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Comparing deliantra/server/include/config.h (file contents):
Revision 1.31 by root, Sat Dec 30 15:07:59 2006 UTC vs.
Revision 1.52 by root, Fri Dec 19 22:47:29 2008 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra 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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20 21 * The authors can be reached via e-mail to <support@deliantra.net>
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 *
27 * There are some options that are not selectable in this file which 27 * There are some options that are not selectable in this file which
60 * You don't have to change anything here to get a working program, but 60 * You don't have to change anything here to get a working program, but
61 * you may want to on personal preferance. Items are arranged 61 * you may want to on personal preferance. Items are arranged
62 * alphabetically. 62 * alphabetically.
63 * 63 *
64 * Short list of features, and what to search for: 64 * Short list of features, and what to search for:
65 * CS_LOGSTATS - log various new client/server data.
66 * DEBUG - more verbose message logging? 65 * DEBUG - more verbose message logging?
67 * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive 66 * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive
68 * MAX_TIME - how long an internal tick is in microseconds 67 * MAX_TIME - how long an internal tick is in microseconds
69 * MANY_CORES - generate core dumps on gross errors instead of continuing? 68 * MANY_CORES - generate core dumps on gross errors instead of continuing?
70 * PARTY_KILL_LOG - stores party kill information 69 * PARTY_KILL_LOG - stores party kill information
71 * 70 *
72 ***********************************************************************/ 71 ***********************************************************************/
73 72
74/* Use a very easy, non-challenging server? 73/* Use a very easy, non-challenging server?
75 * Defining the COZY_SERVER will make the server much less challenging: 74 * Defining the COZY_SERVER will make the server much less challenging:
76 * no stats loss on death, much less experience loss, and party members 75 * no stats loss on death, much less experience loss.
77 * are treated by pet monsters as the owner itself when moving "through" them.
78 */ 76 */
79#define COZY_SERVER 1 77#define COZY_SERVER 1
80
81/*
82 * Make it impossible to pk outside the arena.
83 */
84#define PROHIBIT_PLAYERKILL 1
85 78
86/* Use balanced stat loss code? 79/* Use balanced stat loss code?
87 * This code is a little more merciful with repeated stat loss at lower 80 * 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 81 * levels. Basically, the more stats you have lost, the less likely that
89 * you will lose more. Additionally, lower level characters are shown 82 * you will lose more. Additionally, lower level characters are shown
130#define SET_TITLE TRUE 123#define SET_TITLE TRUE
131#define SIMPLE_EXP TRUE 124#define SIMPLE_EXP TRUE
132#define SPELLPOINT_LEVEL_DEPEND TRUE 125#define SPELLPOINT_LEVEL_DEPEND TRUE
133#define SPELL_ENCUMBRANCE TRUE 126#define SPELL_ENCUMBRANCE TRUE
134#define SPELL_FAILURE_EFFECTS FALSE 127#define SPELL_FAILURE_EFFECTS FALSE
135#define REAL_WIZ TRUE
136#define RESURRECTION FALSE 128#define RESURRECTION FALSE
137#define SEARCH_ITEMS TRUE 129#define SEARCH_ITEMS TRUE
138#define NOT_PERMADETH TRUE 130#define NOT_PERMADETH TRUE
139#define EXPLORE_MODE FALSE 131#define EXPLORE_MODE FALSE
140#define STAT_LOSS_ON_DEATH FALSE 132#define STAT_LOSS_ON_DEATH FALSE
141#define PK_LUCK_PENALTY 1 133#define PK_LUCK_PENALTY 1
142#define CASTING_TIME FALSE
143#define SET_FRIENDLY_FIRE 5 134#define SET_FRIENDLY_FIRE 5
144#define ARMOR_MAX_ENCHANT 5 135#define ARMOR_MAX_ENCHANT 5
145#define ARMOR_WEIGHT_REDUCTION 10 136#define ARMOR_WEIGHT_REDUCTION 10
146#define ARMOR_WEIGHT_LINEAR TRUE 137#define ARMOR_WEIGHT_LINEAR TRUE
147#define ARMOR_SPEED_IMPROVEMENT 10 138#define ARMOR_SPEED_IMPROVEMENT 10
148#define ARMOR_SPEED_LINEAR TRUE 139#define ARMOR_SPEED_LINEAR TRUE
149#define CREATE_HOME_PORTALS FALSE 140#define CREATE_HOME_PORTALS FALSE
150 141
151/* you can edit the ones below */ 142/* you can edit the ones below */
152 143
153
154/* CS_LOGSTATS will cause the server to log various usage stats
155 * (number of connections, amount of data sent, amount of data received,
156 * and so on.) This can be very useful if you are trying to measure
157 * server/bandwidth usage. It will periodially dump out information
158 * which contains usage stats for the last X amount of time.
159 * CS_LOGTIME is how often it will print out stats.
160 */
161#define CS_LOGSTATS
162#define CS_LOGTIME 600
163
164/* DEBUG generates copious amounts of output. I tend to change the CC options 144/* DEBUG generates copious amounts of output. I tend to change the CC options
165 * in the crosssite.def file if I want this. By default, you probably 145 * in the crosssite.def file if I want this. By default, you probably
166 * dont want this defined. 146 * dont want this defined.
167 */ 147 */
168#ifndef DEBUG 148#ifndef DEBUG
169#define DEBUG 149# define DEBUG
170#endif 150#endif
171/* 151/*
172 * This option creates more core files. In some areas, there are certain 152 * This option creates more core files. In some areas, there are certain
173 * checks done to try and make the program more stable (ie, check 153 * checks done to try and make the program more stable (ie, check
174 * parameter for null, return if it is). These checks are being done 154 * parameter for null, return if it is). These checks are being done
199 * maps at that point. 179 * maps at that point.
200 * 180 *
201 * MSW 2001-05-28 181 * MSW 2001-05-28
202 */ 182 */
203 183
204#define MAP_CLIENT_X 31 184#define MAP_CLIENT_X 32
205#define MAP_CLIENT_Y 31 185#define MAP_CLIENT_Y 32
206 186
207/* 187/*
208 * If you feel the game is too fast or too slow, change MAX_TIME. 188 * If you feel the game is too fast or too slow, change MAX_TIME.
209 * You can experiment with the 'speed <new_max_time> command first. 189 * You can experiment with the 'speed <new_max_time> command first.
210 * The length of a tick is MAX_TIME microseconds. During a tick, 190 * The length of a tick is MAX_TIME microseconds. During a tick,
211 * players, monsters, or items with speed 1 can do one thing. 191 * players, monsters, or items with speed 1 can do one thing.
212 */ 192 */
213 193
214#define MAX_TIME 120000 194#define MAX_TIME 120000
215 195
196
197/*
198 * MAX_ITEM_PER_DROP defines how many items a player can drop at once.
199 * (be careful to set this to high values, as dropping lots of things
200 * can be a performance problem (for which a fix is worked on)).
201 */
202
203#define MAX_ITEM_PER_DROP 100
204
216/* Polymorph as it currently stands is unbalancing, so by default 205/* Polymorph as it currently stands is unbalancing, so by default
217 * we have it disabled. It can be enabled and it works, but 206 * we have it disabled. It can be enabled and it works, but
218 * it can be abused in various ways. 207 * it can be abused in various ways.
219 */ 208 */
220#define NO_POLYMORPH 209#define NO_POLYMORPH
221 210
222 211
223/* This determine how many entries are stored in the kill log. You 212/* This determine how many entries are stored in the kill log. You
224 * can see this information with the 'party kills' command. More entries 213 * can see this information with the 'party kills' command. More entries
225 * mean slower performance and more memory. IF this is not defined, then 214 * mean slower performance and more memory.
226 * this feature is disabled.
227 */ 215 */
228#define PARTY_KILL_LOG 20 216#define PARTY_KILL_LOG 40
229 217
230/* 218/*
231 * The PERM_EXP values adjust the behaviour of permenent experience. - if 219 * The PERM_EXP values adjust the behaviour of permenent experience. - if
232 * the setting permanent_experience_percentage is zero, these values have 220 * the setting permanent_experience_percentage is zero, these values have
233 * no meaning. The value in the settings file is the percentage of the 221 * no meaning. The value in the settings file is the percentage of the
251/* GD */ 239/* GD */
252 240
253#define PERM_EXP_GAIN_RATIO 0.10f 241#define PERM_EXP_GAIN_RATIO 0.10f
254#define PERM_EXP_MAX_LOSS_RATIO 0.50f 242#define PERM_EXP_MAX_LOSS_RATIO 0.50f
255 243
256/* Enable the new material code - it needs some work. You can
257 * enable this, and things will work, just you'll see a whole
258 * bunch more materials show up, and thus a whole bunch more materials
259 * in your inventory, and the sorting for them isn't really good.
260 */
261
262/*
263#define NEW_MATERIAL_CODE
264*/
265
266/***********************************************************************
267 * SECTION 2 - Machine/Compiler specific stuff.
