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Comparing deliantra/server/include/config.h (file contents):
Revision 1.2 by root, Fri Feb 3 07:25:25 2006 UTC vs.
Revision 1.23 by root, Wed Dec 13 02:55:50 2006 UTC

1/*
2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.2 2006/02/03 07:25:25 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
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 71 * WATCHDOG - allows use of an external watchdog program
77 * 72 *
78 ***********************************************************************/ 73 ***********************************************************************/
74
75/* Use a very easy, non-challenging server?
76 * Defining the COZY_SERVER will make the server much less challenging:
77 * no stats loss on death, much less experience loss, and party members
78 * are treated by pet monsters as the owner itself when moving "through" them.
79 */
80#define COZY_SERVER 1
81
82/*
83 * Make it impossible to pk outside the arena.
84 */
85#define PROHIBIT_PLAYERKILL 1
79 86
80/* Use balanced stat loss code? 87/* Use balanced stat loss code?
81 * This code is a little more merciful with repeated stat loss at lower 88 * 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 89 * levels. Basically, the more stats you have lost, the less likely that
83 * you will lose more. Additionally, lower level characters are shown 90 * you will lose more. Additionally, lower level characters are shown
116 123
117/* Don't edit these values. They are configured in lib/settings. These are 124/* Don't edit these values. They are configured in lib/settings. These are
118 Simply the defaults. */ 125 Simply the defaults. */
119 126
120#define BALANCED_STAT_LOSS FALSE 127#define BALANCED_STAT_LOSS FALSE
121#define USE_PERMANENT_EXPERIENCE FALSE 128#define PERMANENT_EXPERIENCE_RATIO 25
129#define DEATH_PENALTY_RATIO 20
130#define DEATH_PENALTY_LEVEL 3
122#define SET_TITLE TRUE 131#define SET_TITLE TRUE
123#define SIMPLE_EXP TRUE 132#define SIMPLE_EXP TRUE
124#define SPELLPOINT_LEVEL_DEPEND TRUE 133#define SPELLPOINT_LEVEL_DEPEND TRUE
125#define SPELL_ENCUMBRANCE TRUE 134#define SPELL_ENCUMBRANCE TRUE
126#define SPELL_FAILURE_EFFECTS FALSE 135#define SPELL_FAILURE_EFFECTS FALSE
137#define ARMOR_MAX_ENCHANT 5 146#define ARMOR_MAX_ENCHANT 5
138#define ARMOR_WEIGHT_REDUCTION 10 147#define ARMOR_WEIGHT_REDUCTION 10
139#define ARMOR_WEIGHT_LINEAR TRUE 148#define ARMOR_WEIGHT_LINEAR TRUE
140#define ARMOR_SPEED_IMPROVEMENT 10 149#define ARMOR_SPEED_IMPROVEMENT 10
141#define ARMOR_SPEED_LINEAR TRUE 150#define ARMOR_SPEED_LINEAR TRUE
151#define CREATE_HOME_PORTALS FALSE
142 152
143/* you can edit the ones below */ 153/* you can edit the ones below */
144 154
145 155
146/* CS_LOGSTATS will cause the server to log various usage stats 156/* CS_LOGSTATS will cause the server to log various usage stats
148 * 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
149 * server/bandwidth usage. It will periodially dump out information 159 * server/bandwidth usage. It will periodially dump out information
150 * which contains usage stats for the last X amount of time. 160 * which contains usage stats for the last X amount of time.
151 * CS_LOGTIME is how often it will print out stats. 161 * CS_LOGTIME is how often it will print out stats.
152 */ 162 */
153#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
154#define CS_LOGSTATS 163#define CS_LOGSTATS
155#endif
156#ifdef CS_LOGSTATS
157#define CS_LOGTIME 600 164#define CS_LOGTIME 600
158#endif
159 165
160/* 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
161 * 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
162 * dont want this defined. 168 * dont want this defined.
