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Comparing deliantra/server/include/config.h (file contents):
Revision 1.1.1.1 by root, Fri Feb 3 07:12:48 2006 UTC vs.
Revision 1.33 by root, Tue Jan 2 11:08:36 2007 UTC

1/*
2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.1.1.1 2006/02/03 07:12:48 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@schmorp.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 ***********************************************************************/
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, and party members
77 * are treated by pet monsters as the owner itself when moving "through" them.
78 */
79#define COZY_SERVER 1
80
81/*
82 * Make it impossible to pk outside the arena.
83 */
84#define PROHIBIT_PLAYERKILL 1
79 85
80/* Use balanced stat loss code? 86/* Use balanced stat loss code?
81 * 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
82 * 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
83 * you will lose more. Additionally, lower level characters are shown 89 * you will lose more. Additionally, lower level characters are shown
107 * this gets more offset as the stat gets more depleted. 113 * this gets more offset as the stat gets more depleted.
108 * 114 *
109 */ 115 */
110/* GD */ 116/* GD */
111 117
112#define BALSL_LOSS_CHANCE_RATIO 4 118#define BALSL_LOSS_CHANCE_RATIO 100
113#define BALSL_NUMBER_LOSSES_RATIO 6 119#define BALSL_NUMBER_LOSSES_RATIO 100
114#define BALSL_MAX_LOSS_RATIO 2 120#define BALSL_MAX_LOSS_RATIO 100
115 121
116 122
117/* 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
118 Simply the defaults. */ 124 Simply the defaults. */
119 125
120#define BALANCED_STAT_LOSS FALSE 126#define BALANCED_STAT_LOSS FALSE
121#define USE_PERMANENT_EXPERIENCE FALSE 127#define PERMANENT_EXPERIENCE_RATIO 25
128#define DEATH_PENALTY_RATIO 20
129#define DEATH_PENALTY_LEVEL 3
122#define SET_TITLE TRUE 130#define SET_TITLE TRUE
123#define SIMPLE_EXP TRUE 131#define SIMPLE_EXP TRUE
124#define SPELLPOINT_LEVEL_DEPEND TRUE 132#define SPELLPOINT_LEVEL_DEPEND TRUE
125#define SPELL_ENCUMBRANCE TRUE 133#define SPELL_ENCUMBRANCE TRUE
126#define SPELL_FAILURE_EFFECTS FALSE 134#define SPELL_FAILURE_EFFECTS FALSE
127#define REAL_WIZ TRUE 135#define REAL_WIZ TRUE
128#define RECYCLE_TMP_MAPS FALSE
129#define RESURRECTION FALSE 136#define RESURRECTION FALSE
130#define SEARCH_ITEMS TRUE 137#define SEARCH_ITEMS TRUE
131#define NOT_PERMADETH TRUE 138#define NOT_PERMADETH TRUE
132#define EXPLORE_MODE FALSE 139#define EXPLORE_MODE FALSE
133#define STAT_LOSS_ON_DEATH FALSE 140#define STAT_LOSS_ON_DEATH FALSE
137#define ARMOR_MAX_ENCHANT 5 144#define ARMOR_MAX_ENCHANT 5
138#define ARMOR_WEIGHT_REDUCTION 10 145#define ARMOR_WEIGHT_REDUCTION 10
139#define ARMOR_WEIGHT_LINEAR TRUE 146#define ARMOR_WEIGHT_LINEAR TRUE
140#define ARMOR_SPEED_IMPROVEMENT 10 147#define ARMOR_SPEED_IMPROVEMENT 10
141#define ARMOR_SPEED_LINEAR TRUE 148#define ARMOR_SPEED_LINEAR TRUE
149#define CREATE_HOME_PORTALS FALSE
142 150
143/* you can edit the ones below */ 151/* you can edit the ones below */
144 152
145 153
146/* CS_LOGSTATS will cause the server to log various usage stats 154/* 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 156 * and so on.) This can be very useful if you are trying to measure
149 * server/bandwidth usage. It will periodially dump out information 157 * server/bandwidth usage. It will periodially dump out information
150 * which contains usage stats for the last X amount of time. 158 * which contains usage stats for the last X amount of time.
151 * CS_LOGTIME is how often it will print out stats. 159 * CS_LOGTIME is how often it will print out stats.