268 *
269 * Short list of items:
270 * COMPRESS_SUFFIX - selection of compression programs
271 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
272 *
273 ***********************************************************************/
274
275/*
276 * If you compress your files to save space, set the COMPRESS_SUFFIX below
277 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
278 * should already find the program to use. If you set the suffix to
279 * something that autoconf did not find, you are likely to have serious
280 * problems, so make sure you have the appropriate compression tool installed
281 * before you set this. You can look at the autoconf.h file to see
282 * what compression tools it found (search for COMPRESS).
283 * Note that this is used when saving files. Crossfire will search all
284 * methods when loading a file to see if it finds a match
285 */
286
287#ifndef COMPRESS_SUFFIX
288/* #define COMPRESS_SUFFIX ".Z" */
289#endif
290
291/* If you get a complaint about O_NDELAY not being known/undefined, try
292 * uncommenting this.
293 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
294 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
295 * can be written - otherwise, the number of bytes written will be returned
296 * for both modes.
297 */
298
299/*
300#define O_NDELAY O_NONBLOCK
301*/
302
303
304/*********************************************************************** 244/***********************************************************************
305 * Section 3 245 * Section 3
306 * 246 *
307 * General file and other defaults that don't need to be changed, and 247 * General file and other defaults that don't need to be changed, and
308 * do not change gameplay as percieved by players much. Some options 248 * do not change gameplay as percieved by players much. Some options
309 * may affect memory consumption however. 249 * may affect memory consumption however.
310 * 250 *
311 * Values: 251 * Values:
312 * 252 *
313 * BANFILE - ban certain users/hosts.
314 * CSPORT - port to use for new client/server 253 * CSPORT - port to use for new client/server
315 * DMFILE - file with dm/wizard access lists 254 * DMFILE - file with dm/wizard access lists
316 * LOGFILE - where to log if using -daemon option 255 * LOGFILE - where to log if using -daemon option
317 * MAP_ - various map timeout and swapping parameters 256 * MAP_ - various map timeout and swapping parameters
318 * MAX_OBJECTS - how many objects to keep in memory. 257 * MAX_OBJECTS - how many objects to keep in memory.
325 * TMPDIR - directory to use for temp files 264 * TMPDIR - directory to use for temp files
326 * UNIQUE_DIR - directory to put unique item files into 265 * UNIQUE_DIR - directory to put unique item files into
327 *********************************************************************** 266 ***********************************************************************
328 */ 267 */
329 268
330/*
331 * BANFILE - file used to ban certain sites from playing. See the example
332 * ban_file for examples.
333 */
334#ifndef BANFILE
335#define BANFILE "ban_file"
336#endif
337
338/* CSPORT is the port used for the new client/server code. Change 269/* CSPORT is the port used for the new client/server code. Change
339 * if desired. Only of relevance if ERIC_SERVER is set above 270 * if desired. Only of relevance if ERIC_SERVER is set above
340 */ 271 */
341#define CSPORT 13327 /* old port + 1 */ 272#define CSPORT 13327 /* old port + 1 */
342
343 273
344/* 274/*
345 * DMFILE 275 * DMFILE
346 * A file containing valid names that can be dm, one on each line. See 276 * A file containing valid names that can be dm, one on each line. See
347 * example dm_file for syntax help. 277 * example dm_file for syntax help.
348 */ 278 */
349#ifndef DMFILE 279#ifndef DMFILE
350#define DMFILE "dm_file" 280#define DMFILE "dm_file"
351#endif 281#endif
352 282
353
354/* LOGFILE specifies which file to log to when playing with the 283/* LOGFILE specifies which file to log to when playing with the
355 * -daemon option. 284 * -daemon option.
356 */ 285 */
357#ifndef LOGFILE 286#ifndef LOGFILE
358#define LOGFILE "/var/log/crossfire/logfile" 287#define LOGFILE "/var/log/deliantra/logfile"
359#endif 288#endif
360 289
361/* 290/*
362 * If you want to have a Message Of The Day file, define MOTD to be 291 * If you want to have a Message Of The Day file, define MOTD to be
363 * the file with the message. If the file doesn't exist or if it 292 * the file with the message. If the file doesn't exist or if it
379 * (It resides in the CONFDIR directory) 308 * (It resides in the CONFDIR directory)
380 */ 309 */
381#ifndef SHUTDOWN_FILE 310#ifndef SHUTDOWN_FILE
382#define SHUTDOWN_FILE "shutdown" 311#define SHUTDOWN_FILE "shutdown"
383#endif 312#endif
384
385 313
386/* 314/*
387 * SOCKETBUFSIZE is the size of the buffer used internally by the server for 315 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
388 * storing backlogged messages for the client. This is not operating system 316 * storing backlogged messages for the client. This is not operating system
389 * buffers or the like. This amount is used per connection (client). 317 * buffers or the like. This amount is used per connection (client).
