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Revision 1.2 by root, Fri Feb 3 07:25:25 2006 UTC vs.
Revision 1.60 by root, Fri Mar 26 01:04:44 2010 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 1.2 2006/02/03 07:25:25 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 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 ***********************************************************************/
73
74/* Use a very easy, non-challenging server?
75 * Defining the COZY_SERVER will make the server much less challenging:
76 * no stats loss on death, much less experience loss.
77 */
78#define COZY_SERVER 1
79 79
80/* Use balanced stat loss code? 80/* Use balanced stat loss code?
81 * 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
82 * 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
83 * you will lose more. Additionally, lower level characters are shown 83 * you will lose more. Additionally, lower level characters are shown
116 116
117/* 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
118 Simply the defaults. */ 118 Simply the defaults. */
119 119
120#define BALANCED_STAT_LOSS FALSE 120#define BALANCED_STAT_LOSS FALSE
121#define USE_PERMANENT_EXPERIENCE FALSE 121#define PERMANENT_EXPERIENCE_RATIO 25
122#define DEATH_PENALTY_RATIO 20
123#define DEATH_PENALTY_LEVEL 3
122#define SET_TITLE TRUE 124#define SET_TITLE TRUE
123#define SIMPLE_EXP TRUE 125#define SIMPLE_EXP TRUE
124#define SPELLPOINT_LEVEL_DEPEND TRUE 126#define SPELLPOINT_LEVEL_DEPEND TRUE
125#define SPELL_ENCUMBRANCE TRUE 127#define SPELL_ENCUMBRANCE TRUE
126#define SPELL_FAILURE_EFFECTS FALSE 128#define SPELL_FAILURE_EFFECTS FALSE
127#define REAL_WIZ TRUE
128#define RECYCLE_TMP_MAPS FALSE
129#define RESURRECTION FALSE 129#define RESURRECTION FALSE
130#define SEARCH_ITEMS TRUE 130#define SEARCH_ITEMS TRUE
131#define NOT_PERMADETH TRUE 131#define NOT_PERMADETH TRUE
132#define EXPLORE_MODE FALSE 132#define EXPLORE_MODE FALSE
133#define STAT_LOSS_ON_DEATH FALSE 133#define STAT_LOSS_ON_DEATH FALSE
134#define PK_LUCK_PENALTY 1 134#define PK_LUCK_PENALTY 1
135#define CASTING_TIME FALSE
136#define SET_FRIENDLY_FIRE 5 135#define SET_FRIENDLY_FIRE 5
137#define ARMOR_MAX_ENCHANT 5 136#define ARMOR_MAX_ENCHANT 5
138#define ARMOR_WEIGHT_REDUCTION 10 137#define ARMOR_WEIGHT_REDUCTION 10
139#define ARMOR_WEIGHT_LINEAR TRUE 138#define ARMOR_WEIGHT_LINEAR TRUE
140#define ARMOR_SPEED_IMPROVEMENT 10 139#define ARMOR_SPEED_IMPROVEMENT 10
141#define ARMOR_SPEED_LINEAR TRUE 140#define ARMOR_SPEED_LINEAR TRUE
141#define CREATE_HOME_PORTALS FALSE
142 142
143/* you can edit the ones below */ 143/* you can edit the ones below */
144
145
146/* CS_LOGSTATS will cause the server to log various usage stats
147 * (number of connections, amount of data sent, amount of data received,
148 * and so on.) This can be very useful if you are trying to measure
149 * server/bandwidth usage. It will periodially dump out information
150 * which contains usage stats for the last X amount of time.
151 * CS_LOGTIME is how often it will print out stats.
152 */
153#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
154#define CS_LOGSTATS
155#endif
156#ifdef CS_LOGSTATS
157#define CS_LOGTIME 600
158#endif
159 144
160/* DEBUG generates copious amounts of output. I tend to change the CC options 145/* DEBUG generates copious amounts of output. I tend to change the CC options
161 * in the crosssite.def file if I want this. By default, you probably 146 * in the crosssite.def file if I want this. By default, you probably
162 * dont want this defined. 147 * dont want this defined.
163 */ 148 */
164#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
165#ifndef DEBUG 149#ifndef DEBUG
166#define DEBUG 150# define DEBUG
167#endif
168#endif 151#endif
169/* 152/*
170 * This option creates more core files. In some areas, there are certain 153 * This option creates more core files. In some areas, there are certain
171 * checks done to try and make the program more stable (ie, check 154 * checks done to try and make the program more stable (ie, check
172 * parameter for null, return if it is). These checks are being done 155 * parameter for null, return if it is). These checks are being done
197 * maps at that point. 180 * maps at that point.
198 * 181 *
199 * MSW 2001-05-28 182 * MSW 2001-05-28
200 */ 183 */
201 184
185// both must be 2**n
202#define MAP_CLIENT_X 25 186#define MAP_CLIENT_X 32
203#define MAP_CLIENT_Y 25 187#define MAP_CLIENT_Y 32
204 188
205/* 189/*
206 * If you feel the game is too fast or too slow, change MAX_TIME. 190 * If you feel the game is too fast or too slow, change MAX_TIME.
207 * You can experiment with the 'speed <new_max_time> command first. 191 * You can experiment with the 'speed <new_max_time> command first.
208 * The length of a tick is MAX_TIME microseconds. During a tick, 192 * The length of a tick is MAX_TIME microseconds. During a tick,
209 * players, monsters, or items with speed 1 can do one thing. 193 * players, monsters, or items with speed 1 can do one thing.
210 */ 194 */
211 195
212#define MAX_TIME 120000 196#define MAX_TIME 120000
213 197
198/*
199 * MAX_ITEM_PER_ACTION defines how many items a player can drop/take etc. at once.
200 * (be careful to set this to high values, as dropping lots of things
201 * can be a performance problem (for which a fix is worked on)).
202 */
203
204#define MAX_ITEM_PER_ACTION 100
205
214/* Polymorph as it currently stands is unbalancing, so by default 206/* Polymorph as it currently stands is unbalancing, so by default
215 * we have it disabled. It can be enabled and it works, but 207 * we have it disabled. It can be enabled and it works, but
216 * it can be abused in various ways. 208 * it can be abused in various ways.
217 */ 209 */
218#define NO_POLYMORPH 210#define NO_POLYMORPH
219 211
220 212
221/* This determine how many entries are stored in the kill log. You 213/* This determine how many entries are stored in the kill log. You
222 * can see this information with the 'party kills' command. More entries 214 * can see this information with the 'party kills' command. More entries
223 * mean slower performance and more memory. IF this is not defined, then 215 * mean slower performance and more memory.
224 * this feature is disabled.
225 */ 216 */
226#define PARTY_KILL_LOG 20 217#define PARTY_KILL_LOG 40
227 218
228/* Use permanent experience code? 219/*
229 * This code allows players to build up a small amount of 'permanent
230 * experience' which reduces the effect of large experience drains, such as
231 * death. This makes multiple frequent deaths less devastating, and also
232 * ensures that any character will make some gradual progress even if they
233 * die all of the time.
234 * A nice option if your keep dying due to massive client/server lags despite
235 * playing well... or you like to swim well outside of your depth. :)
236 *
237 * The PERM_EXP values adjust the behaviour of this option - if 220 * The PERM_EXP values adjust the behaviour of permenent experience. - if
238 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it 221 * the setting permanent_experience_percentage is zero, these values have
239 * is on, the minimum ratio is the minimum amount of permanent exp relative 222 * no meaning. The value in the settings file is the percentage of the
240 * to the total exp in the skill (ie, at a default of .25, if you had 100 223 * experience that is permenent, the rest could be lost on death. When dying,
241 * experience, at least 25 of it would be permanent). The gain ratio 224 * the greatest amount of non-permenent exp it is possible to lose at one time
242 * is how much of experienced experience goes to the permanent value. 225 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
243 * This does not detract from total exp gain (ie, if you gained 100 exp, 226 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
244 * 100 would go to the skill total and 10 to the permanent value). 227 * experience goes to the permanent value. This does not detract from total
245 * the loss ratio is the maximum amount of experience that can be lost 228 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
246 * in any one hit - this is calculated as total exp - perm exp * loss ratio. 229 * 10 to the permanent value).
247 * 230 *
248 * A few thoughts on these default value (by MSW) 231 * A few thoughts on these default value (by MSW)
249 * gain ratio is pretty much meaningless until exp has been lost, as until 232 * gain ratio is pretty much meaningless until exp has been lost, as until
250 * that poin, the minimum ratio will be used. 233 * that poin, the value in the settings file will be used.
251 * It is also impossible for the exp to actually be reduced to the permanent 234 * It is also impossible for the exp to actually be reduced to the permanent
252 * exp ratio - since the loss ratio is .5, it will just get closer and 235 * exp ratio - since the loss ratio is .5, it will just get closer and
253 * closer. However, after about half a dozen hits, pretty much all the 236 * closer. However, after about half a dozen hits, pretty much all the
254 * exp that can be lost has been lost, and after that, only minor loss 237 * exp that can be lost has been lost, and after that, only minor loss
255 * will occur. 238 * will occur.
256 */ 239 */
257/* GD */ 240/* GD */
258 241
259#define PERM_EXP_MINIMUM_RATIO 0.25f
260#define PERM_EXP_GAIN_RATIO 0.10f 242#define PERM_EXP_GAIN_RATIO 0.10f
261#define PERM_EXP_MAX_LOSS_RATIO 0.50f 243#define PERM_EXP_MAX_LOSS_RATIO 0.50f
262
263/*
264 * WATCHDOG lets sends datagrams to port 13325 on localhost
265 * in (more-or-less) regular intervals, so an external watchdog
266 * program can kill the server if it hangs (for whatever reason).
267 * It shouldn't hurt anyone if this is defined but you don't
268 * have an watchdog program.
269 */
270#ifndef WIN32 /* ***win32 disable watchdog as win32 default */
271#define WATCHDOG
272#endif
273
274
275/* Enable the new material code - it needs some work. You can
276 * enable this, and things will work, just you'll see a whole
277 * bunch more materials show up, and thus a whole bunch more materials
278 * in your inventory, and the sorting for them isn't really good.
279 */
280
281/*
282#define NEW_MATERIAL_CODE
283*/
284
285/***********************************************************************
286 * SECTION 2 - Machine/Compiler specific stuff.
287 *
288 * Short list of items:
289 * COMPRESS_SUFFIX - selection of compression programs
290 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
291 *
292 ***********************************************************************/
293
294/*
295 * If you compress your files to save space, set the COMPRESS_SUFFIX below
296 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
297 * should already find the program to use. If you set the suffix to
298 * something that autoconf did not find, you are likely to have serious
299 * problems, so make sure you have the appropriate compression tool installed
300 * before you set this. You can look at the autoconf.h file to see
301 * what compression tools it found (search for COMPRESS).
302 * Note that this is used when saving files. Crossfire will search all
303 * methods when loading a file to see if it finds a match
304 */
305
306#ifndef COMPRESS_SUFFIX
307/* #define COMPRESS_SUFFIX ".Z" */
308#endif
309
310/* If you get a complaint about O_NDELAY not being known/undefined, try
311 * uncommenting this.
312 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
313 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
314 * can be written - otherwise, the number of bytes written will be returned
315 * for both modes.
316 */
317
318/*
319#define O_NDELAY O_NONBLOCK
320*/
321
322 244
323/*********************************************************************** 245/***********************************************************************
324 * Section 3 246 * Section 3
325 * 247 *
326 * General file and other defaults that don't need to be changed, and 248 * General file and other defaults that don't need to be changed, and
327 * do not change gameplay as percieved by players much. Some options 249 * do not change gameplay as percieved by players much. Some options
328 * may affect memory consumption however. 250 * may affect memory consumption however.
329 * 251 *
330 * Values: 252 * Values:
331 * 253 *
332 * BANFILE - ban certain users/hosts.
333 * CSPORT - port to use for new client/server 254 * CSPORT - port to use for new client/server
334 * DMFILE - file with dm/wizard access lists 255 * DMFILE - file with dm/wizard access lists
335 * LOGFILE - where to log if using -daemon option 256 * LOGFILE - where to log if using -daemon option
336 * MAP_ - various map timeout and swapping parameters 257 * MAP_ - various map timeout and swapping parameters
337 * MAX_OBJECTS - how many objects to keep in memory. 258 * MAX_OBJECTS - how many objects to keep in memory.
338 * MAX_OBJECTS_LWM - only swap maps out if below that value 259 * MAX_OBJECTS_LWM - only swap maps out if below that value
339 * MOTD - message of the day - printed each time someone joins the game
340 * PERM_FILE - limit play times 260 * PERM_FILE - limit play times
341 * SHUTDOWN - used when shutting down the server 261 * SHUTDOWN - used when shutting down the server
342 * SOCKETBUFSIZE - size of buffer used internally by the server for storing 262 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
343 * backlogged messages. 263 * backlogged messages.
344 * TMPDIR - directory to use for temp files 264 * TMPDIR - directory to use for temp files
345 * UNIQUE_DIR - directory to put unique item files into 265 * UNIQUE_DIR - directory to put unique item files into
346 * USE_CALLOC for some memory requests
347 *********************************************************************** 266 ***********************************************************************
348 */ 267 */
349
350/*
351 * BANFILE - file used to ban certain sites from playing. See the example
352 * ban_file for examples.
353 */
354
355#ifndef BANFILE
356#define BANFILE "ban_file"
357#endif
358 268
359/* 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
360 * if desired. Only of relevance if ERIC_SERVER is set above 270 * if desired. Only of relevance if ERIC_SERVER is set above
361 */ 271 */
362
363#define CSPORT 13327 /* old port + 1 */ 272#define CSPORT 13327 /* old port + 1 */
364
365 273
366/* 274/*
367 * DMFILE 275 * DMFILE
368 * 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
369 * example dm_file for syntax help. 277 * example dm_file for syntax help.
370 */ 278 */
371
372#ifndef DMFILE 279#ifndef DMFILE
373#define DMFILE "dm_file" 280#define DMFILE "dm_file"
374#endif 281#endif
375 282
376
377/* LOGFILE specifies which file to log to when playing with the 283/* LOGFILE specifies which file to log to when playing with the
378 * -daemon option. 284 * -daemon option.
379 */ 285 */
380
381#ifndef LOGFILE 286#ifndef LOGFILE
382#ifdef WIN32 /* change define path */
383#define LOGFILE "var\\crossfire.log"
384#else
385#define LOGFILE "/var/log/crossfire/logfile" 287#define LOGFILE "/var/log/deliantra/logfile"
386#endif 288#endif
387#endif
388
389/*
390 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
391 * after a player has left it. If it is set to 0, maps are
392 * swapped out the instant the last player leaves it.
393 * If you are low on memory, you should set this to 0.
394 * Note that depending on the map timeout variable, the number of
395 * objects can get quite high. This is because depending on the maps,
396 * a player could be having the objects of several maps in memory
397 * (the map he is in right now, and the ones he left recently.)
398 * Each map has it's own TIMEOUT value and value field and it is
399 * defaulted to 300
400 *
401 * Having a nonzero value can be useful: If a player leaves a map (and thus
402 * is on a new map), and realizes they want to go back pretty quickly, the
403 * old map is still in memory, so don't need to go disk and get it.
404 *
405 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
406 * to swap out in less than that many ticks, we use the MINTIMEOUT value
407 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
408 * maps.
409 */
410
411/* How many ticks till maps are swapped out */
412#define MAP_MAXTIMEOUT 1000
413/* At least that many ticks before swapout */
414#define MAP_MINTIMEOUT 500
415
416/*
417 * MAP_MAXRESET is the maximum time a map can have before being reset. It
418 * will override the time value set in the map, if that time is longer than
419 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
420 * TMPDIR device, set this value to somethign small. The default
421 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
422 * I personally like 1 hour myself, for solo play. It is long enough that
423 * maps won't be resetting as a solve a quest, but short enough that some
424 * maps (like shops and inns) will be reset during the time I play.