152 */ 160 */
153#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
154#define CS_LOGSTATS 161#define CS_LOGSTATS
155#endif
156#ifdef CS_LOGSTATS
157#define CS_LOGTIME 600 162#define CS_LOGTIME 600
158#endif
159 163
160/* DEBUG generates copious amounts of output. I tend to change the CC options 164/* 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 165 * in the crosssite.def file if I want this. By default, you probably
162 * dont want this defined. 166 * dont want this defined.
163 */ 167 */
164#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
165#ifndef DEBUG 168#ifndef DEBUG
166#define DEBUG 169#define DEBUG
167#endif
168#endif 170#endif
169/* 171/*
170 * This option creates more core files. In some areas, there are certain 172 * 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 173 * 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 174 * parameter for null, return if it is). These checks are being done
197 * maps at that point. 199 * maps at that point.
198 * 200 *
199 * MSW 2001-05-28 201 * MSW 2001-05-28
200 */ 202 */
201 203
202#define MAP_CLIENT_X 25 204#define MAP_CLIENT_X 31
203#define MAP_CLIENT_Y 25 205#define MAP_CLIENT_Y 31
204 206
205/* 207/*
206 * If you feel the game is too fast or too slow, change MAX_TIME. 208 * 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. 209 * You can experiment with the 'speed <new_max_time> command first.
208 * The length of a tick is MAX_TIME microseconds. During a tick, 210 * The length of a tick is MAX_TIME microseconds. During a tick,
217 */ 219 */
218#define NO_POLYMORPH 220#define NO_POLYMORPH
219 221
220 222
221/* This determine how many entries are stored in the kill log. You 223/* This determine how many entries are stored in the kill log. You
222 * can see this information with the 'party kills' command. More entries 224 * can see this information with the 'party kills' command. More entries
223 * mean slower performance and more memory. IF this is not defined, then 225 * mean slower performance and more memory.
224 * this feature is disabled.
225 */ 226 */
226/*
227#define PARTY_KILL_LOG 20 227#define PARTY_KILL_LOG 40
228*/
229 228
230/* Use permanent experience code? 229/*
231 * This code allows players to build up a small amount of 'permanent
232 * experience' which reduces the effect of large experience drains, such as
233 * death. This makes multiple frequent deaths less devastating, and also
234 * ensures that any character will make some gradual progress even if they
235 * die all of the time.
236 * A nice option if your keep dying due to massive client/server lags despite
237 * playing well... or you like to swim well outside of your depth. :)
238 *
239 * The PERM_EXP values adjust the behaviour of this option - if 230 * The PERM_EXP values adjust the behaviour of permenent experience. - if
240 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it 231 * the setting permanent_experience_percentage is zero, these values have
241 * is on, the minimum ratio is the minimum amount of permanent exp relative 232 * no meaning. The value in the settings file is the percentage of the
242 * to the total exp in the skill (ie, at a default of .25, if you had 100 233 * experience that is permenent, the rest could be lost on death. When dying,
243 * experience, at least 25 of it would be permanent). The gain ratio 234 * the greatest amount of non-permenent exp it is possible to lose at one time
244 * is how much of experienced experience goes to the permanent value. 235 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
245 * This does not detract from total exp gain (ie, if you gained 100 exp, 236 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
246 * 100 would go to the skill total and 10 to the permanent value). 237 * experience goes to the permanent value. This does not detract from total
247 * the loss ratio is the maximum amount of experience that can be lost 238 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
248 * in any one hit - this is calculated as total exp - perm exp * loss ratio. 239 * 10 to the permanent value).
249 * 240 *
250 * A few thoughts on these default value (by MSW) 241 * A few thoughts on these default value (by MSW)
251 * gain ratio is pretty much meaningless until exp has been lost, as until 242 * gain ratio is pretty much meaningless until exp has been lost, as until
252 * that poin, the minimum ratio will be used. 243 * that poin, the value in the settings file will be used.
253 * It is also impossible for the exp to actually be reduced to the permanent 244 * It is also impossible for the exp to actually be reduced to the permanent
254 * exp ratio - since the loss ratio is .5, it will just get closer and 245 * exp ratio - since the loss ratio is .5, it will just get closer and
255 * closer. However, after about half a dozen hits, pretty much all the 246 * closer. However, after about half a dozen hits, pretty much all the
256 * exp that can be lost has been lost, and after that, only minor loss 247 * exp that can be lost has been lost, and after that, only minor loss
257 * will occur. 248 * will occur.
258 */ 249 */
259/* GD */ 250/* GD */
260 251
261#define PERM_EXP_MINIMUM_RATIO 0.25f
262#define PERM_EXP_GAIN_RATIO 0.10f 252#define PERM_EXP_GAIN_RATIO 0.10f
263#define PERM_EXP_MAX_LOSS_RATIO 0.50f 253#define PERM_EXP_MAX_LOSS_RATIO 0.50f
264
265/*
266 * WATCHDOG lets sends datagrams to port 13325 on localhost
267 * in (more-or-less) regular intervals, so an external watchdog
268 * program can kill the server if it hangs (for whatever reason).
269 * It shouldn't hurt anyone if this is defined but you don't
270 * have an watchdog program.
271 */
272#ifndef WIN32 /* ***win32 disable watchdog as win32 default */
273#define WATCHDOG
274#endif
275
276 254
277/* Enable the new material code - it needs some work. You can 255/* Enable the new material code - it needs some work. You can
278 * enable this, and things will work, just you'll see a whole 256 * enable this, and things will work, just you'll see a whole
279 * bunch more materials show up, and thus a whole bunch more materials 257 * bunch more materials show up, and thus a whole bunch more materials
280 * in your inventory, and the sorting for them isn't really good. 258 * in your inventory, and the sorting for them isn't really good.
343 * SHUTDOWN - used when shutting down the server 321 * SHUTDOWN - used when shutting down the server
344 * SOCKETBUFSIZE - size of buffer used internally by the server for storing 322 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
345 * backlogged messages. 323 * backlogged messages.
346 * TMPDIR - directory to use for temp files 324 * TMPDIR - directory to use for temp files
347 * UNIQUE_DIR - directory to put unique item files into 325 * UNIQUE_DIR - directory to put unique item files into
348 * USE_CALLOC for some memory requests
349 *********************************************************************** 326 ***********************************************************************
350 */ 327 */
351 328
352/* 329/*
353 * BANFILE - file used to ban certain sites from playing. See the example 330 * BANFILE - file used to ban certain sites from playing. See the example
354 * ban_file for examples. 331 * ban_file for examples.
355 */ 332 */
356
357#ifndef BANFILE 333#ifndef BANFILE
358#define BANFILE "ban_file" 334#define BANFILE "ban_file"
359#endif 335#endif
360 336
361/* CSPORT is the port used for the new client/server code. Change 337/* CSPORT is the port used for the new client/server code. Change
362 * if desired. Only of relevance if ERIC_SERVER is set above 338 * if desired. Only of relevance if ERIC_SERVER is set above
363 */ 339 */
364
365#define CSPORT 13327 /* old port + 1 */ 340#define CSPORT 13327 /* old port + 1 */
366 341
367 342
368/* 343/*
369 * DMFILE 344 * DMFILE
370 * A file containing valid names that can be dm, one on each line. See 345 * A file containing valid names that can be dm, one on each line. See
371 * example dm_file for syntax help. 346 * example dm_file for syntax help.
372 */ 347 */
373
374#ifndef DMFILE 348#ifndef DMFILE
375#define DMFILE "dm_file" 349#define DMFILE "dm_file"
376#endif 350#endif
377 351
378 352
379/* LOGFILE specifies which file to log to when playing with the 353/* LOGFILE specifies which file to log to when playing with the
380 * -daemon option. 354 * -daemon option.
381 */ 355 */
382
383#ifndef LOGFILE 356#ifndef LOGFILE
384#ifdef WIN32 /* change define path */
385#define LOGFILE "var\\crossfire.log"
386#else
387#define LOGFILE "/var/log/crossfire/logfile" 357#define LOGFILE "/var/log/crossfire/logfile"
388#endif 358#endif
389#endif
390
391/*
392 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
393 * after a player has left it. If it is set to 0, maps are
394 * swapped out the instant the last player leaves it.
395 * If you are low on memory, you should set this to 0.