399 * Your tmp-directory should be large enough to hold the uncompressed 327 * Your tmp-directory should be large enough to hold the uncompressed
400 * map-files for all who are playing. Local to 'lib' directory. 328 * map-files for all who are playing. Local to 'lib' directory.
401 */ 329 */
402#define TMPDIR "tmp" 330#define TMPDIR "tmp"
403 331
404
405/* Directory to use for unique items. This is placed into the 'lib' 332/* Directory to use for unique items. This is placed into the 'lib'
406 * directory. Changing this will cause any old unique items file 333 * directory. Changing this will cause any old unique items file
407 * not to be used. 334 * not to be used.
408 */ 335 */
409#define UNIQUE_DIR "unique-items" 336#define UNIQUE_DIR "unique-items"
417#define TEMPLATE_DIR "template-maps" 344#define TEMPLATE_DIR "template-maps"
418#define ARCHETYPES "archetypes" 345#define ARCHETYPES "archetypes"
419#define REGIONS "regions" 346#define REGIONS "regions"
420#define HIGHSCORE "highscore" 347#define HIGHSCORE "highscore"
421#define TREASURES "treasures" 348#define TREASURES "treasures"
422#define BANISHFILE "banish_file"
423 349
424#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 350#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
425 351
426#define ARCHTABLE 16384 /* Arch hashtable size */
427#define MAXSTRING 20 352#define MAXSTRING 20
428 353
429#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 354#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
430 355
431 356
448 * start their own crossfire, you won't need to define this. 373 * start their own crossfire, you won't need to define this.
449 * 374 *
450 */ 375 */
451 376
452#ifndef PLAYERDIR 377#ifndef PLAYERDIR
453#define PLAYERDIR "players" 378# define PLAYERDIR "players"
454#endif 379#endif
455 380
456/* 381/*
457 * If you have defined SAVE_PLAYER, you might want to change this, too. 382 * If you have defined SAVE_PLAYER, you might want to change this, too.
458 * This is the access rights for the players savefiles. 383 * This is the access rights for the players savefiles.
466 */ 391 */
467/* IMPORTANT: there is a race during saving, where the umask is being applied */ 392/* IMPORTANT: there is a race during saving, where the umask is being applied */
468#define SAVE_MODE 0660 393#define SAVE_MODE 0660
469#define SAVE_DIR_MODE 0770 394#define SAVE_DIR_MODE 0770
470 395
471/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
472 * needs to be selected. You can set both, and things will work fine,
473 * however, it just means that a lot more saving will be done, which
474 * can slow things down some.
475 */
476
477/* How often (in seconds) the player is saved if he drops things. If it is
478 * set to 0, the player will be saved for every item he drops. Otherwise,
479 * if the player drops and item, and the last time he was saved
480 * due to item drop is longer
481 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
482 * environment, you may want to set this to a higher value, so that
483 * you are not spending too much time saving the characters.
484 * This option should now work (Crossfire 0.90.5)
485 */
486
487//#define SAVE_INTERVAL 60
488
489/* 396/*
490 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 397 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
491 * 5000 with MAX_TIME set at 120,000 means that the player will be
492 * saved every 10 minutes. Some effort should probably be made to
493 * spread out these saves, but that might be more effort than it is
494 * worth (Depending on the spacing, if enough players log on, the spacing
495 * may not be large enough to save all of them.) As it is now, it will
496 * just set the base tick of when they log on, which should keep the
497 * saves pretty well spread out (in a fairly random fashion.)
498 */
499
500#define AUTOSAVE 1000
501
502/* RESET_LOCATION_TIME is the number of seconds that must elapse before
503 * we will return the player to his savebed location. If this is zero,
504 * this feature is disabled (player will resume where ever he was
505 * when he last logged off). If this is set to less than two hours,
506 * it will prevent players from camping out in treasure rooms.
507 * Do not comment this out - it must be set to something - if you
508 * comment this out, the program will not compile.
509 * 398 */
510 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player 399#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
511 * where appear under what conditions is a little complicated depending
512 * on how the player exited the game. But if the elapsed time is greater than
513 * the value below, player will always get returned to savebed location
514 * location.
515 *
516 * Set to one hour as default
517 */
518 400
519#define RESET_LOCATION_TIME 3600
520

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