * will override the time value set in the map, if that time is longer than
396 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
397 * TMPDIR device, set this value to somethign small. The default
398 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
399 * I personally like 1 hour myself, for solo play. It is long enough that
400 * maps won't be resetting as a solve a quest, but short enough that some
401 * maps (like shops and inns) will be reset during the time I play.
402 * Comment out MAP_MAXRESET time if you always want to use the value
403 * in the map archetype.
404 */
405
406/* Maximum time to reset. */
407#define MAP_MAXRESET 7200
408/* Default time to reset. */
409#define MAP_DEFAULTRESET 3600
410
411/*
412 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
413 * will look for maps which are already scheldued for swapping, and
414 * promptly swap them out before new maps are being loaded.
415 * If playing only by yourself, this number can probably be as low as
416 * 3000. If in server mode, probably figure about 1000-2000 objects per
417 * active player (if they typically play on different maps), for some guess
418 * on how many to define. If it is too low, maps just get swapped out
419 * immediately, causing a performance hit. If it is too high, the program
420 * consumes more memory. If you have gobs of free memory, a high number
421 * might not be a bad idea. Each object is around 350 bytes right now.
422 * 25000 is about 8.5 MB
423 */
424
425#define MAX_OBJECTS 400000
426
427/*
428 * Max objects low water mark (lwm). If defined, the map swapping strategy
429 * is a bit different:
430 * 1) We only start swapping maps if the number of objects in use is
431 * greater than MAX_OBJECTS above.
432 * 2) We keep swapping maps until there are no more maps to swap or the number
433 * of used objects drop below this low water mark value.
434 *
435 * If this is not defined, maps are swapped out on the timeout value above,
436 * or if the number of objects used is greater than MAX_OBJECTS above.
437 *
438 * Note: While this will prevent the pauses noticed when saving maps, there
439 * can instead be cpu performance penalties - any objects in memory get
440 * processed. So if there are 4000 objects in memory, and 1000 of them
441 * are living objects, the system will process all 1000 objects each tick.
442 * With swapping enable, maybe 600 of the objects would have gotten swapped
443 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
444 * than if it is very large.
445 * Also, the pauses you do get can be worse, as if you enter a map with
446 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
447 * many maps to get below the low water mark.
448 */
449
450/*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
451
452/*
453 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
454 * to find memory corruption and leaks. Currently, the main thing
455 * that happens with this activated is that one malloc is done for
456 * each object - thus whatever debugging mechanism the malloc library
457 * (or other debugging tool provides, like purify), it can track this
458 * individual malloc. Default behaviour when turned off is that
459 * enough memory is malloced for a large group of objects so malloc does
460 * not need to be called as often.
461 * This should only be turned on if some form of memory debugging tool
462 * is being used - otherwise, turning this on will cause some performance
463 * hit with no useful advantage.
464 */
465
466/*#define MEMORY_DEBUG*/
467
468 360
469/* 361/*
470 * If you want to have a Message Of The Day file, define MOTD to be 362 * If you want to have a Message Of The Day file, define MOTD to be
471 * the file with the message. If the file doesn't exist or if it 363 * the file with the message. If the file doesn't exist or if it
472 * is empty, no message will be displayed. 364 * is empty, no message will be displayed.
473 * (It resides in the CONFDIR directory) 365 * (It resides in the CONFDIR directory)
474 */ 366 */
475
476#define MOTD "motd" 367#define MOTD "motd"
477 368
478/* 369/*
479 * You can restrict playing in certain times by creating a PERMIT_FILE 370 * You can restrict playing in certain times by creating a PERMIT_FILE
480 * in CONFDIR. See the sample for usage notes. 371 * in CONFDIR. See the sample for usage notes.
481 */ 372 */
482
483#define PERM_FILE "forbid" 373#define PERM_FILE "forbid"
484 374
485/* 375/*
486 * If you want to take the game down while installing new versions, or 376 * If you want to take the game down while installing new versions, or
487 * for other reasons, put a message into the SHUTDOWN_FILE file. 377 * for other reasons, put a message into the SHUTDOWN_FILE file.
488 * Remember to delete it when you open the game again. 378 * Remember to delete it when you open the game again.
489 * (It resides in the CONFDIR directory) 379 * (It resides in the CONFDIR directory)
490 */ 380 */
491
492#ifndef SHUTDOWN_FILE 381#ifndef SHUTDOWN_FILE
493#define SHUTDOWN_FILE "shutdown" 382#define SHUTDOWN_FILE "shutdown"
494#endif 383#endif
495 384
496 385
502 * large. When the OS buffer and this buffer is exhausted, the server 391 * large. When the OS buffer and this buffer is exhausted, the server
503 * will drop the client connection for falling too far behind. So if 392 * will drop the client connection for falling too far behind. So if
504 * you have very slow client connections, a larger value may be 393 * you have very slow client connections, a larger value may be
505 * warranted. 394 * warranted.
506 */ 395 */
507
508#define SOCKETBUFSIZE 256*1024 396#define SOCKETBUFSIZE 256*1024
509 397
510/* 398/*
511 * Your tmp-directory should be large enough to hold the uncompressed 399 * Your tmp-directory should be large enough to hold the uncompressed
512 * map-files for all who are playing. 400 * map-files for all who are playing. Local to 'lib' directory.
513 * It ought to be locally mounted, since the function used to generate
514 * unique temporary filenames isn't guaranteed to work over NFS or AFS
515 * On the other hand, if you know that only one crossfire server will be
516 * running using this temporary directory, it is likely to be safe to use
517 * something that is NFS mounted (but performance may suffer as NFS is
518 * slower than local disk)
519 */ 401 */
520
521/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
522#define TMPDIR "/tmp" 402#define TMPDIR "tmp"
523 403
524 404
525/* Directory to use for unique items. This is placed into the 'lib' 405/* Directory to use for unique items. This is placed into the 'lib'
526 * directory. Changing this will cause any old unique items file 406 * directory. Changing this will cause any old unique items file
527 * not to be used. 407 * not to be used.
528 */ 408 */
529#define UNIQUE_DIR "unique-items" 409#define UNIQUE_DIR "unique-items"
530
531/*
532 * These define the players starting map and location on that map, and where
533 * emergency saves are defined. This should be left as is unless you make
534 * major changes to the map.
535 */
536
537#define EMERGENCY_MAPPATH "/city/city"
538#define EMERGENCY_X 15
539#define EMERGENCY_Y 19
540
541 410
542/* 411/*
543 * These defines tells where, relative to LIBDIR, the maps, the map-index, 412 * These defines tells where, relative to LIBDIR, the maps, the map-index,
544 * archetypes highscore and treaures files and directories can be found. 413 * archetypes highscore and treaures files and directories can be found.
545 */ 414 */
550#define REGIONS "regions" 419#define REGIONS "regions"
551#define HIGHSCORE "highscore" 420#define HIGHSCORE "highscore"
552#define TREASURES "treasures" 421#define TREASURES "treasures"
553#define BANISHFILE "banish_file" 422#define BANISHFILE "banish_file"
554 423
555#define MAX_ERRORS 25 /* Bail out if more are received during tick */
556#define OBJ_EXPAND 5000 /* How big steps to use when expanding array */
557
558#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 424#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
559 425
560#define ARCHTABLE 16384 /* Arch hashtable size */ 426#define ARCHTABLE 16384 /* Arch hashtable size */
561#define MAXSTRING 20 427#define MAXSTRING 20
562 428
582 * start their own crossfire, you won't need to define this. 448 * start their own crossfire, you won't need to define this.
583 * 449 *
584 */ 450 */
585 451
586#ifndef PLAYERDIR 452#ifndef PLAYERDIR
587#define PLAYERDIR "players" 453# define PLAYERDIR "players"
588#endif 454#endif
589 455
590/* 456/*
591 * If you have defined SAVE_PLAYER, you might want to change this, too. 457 * If you have defined SAVE_PLAYER, you might want to change this, too.
592 * This is the access rights for the players savefiles. 458 * This is the access rights for the players savefiles.
600 */ 466 */
601/* IMPORTANT: there is a race during saving, where the umask is being applied */ 467/* IMPORTANT: there is a race during saving, where the umask is being applied */
602#define SAVE_MODE 0660 468#define SAVE_MODE 0660
603#define SAVE_DIR_MODE 0770 469#define SAVE_DIR_MODE 0770
604 470
605/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
606 * needs to be selected. You can set both, and things will work fine,
607 * however, it just means that a lot more saving will be done, which
608 * can slow things down some.
609 */
610
611/* How often (in seconds) the player is saved if he drops things. If it is
612 * set to 0, the player will be saved for every item he drops. Otherwise,
613 * if the player drops and item, and the last time he was saved
614 * due to item drop is longer
615 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
616 * environment, you may want to set this to a higher value, so that
617 * you are not spending too much time saving the characters.
618 * This option should now work (Crossfire 0.90.5)
619 */
620
621//#define SAVE_INTERVAL 60
622
623/* 471/*
624 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 472 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
625 * 5000 with MAX_TIME set at 120,000 means that the player will be 473 * 5000 with MAX_TIME set at 120,000 means that the player will be
626 * saved every 10 minutes. Some effort should probably be made to 474 * saved every 10 minutes. Some effort should probably be made to
627 * spread out these saves, but that might be more effort than it is 475 * spread out these saves, but that might be more effort than it is
631 * saves pretty well spread out (in a fairly random fashion.) 479 * saves pretty well spread out (in a fairly random fashion.)
632 */ 480 */
633 481
634#define AUTOSAVE 1000 482#define AUTOSAVE 1000
635 483
636/* Often, emergency save fails because the memory corruption that caused
637 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
638 * to disable emergency saves. This actually does
639 * prevent emergency saves now (Version 0.90.5).
640 */
641
642#define NO_EMERGENCY_SAVE
643
644/* By selecting the following, whenever a player does a backup save (with
645 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
646 * information that is specified later). IF this is not set, the player
647 * will be saved at his present location.
648 */
649
650/*#define BACKUP_SAVE_AT_HOME*/
651
652/* RESET_LOCATION_TIME is the number of seconds that must elapse before 484/* RESET_LOCATION_TIME is the number of seconds that must elapse before
653 * we will return the player to his savebed location. If this is zero, 485 * we will return the player to his savebed location. If this is zero,
654 * this feature is disabled (player will resume where ever he was 486 * this feature is disabled (player will resume where ever he was
655 * when he last logged off). If this is set to less than two hours, 487 * when he last logged off). If this is set to less than two hours,
656 * it will prevent players from camping out in treasure rooms. 488 * it will prevent players from camping out in treasure rooms.
666 * Set to one hour as default 498 * Set to one hour as default
667 */ 499 */
668 500
669#define RESET_LOCATION_TIME 3600 501#define RESET_LOCATION_TIME 3600
670 502
503/*
504 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
505 */
506#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
507

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