396 * Note that depending on the map timeout variable, the number of
397 * objects can get quite high. This is because depending on the maps,
398 * a player could be having the objects of several maps in memory
399 * (the map he is in right now, and the ones he left recently.)
400 * Each map has it's own TIMEOUT value and value field and it is
401 * defaulted to 300
402 *
403 * Having a nonzero value can be useful: If a player leaves a map (and thus
404 * is on a new map), and realizes they want to go back pretty quickly, the
405 * old map is still in memory, so don't need to go disk and get it.
406 *
407 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
408 * to swap out in less than that many ticks, we use the MINTIMEOUT value
409 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
410 * maps.
411 */
412
413/* How many ticks till maps are swapped out */
414#define MAP_MAXTIMEOUT 1000
415/* At least that many ticks before swapout */
416#define MAP_MINTIMEOUT 500
417
418/*
419 * MAP_MAXRESET is the maximum time a map can have before being reset. It
420 * will override the time value set in the map, if that time is longer than
421 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
422 * TMPDIR device, set this value to somethign small. The default
423 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
424 * I personally like 1 hour myself, for solo play. It is long enough that
425 * maps won't be resetting as a solve a quest, but short enough that some
426 * maps (like shops and inns) will be reset during the time I play.
427 * Comment out MAP_MAXRESET time if you always want to use the value
428 * in the map archetype.
429 */
430
431/* Maximum time to reset. */
432#define MAP_MAXRESET 7200
433/* Default time to reset. */
434#define MAP_DEFAULTRESET 7200
435
436/*
437 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
438 * will look for maps which are already scheldued for swapping, and
439 * promptly swap them out before new maps are being loaded.
440 * If playing only by yourself, this number can probably be as low as
441 * 3000. If in server mode, probably figure about 1000-2000 objects per
442 * active player (if they typically play on different maps), for some guess
443 * on how many to define. If it is too low, maps just get swapped out
444 * immediately, causing a performance hit. If it is too high, the program
445 * consumes more memory. If you have gobs of free memory, a high number
446 * might not be a bad idea. Each object is around 350 bytes right now.
447 * 25000 is about 8.5 MB
448 */
449
450#define MAX_OBJECTS 100000
451
452/*
453 * Max objects low water mark (lwm). If defined, the map swapping strategy
454 * is a bit different:
455 * 1) We only start swapping maps if the number of objects in use is
456 * greater than MAX_OBJECTS above.
457 * 2) We keep swapping maps until there are no more maps to swap or the number
458 * of used objects drop below this low water mark value.
459 *
460 * If this is not defined, maps are swapped out on the timeout value above,
461 * or if the number of objects used is greater than MAX_OBJECTS above.
462 *
463 * Note: While this will prevent the pauses noticed when saving maps, there
464 * can instead be cpu performance penalties - any objects in memory get
465 * processed. So if there are 4000 objects in memory, and 1000 of them
466 * are living objects, the system will process all 1000 objects each tick.
467 * With swapping enable, maybe 600 of the objects would have gotten swapped
468 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
469 * than if it is very large.
470 * Also, the pauses you do get can be worse, as if you enter a map with
471 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
472 * many maps to get below the low water mark.
473 */
474
475/*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
476
477/*
478 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
479 * to find memory corruption and leaks. Currently, the main thing
480 * that happens with this activated is that one malloc is done for
481 * each object - thus whatever debugging mechanism the malloc library
482 * (or other debugging tool provides, like purify), it can track this
483 * individual malloc. Default behaviour when turned off is that
484 * enough memory is malloced for a large group of objects so malloc does
485 * not need to be called as often.
486 * This should only be turned on if some form of memory debugging tool
487 * is being used - otherwise, turning this on will cause some performance
488 * hit with no useful advantage.
489 */
490
491/*#define MEMORY_DEBUG*/
492
493 359
494/* 360/*
495 * If you want to have a Message Of The Day file, define MOTD to be 361 * If you want to have a Message Of The Day file, define MOTD to be
496 * the file with the message. If the file doesn't exist or if it 362 * the file with the message. If the file doesn't exist or if it
497 * is empty, no message will be displayed. 363 * is empty, no message will be displayed.
498 * (It resides in the CONFDIR directory) 364 * (It resides in the CONFDIR directory)
499 */ 365 */
500
501#define MOTD "motd" 366#define MOTD "motd"
502 367
503/* 368/*
504 * You can restrict playing in certain times by creating a PERMIT_FILE 369 * You can restrict playing in certain times by creating a PERMIT_FILE
505 * in CONFDIR. See the sample for usage notes. 370 * in CONFDIR. See the sample for usage notes.
506 */ 371 */
507
508#define PERM_FILE "forbid" 372#define PERM_FILE "forbid"
509 373
510/* 374/*
511 * If you want to take the game down while installing new versions, or 375 * If you want to take the game down while installing new versions, or
512 * for other reasons, put a message into the SHUTDOWN_FILE file. 376 * for other reasons, put a message into the SHUTDOWN_FILE file.
513 * Remember to delete it when you open the game again. 377 * Remember to delete it when you open the game again.
514 * (It resides in the CONFDIR directory) 378 * (It resides in the CONFDIR directory)
515 */ 379 */
516
517#ifndef SHUTDOWN_FILE 380#ifndef SHUTDOWN_FILE
518#define SHUTDOWN_FILE "shutdown" 381#define SHUTDOWN_FILE "shutdown"
519#endif 382#endif
520 383
521 384
527 * large. When the OS buffer and this buffer is exhausted, the server 390 * large. When the OS buffer and this buffer is exhausted, the server
528 * will drop the client connection for falling too far behind. So if 391 * will drop the client connection for falling too far behind. So if
529 * you have very slow client connections, a larger value may be 392 * you have very slow client connections, a larger value may be
530 * warranted. 393 * warranted.
531 */ 394 */
532
533#define SOCKETBUFSIZE 128*1024 395#define SOCKETBUFSIZE 256*1024
534 396
535/* 397/*
536 * Your tmp-directory should be large enough to hold the uncompressed 398 * Your tmp-directory should be large enough to hold the uncompressed
537 * map-files for all who are playing. 399 * map-files for all who are playing. Local to 'lib' directory.
538 * It ought to be locally mounted, since the function used to generate
539 * unique temporary filenames isn't guaranteed to work over NFS or AFS
540 * On the other hand, if you know that only one crossfire server will be
541 * running using this temporary directory, it is likely to be safe to use
542 * something that is NFS mounted (but performance may suffer as NFS is
543 * slower than local disk)
544 */ 400 */
545
546/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
547#ifdef WIN32 /* change define path tmp */
548#define TMPDIR "tmp" 401#define TMPDIR "tmp"
549#else
550#define TMPDIR "/tmp"
551#endif
552 402
553 403
554/* Directory to use for unique items. This is placed into the 'lib' 404/* Directory to use for unique items. This is placed into the 'lib'
555 * directory. Changing this will cause any old unique items file 405 * directory. Changing this will cause any old unique items file
556 * not to be used. 406 * not to be used.
557 */ 407 */
558#define UNIQUE_DIR "unique-items" 408#define UNIQUE_DIR "unique-items"
559
560/*
561 * If undefined, malloc is always used.
562 * It looks like this can be oboleted. However, it can be useful to
563 * track down some bugs, as it will make sure that the entire data structure
564 * is set to 0, at the expense of speed.
565 * Rupert Goldie has run Purify against the code, and if this is disabled,
566 * apparantly there are a lot of uninitialized memory reads - I haven't
567 * seen any problem (maybe the memory reads are copies, and the destination
568 * doesn't actually use the garbage values either?), but the impact on speed
569 * of using this probably isn't great, and should make things more stable.
570 * Msw 8-9-97
571 */
572#define USE_CALLOC
573
574
575/*
576 * These define the players starting map and location on that map, and where
577 * emergency saves are defined. This should be left as is unless you make
578 * major changes to the map.
579 */
580
581#ifdef WIN32 /* change define path city */
582
583# define EMERGENCY_MAPPATH "\\city\\city"
584# define EMERGENCY_X 15
585# define EMERGENCY_Y 19
586#else
587# define EMERGENCY_MAPPATH "/city/city"
588# define EMERGENCY_X 15
589# define EMERGENCY_Y 19
590#endif
591
592 409
593/* 410/*
594 * These defines tells where, relative to LIBDIR, the maps, the map-index, 411 * These defines tells where, relative to LIBDIR, the maps, the map-index,
595 * archetypes highscore and treaures files and directories can be found. 412 * archetypes highscore and treaures files and directories can be found.
596 */ 413 */
601#define REGIONS "regions" 418#define REGIONS "regions"
602#define HIGHSCORE "highscore" 419#define HIGHSCORE "highscore"
603#define TREASURES "treasures" 420#define TREASURES "treasures"
604#define BANISHFILE "banish_file" 421#define BANISHFILE "banish_file"
605 422
606#define MAX_ERRORS 25 /* Bail out if more are received during tick */
607#define STARTMAX 500 /* How big array of objects to start with */
608#define OBJ_EXPAND 100 /* How big steps to use when expanding array */
609
610#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 423#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
611 424
612#define ARCHTABLE 5003 /* Used when hashing archetypes */ 425#define ARCHTABLE 16384 /* Arch hashtable size */
613#define MAXSTRING 20 426#define MAXSTRING 20
614 427
615#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 428#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
616 429
617 430
648 * thus requiring that the server be setuid/setgid, and more generous 461 * thus requiring that the server be setuid/setgid, and more generous
649 * permisisons needed. 462 * permisisons needed.
650 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission 463 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
651 * for nay directories created. 464 * for nay directories created.
652 */ 465 */
466/* IMPORTANT: there is a race during saving, where the umask is being applied */
653#define SAVE_MODE 0660 467#define SAVE_MODE 0660
654#define SAVE_DIR_MODE 0770 468#define SAVE_DIR_MODE 0770
655
656/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
657 * needs to be selected. You can set both, and things will work fine,
658 * however, it just means that a lot more saving will be done, which
659 * can slow things down some.
660 */
661
662/* How often (in seconds) the player is saved if he drops things. If it is
663 * set to 0, the player will be saved for every item he drops. Otherwise,
664 * if the player drops and item, and the last time he was saved
665 * due to item drop is longer
666 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
667 * environment, you may want to set this to a higher value, so that
668 * you are not spending too much time saving the characters.
669 * This option should now work (Crossfire 0.90.5)
670 */
671
672/*#define SAVE_INTERVAL 300*/
673 469
674/* 470/*
675 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 471 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
676 * 5000 with MAX_TIME set at 120,000 means that the player will be 472 * 5000 with MAX_TIME set at 120,000 means that the player will be
677 * saved every 10 minutes. Some effort should probably be made to 473 * saved every 10 minutes. Some effort should probably be made to
680 * may not be large enough to save all of them.) As it is now, it will 476 * may not be large enough to save all of them.) As it is now, it will
681 * just set the base tick of when they log on, which should keep the 477 * just set the base tick of when they log on, which should keep the
682 * saves pretty well spread out (in a fairly random fashion.) 478 * saves pretty well spread out (in a fairly random fashion.)
683 */ 479 */
684 480
685#define AUTOSAVE 5000 481#define AUTOSAVE 1000
686
687/* Often, emergency save fails because the memory corruption that caused
688 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
689 * to disable emergency saves. This actually does
690 * prevent emergency saves now (Version 0.90.5).
691 */
692
693#define NO_EMERGENCY_SAVE
694
695/* By selecting the following, whenever a player does a backup save (with
696 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
697 * information that is specified later). IF this is not set, the player
698 * will be saved at his present location.
699 */
700
701/*#define BACKUP_SAVE_AT_HOME*/
702 482
703/* RESET_LOCATION_TIME is the number of seconds that must elapse before 483/* RESET_LOCATION_TIME is the number of seconds that must elapse before
704 * we fill return the player to his savebed location. If this is zero, 484 * we will return the player to his savebed location. If this is zero,
705 * this feature is disabled (player will resume where ever he was 485 * this feature is disabled (player will resume where ever he was
706 * when he last logged off). If this is set to less than two hours, 486 * when he last logged off). If this is set to less than two hours,
707 * it will prevent players from camping out in treasure rooms. 487 * it will prevent players from camping out in treasure rooms.
708 * Do not comment this out - it must be set to something - if you 488 * Do not comment this out - it must be set to something - if you
709 * comment this out, the program will not compile. 489 * comment this out, the program will not compile.

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