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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 1.32 by root, Sun Dec 31 10:28:36 2006 UTC

131#define SIMPLE_EXP TRUE 131#define SIMPLE_EXP TRUE
132#define SPELLPOINT_LEVEL_DEPEND TRUE 132#define SPELLPOINT_LEVEL_DEPEND TRUE
133#define SPELL_ENCUMBRANCE TRUE 133#define SPELL_ENCUMBRANCE TRUE
134#define SPELL_FAILURE_EFFECTS FALSE 134#define SPELL_FAILURE_EFFECTS FALSE
135#define REAL_WIZ TRUE 135#define REAL_WIZ TRUE
136#define RECYCLE_TMP_MAPS FALSE
137#define RESURRECTION FALSE 136#define RESURRECTION FALSE
138#define SEARCH_ITEMS TRUE 137#define SEARCH_ITEMS TRUE
139#define NOT_PERMADETH TRUE 138#define NOT_PERMADETH TRUE
140#define EXPLORE_MODE FALSE 139#define EXPLORE_MODE FALSE
141#define STAT_LOSS_ON_DEATH FALSE 140#define STAT_LOSS_ON_DEATH FALSE
220 */ 219 */
221#define NO_POLYMORPH 220#define NO_POLYMORPH
222 221
223 222
224/* This determine how many entries are stored in the kill log. You 223/* This determine how many entries are stored in the kill log. You
225 * can see this information with the 'party kills' command. More entries 224 * can see this information with the 'party kills' command. More entries
226 * mean slower performance and more memory. IF this is not defined, then 225 * mean slower performance and more memory.
227 * this feature is disabled.
228 */ 226 */
229#define PARTY_KILL_LOG 20 227#define PARTY_KILL_LOG 40
230 228
231/* 229/*
232 * The PERM_EXP values adjust the behaviour of permenent experience. - if 230 * The PERM_EXP values adjust the behaviour of permenent experience. - if
233 * the setting permanent_experience_percentage is zero, these values have 231 * the setting permanent_experience_percentage is zero, these values have
234 * no meaning. The value in the settings file is the percentage of the 232 * no meaning. The value in the settings file is the percentage of the
330 328
331/* 329/*
332 * BANFILE - file used to ban certain sites from playing. See the example 330 * BANFILE - file used to ban certain sites from playing. See the example
333 * ban_file for examples. 331 * ban_file for examples.
334 */ 332 */
335
336#ifndef BANFILE 333#ifndef BANFILE
337#define BANFILE "ban_file" 334#define BANFILE "ban_file"
338#endif 335#endif
339 336
340/* CSPORT is the port used for the new client/server code. Change 337/* CSPORT is the port used for the new client/server code. Change
341 * if desired. Only of relevance if ERIC_SERVER is set above 338 * if desired. Only of relevance if ERIC_SERVER is set above
342 */ 339 */
343
344#define CSPORT 13327 /* old port + 1 */ 340#define CSPORT 13327 /* old port + 1 */
345 341
346 342
347/* 343/*
348 * DMFILE 344 * DMFILE
349 * A file containing valid names that can be dm, one on each line. See 345 * A file containing valid names that can be dm, one on each line. See
350 * example dm_file for syntax help. 346 * example dm_file for syntax help.
351 */ 347 */
352
353#ifndef DMFILE 348#ifndef DMFILE
354#define DMFILE "dm_file" 349#define DMFILE "dm_file"
355#endif 350#endif
356 351
357 352
358/* LOGFILE specifies which file to log to when playing with the 353/* LOGFILE specifies which file to log to when playing with the
359 * -daemon option. 354 * -daemon option.
360 */ 355 */
361
362#ifndef LOGFILE 356#ifndef LOGFILE
363#define LOGFILE "/var/log/crossfire/logfile" 357#define LOGFILE "/var/log/crossfire/logfile"
364#endif 358#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
468 359
469/* 360/*
470 * If you want to have a Message Of The Day file, define MOTD to be 361 * 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 362 * the file with the message. If the file doesn't exist or if it
472 * is empty, no message will be displayed. 363 * is empty, no message will be displayed.
473 * (It resides in the CONFDIR directory) 364 * (It resides in the CONFDIR directory)
474 */ 365 */
475
476#define MOTD "motd" 366#define MOTD "motd"
477 367
478/* 368/*
479 * You can restrict playing in certain times by creating a PERMIT_FILE 369 * You can restrict playing in certain times by creating a PERMIT_FILE
480 * in CONFDIR. See the sample for usage notes. 370 * in CONFDIR. See the sample for usage notes.
481 */ 371 */
482
483#define PERM_FILE "forbid" 372#define PERM_FILE "forbid"
484 373
485/* 374/*
486 * If you want to take the game down while installing new versions, or 375 * 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. 376 * for other reasons, put a message into the SHUTDOWN_FILE file.
488 * Remember to delete it when you open the game again. 377 * Remember to delete it when you open the game again.
489 * (It resides in the CONFDIR directory) 378 * (It resides in the CONFDIR directory)
490 */ 379 */
491
492#ifndef SHUTDOWN_FILE 380#ifndef SHUTDOWN_FILE
493#define SHUTDOWN_FILE "shutdown" 381#define SHUTDOWN_FILE "shutdown"
494#endif 382#endif
495 383
496 384
502 * large. When the OS buffer and this buffer is exhausted, the server 390 * 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 391 * will drop the client connection for falling too far behind. So if
504 * you have very slow client connections, a larger value may be 392 * you have very slow client connections, a larger value may be
505 * warranted. 393 * warranted.
506 */ 394 */
507
508#define SOCKETBUFSIZE 256*1024 395#define SOCKETBUFSIZE 256*1024
509 396
510/* 397/*
511 * Your tmp-directory should be large enough to hold the uncompressed 398 * Your tmp-directory should be large enough to hold the uncompressed
512 * map-files for all who are playing. 399 * 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 */ 400 */
520
521/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
522#define TMPDIR "/tmp" 401#define TMPDIR "tmp"
523 402
524 403
525/* Directory to use for unique items. This is placed into the 'lib' 404/* Directory to use for unique items. This is placed into the 'lib'
526 * directory. Changing this will cause any old unique items file 405 * directory. Changing this will cause any old unique items file
527 * not to be used. 406 * not to be used.
528 */ 407 */
529#define UNIQUE_DIR "unique-items" 408#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
541 409
542/* 410/*
543 * These defines tells where, relative to LIBDIR, the maps, the map-index, 411 * These defines tells where, relative to LIBDIR, the maps, the map-index,
544 * archetypes highscore and treaures files and directories can be found. 412 * archetypes highscore and treaures files and directories can be found.
545 */ 413 */
549#define ARCHETYPES "archetypes" 417#define ARCHETYPES "archetypes"
550#define REGIONS "regions" 418#define REGIONS "regions"
551#define HIGHSCORE "highscore" 419#define HIGHSCORE "highscore"
552#define TREASURES "treasures" 420#define TREASURES "treasures"
553#define BANISHFILE "banish_file" 421#define BANISHFILE "banish_file"
554
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 */
557 422
558#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 423#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
559 424
560#define ARCHTABLE 16384 /* Arch hashtable size */ 425#define ARCHTABLE 16384 /* Arch hashtable size */
561#define MAXSTRING 20 426#define MAXSTRING 20
631 * saves pretty well spread out (in a fairly random fashion.) 496 * saves pretty well spread out (in a fairly random fashion.)
632 */ 497 */
633 498
634#define AUTOSAVE 1000 499#define AUTOSAVE 1000
635 500
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 501/* 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, 502 * 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 503 * 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, 504 * 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. 505 * it will prevent players from camping out in treasure rooms.

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