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 1.12 by root, Fri Apr 7 22:44:11 2006 UTC vs.
Revision 1.64 by root, Sat Apr 23 04:56:48 2011 UTC

1/* 1/*
2 * static char *rcsid_config_h = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: config.h,v 1.12 2006/04/07 22:44:11 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * 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 Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
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 to <support@deliantra.net>
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
65 * You don't have to change anything here to get a working program, but 61 * You don't have to change anything here to get a working program, but
66 * you may want to on personal preferance. Items are arranged 62 * you may want to on personal preferance. Items are arranged
67 * alphabetically. 63 * alphabetically.
68 * 64 *
69 * Short list of features, and what to search for: 65 * Short list of features, and what to search for:
70 * CS_LOGSTATS - log various new client/server data.
71 * DEBUG - more verbose message logging? 66 * DEBUG - more verbose message logging?
72 * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive 67 * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive
73 * MAX_TIME - how long an internal tick is in microseconds 68 * MAX_TIME - how long an internal tick is in microseconds
74 * MANY_CORES - generate core dumps on gross errors instead of continuing? 69 * MANY_CORES - generate core dumps on gross errors instead of continuing?
75 * PARTY_KILL_LOG - stores party kill information 70 * PARTY_KILL_LOG - stores party kill information
76 * WATCHDOG - allows use of an external watchdog program
77 * 71 *
78 ***********************************************************************/ 72 ***********************************************************************/
79 73
80/* Use a very easy, non-challenging server? 74/* Use a very easy, non-challenging server?
81 * Defining the COZY_SERVER will make the server much less challenging: 75 * Defining the COZY_SERVER will make the server much less challenging:
82 * no stats loss on death, much less experience loss, and party members 76 * no stats loss on death, much less experience loss.
83 * are treated by pet monsters as the owner itself when moving "through" them.
84 */ 77 */
85#define COZY_SERVER 1 78#define COZY_SERVER 1
86
87/*
88 * Make it impossible to pk outside the arena.
89 */
90#define PROHIBIT_PLAYERKILL 1
91 79
92/* Use balanced stat loss code? 80/* Use balanced stat loss code?
93 * This code is a little more merciful with repeated stat loss at lower 81 * This code is a little more merciful with repeated stat loss at lower
94 * levels. Basically, the more stats you have lost, the less likely that 82 * levels. Basically, the more stats you have lost, the less likely that
95 * you will lose more. Additionally, lower level characters are shown 83 * you will lose more. Additionally, lower level characters are shown
127 115
128 116
129/* Don't edit these values. They are configured in lib/settings. These are 117/* Don't edit these values. They are configured in lib/settings. These are
130 Simply the defaults. */ 118 Simply the defaults. */
131 119
132#define BALANCED_STAT_LOSS FALSE 120#define BALANCED_STAT_LOSS TRUE
133#define PERMANENT_EXPERIENCE_RATIO 25 121#define PERMANENT_EXPERIENCE_RATIO 30
134#define DEATH_PENALTY_RATIO 20 122#define DEATH_PENALTY_RATIO 10
135#define DEATH_PENALTY_LEVEL 3 123#define DEATH_PENALTY_LEVEL 2
136#define SET_TITLE TRUE 124#define SET_TITLE TRUE
137#define SIMPLE_EXP TRUE 125#define SIMPLE_EXP TRUE
138#define SPELLPOINT_LEVEL_DEPEND TRUE 126#define SPELLPOINT_LEVEL_DEPEND TRUE
139#define SPELL_ENCUMBRANCE TRUE 127#define SPELL_ENCUMBRANCE FALSE
140#define SPELL_FAILURE_EFFECTS FALSE 128#define SPELL_FAILURE_EFFECTS FALSE
141#define REAL_WIZ TRUE
142#define RECYCLE_TMP_MAPS FALSE
143#define RESURRECTION FALSE 129#define RESURRECTION FALSE
144#define SEARCH_ITEMS TRUE 130#define SEARCH_ITEMS TRUE
145#define NOT_PERMADETH TRUE 131#define NOT_PERMADETH TRUE
146#define EXPLORE_MODE FALSE
147#define STAT_LOSS_ON_DEATH FALSE 132#define STAT_LOSS_ON_DEATH FALSE
148#define PK_LUCK_PENALTY 1 133#define PK_LUCK_PENALTY 0
149#define CASTING_TIME FALSE
150#define SET_FRIENDLY_FIRE 5 134#define SET_FRIENDLY_FIRE 0
151#define ARMOR_MAX_ENCHANT 5 135#define ARMOR_MAX_ENCHANT 5
152#define ARMOR_WEIGHT_REDUCTION 10 136#define ARMOR_WEIGHT_REDUCTION 10
153#define ARMOR_WEIGHT_LINEAR TRUE 137#define ARMOR_WEIGHT_LINEAR TRUE
154#define ARMOR_SPEED_IMPROVEMENT 10 138#define ARMOR_SPEED_IMPROVEMENT 10
155#define ARMOR_SPEED_LINEAR TRUE 139#define ARMOR_SPEED_LINEAR TRUE
140#define CREATE_HOME_PORTALS FALSE
156 141
157/* you can edit the ones below */ 142/* you can edit the ones below */
158
159
160/* CS_LOGSTATS will cause the server to log various usage stats
161 * (number of connections, amount of data sent, amount of data received,
162 * and so on.) This can be very useful if you are trying to measure
163 * server/bandwidth usage. It will periodially dump out information
164 * which contains usage stats for the last X amount of time.
165 * CS_LOGTIME is how often it will print out stats.
166 */
167#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
168#define CS_LOGSTATS
169#endif
170#ifdef CS_LOGSTATS
171#define CS_LOGTIME 600
172#endif
173 143
174/* 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
175 * 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
176 * dont want this defined. 146 * dont want this defined.
177 */ 147 */
178#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
179#ifndef DEBUG 148#ifndef DEBUG
180#define DEBUG 149# define DEBUG
181#endif
182#endif 150#endif
183/* 151/*
184 * 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
185 * 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
186 * 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
211 * maps at that point. 179 * maps at that point.
212 * 180 *
213 * MSW 2001-05-28 181 * MSW 2001-05-28
214 */ 182 */
215 183
184// both must be 2**n
216#define MAP_CLIENT_X 63 185#define MAP_CLIENT_X 32
217#define MAP_CLIENT_Y 63 186#define MAP_CLIENT_Y 32
218 187
219/* 188/*
220 * If you feel the game is too fast or too slow, change MAX_TIME. 189 * 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. 190 * You can experiment with the 'speed <new_max_time> command first.
222 * The length of a tick is MAX_TIME microseconds. During a tick, 191 * The length of a tick is MAX_TIME microseconds. During a tick,
223 * players, monsters, or items with speed 1 can do one thing. 192 * players, monsters, or items with speed 1 can do one thing.
224 */ 193 */
225 194
226#define MAX_TIME 120000 195#define MAX_TIME 120000
227 196
197/*
198 * MAX_ITEM_PER_ACTION defines how many items a player can drop/take etc. 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_ACTION 100
204
228/* Polymorph as it currently stands is unbalancing, so by default 205/* Polymorph as it currently stands is unbalancing, so by default
229 * 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
230 * it can be abused in various ways. 207 * it can be abused in various ways.
231 */ 208 */
232#define NO_POLYMORPH 209#define NO_POLYMORPH
233 210
234 211
235/* 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
236 * can see this information with the 'party kills' command. More entries 213 * can see this information with the 'party kills' command. More entries
237 * mean slower performance and more memory. IF this is not defined, then 214 * mean slower performance and more memory.
238 * this feature is disabled.
239 */ 215 */
240#define PARTY_KILL_LOG 20 216#define PARTY_KILL_LOG 40
241 217
242/* 218/*
243 * The PERM_EXP values adjust the behaviour of permenent experience. - if 219 * The PERM_EXP values adjust the behaviour of permenent experience. - if
244 * the setting permanent_experience_percentage is zero, these values have 220 * the setting permanent_experience_percentage is zero, these values have
245 * 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
263/* GD */ 239/* GD */
264 240
265#define PERM_EXP_GAIN_RATIO 0.10f 241#define PERM_EXP_GAIN_RATIO 0.10f
266#define PERM_EXP_MAX_LOSS_RATIO 0.50f 242#define PERM_EXP_MAX_LOSS_RATIO 0.50f
267 243
268/*
269 * WATCHDOG lets sends datagrams to port 13325 on localhost
270 * in (more-or-less) regular intervals, so an external watchdog
271 * 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
273 * have an watchdog program.
274 */
275#ifndef WIN32 /* ***win32 disable watchdog as win32 default */
276#define WATCHDOG
277#endif
278
279
280/* Enable the new material code - it needs some work. You can
281 * 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
283 * in your inventory, and the sorting for them isn't really good.
284 */
285
286/*
287#define NEW_MATERIAL_CODE
288*/
289
290/***********************************************************************
291 * SECTION 2 - Machine/Compiler specific stuff.
292 *
293 * Short list of items:
294 * COMPRESS_SUFFIX - selection of compression programs
295 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
296 *
297 ***********************************************************************/
298
299/*
300 * If you compress your files to save space, set the COMPRESS_SUFFIX below
301 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
302 * should already find the program to use. If you set the suffix to
303 * something that autoconf did not find, you are likely to have serious
304 * problems, so make sure you have the appropriate compression tool installed
305 * before you set this. You can look at the autoconf.h file to see
306 * what compression tools it found (search for COMPRESS).
307 * Note that this is used when saving files. Crossfire will search all
308 * methods when loading a file to see if it finds a match
309 */
310
311#ifndef COMPRESS_SUFFIX
312/* #define COMPRESS_SUFFIX ".Z" */
313#endif
314
315/* If you get a complaint about O_NDELAY not being known/undefined, try
316 * uncommenting this.
317 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
318 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
319 * can be written - otherwise, the number of bytes written will be returned
320 * for both modes.
321 */
322
323/*
324#define O_NDELAY O_NONBLOCK
325*/
326
327
328/*********************************************************************** 244/***********************************************************************
329 * Section 3 245 * Section 3
330 * 246 *
331 * 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
332 * do not change gameplay as percieved by players much. Some options 248 * do not change gameplay as percieved by players much. Some options
333 * may affect memory consumption however. 249 * may affect memory consumption however.
334 * 250 *
335 * Values: 251 * Values:
336 * 252 *
337 * BANFILE - ban certain users/hosts.
338 * CSPORT - port to use for new client/server
339 * DMFILE - file with dm/wizard access lists 253 * DMFILE - file with dm/wizard access lists
340 * LOGFILE - where to log if using -daemon option 254 * LOGFILE - where to log if using -daemon option
341 * MAP_ - various map timeout and swapping parameters 255 * MAP_ - various map timeout and swapping parameters
342 * MAX_OBJECTS - how many objects to keep in memory. 256 * MAX_OBJECTS - how many objects to keep in memory.
343 * MAX_OBJECTS_LWM - only swap maps out if below that value 257 * MAX_OBJECTS_LWM - only swap maps out if below that value
344 * MOTD - message of the day - printed each time someone joins the game
345 * PERM_FILE - limit play times 258 * PERM_FILE - limit play times
346 * SHUTDOWN - used when shutting down the server 259 * SHUTDOWN - used when shutting down the server
347 * SOCKETBUFSIZE - size of buffer used internally by the server for storing 260 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
348 * backlogged messages. 261 * backlogged messages.
349 * TMPDIR - directory to use for temp files 262 * TMPDIR - directory to use for temp files
350 * UNIQUE_DIR - directory to put unique item files into 263 * UNIQUE_DIR - directory to put unique item files into
351 * USE_CALLOC for some memory requests
352 *********************************************************************** 264 ***********************************************************************
353 */ 265 */
354
355/*
356 * BANFILE - file used to ban certain sites from playing. See the example
357 * ban_file for examples.
358 */
359
360#ifndef BANFILE
361#define BANFILE "ban_file"
362#endif
363
364/* CSPORT is the port used for the new client/server code. Change
365 * if desired. Only of relevance if ERIC_SERVER is set above
366 */
367
368#define CSPORT 13327 /* old port + 1 */
369
370 266
371/* 267/*
372 * DMFILE 268 * DMFILE
373 * A file containing valid names that can be dm, one on each line. See 269 * A file containing valid names that can be dm, one on each line. See
374 * example dm_file for syntax help. 270 * example dm_file for syntax help.
375 */ 271 */
376
377#ifndef DMFILE 272#ifndef DMFILE
378#define DMFILE "dm_file" 273#define DMFILE "dm_file"
379#endif 274#endif
380 275
381
382/* LOGFILE specifies which file to log to when playing with the 276/* LOGFILE specifies which file to log to when playing with the
383 * -daemon option. 277 * -daemon option.
384 */ 278 */
385
386#ifndef LOGFILE 279#ifndef LOGFILE
387#ifdef WIN32 /* change define path */
388#define LOGFILE "var\\crossfire.log"
389#else
390#define LOGFILE "/var/log/crossfire/logfile" 280#define LOGFILE "/var/log/deliantra/logfile"
391#endif 281#endif
392#endif
393
394/*
395 * 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
397 * swapped out the instant the last player leaves it.
398 * If you are low on memory, you should set this to 0.
399 * Note that depending on the map timeout variable, the number of
400 * objects can get quite high. This is because depending on the maps,
401 * a player could be having the objects of several maps in memory
402 * (the map he is in right now, and the ones he left recently.)
403 * Each map has it's own TIMEOUT value and value field and it is
404 * defaulted to 300
405 *
406 * Having a nonzero value can be useful: If a player leaves a map (and thus
407 * is on a new map), and realizes they want to go back pretty quickly, the
408 * old map is still in memory, so don't need to go disk and get it.
409 *
410 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
411 * to swap out in less than that many ticks, we use the MINTIMEOUT value
412 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
413 * maps.
414 */
415
416/* How many ticks till maps are swapped out */
417#define MAP_MAXTIMEOUT 1000
418/* At least that many ticks before swapout */
419#define MAP_MINTIMEOUT 500
420
421/*
422 * 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
424 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
425 * TMPDIR device, set this value to somethign small. The default
426 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
427 * I personally like 1 hour myself, for solo play. It is long enough that
428 * maps won't be resetting as a solve a quest, but short enough that some
429 * maps (like shops and inns) will be reset during the time I play.
430 * Comment out MAP_MAXRESET time if you always want to use the value
431 * in the map archetype.
432 */
433
434/* Maximum time to reset. */
435#define MAP_MAXRESET 7200
436/* Default time to reset. */
437#define MAP_DEFAULTRESET 7200
438
439/*
440 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
441 * will look for maps which are already scheldued for swapping, and
442 * promptly swap them out before new maps are being loaded.
443 * If playing only by yourself, this number can probably be as low as
444 * 3000. If in server mode, probably figure about 1000-2000 objects per
445 * active player (if they typically play on different maps), for some guess
446 * on how many to define. If it is too low, maps just get swapped out
447 * immediately, causing a performance hit. If it is too high, the program
448 * 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.
450 * 25000 is about 8.5 MB
451 */
452
453#define MAX_OBJECTS 100000
454
455/*
456 * Max objects low water mark (lwm). If defined, the map swapping strategy
457 * is a bit different:
458 * 1) We only start swapping maps if the number of objects in use is
459 * greater than MAX_OBJECTS above.
460 * 2) We keep swapping maps until there are no more maps to swap or the number
461 * of used objects drop below this low water mark value.
462 *
463 * If this is not defined, maps are swapped out on the timeout value above,
464 * or if the number of objects used is greater than MAX_OBJECTS above.
465 *
466 * Note: While this will prevent the pauses noticed when saving maps, there
467 * can instead be cpu performance penalties - any objects in memory get
468 * processed. So if there are 4000 objects in memory, and 1000 of them
469 * are living objects, the system will process all 1000 objects each tick.
470 * With swapping enable, maybe 600 of the objects would have gotten swapped
471 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
472 * than if it is very large.
473 * Also, the pauses you do get can be worse, as if you enter a map with
474 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
475 * many maps to get below the low water mark.
476 */
477
478/*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
479
480/*
481 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
482 * to find memory corruption and leaks. Currently, the main thing
483 * that happens with this activated is that one malloc is done for
484 * each object - thus whatever debugging mechanism the malloc library
485 * (or other debugging tool provides, like purify), it can track this
486 * individual malloc. Default behaviour when turned off is that
487 * enough memory is malloced for a large group of objects so malloc does
488 * not need to be called as often.
489 * This should only be turned on if some form of memory debugging tool
490 * is being used - otherwise, turning this on will cause some performance
491 * hit with no useful advantage.
492 */
493
494/*#define MEMORY_DEBUG*/
495
496
497/*
498 * If you want to have a Message Of The Day file, define MOTD to be
499 * the file with the message. If the file doesn't exist or if it
500 * is empty, no message will be displayed.
501 * (It resides in the CONFDIR directory)
502 */
503
504#define MOTD "motd"
505 282
506/* 283/*
507 * You can restrict playing in certain times by creating a PERMIT_FILE 284 * You can restrict playing in certain times by creating a PERMIT_FILE
508 * in CONFDIR. See the sample for usage notes. 285 * in CONFDIR. See the sample for usage notes.
509 */ 286 */
510
511#define PERM_FILE "forbid" 287#define PERM_FILE "forbid"
512 288
513/* 289/*
514 * If you want to take the game down while installing new versions, or 290 * If you want to take the game down while installing new versions, or
515 * for other reasons, put a message into the SHUTDOWN_FILE file. 291 * for other reasons, put a message into the SHUTDOWN_FILE file.
516 * Remember to delete it when you open the game again. 292 * Remember to delete it when you open the game again.
517 * (It resides in the CONFDIR directory) 293 * (It resides in the CONFDIR directory)
518 */ 294 */
519
520#ifndef SHUTDOWN_FILE 295#ifndef SHUTDOWN_FILE
521#define SHUTDOWN_FILE "shutdown" 296#define SHUTDOWN_FILE "shutdown"
522#endif 297#endif
523
524 298
525/* 299/*
526 * SOCKETBUFSIZE is the size of the buffer used internally by the server for 300 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
527 * storing backlogged messages for the client. This is not operating system 301 * storing backlogged messages for the client. This is not operating system
528 * buffers or the like. This amount is used per connection (client). 302 * buffers or the like. This amount is used per connection (client).
530 * large. When the OS buffer and this buffer is exhausted, the server 304 * large. When the OS buffer and this buffer is exhausted, the server
531 * will drop the client connection for falling too far behind. So if 305 * will drop the client connection for falling too far behind. So if
532 * you have very slow client connections, a larger value may be 306 * you have very slow client connections, a larger value may be
533 * warranted. 307 * warranted.
534 */ 308 */
535
536#define SOCKETBUFSIZE 128*1024 309#define SOCKETBUFSIZE 256*1024
537 310
538/* 311/*
539 * Your tmp-directory should be large enough to hold the uncompressed 312 * Your tmp-directory should be large enough to hold the uncompressed
540 * map-files for all who are playing. 313 * map-files for all who are playing. Local to 'lib' directory.
541 * It ought to be locally mounted, since the function used to generate
542 * unique temporary filenames isn't guaranteed to work over NFS or AFS
543 * On the other hand, if you know that only one crossfire server will be
544 * running using this temporary directory, it is likely to be safe to use
545 * something that is NFS mounted (but performance may suffer as NFS is
546 * slower than local disk)
547 */ 314 */
548
549/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
550#ifdef WIN32 /* change define path tmp */
551#define TMPDIR "tmp" 315#define TMPDIR "tmp"
552#else
553#define TMPDIR "/tmp"
554#endif
555
556 316
557/* Directory to use for unique items. This is placed into the 'lib' 317/* Directory to use for unique items. This is placed into the 'lib'
558 * directory. Changing this will cause any old unique items file 318 * directory. Changing this will cause any old unique items file
559 * not to be used. 319 * not to be used.
560 */ 320 */
561#define UNIQUE_DIR "unique-items" 321#define UNIQUE_DIR "unique-items"
562 322
563/* 323/*
564 * If undefined, malloc is always used.
565 * It looks like this can be oboleted. However, it can be useful to
566 * track down some bugs, as it will make sure that the entire data structure
567 * is set to 0, at the expense of speed.
568 * Rupert Goldie has run Purify against the code, and if this is disabled,
569 * apparantly there are a lot of uninitialized memory reads - I haven't
570 * seen any problem (maybe the memory reads are copies, and the destination
571 * doesn't actually use the garbage values either?), but the impact on speed
572 * of using this probably isn't great, and should make things more stable.
573 * Msw 8-9-97
574 */
575#define USE_CALLOC
576
577
578/*
579 * 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
581 * major changes to the map.
582 */
583
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"
591# define EMERGENCY_X 15
592# define EMERGENCY_Y 19
593#endif
594
595
596/*
597 * These defines tells where, relative to LIBDIR, the maps, the map-index, 324 * These defines tells where, relative to LIBDIR, the maps, the map-index,
598 * archetypes highscore and treaures files and directories can be found. 325 * archetypes highscore and treaures files and directories can be found.
599 */ 326 */
600
601#define MAPDIR "maps" 327#define MAPDIR "maps"
602#define TEMPLATE_DIR "template-maps"
603#define ARCHETYPES "archetypes"
604#define REGIONS "regions"
605#define HIGHSCORE "highscore"
606#define TREASURES "treasures"
607#define BANISHFILE "banish_file"
608 328
609#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 */
612
613#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
614
615#define ARCHTABLE 16384 /* Arch hashtable size */
616#define MAXSTRING 20 329#define MAXSTRING 20
617 330
618#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 331#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
619 332
620 333
637 * start their own crossfire, you won't need to define this. 350 * start their own crossfire, you won't need to define this.
638 * 351 *
639 */ 352 */
640 353
641#ifndef PLAYERDIR 354#ifndef PLAYERDIR
642#define PLAYERDIR "players" 355# define PLAYERDIR "players"
643#endif 356#endif
644 357
645/* 358/*
646 * If you have defined SAVE_PLAYER, you might want to change this, too. 359 * If you have defined SAVE_PLAYER, you might want to change this, too.
647 * This is the access rights for the players savefiles. 360 * This is the access rights for the players savefiles.
655 */ 368 */
656/* IMPORTANT: there is a race during saving, where the umask is being applied */ 369/* IMPORTANT: there is a race during saving, where the umask is being applied */
657#define SAVE_MODE 0660 370#define SAVE_MODE 0660
658#define SAVE_DIR_MODE 0770 371#define SAVE_DIR_MODE 0770
659 372
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
678/* 373/*
679 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 374 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
680 * 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
682 * spread out these saves, but that might be more effort than it is
683 * worth (Depending on the spacing, if enough players log on, the spacing
684 * 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
686 * saves pretty well spread out (in a fairly random fashion.)
687 */
688
689#define AUTOSAVE 500
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
707/* RESET_LOCATION_TIME is the number of seconds that must elapse before
708 * 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
710 * 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.
712 * Do not comment this out - it must be set to something - if you
713 * comment this out, the program will not compile.
714 * 375 */
715 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player 376#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
716 * where appear under what conditions is a little complicated depending
717 * on how the player exited the game. But if the elapsed time is greater than
718 * the value below, player will always get returned to savebed location
719 * location.
720 *
721 * Set to one hour as default
722 */
723 377
724#define RESET_LOCATION_TIME 3600
725

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines