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Revision 1.30 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.44 by root, Mon May 28 21:15:56 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT 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 * Crossfire TRT is free software; you can redistribute it and/or modify it
8 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
9 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
10 (at your option) any later version. 11 * 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, but
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
15 GNU General Public License for more details. 16 * 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 along
18 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 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 to <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
71 * 72 *
72 ***********************************************************************/ 73 ***********************************************************************/
73 74
74/* Use a very easy, non-challenging server? 75/* Use a very easy, non-challenging server?
75 * Defining the COZY_SERVER will make the server much less challenging: 76 * 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 * no stats loss on death, much less experience loss.
77 * are treated by pet monsters as the owner itself when moving "through" them.
78 */ 78 */
79#define COZY_SERVER 1 79#define COZY_SERVER 1
80
81/*
82 * Make it impossible to pk outside the arena.
83 */
84#define PROHIBIT_PLAYERKILL 1
85 80
86/* Use balanced stat loss code? 81/* Use balanced stat loss code?
87 * This code is a little more merciful with repeated stat loss at lower 82 * 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 83 * levels. Basically, the more stats you have lost, the less likely that
89 * you will lose more. Additionally, lower level characters are shown 84 * you will lose more. Additionally, lower level characters are shown
130#define SET_TITLE TRUE 125#define SET_TITLE TRUE
131#define SIMPLE_EXP TRUE 126#define SIMPLE_EXP TRUE
132#define SPELLPOINT_LEVEL_DEPEND TRUE 127#define SPELLPOINT_LEVEL_DEPEND TRUE
133#define SPELL_ENCUMBRANCE TRUE 128#define SPELL_ENCUMBRANCE TRUE
134#define SPELL_FAILURE_EFFECTS FALSE 129#define SPELL_FAILURE_EFFECTS FALSE
135#define REAL_WIZ TRUE
136#define RESURRECTION FALSE 130#define RESURRECTION FALSE
137#define SEARCH_ITEMS TRUE 131#define SEARCH_ITEMS TRUE
138#define NOT_PERMADETH TRUE 132#define NOT_PERMADETH TRUE
139#define EXPLORE_MODE FALSE 133#define EXPLORE_MODE FALSE
140#define STAT_LOSS_ON_DEATH FALSE 134#define STAT_LOSS_ON_DEATH FALSE
141#define PK_LUCK_PENALTY 1 135#define PK_LUCK_PENALTY 1
142#define CASTING_TIME FALSE
143#define SET_FRIENDLY_FIRE 5 136#define SET_FRIENDLY_FIRE 5
144#define ARMOR_MAX_ENCHANT 5 137#define ARMOR_MAX_ENCHANT 5
145#define ARMOR_WEIGHT_REDUCTION 10 138#define ARMOR_WEIGHT_REDUCTION 10
146#define ARMOR_WEIGHT_LINEAR TRUE 139#define ARMOR_WEIGHT_LINEAR TRUE
147#define ARMOR_SPEED_IMPROVEMENT 10 140#define ARMOR_SPEED_IMPROVEMENT 10
164/* DEBUG generates copious amounts of output. I tend to change the CC options 157/* 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 158 * in the crosssite.def file if I want this. By default, you probably
166 * dont want this defined. 159 * dont want this defined.
167 */ 160 */
168#ifndef DEBUG 161#ifndef DEBUG
169#define DEBUG 162# define DEBUG
170#endif 163#endif
171/* 164/*
172 * This option creates more core files. In some areas, there are certain 165 * 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 166 * 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 167 * parameter for null, return if it is). These checks are being done
219 */ 212 */
220#define NO_POLYMORPH 213#define NO_POLYMORPH
221 214
222 215
223/* This determine how many entries are stored in the kill log. You 216/* This determine how many entries are stored in the kill log. You
224 * can see this information with the 'party kills' command. More entries 217 * can see this information with the 'party kills' command. More entries
225 * mean slower performance and more memory. IF this is not defined, then 218 * mean slower performance and more memory.
226 * this feature is disabled.
227 */ 219 */
228#define PARTY_KILL_LOG 20 220#define PARTY_KILL_LOG 40
229 221
230/* 222/*
231 * The PERM_EXP values adjust the behaviour of permenent experience. - if 223 * The PERM_EXP values adjust the behaviour of permenent experience. - if
232 * the setting permanent_experience_percentage is zero, these values have 224 * the setting permanent_experience_percentage is zero, these values have
233 * no meaning. The value in the settings file is the percentage of the 225 * no meaning. The value in the settings file is the percentage of the
261 253
262/* 254/*
263#define NEW_MATERIAL_CODE 255#define NEW_MATERIAL_CODE
264*/ 256*/
265 257
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
303 258
304/*********************************************************************** 259/***********************************************************************
305 * Section 3 260 * Section 3
306 * 261 *
307 * General file and other defaults that don't need to be changed, and 262 * 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 263 * do not change gameplay as percieved by players much. Some options
309 * may affect memory consumption however. 264 * may affect memory consumption however.
310 * 265 *
311 * Values: 266 * Values:
312 * 267 *
313 * BANFILE - ban certain users/hosts.
314 * CSPORT - port to use for new client/server 268 * CSPORT - port to use for new client/server
315 * DMFILE - file with dm/wizard access lists 269 * DMFILE - file with dm/wizard access lists
316 * LOGFILE - where to log if using -daemon option 270 * LOGFILE - where to log if using -daemon option
317 * MAP_ - various map timeout and swapping parameters 271 * MAP_ - various map timeout and swapping parameters
318 * MAX_OBJECTS - how many objects to keep in memory. 272 * MAX_OBJECTS - how many objects to keep in memory.
325 * TMPDIR - directory to use for temp files 279 * TMPDIR - directory to use for temp files
326 * UNIQUE_DIR - directory to put unique item files into 280 * UNIQUE_DIR - directory to put unique item files into
327 *********************************************************************** 281 ***********************************************************************
328 */ 282 */
329 283
330/*
331 * BANFILE - file used to ban certain sites from playing. See the example
332 * ban_file for examples.
333 */
334
335#ifndef BANFILE
336#define BANFILE "ban_file"
337#endif
338
339/* CSPORT is the port used for the new client/server code. Change 284/* CSPORT is the port used for the new client/server code. Change
340 * if desired. Only of relevance if ERIC_SERVER is set above 285 * if desired. Only of relevance if ERIC_SERVER is set above
341 */ 286 */
342
343#define CSPORT 13327 /* old port + 1 */ 287#define CSPORT 13327 /* old port + 1 */
344
345 288
346/* 289/*
347 * DMFILE 290 * DMFILE
348 * A file containing valid names that can be dm, one on each line. See 291 * A file containing valid names that can be dm, one on each line. See
349 * example dm_file for syntax help. 292 * example dm_file for syntax help.
350 */ 293 */
351
352#ifndef DMFILE 294#ifndef DMFILE
353#define DMFILE "dm_file" 295#define DMFILE "dm_file"
354#endif 296#endif
355 297
356
357/* LOGFILE specifies which file to log to when playing with the 298/* LOGFILE specifies which file to log to when playing with the
358 * -daemon option. 299 * -daemon option.
359 */ 300 */
360
361#ifndef LOGFILE 301#ifndef LOGFILE
362#define LOGFILE "/var/log/crossfire/logfile" 302#define LOGFILE "/var/log/crossfire/logfile"
363#endif 303#endif
364
365/*
366 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
367 * after a player has left it. If it is set to 0, maps are
368 * swapped out the instant the last player leaves it.
369 * If you are low on memory, you should set this to 0.
370 * Note that depending on the map timeout variable, the number of
371 * objects can get quite high. This is because depending on the maps,
372 * a player could be having the objects of several maps in memory
373 * (the map he is in right now, and the ones he left recently.)
374 * Each map has it's own TIMEOUT value and value field and it is
375 * defaulted to 300
376 *
377 * Having a nonzero value can be useful: If a player leaves a map (and thus
378 * is on a new map), and realizes they want to go back pretty quickly, the
379 * old map is still in memory, so don't need to go disk and get it.
380 *
381 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
382 * to swap out in less than that many ticks, we use the MINTIMEOUT value
383 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
384 * maps.
385 */
386
387/* How many ticks till maps are swapped out */
388#define MAP_MAXTIMEOUT 300
389/* At least that many ticks before swapout */
390#define MAP_MINTIMEOUT 300
391
392/*
393 * MAP_MAXRESET is the maximum time a map can have before being reset. It
394 * will override the time value set in the map, if that time is longer than
395 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
396 * TMPDIR device, set this value to somethign small. The default
397 * value in the map object is given in seconds.->defaultreset
398 * I personally like 1 hour myself, for solo play. It is long enough that
399 * maps won't be resetting as a solve a quest, but short enough that some
400 * maps (like shops and inns) will be reset during the time I play.
401 * Comment out MAP_MAXRESET time if you always want to use the value
402 * in the map archetype.
403 */
404
405/* Maximum time to reset. */
406#define MAP_MAXRESET 7200
407/* Default time to reset. */
408#define MAP_DEFAULTRESET 3600
409
410/*
411 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
412 * will look for maps which are already scheldued for swapping, and
413 * promptly swap them out before new maps are being loaded.