425 * Comment out MAP_MAXRESET time if you always want to use the value
426 * in the map archetype.
427 */
428
429/* Maximum time to reset. */
430#define MAP_MAXRESET 7200
431/* Default time to reset. */
432#define MAP_DEFAULTRESET 7200
433
434/*
435 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
436 * will look for maps which are already scheldued for swapping, and
437 * promptly swap them out before new maps are being loaded.
438 * If playing only by yourself, this number can probably be as low as
439 * 3000. If in server mode, probably figure about 1000-2000 objects per
440 * active player (if they typically play on different maps), for some guess
441 * on how many to define. If it is too low, maps just get swapped out
442 * immediately, causing a performance hit. If it is too high, the program
443 * consumes more memory. If you have gobs of free memory, a high number
444 * might not be a bad idea. Each object is around 350 bytes right now.
445 * 25000 is about 8.5 MB
446 */
447
448#define MAX_OBJECTS 100000
449
450/*
451 * Max objects low water mark (lwm). If defined, the map swapping strategy
452 * is a bit different:
453 * 1) We only start swapping maps if the number of objects in use is
454 * greater than MAX_OBJECTS above.
455 * 2) We keep swapping maps until there are no more maps to swap or the number
456 * of used objects drop below this low water mark value.
457 *
458 * If this is not defined, maps are swapped out on the timeout value above,
459 * or if the number of objects used is greater than MAX_OBJECTS above.
460 *
461 * Note: While this will prevent the pauses noticed when saving maps, there
462 * can instead be cpu performance penalties - any objects in memory get
463 * processed. So if there are 4000 objects in memory, and 1000 of them
464 * are living objects, the system will process all 1000 objects each tick.
465 * With swapping enable, maybe 600 of the objects would have gotten swapped
466 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
467 * than if it is very large.
468 * Also, the pauses you do get can be worse, as if you enter a map with
469 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
470 * many maps to get below the low water mark.
471 */
472
473/*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
474
475/*
476 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
477 * to find memory corruption and leaks. Currently, the main thing
478 * that happens with this activated is that one malloc is done for
479 * each object - thus whatever debugging mechanism the malloc library
480 * (or other debugging tool provides, like purify), it can track this
481 * individual malloc. Default behaviour when turned off is that
482 * enough memory is malloced for a large group of objects so malloc does
483 * not need to be called as often.
484 * This should only be turned on if some form of memory debugging tool
485 * is being used - otherwise, turning this on will cause some performance
486 * hit with no useful advantage.
487 */
488
489/*#define MEMORY_DEBUG*/
490
491
492/*
493 * If you want to have a Message Of The Day file, define MOTD to be
494 * the file with the message. If the file doesn't exist or if it
495 * is empty, no message will be displayed.
496 * (It resides in the CONFDIR directory)
497 */
498
499#define MOTD "motd"
500 289
501/* 290/*
502 * You can restrict playing in certain times by creating a PERMIT_FILE 291 * You can restrict playing in certain times by creating a PERMIT_FILE
503 * in CONFDIR. See the sample for usage notes. 292 * in CONFDIR. See the sample for usage notes.
504 */ 293 */
505
506#define PERM_FILE "forbid" 294#define PERM_FILE "forbid"
507 295
508/* 296/*
509 * If you want to take the game down while installing new versions, or 297 * If you want to take the game down while installing new versions, or
510 * for other reasons, put a message into the SHUTDOWN_FILE file. 298 * for other reasons, put a message into the SHUTDOWN_FILE file.
511 * Remember to delete it when you open the game again. 299 * Remember to delete it when you open the game again.