163 */ 169 */
164#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
165#ifndef DEBUG 170#ifndef DEBUG
166#define DEBUG 171#define DEBUG
167#endif
168#endif 172#endif
169/* 173/*
170 * 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
171 * 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
172 * 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
197 * maps at that point. 201 * maps at that point.
198 * 202 *
199 * MSW 2001-05-28 203 * MSW 2001-05-28
200 */ 204 */
201 205
202#define MAP_CLIENT_X 25 206#define MAP_CLIENT_X 31
203#define MAP_CLIENT_Y 25 207#define MAP_CLIENT_Y 31
204 208
205/* 209/*
206 * 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.
207 * You can experiment with the 'speed <new_max_time> command first. 211 * You can experiment with the 'speed <new_max_time> command first.
208 * 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,
223 * mean slower performance and more memory. IF this is not defined, then 227 * mean slower performance and more memory. IF this is not defined, then
224 * this feature is disabled. 228 * this feature is disabled.
225 */ 229 */
226#define PARTY_KILL_LOG 20 230#define PARTY_KILL_LOG 20
227 231
228/* Use permanent experience code? 232/*
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 233 * The PERM_EXP values adjust the behaviour of permenent experience. - if
238 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it 234 * the setting permanent_experience_percentage is zero, these values have
239 * is on, the minimum ratio is the minimum amount of permanent exp relative 235 * 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 100 236 * 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 237 * 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. 238 * 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, 239 * 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). 240 * 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 241 * 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. 242 * 10 to the permanent value).
247 * 243 *
248 * A few thoughts on these default value (by MSW) 244 * A few thoughts on these default value (by MSW)
249 * gain ratio is pretty much meaningless until exp has been lost, as until 245 * gain ratio is pretty much meaningless until exp has been lost, as until
250 * that poin, the minimum ratio will be used. 246 * 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 247 * 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 248 * 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 249 * 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 250 * exp that can be lost has been lost, and after that, only minor loss
255 * will occur. 251 * will occur.
256 */ 252 */
257/* GD */ 253/* GD */
258 254
259#define PERM_EXP_MINIMUM_RATIO 0.25f
260#define PERM_EXP_GAIN_RATIO 0.10f 255#define PERM_EXP_GAIN_RATIO 0.10f
261#define PERM_EXP_MAX_LOSS_RATIO 0.50f 256#define PERM_EXP_MAX_LOSS_RATIO 0.50f
262 257
263/* 258/*
264 * WATCHDOG lets sends datagrams to port 13325 on localhost 259 * WATCHDOG lets sends datagrams to port 13325 on localhost
265 * in (more-or-less) regular intervals, so an external watchdog 260 * in (more-or-less) regular intervals, so an external watchdog
266 * program can kill the server if it hangs (for whatever reason). 261 * 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 262 * It shouldn't hurt anyone if this is defined but you don't
268 * have an watchdog program. 263 * have an watchdog program.
269 */ 264 */
270#ifndef WIN32 /* ***win32 disable watchdog as win32 default */
271#define WATCHDOG 265#define WATCHDOG
272#endif
273
274 266
275/* Enable the new material code - it needs some work. You can 267/* Enable the new material code - it needs some work. You can
276 * 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
277 * 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
278 * 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.
341 * SHUTDOWN - used when shutting down the server 333 * SHUTDOWN - used when shutting down the server
342 * SOCKETBUFSIZE - size of buffer used internally by the server for storing 334 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
343 * backlogged messages. 335 * backlogged messages.
344 * TMPDIR - directory to use for temp files 336 * TMPDIR - directory to use for temp files
345 * UNIQUE_DIR - directory to put unique item files into 337 * UNIQUE_DIR - directory to put unique item files into
346 * USE_CALLOC for some memory requests
347 *********************************************************************** 338 ***********************************************************************
348 */ 339 */
349 340
350/* 341/*
351 * BANFILE - file used to ban certain sites from playing. See the example 342 * BANFILE - file used to ban certain sites from playing. See the example
377/* LOGFILE specifies which file to log to when playing with the 368/* LOGFILE specifies which file to log to when playing with the
378 * -daemon option. 369 * -daemon option.
379 */ 370 */
380 371
381#ifndef LOGFILE 372#ifndef LOGFILE
382#ifdef WIN32 /* change define path */
383#define LOGFILE "var\\crossfire.log"
384#else
385#define LOGFILE "/var/log/crossfire/logfile" 373#define LOGFILE "/var/log/crossfire/logfile"
386#endif
387#endif 374#endif
388 375
389/* 376/*
390 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out 377 * 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 378 * after a player has left it. If it is set to 0, maps are
407 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all 394 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
408 * maps. 395 * maps.
409 */ 396 */
410 397
411/* How many ticks till maps are swapped out */ 398/* How many ticks till maps are swapped out */
412#define MAP_MAXTIMEOUT 1000 399#define MAP_MAXTIMEOUT 300
413/* At least that many ticks before swapout */ 400/* At least that many ticks before swapout */
414#define MAP_MINTIMEOUT 500 401#define MAP_MINTIMEOUT 300
415 402
416/* 403/*
417 * MAP_MAXRESET is the maximum time a map can have before being reset. It 404 * 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 405 * 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 406 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
427 */ 414 */
428 415
429/* Maximum time to reset. */ 416/* Maximum time to reset. */
430#define MAP_MAXRESET 7200 417#define MAP_MAXRESET 7200
431/* Default time to reset. */ 418/* Default time to reset. */
432#define MAP_DEFAULTRESET 7200 419#define MAP_DEFAULTRESET 3600
433 420
434/* 421/*
435 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire 422 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
436 * will look for maps which are already scheldued for swapping, and 423 * will look for maps which are already scheldued for swapping, and
437 * promptly swap them out before new maps are being loaded. 424 * promptly swap them out before new maps are being loaded.
443 * consumes more memory. If you have gobs of free memory, a high number 430 * 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. 431 * might not be a bad idea. Each object is around 350 bytes right now.
445 * 25000 is about 8.5 MB 432 * 25000 is about 8.5 MB
446 */ 433 */
447 434
448#define MAX_OBJECTS 100000 435#define MAX_OBJECTS 400000
449 436
450/* 437/*
451 * Max objects low water mark (lwm). If defined, the map swapping strategy 438 * Max objects low water mark (lwm). If defined, the map swapping strategy
452 * is a bit different: 439 * is a bit different:
453 * 1) We only start swapping maps if the number of objects in use is 440 * 1) We only start swapping maps if the number of objects in use is
526 * will drop the client connection for falling too far behind. So if 513 * will drop the client connection for falling too far behind. So if
527 * you have very slow client connections, a larger value may be 514 * you have very slow client connections, a larger value may be
528 * warranted. 515 * warranted.
529 */ 516 */
530 517
531#define SOCKETBUFSIZE 128*1024 518#define SOCKETBUFSIZE 256*1024
532 519
533/* 520/*
534 * Your tmp-directory should be large enough to hold the uncompressed 521 * Your tmp-directory should be large enough to hold the uncompressed
535 * map-files for all who are playing. 522 * map-files for all who are playing.
536 * It ought to be locally mounted, since the function used to generate 523 * It ought to be locally mounted, since the function used to generate
540 * something that is NFS mounted (but performance may suffer as NFS is 527 * something that is NFS mounted (but performance may suffer as NFS is
541 * slower than local disk) 528 * slower than local disk)
542 */ 529 */
543 530
544/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ 531/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
545#ifdef WIN32 /* change define path tmp */
546#define TMPDIR "tmp"
547#else
548#define TMPDIR "/tmp" 532#define TMPDIR "/tmp"
549#endif
550 533
551 534
552/* Directory to use for unique items. This is placed into the 'lib' 535/* Directory to use for unique items. This is placed into the 'lib'
553 * directory. Changing this will cause any old unique items file 536 * directory. Changing this will cause any old unique items file
554 * not to be used. 537 * not to be used.
555 */ 538 */
556#define UNIQUE_DIR "unique-items" 539#define UNIQUE_DIR "unique-items"
557 540
558/* 541/*
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 542 * 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 543 * emergency saves are defined. This should be left as is unless you make
576 * major changes to the map. 544 * major changes to the map.
577 */ 545 */
578 546
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" 547#define EMERGENCY_MAPPATH "/city/city"
586# define EMERGENCY_X 15 548#define EMERGENCY_X 15
587# define EMERGENCY_Y 19 549#define EMERGENCY_Y 19
588#endif
589 550
590 551
591/* 552/*
592 * These defines tells where, relative to LIBDIR, the maps, the map-index, 553 * These defines tells where, relative to LIBDIR, the maps, the map-index,
593 * archetypes highscore and treaures files and directories can be found. 554 * archetypes highscore and treaures files and directories can be found.
600#define HIGHSCORE "highscore" 561#define HIGHSCORE "highscore"
601#define TREASURES "treasures" 562#define TREASURES "treasures"
602#define BANISHFILE "banish_file" 563#define BANISHFILE "banish_file"
603 564
604#define MAX_ERRORS 25 /* Bail out if more are received during tick */ 565#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 */ 566#define OBJ_EXPAND 5000 /* How big steps to use when expanding array */
607 567
608#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 568#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
609 569
610#define ARCHTABLE 5003 /* Used when hashing archetypes */ 570#define ARCHTABLE 16384 /* Arch hashtable size */
611#define MAXSTRING 20 571#define MAXSTRING 20
612 572
613#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 573#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
614 574
615 575
646 * thus requiring that the server be setuid/setgid, and more generous 606 * thus requiring that the server be setuid/setgid, and more generous
647 * permisisons needed. 607 * permisisons needed.
648 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission 608 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
649 * for nay directories created. 609 * for nay directories created.
650 */ 610 */
611/* IMPORTANT: there is a race during saving, where the umask is being applied */
651#define SAVE_MODE 0660 612#define SAVE_MODE 0660
652#define SAVE_DIR_MODE 0770 613#define SAVE_DIR_MODE 0770
653 614
654/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really 615/* 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, 616 * needs to be selected. You can set both, and things will work fine,
665 * environment, you may want to set this to a higher value, so that 626 * environment, you may want to set this to a higher value, so that
666 * you are not spending too much time saving the characters. 627 * you are not spending too much time saving the characters.
667 * This option should now work (Crossfire 0.90.5) 628 * This option should now work (Crossfire 0.90.5)
668 */ 629 */
669 630
670#define SAVE_INTERVAL 60 631//#define SAVE_INTERVAL 60
671 632
672/* 633/*
673 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 634 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
674 * 5000 with MAX_TIME set at 120,000 means that the player will be 635 * 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 636 * saved every 10 minutes. Some effort should probably be made to
678 * may not be large enough to save all of them.) As it is now, it will 639 * 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 640 * 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.) 641 * saves pretty well spread out (in a fairly random fashion.)
681 */ 642 */
682 643
683#define AUTOSAVE 500 644#define AUTOSAVE 1000
684 645
685/* Often, emergency save fails because the memory corruption that caused 646/* Often, emergency save fails because the memory corruption that caused
686 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE 647 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
687 * to disable emergency saves. This actually does 648 * to disable emergency saves. This actually does
688 * prevent emergency saves now (Version 0.90.5). 649 * prevent emergency saves now (Version 0.90.5).
697 */ 658 */
698 659
699/*#define BACKUP_SAVE_AT_HOME*/ 660/*#define BACKUP_SAVE_AT_HOME*/
700 661
701/* RESET_LOCATION_TIME is the number of seconds that must elapse before 662/* 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, 663 * we will return the player to his savebed location. If this is zero,
703 * this feature is disabled (player will resume where ever he was 664 * 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, 665 * 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. 666 * it will prevent players from camping out in treasure rooms.
706 * Do not comment this out - it must be set to something - if you 667 * Do not comment this out - it must be set to something - if you
707 * comment this out, the program will not compile. 668 * comment this out, the program will not compile.

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