414 * If playing only by yourself, this number can probably be as low as
415 * 3000. If in server mode, probably figure about 1000-2000 objects per
416 * active player (if they typically play on different maps), for some guess
417 * on how many to define. If it is too low, maps just get swapped out
418 * immediately, causing a performance hit. If it is too high, the program
419 * consumes more memory. If you have gobs of free memory, a high number
420 * might not be a bad idea. Each object is around 350 bytes right now.
421 * 25000 is about 8.5 MB
422 */
423
424#define MAX_OBJECTS 400000
425
426/*
427 * Max objects low water mark (lwm). If defined, the map swapping strategy
428 * is a bit different:
429 * 1) We only start swapping maps if the number of objects in use is
430 * greater than MAX_OBJECTS above.
431 * 2) We keep swapping maps until there are no more maps to swap or the number
432 * of used objects drop below this low water mark value.
433 *
434 * If this is not defined, maps are swapped out on the timeout value above,
435 * or if the number of objects used is greater than MAX_OBJECTS above.
436 *
437 * Note: While this will prevent the pauses noticed when saving maps, there
438 * can instead be cpu performance penalties - any objects in memory get
439 * processed. So if there are 4000 objects in memory, and 1000 of them
440 * are living objects, the system will process all 1000 objects each tick.
441 * With swapping enable, maybe 600 of the objects would have gotten swapped
442 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
443 * than if it is very large.
444 * Also, the pauses you do get can be worse, as if you enter a map with
445 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
446 * many maps to get below the low water mark.
447 */
448
449/*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
450
451/*
452 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
453 * to find memory corruption and leaks. Currently, the main thing
454 * that happens with this activated is that one malloc is done for
455 * each object - thus whatever debugging mechanism the malloc library
456 * (or other debugging tool provides, like purify), it can track this
457 * individual malloc. Default behaviour when turned off is that
458 * enough memory is malloced for a large group of objects so malloc does
459 * not need to be called as often.
460 * This should only be turned on if some form of memory debugging tool
461 * is being used - otherwise, turning this on will cause some performance
462 * hit with no useful advantage.
463 */
464
465/*#define MEMORY_DEBUG*/
466
467 304
468/* 305/*
469 * If you want to have a Message Of The Day file, define MOTD to be 306 * If you want to have a Message Of The Day file, define MOTD to be
470 * the file with the message. If the file doesn't exist or if it 307 * the file with the message. If the file doesn't exist or if it
471 * is empty, no message will be displayed. 308 * is empty, no message will be displayed.
472 * (It resides in the CONFDIR directory) 309 * (It resides in the CONFDIR directory)
473 */ 310 */
474
475#define MOTD "motd" 311#define MOTD "motd"
476 312
477/* 313/*
478 * You can restrict playing in certain times by creating a PERMIT_FILE 314 * You can restrict playing in certain times by creating a PERMIT_FILE
479 * in CONFDIR. See the sample for usage notes. 315 * in CONFDIR. See the sample for usage notes.
480 */ 316 */
481
482#define PERM_FILE "forbid" 317#define PERM_FILE "forbid"
483 318
484/* 319/*
485 * If you want to take the game down while installing new versions, or 320 * If you want to take the game down while installing new versions, or
486 * for other reasons, put a message into the SHUTDOWN_FILE file. 321 * for other reasons, put a message into the SHUTDOWN_FILE file.
487 * Remember to delete it when you open the game again. 322 * Remember to delete it when you open the game again.
488 * (It resides in the CONFDIR directory) 323 * (It resides in the CONFDIR directory)
489 */ 324 */
490
491#ifndef SHUTDOWN_FILE 325#ifndef SHUTDOWN_FILE
492#define SHUTDOWN_FILE "shutdown" 326#define SHUTDOWN_FILE "shutdown"
493#endif 327#endif
494
495 328
496/* 329/*
497 * SOCKETBUFSIZE is the size of the buffer used internally by the server for 330 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
498 * storing backlogged messages for the client. This is not operating system 331 * storing backlogged messages for the client. This is not operating system
499 * buffers or the like. This amount is used per connection (client). 332 * buffers or the like. This amount is used per connection (client).
501 * large. When the OS buffer and this buffer is exhausted, the server 334 * large. When the OS buffer and this buffer is exhausted, the server
502 * will drop the client connection for falling too far behind. So if 335 * will drop the client connection for falling too far behind. So if
503 * you have very slow client connections, a larger value may be 336 * you have very slow client connections, a larger value may be
504 * warranted. 337 * warranted.
505 */ 338 */
506
507#define SOCKETBUFSIZE 256*1024 339#define SOCKETBUFSIZE 256*1024
508 340
509/* 341/*
510 * Your tmp-directory should be large enough to hold the uncompressed 342 * Your tmp-directory should be large enough to hold the uncompressed
511 * map-files for all who are playing. 343 * map-files for all who are playing. Local to 'lib' directory.
512 * It ought to be locally mounted, since the function used to generate
513 * unique temporary filenames isn't guaranteed to work over NFS or AFS
514 * On the other hand, if you know that only one crossfire server will be
515 * running using this temporary directory, it is likely to be safe to use
516 * something that is NFS mounted (but performance may suffer as NFS is
517 * slower than local disk)
518 */ 344 */
519
520/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
521#define TMPDIR "/tmp" 345#define TMPDIR "tmp"
522
523 346
524/* Directory to use for unique items. This is placed into the 'lib' 347/* Directory to use for unique items. This is placed into the 'lib'
525 * directory. Changing this will cause any old unique items file 348 * directory. Changing this will cause any old unique items file
526 * not to be used. 349 * not to be used.
527 */ 350 */
536#define TEMPLATE_DIR "template-maps" 359#define TEMPLATE_DIR "template-maps"
537#define ARCHETYPES "archetypes" 360#define ARCHETYPES "archetypes"
538#define REGIONS "regions" 361#define REGIONS "regions"
539#define HIGHSCORE "highscore" 362#define HIGHSCORE "highscore"
540#define TREASURES "treasures" 363#define TREASURES "treasures"
541#define BANISHFILE "banish_file"
542 364
543#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 365#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
544 366
545#define ARCHTABLE 16384 /* Arch hashtable size */
546#define MAXSTRING 20 367#define MAXSTRING 20
547 368
548#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 369#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
549 370
550 371
567 * start their own crossfire, you won't need to define this. 388 * start their own crossfire, you won't need to define this.
568 * 389 *
569 */ 390 */
570 391
571#ifndef PLAYERDIR 392#ifndef PLAYERDIR
572#define PLAYERDIR "players" 393# define PLAYERDIR "players"
573#endif 394#endif
574 395
575/* 396/*
576 * If you have defined SAVE_PLAYER, you might want to change this, too. 397 * If you have defined SAVE_PLAYER, you might want to change this, too.
577 * This is the access rights for the players savefiles. 398 * This is the access rights for the players savefiles.
585 */ 406 */
586/* IMPORTANT: there is a race during saving, where the umask is being applied */ 407/* IMPORTANT: there is a race during saving, where the umask is being applied */
587#define SAVE_MODE 0660 408#define SAVE_MODE 0660
588#define SAVE_DIR_MODE 0770 409#define SAVE_DIR_MODE 0770
589 410
590/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
591 * needs to be selected. You can set both, and things will work fine,
592 * however, it just means that a lot more saving will be done, which
593 * can slow things down some.
594 */
595
596/* How often (in seconds) the player is saved if he drops things. If it is
597 * set to 0, the player will be saved for every item he drops. Otherwise,
598 * if the player drops and item, and the last time he was saved
599 * due to item drop is longer
600 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
601 * environment, you may want to set this to a higher value, so that
602 * you are not spending too much time saving the characters.
603 * This option should now work (Crossfire 0.90.5)
604 */
605
606//#define SAVE_INTERVAL 60
607
608/* 411/*
609 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 412 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
610 * 5000 with MAX_TIME set at 120,000 means that the player will be
611 * saved every 10 minutes. Some effort should probably be made to
612 * spread out these saves, but that might be more effort than it is
613 * worth (Depending on the spacing, if enough players log on, the spacing
614 * may not be large enough to save all of them.) As it is now, it will
615 * just set the base tick of when they log on, which should keep the
616 * saves pretty well spread out (in a fairly random fashion.)
617 */
618
619#define AUTOSAVE 1000
620
621/* RESET_LOCATION_TIME is the number of seconds that must elapse before
622 * we will return the player to his savebed location. If this is zero,
623 * this feature is disabled (player will resume where ever he was
624 * when he last logged off). If this is set to less than two hours,
625 * it will prevent players from camping out in treasure rooms.
626 * Do not comment this out - it must be set to something - if you
627 * comment this out, the program will not compile.
628 * 413 */
629 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player 414#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
630 * where appear under what conditions is a little complicated depending
631 * on how the player exited the game. But if the elapsed time is greater than
632 * the value below, player will always get returned to savebed location
633 * location.
634 *
635 * Set to one hour as default
636 */
637 415
638#define RESET_LOCATION_TIME 3600
639

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