512 * (It resides in the CONFDIR directory) 300 * (It resides in the CONFDIR directory)
513 */ 301 */
514
515#ifndef SHUTDOWN_FILE 302#ifndef SHUTDOWN_FILE
516#define SHUTDOWN_FILE "shutdown" 303#define SHUTDOWN_FILE "shutdown"
517#endif 304#endif
518
519 305
520/* 306/*
521 * SOCKETBUFSIZE is the size of the buffer used internally by the server for 307 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
522 * storing backlogged messages for the client. This is not operating system 308 * storing backlogged messages for the client. This is not operating system
523 * buffers or the like. This amount is used per connection (client). 309 * buffers or the like. This amount is used per connection (client).
525 * large. When the OS buffer and this buffer is exhausted, the server 311 * large. When the OS buffer and this buffer is exhausted, the server
526 * will drop the client connection for falling too far behind. So if 312 * will drop the client connection for falling too far behind. So if
527 * you have very slow client connections, a larger value may be 313 * you have very slow client connections, a larger value may be
528 * warranted. 314 * warranted.
529 */ 315 */
530
531#define SOCKETBUFSIZE 128*1024 316#define SOCKETBUFSIZE 256*1024
532 317
533/* 318/*
534 * Your tmp-directory should be large enough to hold the uncompressed 319 * Your tmp-directory should be large enough to hold the uncompressed
535 * map-files for all who are playing. 320 * map-files for all who are playing. Local to 'lib' directory.
536 * It ought to be locally mounted, since the function used to generate
537 * unique temporary filenames isn't guaranteed to work over NFS or AFS
538 * On the other hand, if you know that only one crossfire server will be
539 * running using this temporary directory, it is likely to be safe to use
540 * something that is NFS mounted (but performance may suffer as NFS is
541 * slower than local disk)
542 */ 321 */
543
544/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
545#ifdef WIN32 /* change define path tmp */
546#define TMPDIR "tmp" 322#define TMPDIR "tmp"
547#else
548#define TMPDIR "/tmp"
549#endif
550
551 323
552/* Directory to use for unique items. This is placed into the 'lib' 324/* Directory to use for unique items. This is placed into the 'lib'
553 * directory. Changing this will cause any old unique items file 325 * directory. Changing this will cause any old unique items file
554 * not to be used. 326 * not to be used.
555 */ 327 */
556#define UNIQUE_DIR "unique-items" 328#define UNIQUE_DIR "unique-items"
557 329
558/* 330/*
559 * If undefined, malloc is always used.
560 * It looks like this can be oboleted. However, it can be useful to
561 * track down some bugs, as it will make sure that the entire data structure
562 * is set to 0, at the expense of speed.
563 * Rupert Goldie has run Purify against the code, and if this is disabled,
564 * apparantly there are a lot of uninitialized memory reads - I haven't
565 * seen any problem (maybe the memory reads are copies, and the destination
566 * doesn't actually use the garbage values either?), but the impact on speed
567 * of using this probably isn't great, and should make things more stable.
568 * Msw 8-9-97
569 */
570#define USE_CALLOC
571
572
573/*
574 * These define the players starting map and location on that map, and where
575 * emergency saves are defined. This should be left as is unless you make
576 * major changes to the map.
577 */
578
579#ifdef WIN32 /* change define path city */
580
581# define EMERGENCY_MAPPATH "\\city\\city"
582# define EMERGENCY_X 15
583# define EMERGENCY_Y 19
584#else
585# define EMERGENCY_MAPPATH "/city/city"
586# define EMERGENCY_X 15
587# define EMERGENCY_Y 19
588#endif
589
590
591/*
592 * These defines tells where, relative to LIBDIR, the maps, the map-index, 331 * These defines tells where, relative to LIBDIR, the maps, the map-index,
593 * archetypes highscore and treaures files and directories can be found. 332 * archetypes highscore and treaures files and directories can be found.
594 */ 333 */
595 334
596#define MAPDIR "maps" 335#define MAPDIR "maps"
597#define TEMPLATE_DIR "template-maps"
598#define ARCHETYPES "archetypes" 336#define ARCHETYPES "archetypes"
599#define REGIONS "regions" 337#define REGIONS "regions"
600#define HIGHSCORE "highscore"
601#define TREASURES "treasures" 338#define TREASURES "treasures"
602#define BANISHFILE "banish_file"
603 339
604#define MAX_ERRORS 25 /* Bail out if more are received during tick */
605#define STARTMAX 500 /* How big array of objects to start with */
606#define OBJ_EXPAND 100 /* How big steps to use when expanding array */
607
608#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
609
610#define ARCHTABLE 5003 /* Used when hashing archetypes */
611#define MAXSTRING 20 340#define MAXSTRING 20
612 341
613#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 342#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
614 343
615 344
632 * start their own crossfire, you won't need to define this. 361 * start their own crossfire, you won't need to define this.
633 * 362 *
634 */ 363 */
635 364
636#ifndef PLAYERDIR 365#ifndef PLAYERDIR
637#define PLAYERDIR "players" 366# define PLAYERDIR "players"
638#endif 367#endif
639 368
640/* 369/*
641 * If you have defined SAVE_PLAYER, you might want to change this, too. 370 * If you have defined SAVE_PLAYER, you might want to change this, too.
642 * This is the access rights for the players savefiles. 371 * This is the access rights for the players savefiles.
646 * thus requiring that the server be setuid/setgid, and more generous 375 * thus requiring that the server be setuid/setgid, and more generous
647 * permisisons needed. 376 * permisisons needed.
648 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission 377 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
649 * for nay directories created. 378 * for nay directories created.
650 */ 379 */
380/* IMPORTANT: there is a race during saving, where the umask is being applied */
651#define SAVE_MODE 0660 381#define SAVE_MODE 0660
652#define SAVE_DIR_MODE 0770 382#define SAVE_DIR_MODE 0770
653 383
654/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
655 * needs to be selected. You can set both, and things will work fine,
656 * however, it just means that a lot more saving will be done, which
657 * can slow things down some.
658 */
659
660/* How often (in seconds) the player is saved if he drops things. If it is
661 * set to 0, the player will be saved for every item he drops. Otherwise,
662 * if the player drops and item, and the last time he was saved
663 * due to item drop is longer
664 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
665 * environment, you may want to set this to a higher value, so that
666 * you are not spending too much time saving the characters.
667 * This option should now work (Crossfire 0.90.5)
668 */
669
670#define SAVE_INTERVAL 60
671
672/* 384/*
673 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 385 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
674 * 5000 with MAX_TIME set at 120,000 means that the player will be
675 * saved every 10 minutes. Some effort should probably be made to
676 * spread out these saves, but that might be more effort than it is
677 * worth (Depending on the spacing, if enough players log on, the spacing
678 * may not be large enough to save all of them.) As it is now, it will
679 * just set the base tick of when they log on, which should keep the
680 * saves pretty well spread out (in a fairly random fashion.)
681 */
682
683#define AUTOSAVE 500
684
685/* Often, emergency save fails because the memory corruption that caused
686 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
687 * to disable emergency saves. This actually does
688 * prevent emergency saves now (Version 0.90.5).
689 */
690
691#define NO_EMERGENCY_SAVE
692
693/* By selecting the following, whenever a player does a backup save (with
694 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
695 * information that is specified later). IF this is not set, the player
696 * will be saved at his present location.
697 */
698
699/*#define BACKUP_SAVE_AT_HOME*/
700
701/* RESET_LOCATION_TIME is the number of seconds that must elapse before
702 * we fill return the player to his savebed location. If this is zero,
703 * this feature is disabled (player will resume where ever he was
704 * when he last logged off). If this is set to less than two hours,
705 * it will prevent players from camping out in treasure rooms.
706 * Do not comment this out - it must be set to something - if you
707 * comment this out, the program will not compile.
708 * 386 */
709 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player 387#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
710 * where appear under what conditions is a little complicated depending
711 * on how the player exited the game. But if the elapsed time is greater than
712 * the value below, player will always get returned to savebed location
713 * location.
714 *
715 * Set to one hour as default
716 */
717 388
718#define RESET_LOCATION_TIME 3600
719

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