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Comparing deliantra/server/include/config.h (file contents):
Revision 1.5 by root, Tue Mar 7 13:44:43 2006 UTC vs.
Revision 1.25 by root, Fri Dec 15 20:07:02 2006 UTC

1/*
2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.5 2006/03/07 13:44:43 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
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire.de
27*/ 22*/
28 23
29/* This file contains various #defines that select various options. 24/* This file contains various #defines that select various options.
30 * Some may not be desirable, and some just may not work. 25 * Some may not be desirable, and some just may not work.
31 * 26 *
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, and party members
83 * are treated by pet monsters as the owner itself when moving "through" them. 77 * are treated by pet monsters as the owner itself when moving "through" them.
84 */ 78 */
85#define COZY_SERVER 1 79#define COZY_SERVER 1
80
81/*
82 * Make it impossible to pk outside the arena.
83 */
84#define PROHIBIT_PLAYERKILL 1
86 85
87/* Use balanced stat loss code? 86/* Use balanced stat loss code?
88 * This code is a little more merciful with repeated stat loss at lower 87 * 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 88 * levels. Basically, the more stats you have lost, the less likely that
90 * you will lose more. Additionally, lower level characters are shown 89 * you will lose more. Additionally, lower level characters are shown
123 122
124/* Don't edit these values. They are configured in lib/settings. These are 123/* Don't edit these values. They are configured in lib/settings. These are
125 Simply the defaults. */ 124 Simply the defaults. */
126 125
127#define BALANCED_STAT_LOSS FALSE 126#define BALANCED_STAT_LOSS FALSE
128#define USE_PERMANENT_EXPERIENCE FALSE 127#define PERMANENT_EXPERIENCE_RATIO 25
128#define DEATH_PENALTY_RATIO 20
129#define DEATH_PENALTY_LEVEL 3
129#define SET_TITLE TRUE 130#define SET_TITLE TRUE
130#define SIMPLE_EXP TRUE 131#define SIMPLE_EXP TRUE
131#define SPELLPOINT_LEVEL_DEPEND TRUE 132#define SPELLPOINT_LEVEL_DEPEND TRUE
132#define SPELL_ENCUMBRANCE TRUE 133#define SPELL_ENCUMBRANCE TRUE
133#define SPELL_FAILURE_EFFECTS FALSE 134#define SPELL_FAILURE_EFFECTS FALSE
144#define ARMOR_MAX_ENCHANT 5 145#define ARMOR_MAX_ENCHANT 5
145#define ARMOR_WEIGHT_REDUCTION 10 146#define ARMOR_WEIGHT_REDUCTION 10
146#define ARMOR_WEIGHT_LINEAR TRUE 147#define ARMOR_WEIGHT_LINEAR TRUE
147#define ARMOR_SPEED_IMPROVEMENT 10 148#define ARMOR_SPEED_IMPROVEMENT 10
148#define ARMOR_SPEED_LINEAR TRUE 149#define ARMOR_SPEED_LINEAR TRUE
150#define CREATE_HOME_PORTALS FALSE
149 151
150/* you can edit the ones below */ 152/* you can edit the ones below */
151 153
152 154
153/* CS_LOGSTATS will cause the server to log various usage stats 155/* CS_LOGSTATS will cause the server to log various usage stats
155 * and so on.) This can be very useful if you are trying to measure 157 * and so on.) This can be very useful if you are trying to measure
156 * server/bandwidth usage. It will periodially dump out information 158 * server/bandwidth usage. It will periodially dump out information
157 * which contains usage stats for the last X amount of time. 159 * which contains usage stats for the last X amount of time.
158 * CS_LOGTIME is how often it will print out stats. 160 * CS_LOGTIME is how often it will print out stats.
159 */ 161 */
160#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
161#define CS_LOGSTATS 162#define CS_LOGSTATS
162#endif
163#ifdef CS_LOGSTATS
164#define CS_LOGTIME 600 163#define CS_LOGTIME 600
165#endif
166 164
167/* DEBUG generates copious amounts of output. I tend to change the CC options 165/* DEBUG generates copious amounts of output. I tend to change the CC options
168 * in the crosssite.def file if I want this. By default, you probably 166 * in the crosssite.def file if I want this. By default, you probably
169 * dont want this defined. 167 * dont want this defined.
170 */ 168 */
171#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
172#ifndef DEBUG 169#ifndef DEBUG
173#define DEBUG 170#define DEBUG
174#endif
175#endif 171#endif
176/* 172/*
177 * This option creates more core files. In some areas, there are certain 173 * This option creates more core files. In some areas, there are certain
178 * checks done to try and make the program more stable (ie, check 174 * checks done to try and make the program more stable (ie, check
179 * parameter for null, return if it is). These checks are being done 175 * parameter for null, return if it is). These checks are being done
204 * maps at that point. 200 * maps at that point.
205 * 201 *
206 * MSW 2001-05-28 202 * MSW 2001-05-28
207 */ 203 */
208 204
209#define MAP_CLIENT_X 25 205#define MAP_CLIENT_X 31
210#define MAP_CLIENT_Y 25 206#define MAP_CLIENT_Y 31
211 207
212/* 208/*
213 * If you feel the game is too fast or too slow, change MAX_TIME. 209 * If you feel the game is too fast or too slow, change MAX_TIME.
214 * You can experiment with the 'speed <new_max_time> command first. 210 * You can experiment with the 'speed <new_max_time> command first.
215 * The length of a tick is MAX_TIME microseconds. During a tick, 211 * The length of a tick is MAX_TIME microseconds. During a tick,
230 * mean slower performance and more memory. IF this is not defined, then 226 * mean slower performance and more memory. IF this is not defined, then
231 * this feature is disabled. 227 * this feature is disabled.
232 */ 228 */
233#define PARTY_KILL_LOG 20 229#define PARTY_KILL_LOG 20
234 230
235/* Use permanent experience code? 231/*
236 * This code allows players to build up a small amount of 'permanent
237 * experience' which reduces the effect of large experience drains, such as
238 * death. This makes multiple frequent deaths less devastating, and also
239 * ensures that any character will make some gradual progress even if they
240 * die all of the time.
241 * A nice option if your keep dying due to massive client/server lags despite
242 * playing well... or you like to swim well outside of your depth. :)
243 *
244 * The PERM_EXP values adjust the behaviour of this option - if 232 * The PERM_EXP values adjust the behaviour of permenent experience. - if
245 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it 233 * the setting permanent_experience_percentage is zero, these values have
246 * is on, the minimum ratio is the minimum amount of permanent exp relative 234 * no meaning. The value in the settings file is the percentage of the
247 * to the total exp in the skill (ie, at a default of .25, if you had 100 235 * experience that is permenent, the rest could be lost on death. When dying,
248 * experience, at least 25 of it would be permanent). The gain ratio 236 * the greatest amount of non-permenent exp it is possible to lose at one time
249 * is how much of experienced experience goes to the permanent value. 237 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
250 * This does not detract from total exp gain (ie, if you gained 100 exp, 238 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
251 * 100 would go to the skill total and 10 to the permanent value). 239 * experience goes to the permanent value. This does not detract from total
252 * the loss ratio is the maximum amount of experience that can be lost 240 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
253 * in any one hit - this is calculated as total exp - perm exp * loss ratio. 241 * 10 to the permanent value).
254 * 242 *
255 * A few thoughts on these default value (by MSW) 243 * A few thoughts on these default value (by MSW)
256 * gain ratio is pretty much meaningless until exp has been lost, as until 244 * gain ratio is pretty much meaningless until exp has been lost, as until
257 * that poin, the minimum ratio will be used. 245 * that poin, the value in the settings file will be used.
