ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/config.h
(Generate patch)

Comparing deliantra/server/include/config.h (file contents):
Revision 1.3 by root, Thu Feb 9 02:11:26 2006 UTC vs.
Revision 1.37 by pippijn, Mon Jan 15 21:06:19 2007 UTC

1/* 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/*
7 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
8 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
11 7 *
12 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
13 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
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
15 (at your option) any later version. 11 * (at your option) 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,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License 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
23 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, 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 at 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:
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
133#define REAL_WIZ TRUE 136#define REAL_WIZ TRUE
134#define RECYCLE_TMP_MAPS FALSE
135#define RESURRECTION FALSE 137#define RESURRECTION FALSE
136#define SEARCH_ITEMS TRUE 138#define SEARCH_ITEMS TRUE
137#define NOT_PERMADETH TRUE 139#define NOT_PERMADETH TRUE
138#define EXPLORE_MODE FALSE 140#define EXPLORE_MODE FALSE
139#define STAT_LOSS_ON_DEATH FALSE 141#define STAT_LOSS_ON_DEATH FALSE
143#define ARMOR_MAX_ENCHANT 5 145#define ARMOR_MAX_ENCHANT 5
144#define ARMOR_WEIGHT_REDUCTION 10 146#define ARMOR_WEIGHT_REDUCTION 10
145#define ARMOR_WEIGHT_LINEAR TRUE 147#define ARMOR_WEIGHT_LINEAR TRUE
146#define ARMOR_SPEED_IMPROVEMENT 10 148#define ARMOR_SPEED_IMPROVEMENT 10
147#define ARMOR_SPEED_LINEAR TRUE 149#define ARMOR_SPEED_LINEAR TRUE
150#define CREATE_HOME_PORTALS FALSE
148 151
149/* you can edit the ones below */ 152/* you can edit the ones below */
150 153
151 154
152/* CS_LOGSTATS will cause the server to log various usage stats 155/* 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 157 * and so on.) This can be very useful if you are trying to measure
155 * server/bandwidth usage. It will periodially dump out information 158 * server/bandwidth usage. It will periodially dump out information
156 * which contains usage stats for the last X amount of time. 159 * which contains usage stats for the last X amount of time.
157 * CS_LOGTIME is how often it will print out stats. 160 * CS_LOGTIME is how often it will print out stats.
158 */ 161 */
159#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
160#define CS_LOGSTATS 162#define CS_LOGSTATS
161#endif
162#ifdef CS_LOGSTATS
163#define CS_LOGTIME 600 163#define CS_LOGTIME 600
164#endif
165 164
166/* 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
167 * 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
168 * dont want this defined. 167 * dont want this defined.
169 */ 168 */
170#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
171#ifndef DEBUG 169#ifndef DEBUG
172#define DEBUG 170#define DEBUG
173#endif
174#endif 171#endif
175/* 172/*
176 * 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
177 * 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
178 * 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
203 * maps at that point. 200 * maps at that point.
204 * 201 *
205 * MSW 2001-05-28 202 * MSW 2001-05-28
206 */ 203 */
207 204
208#define MAP_CLIENT_X 25 205#define MAP_CLIENT_X 31
209#define MAP_CLIENT_Y 25 206#define MAP_CLIENT_Y 31
210 207
211/* 208/*
212 * 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.
213 * You can experiment with the 'speed <new_max_time> command first. 210 * You can experiment with the 'speed <new_max_time> command first.
214 * 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,
223 */ 220 */
224#define NO_POLYMORPH 221#define NO_POLYMORPH
225 222
226 223
227/* 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
228 * can see this information with the 'party kills' command. More entries 225 * can see this information with the 'party kills' command. More entries
229 * mean slower performance and more memory. IF this is not defined, then 226 * mean slower performance and more memory.
230 * this feature is disabled.
231 */ 227 */
232#define PARTY_KILL_LOG 20 228#define PARTY_KILL_LOG 40
233 229
234/* Use permanent experience code? 230/*
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 231 * The PERM_EXP values adjust the behaviour of permenent experience. - if
244 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it 232 * the setting permanent_experience_percentage is zero, these values have
245 * is on, the minimum ratio is the minimum amount of permanent exp relative 233 * 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 100 234 * 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 235 * 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. 236 * 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, 237 * 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). 238 * 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 239 * 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. 240 * 10 to the permanent value).
253 * 241 *
254 * A few thoughts on these default value (by MSW) 242 * A few thoughts on these default value (by MSW)
255 * gain ratio is pretty much meaningless until exp has been lost, as until 243 * gain ratio is pretty much meaningless until exp has been lost, as until
256 * that poin, the minimum ratio will be used. 244 * 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 245 * 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 246 * 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 247 * 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 248 * exp that can be lost has been lost, and after that, only minor loss
261 * will occur. 249 * will occur.
262 */ 250 */
263/* GD */ 251/* GD */
264 252
265#define PERM_EXP_MINIMUM_RATIO 0.25f
266#define PERM_EXP_GAIN_RATIO 0.10f 253#define PERM_EXP_GAIN_RATIO 0.10f
267#define PERM_EXP_MAX_LOSS_RATIO 0.50f 254#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
280 255
281/* Enable the new material code - it needs some work. You can 256/* Enable the new material code - it needs some work. You can
282 * 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
283 * 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
284 * 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.
347 * SHUTDOWN - used when shutting down the server 322 * SHUTDOWN - used when shutting down the server
348 * SOCKETBUFSIZE - size of buffer used internally by the server for storing 323 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
349 * backlogged messages. 324 * backlogged messages.
350 * TMPDIR - directory to use for temp files 325 * TMPDIR - directory to use for temp files
351 * UNIQUE_DIR - directory to put unique item files into 326 * UNIQUE_DIR - directory to put unique item files into
352 * USE_CALLOC for some memory requests
353 *********************************************************************** 327 ***********************************************************************
354 */ 328 */
355 329
356/* 330/*
357 * 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
358 * ban_file for examples. 332 * ban_file for examples.
359 */ 333 */
360
361#ifndef BANFILE 334#ifndef BANFILE
362#define BANFILE "ban_file" 335#define BANFILE "ban_file"
363#endif 336#endif
364 337
365/* 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
366 * if desired. Only of relevance if ERIC_SERVER is set above 339 * if desired. Only of relevance if ERIC_SERVER is set above
367 */ 340 */
368
369#define CSPORT 13327 /* old port + 1 */ 341#define CSPORT 13327 /* old port + 1 */
370 342
371 343
372/* 344/*
373 * DMFILE 345 * DMFILE
374 * 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
375 * example dm_file for syntax help. 347 * example dm_file for syntax help.
376 */ 348 */
377
378#ifndef DMFILE 349#ifndef DMFILE
379#define DMFILE "dm_file" 350#define DMFILE "dm_file"
380#endif 351#endif
381 352
382 353
383/* LOGFILE specifies which file to log to when playing with the 354/* LOGFILE specifies which file to log to when playing with the
384 * -daemon option. 355 * -daemon option.
385 */ 356 */
386
387#ifndef LOGFILE 357#ifndef LOGFILE
388#ifdef WIN32 /* change define path */
389#define LOGFILE "var\\crossfire.log"
390#else
391#define LOGFILE "/var/log/crossfire/logfile" 358#define LOGFILE "/var/log/crossfire/logfile"
392#endif 359#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
497 360
498/* 361/*
499 * 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
500 * 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
501 * is empty, no message will be displayed. 364 * is empty, no message will be displayed.
502 * (It resides in the CONFDIR directory) 365 * (It resides in the CONFDIR directory)
503 */ 366 */
504
505#define MOTD "motd" 367#define MOTD "motd"
506 368
507/* 369/*
508 * 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
509 * in CONFDIR. See the sample for usage notes. 371 * in CONFDIR. See the sample for usage notes.
510 */ 372 */
511
512#define PERM_FILE "forbid" 373#define PERM_FILE "forbid"
513 374
514/* 375/*
515 * 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
516 * for other reasons, put a message into the SHUTDOWN_FILE file. 377 * for other reasons, put a message into the SHUTDOWN_FILE file.
517 * Remember to delete it when you open the game again. 378 * Remember to delete it when you open the game again.
518 * (It resides in the CONFDIR directory) 379 * (It resides in the CONFDIR directory)
519 */ 380 */
520
521#ifndef SHUTDOWN_FILE 381#ifndef SHUTDOWN_FILE
522#define SHUTDOWN_FILE "shutdown" 382#define SHUTDOWN_FILE "shutdown"
523#endif 383#endif
524 384
525 385
531 * 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
532 * 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
533 * you have very slow client connections, a larger value may be 393 * you have very slow client connections, a larger value may be
534 * warranted. 394 * warranted.
535 */ 395 */
536
537#define SOCKETBUFSIZE 128*1024 396#define SOCKETBUFSIZE 256*1024
538 397
539/* 398/*
540 * Your tmp-directory should be large enough to hold the uncompressed 399 * Your tmp-directory should be large enough to hold the uncompressed
541 * map-files for all who are playing. 400 * 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 */ 401 */
549
550/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
551#ifdef WIN32 /* change define path tmp */
552#define TMPDIR "tmp" 402#define TMPDIR "tmp"
553#else
554#define TMPDIR "/tmp"
555#endif
556 403
557 404
558/* 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'
559 * directory. Changing this will cause any old unique items file 406 * directory. Changing this will cause any old unique items file
560 * not to be used. 407 * not to be used.
561 */ 408 */
562#define UNIQUE_DIR "unique-items" 409#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
596 410
597/* 411/*
598 * 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,
599 * archetypes highscore and treaures files and directories can be found. 413 * archetypes highscore and treaures files and directories can be found.
600 */ 414 */
605#define REGIONS "regions" 419#define REGIONS "regions"
606#define HIGHSCORE "highscore" 420#define HIGHSCORE "highscore"
607#define TREASURES "treasures" 421#define TREASURES "treasures"
608#define BANISHFILE "banish_file" 422#define BANISHFILE "banish_file"
609 423
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
614#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 424#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
615 425
616#define ARCHTABLE 5003 /* Used when hashing archetypes */ 426#define ARCHTABLE 16384 /* Arch hashtable size */
617#define MAXSTRING 20 427#define MAXSTRING 20
618 428
619#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 429#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
620 430
621 431
638 * start their own crossfire, you won't need to define this. 448 * start their own crossfire, you won't need to define this.
639 * 449 *
640 */ 450 */
641 451
642#ifndef PLAYERDIR 452#ifndef PLAYERDIR
643#define PLAYERDIR "players" 453# define PLAYERDIR "players"
644#endif 454#endif
645 455
646/* 456/*
647 * 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.
648 * This is the access rights for the players savefiles. 458 * This is the access rights for the players savefiles.
652 * thus requiring that the server be setuid/setgid, and more generous 462 * thus requiring that the server be setuid/setgid, and more generous
653 * permisisons needed. 463 * permisisons needed.
654 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission 464 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
655 * for nay directories created. 465 * for nay directories created.
656 */ 466 */
467/* IMPORTANT: there is a race during saving, where the umask is being applied */
657#define SAVE_MODE 0660 468#define SAVE_MODE 0660
658#define SAVE_DIR_MODE 0770 469#define SAVE_DIR_MODE 0770
659
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
677 470
678/* 471/*
679 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 472 * 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 473 * 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 474 * 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 477 * 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 478 * 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.) 479 * saves pretty well spread out (in a fairly random fashion.)
687 */ 480 */
688 481
689#define AUTOSAVE 500 482#define AUTOSAVE 1000
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*/
706 483
707/* 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
708 * we fill 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,
709 * this feature is disabled (player will resume where ever he was 486 * 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, 487 * 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. 488 * it will prevent players from camping out in treasure rooms.
712 * Do not comment this out - it must be set to something - if you 489 * Do not comment this out - it must be set to something - if you
713 * comment this out, the program will not compile. 490 * comment this out, the program will not compile.
721 * Set to one hour as default 498 * Set to one hour as default
722 */ 499 */
723 500
724#define RESET_LOCATION_TIME 3600 501#define RESET_LOCATION_TIME 3600
725 502
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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines