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 1.11 by root, Fri Mar 24 06:06:22 2006 UTC vs.
Revision 1.22 by pippijn, Mon Dec 11 19:46:46 2006 UTC

1/*
2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.11 2006/03/24 06:06:22 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
151#define ARMOR_MAX_ENCHANT 5 146#define ARMOR_MAX_ENCHANT 5
152#define ARMOR_WEIGHT_REDUCTION 10 147#define ARMOR_WEIGHT_REDUCTION 10
153#define ARMOR_WEIGHT_LINEAR TRUE 148#define ARMOR_WEIGHT_LINEAR TRUE
154#define ARMOR_SPEED_IMPROVEMENT 10 149#define ARMOR_SPEED_IMPROVEMENT 10
155#define ARMOR_SPEED_LINEAR TRUE 150#define ARMOR_SPEED_LINEAR TRUE
151#define CREATE_HOME_PORTALS FALSE
156 152
157/* you can edit the ones below */ 153/* you can edit the ones below */
158 154
159 155
160/* CS_LOGSTATS will cause the server to log various usage stats 156/* CS_LOGSTATS will cause the server to log various usage stats
162 * and so on.) This can be very useful if you are trying to measure 158 * and so on.) This can be very useful if you are trying to measure
163 * server/bandwidth usage. It will periodially dump out information 159 * server/bandwidth usage. It will periodially dump out information
164 * which contains usage stats for the last X amount of time. 160 * which contains usage stats for the last X amount of time.
165 * CS_LOGTIME is how often it will print out stats. 161 * CS_LOGTIME is how often it will print out stats.
166 */ 162 */
167#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
168#define CS_LOGSTATS 163#define CS_LOGSTATS
169#endif
170#ifdef CS_LOGSTATS
171#define CS_LOGTIME 600 164#define CS_LOGTIME 600
172#endif
173 165
174/* DEBUG generates copious amounts of output. I tend to change the CC options 166/* DEBUG generates copious amounts of output. I tend to change the CC options
175 * in the crosssite.def file if I want this. By default, you probably 167 * in the crosssite.def file if I want this. By default, you probably
176 * dont want this defined. 168 * dont want this defined.
177 */ 169 */
178#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
179#ifndef DEBUG 170#ifndef DEBUG
180#define DEBUG 171#define DEBUG
181#endif
182#endif 172#endif
183/* 173/*
184 * This option creates more core files. In some areas, there are certain 174 * This option creates more core files. In some areas, there are certain
185 * checks done to try and make the program more stable (ie, check 175 * checks done to try and make the program more stable (ie, check
186 * parameter for null, return if it is). These checks are being done 176 * parameter for null, return if it is). These checks are being done
211 * maps at that point. 201 * maps at that point.
212 * 202 *
213 * MSW 2001-05-28 203 * MSW 2001-05-28
214 */ 204 */
215 205
216#define MAP_CLIENT_X 25 206#define MAP_CLIENT_X 31
217#define MAP_CLIENT_Y 25 207#define MAP_CLIENT_Y 31
218 208
219/* 209/*
220 * If you feel the game is too fast or too slow, change MAX_TIME. 210 * If you feel the game is too fast or too slow, change MAX_TIME.
221 * You can experiment with the 'speed <new_max_time> command first. 211 * You can experiment with the 'speed <new_max_time> command first.
222 * The length of a tick is MAX_TIME microseconds. During a tick, 212 * The length of a tick is MAX_TIME microseconds. During a tick,
270 * in (more-or-less) regular intervals, so an external watchdog 260 * in (more-or-less) regular intervals, so an external watchdog
271 * program can kill the server if it hangs (for whatever reason). 261 * program can kill the server if it hangs (for whatever reason).
272 * It shouldn't hurt anyone if this is defined but you don't 262 * It shouldn't hurt anyone if this is defined but you don't
273 * have an watchdog program. 263 * have an watchdog program.
274 */ 264 */
275#ifndef WIN32 /* ***win32 disable watchdog as win32 default */
276#define WATCHDOG 265#define WATCHDOG
277#endif
278
279 266
280/* Enable the new material code - it needs some work. You can 267/* Enable the new material code - it needs some work. You can
281 * enable this, and things will work, just you'll see a whole 268 * enable this, and things will work, just you'll see a whole
282 * bunch more materials show up, and thus a whole bunch more materials 269 * bunch more materials show up, and thus a whole bunch more materials
283 * in your inventory, and the sorting for them isn't really good. 270 * in your inventory, and the sorting for them isn't really good.
382/* LOGFILE specifies which file to log to when playing with the 369/* LOGFILE specifies which file to log to when playing with the
383 * -daemon option. 370 * -daemon option.
384 */ 371 */
385 372
386#ifndef LOGFILE 373#ifndef LOGFILE
387#ifdef WIN32 /* change define path */
388#define LOGFILE "var\\crossfire.log"
389#else
390#define LOGFILE "/var/log/crossfire/logfile" 374#define LOGFILE "/var/log/crossfire/logfile"
391#endif
392#endif 375#endif
393 376
394/* 377/*
395 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out 378 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
396 * after a player has left it. If it is set to 0, maps are 379 * after a player has left it. If it is set to 0, maps are
412 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all 395 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
413 * maps. 396 * maps.
414 */ 397 */
415 398
416/* How many ticks till maps are swapped out */ 399/* How many ticks till maps are swapped out */
417#define MAP_MAXTIMEOUT 1000 400#define MAP_MAXTIMEOUT 300
418/* At least that many ticks before swapout */ 401/* At least that many ticks before swapout */
419#define MAP_MINTIMEOUT 500 402#define MAP_MINTIMEOUT 300
420 403
421/* 404/*
422 * MAP_MAXRESET is the maximum time a map can have before being reset. It 405 * MAP_MAXRESET is the maximum time a map can have before being reset. It
423 * will override the time value set in the map, if that time is longer than 406 * will override the time value set in the map, if that time is longer than
424 * MAP_MAXRESET. This value is in seconds. If you are low on space on the 407 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
432 */ 415 */
433 416
434/* Maximum time to reset. */ 417/* Maximum time to reset. */
435#define MAP_MAXRESET 7200 418#define MAP_MAXRESET 7200
436/* Default time to reset. */ 419/* Default time to reset. */
437#define MAP_DEFAULTRESET 7200 420#define MAP_DEFAULTRESET 3600
438 421
439/* 422/*
440 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire 423 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
441 * will look for maps which are already scheldued for swapping, and 424 * will look for maps which are already scheldued for swapping, and
442 * promptly swap them out before new maps are being loaded. 425 * promptly swap them out before new maps are being loaded.
448 * consumes more memory. If you have gobs of free memory, a high number 431 * consumes more memory. If you have gobs of free memory, a high number
449 * might not be a bad idea. Each object is around 350 bytes right now. 432 * might not be a bad idea. Each object is around 350 bytes right now.
450 * 25000 is about 8.5 MB 433 * 25000 is about 8.5 MB
451 */ 434 */
452 435
453#define MAX_OBJECTS 100000 436#define MAX_OBJECTS 400000
454 437
455/* 438/*
456 * Max objects low water mark (lwm). If defined, the map swapping strategy 439 * Max objects low water mark (lwm). If defined, the map swapping strategy
457 * is a bit different: 440 * is a bit different:
458 * 1) We only start swapping maps if the number of objects in use is 441 * 1) We only start swapping maps if the number of objects in use is
531 * will drop the client connection for falling too far behind. So if 514 * will drop the client connection for falling too far behind. So if
532 * you have very slow client connections, a larger value may be 515 * you have very slow client connections, a larger value may be
533 * warranted. 516 * warranted.
534 */ 517 */
535 518
536#define SOCKETBUFSIZE 128*1024 519#define SOCKETBUFSIZE 256*1024
537 520
538/* 521/*
539 * Your tmp-directory should be large enough to hold the uncompressed 522 * Your tmp-directory should be large enough to hold the uncompressed
540 * map-files for all who are playing. 523 * map-files for all who are playing.
541 * It ought to be locally mounted, since the function used to generate 524 * It ought to be locally mounted, since the function used to generate
545 * something that is NFS mounted (but performance may suffer as NFS is 528 * something that is NFS mounted (but performance may suffer as NFS is
546 * slower than local disk) 529 * slower than local disk)
547 */ 530 */
548 531
549/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ 532/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
550#ifdef WIN32 /* change define path tmp */
551#define TMPDIR "tmp"
552#else
553#define TMPDIR "/tmp" 533#define TMPDIR "/tmp"
554#endif
555 534
556 535
557/* Directory to use for unique items. This is placed into the 'lib' 536/* Directory to use for unique items. This is placed into the 'lib'
558 * directory. Changing this will cause any old unique items file 537 * directory. Changing this will cause any old unique items file
559 * not to be used. 538 * not to be used.
579 * These define the players starting map and location on that map, and where 558 * These define the players starting map and location on that map, and where
580 * emergency saves are defined. This should be left as is unless you make 559 * emergency saves are defined. This should be left as is unless you make
581 * major changes to the map. 560 * major changes to the map.
582 */ 561 */
583 562
584#ifdef WIN32 /* change define path city */
585
586# define EMERGENCY_MAPPATH "\\city\\city"
587# define EMERGENCY_X 15
588# define EMERGENCY_Y 19
589#else
590# define EMERGENCY_MAPPATH "/city/city" 563#define EMERGENCY_MAPPATH "/city/city"
591# define EMERGENCY_X 15 564#define EMERGENCY_X 15
592# define EMERGENCY_Y 19 565#define EMERGENCY_Y 19
593#endif
594 566
595 567
596/* 568/*
597 * These defines tells where, relative to LIBDIR, the maps, the map-index, 569 * These defines tells where, relative to LIBDIR, the maps, the map-index,
598 * archetypes highscore and treaures files and directories can be found. 570 * archetypes highscore and treaures files and directories can be found.
605#define HIGHSCORE "highscore" 577#define HIGHSCORE "highscore"
606#define TREASURES "treasures" 578#define TREASURES "treasures"
607#define BANISHFILE "banish_file" 579#define BANISHFILE "banish_file"
608 580
609#define MAX_ERRORS 25 /* Bail out if more are received during tick */ 581#define MAX_ERRORS 25 /* Bail out if more are received during tick */
610#define STARTMAX 500 /* How big array of objects to start with */
611#define OBJ_EXPAND 100 /* How big steps to use when expanding array */ 582#define OBJ_EXPAND 5000 /* How big steps to use when expanding array */
612 583
613#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 584#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
614 585
615#define ARCHTABLE 16384 /* Arch hashtable size */ 586#define ARCHTABLE 16384 /* Arch hashtable size */
616#define MAXSTRING 20 587#define MAXSTRING 20
684 * may not be large enough to save all of them.) As it is now, it will 655 * 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 656 * 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.) 657 * saves pretty well spread out (in a fairly random fashion.)
687 */ 658 */
688 659
689#define AUTOSAVE 500 660#define AUTOSAVE 1000
690 661
691/* Often, emergency save fails because the memory corruption that caused 662/* Often, emergency save fails because the memory corruption that caused
692 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE 663 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
693 * to disable emergency saves. This actually does 664 * to disable emergency saves. This actually does
694 * prevent emergency saves now (Version 0.90.5). 665 * prevent emergency saves now (Version 0.90.5).

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines