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Revision 1.1.1.1 by root, Fri Feb 3 07:12:48 2006 UTC vs.
Revision 1.45 by root, Sat Jun 9 22:54:03 2007 UTC

1/* 1/*
2 * static char *rcsid_config_h = 2 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 * "$Id: config.h,v 1.1.1.1 2006/02/03 07:12:48 root Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software; you can redistribute it and/or modify it
13 it under the terms of the GNU General Public License as published by 9 * under the terms of the GNU General Public License as published by the Free
14 the Free Software Foundation; either version 2 of the License, or 10 * Software Foundation; either version 2 of the License, or (at your option)
15 (at your option) any later version. 11 * any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful, but
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
20 GNU General Public License for more details. 16 * for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License along
23 along with this program; if not, write to the Free Software 19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
25 21 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 22 * The authors can be reached via e-mail to <crossfire@schmorp.de>
27*/ 23 */
28 24
29/* This file contains various #defines that select various options. 25/* This file contains various #defines that select various options.
30 * Some may not be desirable, and some just may not work. 26 * Some may not be desirable, and some just may not work.
31 * 27 *
32 * There are some options that are not selectable in this file which 28 * There are some options that are not selectable in this file which
65 * You don't have to change anything here to get a working program, but 61 * You don't have to change anything here to get a working program, but
66 * you may want to on personal preferance. Items are arranged 62 * you may want to on personal preferance. Items are arranged
67 * alphabetically. 63 * alphabetically.
68 * 64 *
69 * Short list of features, and what to search for: 65 * Short list of features, and what to search for:
70 * CS_LOGSTATS - log various new client/server data.
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.
77 */
78#define COZY_SERVER 1
79 79
80/* Use balanced stat loss code? 80/* Use balanced stat loss code?
81 * This code is a little more merciful with repeated stat loss at lower 81 * 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 82 * levels. Basically, the more stats you have lost, the less likely that
83 * you will lose more. Additionally, lower level characters are shown 83 * you will lose more. Additionally, lower level characters are shown
107 * this gets more offset as the stat gets more depleted. 107 * this gets more offset as the stat gets more depleted.
108 * 108 *
109 */ 109 */
110/* GD */ 110/* GD */
111 111
112#define BALSL_LOSS_CHANCE_RATIO 4 112#define BALSL_LOSS_CHANCE_RATIO 100
113#define BALSL_NUMBER_LOSSES_RATIO 6 113#define BALSL_NUMBER_LOSSES_RATIO 100
114#define BALSL_MAX_LOSS_RATIO 2 114#define BALSL_MAX_LOSS_RATIO 100
115 115
116 116
117/* Don't edit these values. They are configured in lib/settings. These are 117/* Don't edit these values. They are configured in lib/settings. These are
118 Simply the defaults. */ 118 Simply the defaults. */
119 119
120#define BALANCED_STAT_LOSS FALSE 120#define BALANCED_STAT_LOSS FALSE
121#define USE_PERMANENT_EXPERIENCE FALSE 121#define PERMANENT_EXPERIENCE_RATIO 25
122#define DEATH_PENALTY_RATIO 20
123#define DEATH_PENALTY_LEVEL 3
122#define SET_TITLE TRUE 124#define SET_TITLE TRUE
123#define SIMPLE_EXP TRUE 125#define SIMPLE_EXP TRUE
124#define SPELLPOINT_LEVEL_DEPEND TRUE 126#define SPELLPOINT_LEVEL_DEPEND TRUE
125#define SPELL_ENCUMBRANCE TRUE 127#define SPELL_ENCUMBRANCE TRUE
126#define SPELL_FAILURE_EFFECTS FALSE 128#define SPELL_FAILURE_EFFECTS FALSE
127#define REAL_WIZ TRUE
128#define RECYCLE_TMP_MAPS FALSE
129#define RESURRECTION FALSE 129#define RESURRECTION FALSE
130#define SEARCH_ITEMS TRUE 130#define SEARCH_ITEMS TRUE
131#define NOT_PERMADETH TRUE 131#define NOT_PERMADETH TRUE
132#define EXPLORE_MODE FALSE 132#define EXPLORE_MODE FALSE
133#define STAT_LOSS_ON_DEATH FALSE 133#define STAT_LOSS_ON_DEATH FALSE
134#define PK_LUCK_PENALTY 1 134#define PK_LUCK_PENALTY 1
135#define CASTING_TIME FALSE
136#define SET_FRIENDLY_FIRE 5 135#define SET_FRIENDLY_FIRE 5
137#define ARMOR_MAX_ENCHANT 5 136#define ARMOR_MAX_ENCHANT 5
138#define ARMOR_WEIGHT_REDUCTION 10 137#define ARMOR_WEIGHT_REDUCTION 10
139#define ARMOR_WEIGHT_LINEAR TRUE 138#define ARMOR_WEIGHT_LINEAR TRUE
140#define ARMOR_SPEED_IMPROVEMENT 10 139#define ARMOR_SPEED_IMPROVEMENT 10
141#define ARMOR_SPEED_LINEAR TRUE 140#define ARMOR_SPEED_LINEAR TRUE
141#define CREATE_HOME_PORTALS FALSE
142 142
143/* you can edit the ones below */ 143/* you can edit the ones below */
144
145
146/* CS_LOGSTATS will cause the server to log various usage stats
147 * (number of connections, amount of data sent, amount of data received,
148 * and so on.) This can be very useful if you are trying to measure
149 * server/bandwidth usage. It will periodially dump out information
150 * which contains usage stats for the last X amount of time.
151 * CS_LOGTIME is how often it will print out stats.
152 */
153#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
154#define CS_LOGSTATS
155#endif
156#ifdef CS_LOGSTATS
157#define CS_LOGTIME 600
158#endif
159 144
160/* DEBUG generates copious amounts of output. I tend to change the CC options 145/* 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 146 * in the crosssite.def file if I want this. By default, you probably
162 * dont want this defined. 147 * dont want this defined.
163 */ 148 */
164#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
165#ifndef DEBUG 149#ifndef DEBUG
166#define DEBUG 150# define DEBUG
167#endif
168#endif 151#endif
169/* 152/*
170 * This option creates more core files. In some areas, there are certain 153 * 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 154 * 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 155 * parameter for null, return if it is). These checks are being done
197 * maps at that point. 180 * maps at that point.
198 * 181 *
199 * MSW 2001-05-28 182 * MSW 2001-05-28
200 */ 183 */
201 184
202#define MAP_CLIENT_X 25 185#define MAP_CLIENT_X 31
203#define MAP_CLIENT_Y 25 186#define MAP_CLIENT_Y 31
204 187
205/* 188/*
206 * If you feel the game is too fast or too slow, change MAX_TIME. 189 * 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. 190 * You can experiment with the 'speed <new_max_time> command first.
208 * The length of a tick is MAX_TIME microseconds. During a tick, 191 * The length of a tick is MAX_TIME microseconds. During a tick,
217 */ 200 */
218#define NO_POLYMORPH 201#define NO_POLYMORPH
219 202
220 203
221/* This determine how many entries are stored in the kill log. You 204/* This determine how many entries are stored in the kill log. You
222 * can see this information with the 'party kills' command. More entries 205 * can see this information with the 'party kills' command. More entries
223 * mean slower performance and more memory. IF this is not defined, then 206 * mean slower performance and more memory.
224 * this feature is disabled.
225 */ 207 */
226/*
227#define PARTY_KILL_LOG 20 208#define PARTY_KILL_LOG 40
228*/
229 209
230/* Use permanent experience code? 210/*
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 211 * The PERM_EXP values adjust the behaviour of permenent experience. - if
240 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it 212 * the setting permanent_experience_percentage is zero, these values have
241 * is on, the minimum ratio is the minimum amount of permanent exp relative 213 * 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 100 214 * 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 215 * 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. 216 * 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, 217 * 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). 218 * 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 219 * 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. 220 * 10 to the permanent value).
249 * 221 *
250 * A few thoughts on these default value (by MSW) 222 * A few thoughts on these default value (by MSW)
251 * gain ratio is pretty much meaningless until exp has been lost, as until 223 * gain ratio is pretty much meaningless until exp has been lost, as until
252 * that poin, the minimum ratio will be used. 224 * 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 225 * 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 226 * 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 227 * 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 228 * exp that can be lost has been lost, and after that, only minor loss
257 * will occur. 229 * will occur.
258 */ 230 */
259/* GD */ 231/* GD */
260 232
261#define PERM_EXP_MINIMUM_RATIO 0.25f
262#define PERM_EXP_GAIN_RATIO 0.10f 233#define PERM_EXP_GAIN_RATIO 0.10f
263#define PERM_EXP_MAX_LOSS_RATIO 0.50f 234#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
276 235
277/* Enable the new material code - it needs some work. You can 236/* Enable the new material code - it needs some work. You can
278 * enable this, and things will work, just you'll see a whole 237 * 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 238 * 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. 239 * in your inventory, and the sorting for them isn't really good.
282 241
283/* 242/*
284#define NEW_MATERIAL_CODE 243#define NEW_MATERIAL_CODE
285*/ 244*/
286 245
287/***********************************************************************
288 * SECTION 2 - Machine/Compiler specific stuff.
289 *
290 * Short list of items:
291 * COMPRESS_SUFFIX - selection of compression programs
292 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
293 *
294 ***********************************************************************/
295
296/*
297 * If you compress your files to save space, set the COMPRESS_SUFFIX below
298 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
299 * should already find the program to use. If you set the suffix to
300 * something that autoconf did not find, you are likely to have serious
301 * problems, so make sure you have the appropriate compression tool installed
302 * before you set this. You can look at the autoconf.h file to see
303 * what compression tools it found (search for COMPRESS).
304 * Note that this is used when saving files. Crossfire will search all
305 * methods when loading a file to see if it finds a match
306 */
307
308#ifndef COMPRESS_SUFFIX
309/* #define COMPRESS_SUFFIX ".Z" */
310#endif
311
312/* If you get a complaint about O_NDELAY not being known/undefined, try
313 * uncommenting this.
314 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
315 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
316 * can be written - otherwise, the number of bytes written will be returned
317 * for both modes.
318 */
319
320/*
321#define O_NDELAY O_NONBLOCK
322*/
323
324 246
325/*********************************************************************** 247/***********************************************************************
326 * Section 3 248 * Section 3
327 * 249 *
328 * General file and other defaults that don't need to be changed, and 250 * General file and other defaults that don't need to be changed, and
329 * do not change gameplay as percieved by players much. Some options 251 * do not change gameplay as percieved by players much. Some options
330 * may affect memory consumption however. 252 * may affect memory consumption however.
331 * 253 *
332 * Values: 254 * Values:
333 * 255 *
334 * BANFILE - ban certain users/hosts.
335 * CSPORT - port to use for new client/server 256 * CSPORT - port to use for new client/server
336 * DMFILE - file with dm/wizard access lists 257 * DMFILE - file with dm/wizard access lists
337 * LOGFILE - where to log if using -daemon option 258 * LOGFILE - where to log if using -daemon option
338 * MAP_ - various map timeout and swapping parameters 259 * MAP_ - various map timeout and swapping parameters
339 * MAX_OBJECTS - how many objects to keep in memory. 260 * MAX_OBJECTS - how many objects to keep in memory.
343 * SHUTDOWN - used when shutting down the server 264 * SHUTDOWN - used when shutting down the server
344 * SOCKETBUFSIZE - size of buffer used internally by the server for storing 265 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
345 * backlogged messages. 266 * backlogged messages.
346 * TMPDIR - directory to use for temp files 267 * TMPDIR - directory to use for temp files
347 * UNIQUE_DIR - directory to put unique item files into 268 * UNIQUE_DIR - directory to put unique item files into
348 * USE_CALLOC for some memory requests
349 *********************************************************************** 269 ***********************************************************************
350 */ 270 */
351
352/*
353 * BANFILE - file used to ban certain sites from playing. See the example
354 * ban_file for examples.
355 */
356
357#ifndef BANFILE
358#define BANFILE "ban_file"
359#endif
360 271
361/* CSPORT is the port used for the new client/server code. Change 272/* CSPORT is the port used for the new client/server code. Change
362 * if desired. Only of relevance if ERIC_SERVER is set above 273 * if desired. Only of relevance if ERIC_SERVER is set above
363 */ 274 */
364
365#define CSPORT 13327 /* old port + 1 */ 275#define CSPORT 13327 /* old port + 1 */
366
367 276
368/* 277/*
369 * DMFILE 278 * DMFILE
370 * A file containing valid names that can be dm, one on each line. See 279 * A file containing valid names that can be dm, one on each line. See
371 * example dm_file for syntax help. 280 * example dm_file for syntax help.
372 */ 281 */
373
374#ifndef DMFILE 282#ifndef DMFILE
375#define DMFILE "dm_file" 283#define DMFILE "dm_file"
376#endif 284#endif
377 285
378
379/* LOGFILE specifies which file to log to when playing with the 286/* LOGFILE specifies which file to log to when playing with the
380 * -daemon option. 287 * -daemon option.
381 */ 288 */
382
383#ifndef LOGFILE 289#ifndef LOGFILE
384#ifdef WIN32 /* change define path */
385#define LOGFILE "var\\crossfire.log"
386#else
387#define LOGFILE "/var/log/crossfire/logfile" 290#define LOGFILE "/var/log/crossfire/logfile"
388#endif 291#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
493 292
494/* 293/*
495 * If you want to have a Message Of The Day file, define MOTD to be 294 * 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 295 * the file with the message. If the file doesn't exist or if it
497 * is empty, no message will be displayed. 296 * is empty, no message will be displayed.
498 * (It resides in the CONFDIR directory) 297 * (It resides in the CONFDIR directory)
499 */ 298 */
500
501#define MOTD "motd" 299#define MOTD "motd"
502 300
503/* 301/*
504 * You can restrict playing in certain times by creating a PERMIT_FILE 302 * You can restrict playing in certain times by creating a PERMIT_FILE
505 * in CONFDIR. See the sample for usage notes. 303 * in CONFDIR. See the sample for usage notes.
506 */ 304 */
507
508#define PERM_FILE "forbid" 305#define PERM_FILE "forbid"
509 306
510/* 307/*
511 * If you want to take the game down while installing new versions, or 308 * 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. 309 * for other reasons, put a message into the SHUTDOWN_FILE file.
513 * Remember to delete it when you open the game again. 310 * Remember to delete it when you open the game again.
514 * (It resides in the CONFDIR directory) 311 * (It resides in the CONFDIR directory)
515 */ 312 */
516
517#ifndef SHUTDOWN_FILE 313#ifndef SHUTDOWN_FILE
518#define SHUTDOWN_FILE "shutdown" 314#define SHUTDOWN_FILE "shutdown"
519#endif 315#endif
520
521 316
522/* 317/*
523 * SOCKETBUFSIZE is the size of the buffer used internally by the server for 318 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
524 * storing backlogged messages for the client. This is not operating system 319 * storing backlogged messages for the client. This is not operating system
525 * buffers or the like. This amount is used per connection (client). 320 * buffers or the like. This amount is used per connection (client).
527 * large. When the OS buffer and this buffer is exhausted, the server 322 * 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 323 * will drop the client connection for falling too far behind. So if
529 * you have very slow client connections, a larger value may be 324 * you have very slow client connections, a larger value may be
530 * warranted. 325 * warranted.
531 */ 326 */
532
533#define SOCKETBUFSIZE 128*1024 327#define SOCKETBUFSIZE 256*1024
534 328
535/* 329/*
536 * Your tmp-directory should be large enough to hold the uncompressed 330 * Your tmp-directory should be large enough to hold the uncompressed
537 * map-files for all who are playing. 331 * 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 */ 332 */
545
546/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
547#ifdef WIN32 /* change define path tmp */
548#define TMPDIR "tmp" 333#define TMPDIR "tmp"
549#else
550#define TMPDIR "/tmp"
551#endif
552
553 334
554/* Directory to use for unique items. This is placed into the 'lib' 335/* Directory to use for unique items. This is placed into the 'lib'
555 * directory. Changing this will cause any old unique items file 336 * directory. Changing this will cause any old unique items file
556 * not to be used. 337 * not to be used.
557 */ 338 */
558#define UNIQUE_DIR "unique-items" 339#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
592 340
593/* 341/*
594 * These defines tells where, relative to LIBDIR, the maps, the map-index, 342 * These defines tells where, relative to LIBDIR, the maps, the map-index,
595 * archetypes highscore and treaures files and directories can be found. 343 * archetypes highscore and treaures files and directories can be found.
596 */ 344 */
599#define TEMPLATE_DIR "template-maps" 347#define TEMPLATE_DIR "template-maps"
600#define ARCHETYPES "archetypes" 348#define ARCHETYPES "archetypes"
601#define REGIONS "regions" 349#define REGIONS "regions"
602#define HIGHSCORE "highscore" 350#define HIGHSCORE "highscore"
603#define TREASURES "treasures" 351#define TREASURES "treasures"
604#define BANISHFILE "banish_file"
605
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 */
609 352
610#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 353#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
611 354
612#define ARCHTABLE 5003 /* Used when hashing archetypes */
613#define MAXSTRING 20 355#define MAXSTRING 20
614 356
615#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 357#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
616 358
617 359
634 * start their own crossfire, you won't need to define this. 376 * start their own crossfire, you won't need to define this.
635 * 377 *
636 */ 378 */
637 379
638#ifndef PLAYERDIR 380#ifndef PLAYERDIR
639#define PLAYERDIR "players" 381# define PLAYERDIR "players"
640#endif 382#endif
641 383
642/* 384/*
643 * If you have defined SAVE_PLAYER, you might want to change this, too. 385 * If you have defined SAVE_PLAYER, you might want to change this, too.
644 * This is the access rights for the players savefiles. 386 * This is the access rights for the players savefiles.
648 * thus requiring that the server be setuid/setgid, and more generous 390 * thus requiring that the server be setuid/setgid, and more generous
649 * permisisons needed. 391 * permisisons needed.
650 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission 392 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
651 * for nay directories created. 393 * for nay directories created.
652 */ 394 */
395/* IMPORTANT: there is a race during saving, where the umask is being applied */
653#define SAVE_MODE 0660 396#define SAVE_MODE 0660
654#define SAVE_DIR_MODE 0770 397#define SAVE_DIR_MODE 0770
655 398
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
674/* 399/*
675 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 400 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
676 * 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
678 * spread out these saves, but that might be more effort than it is
679 * worth (Depending on the spacing, if enough players log on, the spacing
680 * 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
682 * saves pretty well spread out (in a fairly random fashion.)
683 */
684
685#define AUTOSAVE 5000
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
703/* 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,
705 * 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,
707 * it will prevent players from camping out in treasure rooms.
708 * Do not comment this out - it must be set to something - if you
709 * comment this out, the program will not compile.
710 * 401 */
711 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player 402#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
712 * where appear under what conditions is a little complicated depending
713 * on how the player exited the game. But if the elapsed time is greater than
714 * the value below, player will always get returned to savebed location
715 * location.
716 *
717 * Set to one hour as default
718 */
719 403
720#define RESET_LOCATION_TIME 3600
721

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