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 1.9 by elmex, Wed Mar 15 15:35:50 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 1.9 2006/03/15 15:35:50 elmex 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
81 * Defining the COZY_SERVER will make the server much less challenging: 76 * Defining the COZY_SERVER will make the server much less challenging:
82 * no stats loss on death, much less experience loss, and party members 77 * no stats loss on death, much less experience loss, and party members
83 * are treated by pet monsters as the owner itself when moving "through" them. 78 * are treated by pet monsters as the owner itself when moving "through" them.
84 */ 79 */
85#define COZY_SERVER 1 80#define COZY_SERVER 1
81
82/*
83 * Make it impossible to pk outside the arena.
84 */
85#define PROHIBIT_PLAYERKILL 1
86 86
87/* Use balanced stat loss code? 87/* Use balanced stat loss code?
88 * 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
89 * 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
90 * you will lose more. Additionally, lower level characters are shown 90 * you will lose more. Additionally, lower level characters are shown
146#define ARMOR_MAX_ENCHANT 5 146#define ARMOR_MAX_ENCHANT 5
147#define ARMOR_WEIGHT_REDUCTION 10 147#define ARMOR_WEIGHT_REDUCTION 10
148#define ARMOR_WEIGHT_LINEAR TRUE 148#define ARMOR_WEIGHT_LINEAR TRUE
149#define ARMOR_SPEED_IMPROVEMENT 10 149#define ARMOR_SPEED_IMPROVEMENT 10
150#define ARMOR_SPEED_LINEAR TRUE 150#define ARMOR_SPEED_LINEAR TRUE
151#define CREATE_HOME_PORTALS FALSE
151 152
152/* you can edit the ones below */ 153/* you can edit the ones below */
153 154
154 155
155/* CS_LOGSTATS will cause the server to log various usage stats 156/* CS_LOGSTATS will cause the server to log various usage stats
157 * 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
158 * server/bandwidth usage. It will periodially dump out information 159 * server/bandwidth usage. It will periodially dump out information
159 * which contains usage stats for the last X amount of time. 160 * which contains usage stats for the last X amount of time.
160 * CS_LOGTIME is how often it will print out stats. 161 * CS_LOGTIME is how often it will print out stats.
161 */ 162 */
162#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
163#define CS_LOGSTATS 163#define CS_LOGSTATS
164#endif
165#ifdef CS_LOGSTATS
166#define CS_LOGTIME 600 164#define CS_LOGTIME 600
167#endif
168 165
169/* 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
170 * 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
171 * dont want this defined. 168 * dont want this defined.
172 */ 169 */
173#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
174#ifndef DEBUG 170#ifndef DEBUG
175#define DEBUG 171#define DEBUG
176#endif
177#endif 172#endif
178/* 173/*
179 * 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
180 * 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
181 * 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
206 * maps at that point. 201 * maps at that point.
207 * 202 *
208 * MSW 2001-05-28 203 * MSW 2001-05-28
209 */ 204 */
210 205
211#define MAP_CLIENT_X 25 206#define MAP_CLIENT_X 31
212#define MAP_CLIENT_Y 25 207#define MAP_CLIENT_Y 31
213 208
214/* 209/*
215 * 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.
216 * You can experiment with the 'speed <new_max_time> command first. 211 * You can experiment with the 'speed <new_max_time> command first.
217 * 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,
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 16384 /* Arch hashtable size */ 570#define ARCHTABLE 16384 /* Arch hashtable size */
611#define MAXSTRING 20 571#define MAXSTRING 20
679 * 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
680 * 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
681 * saves pretty well spread out (in a fairly random fashion.) 641 * saves pretty well spread out (in a fairly random fashion.)
682 */ 642 */
683 643
684#define AUTOSAVE 500 644#define AUTOSAVE 1000
685 645
686/* Often, emergency save fails because the memory corruption that caused 646/* Often, emergency save fails because the memory corruption that caused
687 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE 647 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
688 * to disable emergency saves. This actually does 648 * to disable emergency saves. This actually does
689 * prevent emergency saves now (Version 0.90.5). 649 * prevent emergency saves now (Version 0.90.5).
698 */ 658 */
699 659
700/*#define BACKUP_SAVE_AT_HOME*/ 660/*#define BACKUP_SAVE_AT_HOME*/
701 661
702/* 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
703 * 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,
704 * this feature is disabled (player will resume where ever he was 664 * this feature is disabled (player will resume where ever he was
705 * 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,
706 * it will prevent players from camping out in treasure rooms. 666 * it will prevent players from camping out in treasure rooms.
707 * 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
708 * comment this out, the program will not compile. 668 * comment this out, the program will not compile.

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines