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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 1.33 by root, Tue Jan 2 11:08:36 2007 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@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 ***********************************************************************/
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
134#define REAL_WIZ TRUE 135#define REAL_WIZ TRUE
135#define RECYCLE_TMP_MAPS FALSE
136#define RESURRECTION FALSE 136#define RESURRECTION FALSE
137#define SEARCH_ITEMS TRUE 137#define SEARCH_ITEMS TRUE
138#define NOT_PERMADETH TRUE 138#define NOT_PERMADETH TRUE
139#define EXPLORE_MODE FALSE 139#define EXPLORE_MODE FALSE
140#define STAT_LOSS_ON_DEATH FALSE 140#define STAT_LOSS_ON_DEATH FALSE
144#define ARMOR_MAX_ENCHANT 5 144#define ARMOR_MAX_ENCHANT 5
145#define ARMOR_WEIGHT_REDUCTION 10 145#define ARMOR_WEIGHT_REDUCTION 10
146#define ARMOR_WEIGHT_LINEAR TRUE 146#define ARMOR_WEIGHT_LINEAR TRUE
147#define ARMOR_SPEED_IMPROVEMENT 10 147#define ARMOR_SPEED_IMPROVEMENT 10
148#define ARMOR_SPEED_LINEAR TRUE 148#define ARMOR_SPEED_LINEAR TRUE
149#define CREATE_HOME_PORTALS FALSE
149 150
150/* you can edit the ones below */ 151/* you can edit the ones below */
151 152
152 153
153/* CS_LOGSTATS will cause the server to log various usage stats 154/* 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 156 * and so on.) This can be very useful if you are trying to measure
156 * server/bandwidth usage. It will periodially dump out information 157 * server/bandwidth usage. It will periodially dump out information
157 * which contains usage stats for the last X amount of time. 158 * which contains usage stats for the last X amount of time.
158 * CS_LOGTIME is how often it will print out stats. 159 * CS_LOGTIME is how often it will print out stats.
159 */ 160 */
160#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
161#define CS_LOGSTATS 161#define CS_LOGSTATS
162#endif
163#ifdef CS_LOGSTATS
164#define CS_LOGTIME 600 162#define CS_LOGTIME 600
165#endif
166 163
167/* 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
168 * 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
169 * dont want this defined. 166 * dont want this defined.
170 */ 167 */
171#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
172#ifndef DEBUG 168#ifndef DEBUG
173#define DEBUG 169#define DEBUG
174#endif
175#endif 170#endif
176/* 171/*
177 * 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
178 * 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
179 * 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
204 * maps at that point. 199 * maps at that point.
205 * 200 *
206 * MSW 2001-05-28 201 * MSW 2001-05-28
207 */ 202 */
208 203
209#define MAP_CLIENT_X 25 204#define MAP_CLIENT_X 31
210#define MAP_CLIENT_Y 25 205#define MAP_CLIENT_Y 31
211 206
212/* 207/*
213 * 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.
214 * You can experiment with the 'speed <new_max_time> command first. 209 * You can experiment with the 'speed <new_max_time> command first.
215 * 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,
224 */ 219 */
225#define NO_POLYMORPH 220#define NO_POLYMORPH
226 221
227 222
228/* 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
229 * can see this information with the 'party kills' command. More entries 224 * can see this information with the 'party kills' command. More entries
230 * mean slower performance and more memory. IF this is not defined, then 225 * mean slower performance and more memory.
231 * this feature is disabled.
232 */ 226 */
233#define PARTY_KILL_LOG 20 227#define PARTY_KILL_LOG 40
234 228
235/* Use permanent experience code? 229/*
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 230 * The PERM_EXP values adjust the behaviour of permenent experience. - if
245 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it 231 * the setting permanent_experience_percentage is zero, these values have
246 * 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
247 * 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,
248 * 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
249 * is how much of experienced experience goes to the permanent value. 235 * 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, 236 * 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). 237 * 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 238 * 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. 239 * 10 to the permanent value).
254 * 240 *
255 * A few thoughts on these default value (by MSW) 241 * A few thoughts on these default value (by MSW)
256 * 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
257 * that poin, the minimum ratio will be used. 243 * 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 244 * 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 245 * 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 246 * 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 247 * exp that can be lost has been lost, and after that, only minor loss
262 * will occur. 248 * will occur.
263 */ 249 */
264/* GD */ 250/* GD */
265 251
266#define PERM_EXP_MINIMUM_RATIO 0.25f
267#define PERM_EXP_GAIN_RATIO 0.10f 252#define PERM_EXP_GAIN_RATIO 0.10f
268#define PERM_EXP_MAX_LOSS_RATIO 0.50f 253#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
281 254
282/* Enable the new material code - it needs some work. You can 255/* Enable the new material code - it needs some work. You can
283 * 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
284 * 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
285 * 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.
348 * SHUTDOWN - used when shutting down the server 321 * SHUTDOWN - used when shutting down the server
349 * SOCKETBUFSIZE - size of buffer used internally by the server for storing 322 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
350 * backlogged messages. 323 * backlogged messages.
351 * TMPDIR - directory to use for temp files 324 * TMPDIR - directory to use for temp files
352 * UNIQUE_DIR - directory to put unique item files into 325 * UNIQUE_DIR - directory to put unique item files into
353 * USE_CALLOC for some memory requests
354 *********************************************************************** 326 ***********************************************************************
355 */ 327 */
356 328
357/* 329/*
358 * 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
359 * ban_file for examples. 331 * ban_file for examples.
360 */ 332 */
361
362#ifndef BANFILE 333#ifndef BANFILE
363#define BANFILE "ban_file" 334#define BANFILE "ban_file"
364#endif 335#endif
365 336
366/* 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
367 * if desired. Only of relevance if ERIC_SERVER is set above 338 * if desired. Only of relevance if ERIC_SERVER is set above
368 */ 339 */
369
370#define CSPORT 13327 /* old port + 1 */ 340#define CSPORT 13327 /* old port + 1 */
371 341
372 342
373/* 343/*
374 * DMFILE 344 * DMFILE
375 * 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
376 * example dm_file for syntax help. 346 * example dm_file for syntax help.
377 */ 347 */
378
379#ifndef DMFILE 348#ifndef DMFILE
380#define DMFILE "dm_file" 349#define DMFILE "dm_file"
381#endif 350#endif
382 351
383 352
384/* LOGFILE specifies which file to log to when playing with the 353/* LOGFILE specifies which file to log to when playing with the
385 * -daemon option. 354 * -daemon option.
386 */ 355 */
387
388#ifndef LOGFILE 356#ifndef LOGFILE
389#ifdef WIN32 /* change define path */
390#define LOGFILE "var\\crossfire.log"
391#else
392#define LOGFILE "/var/log/crossfire/logfile" 357#define LOGFILE "/var/log/crossfire/logfile"
393#endif 358#endif
394#endif
395
396/*
397 * 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
399 * swapped out the instant the last player leaves it.
400 * If you are low on memory, you should set this to 0.
401 * Note that depending on the map timeout variable, the number of
402 * objects can get quite high. This is because depending on the maps,
403 * a player could be having the objects of several maps in memory
404 * (the map he is in right now, and the ones he left recently.)
405 * Each map has it's own TIMEOUT value and value field and it is
406 * defaulted to 300
407 *
408 * Having a nonzero value can be useful: If a player leaves a map (and thus
409 * is on a new map), and realizes they want to go back pretty quickly, the
410 * old map is still in memory, so don't need to go disk and get it.
411 *
412 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
413 * to swap out in less than that many ticks, we use the MINTIMEOUT value
414 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
415 * maps.
416 */
417
418/* How many ticks till maps are swapped out */
419#define MAP_MAXTIMEOUT 1000
420/* At least that many ticks before swapout */
421#define MAP_MINTIMEOUT 500
422
423/*
424 * 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
426 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
427 * TMPDIR device, set this value to somethign small. The default
428 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
429 * I personally like 1 hour myself, for solo play. It is long enough that
430 * maps won't be resetting as a solve a quest, but short enough that some
431 * maps (like shops and inns) will be reset during the time I play.
432 * Comment out MAP_MAXRESET time if you always want to use the value
433 * in the map archetype.
434 */
435
436/* Maximum time to reset. */
437#define MAP_MAXRESET 7200
438/* Default time to reset. */
439#define MAP_DEFAULTRESET 7200
440
441/*
442 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
443 * will look for maps which are already scheldued for swapping, and
444 * promptly swap them out before new maps are being loaded.
445 * If playing only by yourself, this number can probably be as low as
446 * 3000. If in server mode, probably figure about 1000-2000 objects per
447 * active player (if they typically play on different maps), for some guess
448 * on how many to define. If it is too low, maps just get swapped out
449 * immediately, causing a performance hit. If it is too high, the program
450 * 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.
452 * 25000 is about 8.5 MB
453 */
454
455#define MAX_OBJECTS 100000
456
457/*
458 * Max objects low water mark (lwm). If defined, the map swapping strategy
459 * is a bit different:
460 * 1) We only start swapping maps if the number of objects in use is
461 * greater than MAX_OBJECTS above.
462 * 2) We keep swapping maps until there are no more maps to swap or the number
463 * of used objects drop below this low water mark value.
464 *
465 * If this is not defined, maps are swapped out on the timeout value above,
466 * or if the number of objects used is greater than MAX_OBJECTS above.
467 *
468 * Note: While this will prevent the pauses noticed when saving maps, there
469 * can instead be cpu performance penalties - any objects in memory get
470 * processed. So if there are 4000 objects in memory, and 1000 of them
471 * are living objects, the system will process all 1000 objects each tick.
472 * With swapping enable, maybe 600 of the objects would have gotten swapped
473 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
474 * than if it is very large.
475 * Also, the pauses you do get can be worse, as if you enter a map with
476 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
477 * many maps to get below the low water mark.
478 */
479
480/*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
481
482/*
483 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
484 * to find memory corruption and leaks. Currently, the main thing
485 * that happens with this activated is that one malloc is done for
486 * each object - thus whatever debugging mechanism the malloc library
487 * (or other debugging tool provides, like purify), it can track this
488 * individual malloc. Default behaviour when turned off is that
489 * enough memory is malloced for a large group of objects so malloc does
490 * not need to be called as often.
491 * This should only be turned on if some form of memory debugging tool
492 * is being used - otherwise, turning this on will cause some performance
493 * hit with no useful advantage.
494 */
495
496/*#define MEMORY_DEBUG*/
497
498 359
499/* 360/*
500 * 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
501 * 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
502 * is empty, no message will be displayed. 363 * is empty, no message will be displayed.
503 * (It resides in the CONFDIR directory) 364 * (It resides in the CONFDIR directory)
504 */ 365 */
505
506#define MOTD "motd" 366#define MOTD "motd"
507 367
508/* 368/*
509 * 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
510 * in CONFDIR. See the sample for usage notes. 370 * in CONFDIR. See the sample for usage notes.
511 */ 371 */
512
513#define PERM_FILE "forbid" 372#define PERM_FILE "forbid"
514 373
515/* 374/*
516 * 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
517 * for other reasons, put a message into the SHUTDOWN_FILE file. 376 * for other reasons, put a message into the SHUTDOWN_FILE file.
518 * Remember to delete it when you open the game again. 377 * Remember to delete it when you open the game again.
519 * (It resides in the CONFDIR directory) 378 * (It resides in the CONFDIR directory)
520 */ 379 */
521
522#ifndef SHUTDOWN_FILE 380#ifndef SHUTDOWN_FILE
523#define SHUTDOWN_FILE "shutdown" 381#define SHUTDOWN_FILE "shutdown"
524#endif 382#endif
525 383
526 384
532 * 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
533 * 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
534 * you have very slow client connections, a larger value may be 392 * you have very slow client connections, a larger value may be
535 * warranted. 393 * warranted.
536 */ 394 */
537
538#define SOCKETBUFSIZE 128*1024 395#define SOCKETBUFSIZE 256*1024
539 396
540/* 397/*
541 * Your tmp-directory should be large enough to hold the uncompressed 398 * Your tmp-directory should be large enough to hold the uncompressed
542 * map-files for all who are playing. 399 * map-files for all who are playing. Local to 'lib' directory.
543 * It ought to be locally mounted, since the function used to generate
544 * unique temporary filenames isn't guaranteed to work over NFS or AFS
545 * On the other hand, if you know that only one crossfire server will be
546 * running using this temporary directory, it is likely to be safe to use
547 * something that is NFS mounted (but performance may suffer as NFS is
548 * slower than local disk)
549 */ 400 */
550
551/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
552#ifdef WIN32 /* change define path tmp */
553#define TMPDIR "tmp" 401#define TMPDIR "tmp"
554#else
555#define TMPDIR "/tmp"
556#endif
557 402
558 403
559/* 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'
560 * directory. Changing this will cause any old unique items file 405 * directory. Changing this will cause any old unique items file
561 * not to be used. 406 * not to be used.
562 */ 407 */
563#define UNIQUE_DIR "unique-items" 408#define UNIQUE_DIR "unique-items"
564
565/*
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
582 * emergency saves are defined. This should be left as is unless you make
583 * major changes to the map.
584 */
585
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"
593# define EMERGENCY_X 15
594# define EMERGENCY_Y 19
595#endif
596
597 409
598/* 410/*
599 * 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,
600 * archetypes highscore and treaures files and directories can be found. 412 * archetypes highscore and treaures files and directories can be found.
601 */ 413 */
606#define REGIONS "regions" 418#define REGIONS "regions"
607#define HIGHSCORE "highscore" 419#define HIGHSCORE "highscore"
608#define TREASURES "treasures" 420#define TREASURES "treasures"
609#define BANISHFILE "banish_file" 421#define BANISHFILE "banish_file"
610 422
611#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 */
614
615#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 423#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
616 424
617#define ARCHTABLE 5003 /* Used when hashing archetypes */ 425#define ARCHTABLE 16384 /* Arch hashtable size */
618#define MAXSTRING 20 426#define MAXSTRING 20
619 427
620#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 :) */
621 429
622 430
657 */ 465 */
658/* IMPORTANT: there is a race during saving, where the umask is being applied */ 466/* IMPORTANT: there is a race during saving, where the umask is being applied */
659#define SAVE_MODE 0660 467#define SAVE_MODE 0660
660#define SAVE_DIR_MODE 0770 468#define SAVE_DIR_MODE 0770
661 469
662/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
663 * needs to be selected. You can set both, and things will work fine,
664 * however, it just means that a lot more saving will be done, which
665 * can slow things down some.
666 */
667
668/* How often (in seconds) the player is saved if he drops things. If it is
669 * set to 0, the player will be saved for every item he drops. Otherwise,
670 * if the player drops and item, and the last time he was saved
671 * due to item drop is longer
672 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
673 * environment, you may want to set this to a higher value, so that
674 * you are not spending too much time saving the characters.
675 * This option should now work (Crossfire 0.90.5)
676 */
677
678//#define SAVE_INTERVAL 60
679
680/* 470/*
681 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 471 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
682 * 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
683 * saved every 10 minutes. Some effort should probably be made to 473 * saved every 10 minutes. Some effort should probably be made to
684 * spread out these saves, but that might be more effort than it is 474 * spread out these saves, but that might be more effort than it is
686 * 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
687 * 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
688 * saves pretty well spread out (in a fairly random fashion.) 478 * saves pretty well spread out (in a fairly random fashion.)
689 */ 479 */
690 480
691#define AUTOSAVE 500 481#define AUTOSAVE 1000
692
693/* Often, emergency save fails because the memory corruption that caused
694 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
695 * to disable emergency saves. This actually does
696 * prevent emergency saves now (Version 0.90.5).
697 */
698
699//#define NO_EMERGENCY_SAVE
700
701/* 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_*
703 * information that is specified later). IF this is not set, the player
704 * will be saved at his present location.
705 */
706
707/*#define BACKUP_SAVE_AT_HOME*/
708 482
709/* 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
710 * 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,
711 * this feature is disabled (player will resume where ever he was 485 * 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, 486 * 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. 487 * it will prevent players from camping out in treasure rooms.
714 * 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
715 * comment this out, the program will not compile. 489 * comment this out, the program will not compile.

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