258 * It is also impossible for the exp to actually be reduced to the permanent 246 * It is also impossible for the exp to actually be reduced to the permanent
259 * exp ratio - since the loss ratio is .5, it will just get closer and 247 * exp ratio - since the loss ratio is .5, it will just get closer and
260 * closer. However, after about half a dozen hits, pretty much all the 248 * closer. However, after about half a dozen hits, pretty much all the
261 * exp that can be lost has been lost, and after that, only minor loss 249 * exp that can be lost has been lost, and after that, only minor loss
262 * will occur. 250 * will occur.
263 */ 251 */
264/* GD */ 252/* GD */
265 253
266#define PERM_EXP_MINIMUM_RATIO 0.25f
267#define PERM_EXP_GAIN_RATIO 0.10f 254#define PERM_EXP_GAIN_RATIO 0.10f
268#define PERM_EXP_MAX_LOSS_RATIO 0.50f 255#define PERM_EXP_MAX_LOSS_RATIO 0.50f
269
270/*
271 * WATCHDOG lets sends datagrams to port 13325 on localhost
272 * in (more-or-less) regular intervals, so an external watchdog
273 * program can kill the server if it hangs (for whatever reason).
274 * It shouldn't hurt anyone if this is defined but you don't
275 * have an watchdog program.
276 */
277#ifndef WIN32 /* ***win32 disable watchdog as win32 default */
278#define WATCHDOG
279#endif
280
281 256
282/* Enable the new material code - it needs some work. You can 257/* Enable the new material code - it needs some work. You can
283 * enable this, and things will work, just you'll see a whole 258 * enable this, and things will work, just you'll see a whole
284 * bunch more materials show up, and thus a whole bunch more materials 259 * bunch more materials show up, and thus a whole bunch more materials
285 * in your inventory, and the sorting for them isn't really good. 260 * in your inventory, and the sorting for them isn't really good.
348 * SHUTDOWN - used when shutting down the server 323 * SHUTDOWN - used when shutting down the server
349 * SOCKETBUFSIZE - size of buffer used internally by the server for storing 324 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
350 * backlogged messages. 325 * backlogged messages.
351 * TMPDIR - directory to use for temp files 326 * TMPDIR - directory to use for temp files
352 * UNIQUE_DIR - directory to put unique item files into 327 * UNIQUE_DIR - directory to put unique item files into
353 * USE_CALLOC for some memory requests
354 *********************************************************************** 328 ***********************************************************************
355 */ 329 */
356 330
357/* 331/*
358 * BANFILE - file used to ban certain sites from playing. See the example 332 * BANFILE - file used to ban certain sites from playing. See the example
384/* LOGFILE specifies which file to log to when playing with the 358/* LOGFILE specifies which file to log to when playing with the
385 * -daemon option. 359 * -daemon option.
386 */ 360 */
387 361
388#ifndef LOGFILE 362#ifndef LOGFILE
389#ifdef WIN32 /* change define path */
390#define LOGFILE "var\\crossfire.log"
391#else
392#define LOGFILE "/var/log/crossfire/logfile" 363#define LOGFILE "/var/log/crossfire/logfile"
393#endif
394#endif 364#endif
395 365
396/* 366/*
397 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out 367 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
398 * after a player has left it. If it is set to 0, maps are 368 * after a player has left it. If it is set to 0, maps are
414 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all 384 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
415 * maps. 385 * maps.
416 */ 386 */
417 387
418/* How many ticks till maps are swapped out */ 388/* How many ticks till maps are swapped out */
419#define MAP_MAXTIMEOUT 1000 389#define MAP_MAXTIMEOUT 300
420/* At least that many ticks before swapout */ 390/* At least that many ticks before swapout */
421#define MAP_MINTIMEOUT 500 391#define MAP_MINTIMEOUT 300
422 392
423/* 393/*
424 * MAP_MAXRESET is the maximum time a map can have before being reset. It 394 * MAP_MAXRESET is the maximum time a map can have before being reset. It
425 * will override the time value set in the map, if that time is longer than 395 * will override the time value set in the map, if that time is longer than
426 * MAP_MAXRESET. This value is in seconds. If you are low on space on the 396 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
434 */ 404 */
435 405
436/* Maximum time to reset. */ 406/* Maximum time to reset. */
437#define MAP_MAXRESET 7200 407#define MAP_MAXRESET 7200
438/* Default time to reset. */ 408/* Default time to reset. */
439#define MAP_DEFAULTRESET 7200 409#define MAP_DEFAULTRESET 3600
440 410
441/* 411/*
442 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire 412 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
443 * will look for maps which are already scheldued for swapping, and 413 * will look for maps which are already scheldued for swapping, and
444 * promptly swap them out before new maps are being loaded. 414 * promptly swap them out before new maps are being loaded.
450 * consumes more memory. If you have gobs of free memory, a high number 420 * consumes more memory. If you have gobs of free memory, a high number
451 * might not be a bad idea. Each object is around 350 bytes right now. 421 * might not be a bad idea. Each object is around 350 bytes right now.
452 * 25000 is about 8.5 MB 422 * 25000 is about 8.5 MB
453 */ 423 */
454 424
455#define MAX_OBJECTS 100000 425#define MAX_OBJECTS 400000
456 426
457/* 427/*
458 * Max objects low water mark (lwm). If defined, the map swapping strategy 428 * Max objects low water mark (lwm). If defined, the map swapping strategy
459 * is a bit different: 429 * is a bit different:
460 * 1) We only start swapping maps if the number of objects in use is 430 * 1) We only start swapping maps if the number of objects in use is
533 * will drop the client connection for falling too far behind. So if 503 * will drop the client connection for falling too far behind. So if
534 * you have very slow client connections, a larger value may be 504 * you have very slow client connections, a larger value may be
535 * warranted. 505 * warranted.
536 */ 506 */
537 507
538#define SOCKETBUFSIZE 128*1024 508#define SOCKETBUFSIZE 256*1024
539 509
540/* 510/*
541 * Your tmp-directory should be large enough to hold the uncompressed 511 * Your tmp-directory should be large enough to hold the uncompressed
542 * map-files for all who are playing. 512 * map-files for all who are playing.
543 * It ought to be locally mounted, since the function used to generate 513 * It ought to be locally mounted, since the function used to generate
547 * something that is NFS mounted (but performance may suffer as NFS is 517 * something that is NFS mounted (but performance may suffer as NFS is
548 * slower than local disk) 518 * slower than local disk)
549 */ 519 */
550 520
551/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ 521/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
552#ifdef WIN32 /* change define path tmp */
553#define TMPDIR "tmp"
554#else
555#define TMPDIR "/tmp" 522#define TMPDIR "/tmp"
556#endif
557 523
558 524
559/* Directory to use for unique items. This is placed into the 'lib' 525/* Directory to use for unique items. This is placed into the 'lib'
560 * directory. Changing this will cause any old unique items file 526 * directory. Changing this will cause any old unique items file
561 * not to be used. 527 * not to be used.
562 */ 528 */
563#define UNIQUE_DIR "unique-items" 529#define UNIQUE_DIR "unique-items"
564 530
565/* 531/*
566 * If undefined, malloc is always used.
567 * It looks like this can be oboleted. However, it can be useful to
568 * track down some bugs, as it will make sure that the entire data structure
569 * is set to 0, at the expense of speed.
570 * Rupert Goldie has run Purify against the code, and if this is disabled,
571 * apparantly there are a lot of uninitialized memory reads - I haven't
572 * seen any problem (maybe the memory reads are copies, and the destination
573 * doesn't actually use the garbage values either?), but the impact on speed
574 * of using this probably isn't great, and should make things more stable.
575 * Msw 8-9-97
576 */
577#define USE_CALLOC
578
579
580/*
581 * These define the players starting map and location on that map, and where 532 * These define the players starting map and location on that map, and where
582 * emergency saves are defined. This should be left as is unless you make 533 * emergency saves are defined. This should be left as is unless you make
583 * major changes to the map. 534 * major changes to the map.
584 */ 535 */
585 536
586#ifdef WIN32 /* change define path city */
587
588# define EMERGENCY_MAPPATH "\\city\\city"
589# define EMERGENCY_X 15
590# define EMERGENCY_Y 19
591#else
592# define EMERGENCY_MAPPATH "/city/city" 537#define EMERGENCY_MAPPATH "/city/city"
593# define EMERGENCY_X 15 538#define EMERGENCY_X 15
594# define EMERGENCY_Y 19 539#define EMERGENCY_Y 19
595#endif
596 540
597 541
598/* 542/*
599 * These defines tells where, relative to LIBDIR, the maps, the map-index, 543 * These defines tells where, relative to LIBDIR, the maps, the map-index,
600 * archetypes highscore and treaures files and directories can be found. 544 * archetypes highscore and treaures files and directories can be found.
607#define HIGHSCORE "highscore" 551#define HIGHSCORE "highscore"
608#define TREASURES "treasures" 552#define TREASURES "treasures"
609#define BANISHFILE "banish_file" 553#define BANISHFILE "banish_file"
610 554
611#define MAX_ERRORS 25 /* Bail out if more are received during tick */ 555#define MAX_ERRORS 25 /* Bail out if more are received during tick */
612#define STARTMAX 500 /* How big array of objects to start with */
613#define OBJ_EXPAND 100 /* How big steps to use when expanding array */ 556#define OBJ_EXPAND 5000 /* How big steps to use when expanding array */
614 557
615#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 558#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
616 559
617#define ARCHTABLE 5003 /* Used when hashing archetypes */ 560#define ARCHTABLE 16384 /* Arch hashtable size */
618#define MAXSTRING 20 561#define MAXSTRING 20
619 562
620#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 563#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
621 564
622 565
686 * may not be large enough to save all of them.) As it is now, it will 629 * may not be large enough to save all of them.) As it is now, it will
687 * just set the base tick of when they log on, which should keep the 630 * just set the base tick of when they log on, which should keep the
688 * saves pretty well spread out (in a fairly random fashion.) 631 * saves pretty well spread out (in a fairly random fashion.)
689 */ 632 */
690 633
691#define AUTOSAVE 500 634#define AUTOSAVE 1000
692 635
693/* Often, emergency save fails because the memory corruption that caused 636/* Often, emergency save fails because the memory corruption that caused
694 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE 637 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
695 * to disable emergency saves. This actually does 638 * to disable emergency saves. This actually does
696 * prevent emergency saves now (Version 0.90.5). 639 * prevent emergency saves now (Version 0.90.5).
697 */ 640 */
698 641
699//#define NO_EMERGENCY_SAVE 642#define NO_EMERGENCY_SAVE
700 643
701/* By selecting the following, whenever a player does a backup save (with 644/* By selecting the following, whenever a player does a backup save (with
702 * the 'save command), the player will be saved at home (EMERGENCY_MAP_* 645 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
703 * information that is specified later). IF this is not set, the player 646 * information that is specified later). IF this is not set, the player
704 * will be saved at his present location. 647 * will be saved at his present location.
705 */ 648 */
706 649
707/*#define BACKUP_SAVE_AT_HOME*/ 650/*#define BACKUP_SAVE_AT_HOME*/
708 651
709/* RESET_LOCATION_TIME is the number of seconds that must elapse before 652/* RESET_LOCATION_TIME is the number of seconds that must elapse before
710 * we fill return the player to his savebed location. If this is zero, 653 * we will return the player to his savebed location. If this is zero,
711 * this feature is disabled (player will resume where ever he was 654 * this feature is disabled (player will resume where ever he was
712 * when he last logged off). If this is set to less than two hours, 655 * when he last logged off). If this is set to less than two hours,
713 * it will prevent players from camping out in treasure rooms. 656 * it will prevent players from camping out in treasure rooms.
714 * Do not comment this out - it must be set to something - if you 657 * Do not comment this out - it must be set to something - if you
715 * comment this out, the program will not compile. 658 * comment this out, the program will not compile.

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