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Revision 1.16 by pippijn, Fri Apr 28 13:56:26 2006 UTC vs.
Revision 1.57 by root, Mon Nov 9 18:47:56 2009 UTC

1/* 1/*
2 * static char *rcsid_config_h = 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * "$Id: config.h,v 1.16 2006/04/28 13:56:26 pippijn Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra 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 * Deliantra is free software: you can redistribute it and/or modify it under
13 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
14 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 11 * option) 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,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License 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 Affero GNU General Public License
23 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
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 <support@deliantra.net>
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 ***********************************************************************/
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.
83 * are treated by pet monsters as the owner itself when moving "through" them.
84 */ 77 */
85#define COZY_SERVER 1 78#define COZY_SERVER 1
86
87/*
88 * Make it impossible to pk outside the arena.
89 */
90#define PROHIBIT_PLAYERKILL 1
91 79
92/* Use balanced stat loss code? 80/* Use balanced stat loss code?
93 * 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
94 * 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
95 * you will lose more. Additionally, lower level characters are shown 83 * you will lose more. Additionally, lower level characters are shown
136#define SET_TITLE TRUE 124#define SET_TITLE TRUE
137#define SIMPLE_EXP TRUE 125#define SIMPLE_EXP TRUE
138#define SPELLPOINT_LEVEL_DEPEND TRUE 126#define SPELLPOINT_LEVEL_DEPEND TRUE
139#define SPELL_ENCUMBRANCE TRUE 127#define SPELL_ENCUMBRANCE TRUE
140#define SPELL_FAILURE_EFFECTS FALSE 128#define SPELL_FAILURE_EFFECTS FALSE
141#define REAL_WIZ TRUE
142#define RECYCLE_TMP_MAPS FALSE
143#define RESURRECTION FALSE 129#define RESURRECTION FALSE
144#define SEARCH_ITEMS TRUE 130#define SEARCH_ITEMS TRUE
145#define NOT_PERMADETH TRUE 131#define NOT_PERMADETH TRUE
146#define EXPLORE_MODE FALSE 132#define EXPLORE_MODE FALSE
147#define STAT_LOSS_ON_DEATH FALSE 133#define STAT_LOSS_ON_DEATH FALSE
148#define PK_LUCK_PENALTY 1 134#define PK_LUCK_PENALTY 1
149#define CASTING_TIME FALSE
150#define SET_FRIENDLY_FIRE 5 135#define SET_FRIENDLY_FIRE 5
151#define ARMOR_MAX_ENCHANT 5 136#define ARMOR_MAX_ENCHANT 5
152#define ARMOR_WEIGHT_REDUCTION 10 137#define ARMOR_WEIGHT_REDUCTION 10
153#define ARMOR_WEIGHT_LINEAR TRUE 138#define ARMOR_WEIGHT_LINEAR TRUE
154#define ARMOR_SPEED_IMPROVEMENT 10 139#define ARMOR_SPEED_IMPROVEMENT 10
155#define ARMOR_SPEED_LINEAR TRUE 140#define ARMOR_SPEED_LINEAR TRUE
156#define CREATE_HOME_PORTALS FALSE 141#define CREATE_HOME_PORTALS FALSE
157 142
158/* you can edit the ones below */ 143/* you can edit the ones below */
159 144
160
161/* CS_LOGSTATS will cause the server to log various usage stats
162 * (number of connections, amount of data sent, amount of data received,
163 * and so on.) This can be very useful if you are trying to measure
164 * server/bandwidth usage. It will periodially dump out information
165 * which contains usage stats for the last X amount of time.
166 * CS_LOGTIME is how often it will print out stats.
167 */
168#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
169#define CS_LOGSTATS
170#endif
171#ifdef CS_LOGSTATS
172#define CS_LOGTIME 600
173#endif
174
175/* 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
176 * 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
177 * dont want this defined. 147 * dont want this defined.
178 */ 148 */
179#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
180#ifndef DEBUG 149#ifndef DEBUG
181#define DEBUG 150# define DEBUG
182#endif
183#endif 151#endif
184/* 152/*
185 * 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
186 * 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
187 * 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
212 * maps at that point. 180 * maps at that point.
213 * 181 *
214 * MSW 2001-05-28 182 * MSW 2001-05-28
215 */ 183 */
216 184
185// both must be 2**n
217#define MAP_CLIENT_X 31 186#define MAP_CLIENT_X 32
218#define MAP_CLIENT_Y 31 187#define MAP_CLIENT_Y 32
219 188
220/* 189/*
221 * If you feel the game is too fast or too slow, change MAX_TIME. 190 * If you feel the game is too fast or too slow, change MAX_TIME.
222 * You can experiment with the 'speed <new_max_time> command first. 191 * You can experiment with the 'speed <new_max_time> command first.
223 * The length of a tick is MAX_TIME microseconds. During a tick, 192 * The length of a tick is MAX_TIME microseconds. During a tick,
224 * players, monsters, or items with speed 1 can do one thing. 193 * players, monsters, or items with speed 1 can do one thing.
225 */ 194 */
226 195
227#define MAX_TIME 120000 196#define MAX_TIME 120000
228 197
198/*
199 * MAX_ITEM_PER_ACTION defines how many items a player can drop/take etc. at once.
200 * (be careful to set this to high values, as dropping lots of things
201 * can be a performance problem (for which a fix is worked on)).
202 */
203
204#define MAX_ITEM_PER_ACTION 100
205
229/* Polymorph as it currently stands is unbalancing, so by default 206/* Polymorph as it currently stands is unbalancing, so by default
230 * we have it disabled. It can be enabled and it works, but 207 * we have it disabled. It can be enabled and it works, but
231 * it can be abused in various ways. 208 * it can be abused in various ways.
232 */ 209 */
233#define NO_POLYMORPH 210#define NO_POLYMORPH
234 211
235 212
236/* This determine how many entries are stored in the kill log. You 213/* This determine how many entries are stored in the kill log. You
237 * can see this information with the 'party kills' command. More entries 214 * can see this information with the 'party kills' command. More entries
238 * mean slower performance and more memory. IF this is not defined, then 215 * mean slower performance and more memory.
239 * this feature is disabled.
240 */ 216 */
241#define PARTY_KILL_LOG 20 217#define PARTY_KILL_LOG 40
242 218
243/* 219/*
244 * The PERM_EXP values adjust the behaviour of permenent experience. - if 220 * The PERM_EXP values adjust the behaviour of permenent experience. - if
245 * the setting permanent_experience_percentage is zero, these values have 221 * the setting permanent_experience_percentage is zero, these values have
246 * no meaning. The value in the settings file is the percentage of the 222 * no meaning. The value in the settings file is the percentage of the
264/* GD */ 240/* GD */
265 241
266#define PERM_EXP_GAIN_RATIO 0.10f 242#define PERM_EXP_GAIN_RATIO 0.10f
267#define PERM_EXP_MAX_LOSS_RATIO 0.50f 243#define PERM_EXP_MAX_LOSS_RATIO 0.50f
268 244
269/*
270 * WATCHDOG lets sends datagrams to port 13325 on localhost
271 * in (more-or-less) regular intervals, so an external watchdog
272 * program can kill the server if it hangs (for whatever reason).
273 * It shouldn't hurt anyone if this is defined but you don't
274 * have an watchdog program.
275 */
276#ifndef WIN32 /* ***win32 disable watchdog as win32 default */
277#define WATCHDOG
278#endif
279
280
281/* Enable the new material code - it needs some work. You can
282 * enable this, and things will work, just you'll see a whole
283 * bunch more materials show up, and thus a whole bunch more materials
284 * in your inventory, and the sorting for them isn't really good.
285 */
286
287/*
288#define NEW_MATERIAL_CODE
289*/
290
291/***********************************************************************
292 * SECTION 2 - Machine/Compiler specific stuff.
293 *
294 * Short list of items:
295 * COMPRESS_SUFFIX - selection of compression programs
296 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
297 *
298 ***********************************************************************/
299
300/*
301 * If you compress your files to save space, set the COMPRESS_SUFFIX below
302 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
303 * should already find the program to use. If you set the suffix to
304 * something that autoconf did not find, you are likely to have serious
305 * problems, so make sure you have the appropriate compression tool installed
306 * before you set this. You can look at the autoconf.h file to see
307 * what compression tools it found (search for COMPRESS).
308 * Note that this is used when saving files. Crossfire will search all
309 * methods when loading a file to see if it finds a match
310 */
311
312#ifndef COMPRESS_SUFFIX
313/* #define COMPRESS_SUFFIX ".Z" */
314#endif
315
316/* If you get a complaint about O_NDELAY not being known/undefined, try
317 * uncommenting this.
318 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
319 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
320 * can be written - otherwise, the number of bytes written will be returned
321 * for both modes.
322 */
323
324/*
325#define O_NDELAY O_NONBLOCK
326*/
327
328
329/*********************************************************************** 245/***********************************************************************
330 * Section 3 246 * Section 3
331 * 247 *
332 * General file and other defaults that don't need to be changed, and 248 * General file and other defaults that don't need to be changed, and
333 * do not change gameplay as percieved by players much. Some options 249 * do not change gameplay as percieved by players much. Some options
334 * may affect memory consumption however. 250 * may affect memory consumption however.
335 * 251 *
336 * Values: 252 * Values:
337 * 253 *
338 * BANFILE - ban certain users/hosts.
339 * CSPORT - port to use for new client/server 254 * CSPORT - port to use for new client/server
340 * DMFILE - file with dm/wizard access lists 255 * DMFILE - file with dm/wizard access lists
341 * LOGFILE - where to log if using -daemon option 256 * LOGFILE - where to log if using -daemon option
342 * MAP_ - various map timeout and swapping parameters 257 * MAP_ - various map timeout and swapping parameters
343 * MAX_OBJECTS - how many objects to keep in memory. 258 * MAX_OBJECTS - how many objects to keep in memory.
344 * MAX_OBJECTS_LWM - only swap maps out if below that value 259 * MAX_OBJECTS_LWM - only swap maps out if below that value
345 * MOTD - message of the day - printed each time someone joins the game
346 * PERM_FILE - limit play times 260 * PERM_FILE - limit play times
347 * SHUTDOWN - used when shutting down the server 261 * SHUTDOWN - used when shutting down the server
348 * SOCKETBUFSIZE - size of buffer used internally by the server for storing 262 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
349 * backlogged messages. 263 * backlogged messages.
350 * TMPDIR - directory to use for temp files 264 * TMPDIR - directory to use for temp files
351 * UNIQUE_DIR - directory to put unique item files into 265 * UNIQUE_DIR - directory to put unique item files into
352 * USE_CALLOC for some memory requests
353 *********************************************************************** 266 ***********************************************************************
354 */ 267 */
355
356/*
357 * BANFILE - file used to ban certain sites from playing. See the example
358 * ban_file for examples.
359 */
360
361#ifndef BANFILE
362#define BANFILE "ban_file"
363#endif
364 268
365/* CSPORT is the port used for the new client/server code. Change 269/* CSPORT is the port used for the new client/server code. Change
366 * if desired. Only of relevance if ERIC_SERVER is set above 270 * if desired. Only of relevance if ERIC_SERVER is set above
367 */ 271 */
368
369#define CSPORT 13327 /* old port + 1 */ 272#define CSPORT 13327 /* old port + 1 */
370
371 273
372/* 274/*
373 * DMFILE 275 * DMFILE
374 * A file containing valid names that can be dm, one on each line. See 276 * A file containing valid names that can be dm, one on each line. See
375 * example dm_file for syntax help. 277 * example dm_file for syntax help.
376 */ 278 */
377
378#ifndef DMFILE 279#ifndef DMFILE
379#define DMFILE "dm_file" 280#define DMFILE "dm_file"
380#endif 281#endif
381 282
382
383/* LOGFILE specifies which file to log to when playing with the 283/* LOGFILE specifies which file to log to when playing with the
384 * -daemon option. 284 * -daemon option.
385 */ 285 */
386
387#ifndef LOGFILE 286#ifndef LOGFILE
388#ifdef WIN32 /* change define path */
389#define LOGFILE "var\\crossfire.log"
390#else
391#define LOGFILE "/var/log/crossfire/logfile" 287#define LOGFILE "/var/log/deliantra/logfile"
392#endif 288#endif
393#endif
394
395/*
396 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
397 * after a player has left it. If it is set to 0, maps are
398 * swapped out the instant the last player leaves it.
399 * If you are low on memory, you should set this to 0.
400 * Note that depending on the map timeout variable, the number of
401 * objects can get quite high. This is because depending on the maps,
402 * a player could be having the objects of several maps in memory
403 * (the map he is in right now, and the ones he left recently.)
404 * Each map has it's own TIMEOUT value and value field and it is
405 * defaulted to 300
406 *
407 * Having a nonzero value can be useful: If a player leaves a map (and thus
408 * is on a new map), and realizes they want to go back pretty quickly, the
409 * old map is still in memory, so don't need to go disk and get it.
410 *
411 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
412 * to swap out in less than that many ticks, we use the MINTIMEOUT value
413 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
414 * maps.
415 */
416
417/* How many ticks till maps are swapped out */
418#define MAP_MAXTIMEOUT 1000
419/* At least that many ticks before swapout */
420#define MAP_MINTIMEOUT 500
421
422/*
423 * MAP_MAXRESET is the maximum time a map can have before being reset. It
424 * will override the time value set in the map, if that time is longer than
425 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
426 * TMPDIR device, set this value to somethign small. The default
427 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
428 * I personally like 1 hour myself, for solo play. It is long enough that
429 * maps won't be resetting as a solve a quest, but short enough that some
430 * maps (like shops and inns) will be reset during the time I play.
431 * Comment out MAP_MAXRESET time if you always want to use the value
432 * in the map archetype.
433 */
434
435/* Maximum time to reset. */
436#define MAP_MAXRESET 7200
437/* Default time to reset. */
438#define MAP_DEFAULTRESET 7200
439
440/*
441 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
442 * will look for maps which are already scheldued for swapping, and
443 * promptly swap them out before new maps are being loaded.
444 * If playing only by yourself, this number can probably be as low as
445 * 3000. If in server mode, probably figure about 1000-2000 objects per
446 * active player (if they typically play on different maps), for some guess
447 * on how many to define. If it is too low, maps just get swapped out
448 * immediately, causing a performance hit. If it is too high, the program
449 * consumes more memory. If you have gobs of free memory, a high number
450 * might not be a bad idea. Each object is around 350 bytes right now.
451 * 25000 is about 8.5 MB
452 */
453
454#define MAX_OBJECTS 200000
455
456/*
457 * Max objects low water mark (lwm). If defined, the map swapping strategy
458 * is a bit different:
459 * 1) We only start swapping maps if the number of objects in use is
460 * greater than MAX_OBJECTS above.
461 * 2) We keep swapping maps until there are no more maps to swap or the number
462 * of used objects drop below this low water mark value.
463 *
464 * If this is not defined, maps are swapped out on the timeout value above,
465 * or if the number of objects used is greater than MAX_OBJECTS above.
466 *
467 * Note: While this will prevent the pauses noticed when saving maps, there
468 * can instead be cpu performance penalties - any objects in memory get
469 * processed. So if there are 4000 objects in memory, and 1000 of them
470 * are living objects, the system will process all 1000 objects each tick.
471 * With swapping enable, maybe 600 of the objects would have gotten swapped
472 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
473 * than if it is very large.
474 * Also, the pauses you do get can be worse, as if you enter a map with
475 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
476 * many maps to get below the low water mark.
477 */
478
479/*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
480
481/*
482 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
483 * to find memory corruption and leaks. Currently, the main thing
484 * that happens with this activated is that one malloc is done for
485 * each object - thus whatever debugging mechanism the malloc library
486 * (or other debugging tool provides, like purify), it can track this
487 * individual malloc. Default behaviour when turned off is that
488 * enough memory is malloced for a large group of objects so malloc does
489 * not need to be called as often.
490 * This should only be turned on if some form of memory debugging tool
491 * is being used - otherwise, turning this on will cause some performance
492 * hit with no useful advantage.
493 */
494
495/*#define MEMORY_DEBUG*/
496
497
498/*
499 * If you want to have a Message Of The Day file, define MOTD to be
500 * the file with the message. If the file doesn't exist or if it
501 * is empty, no message will be displayed.
502 * (It resides in the CONFDIR directory)
503 */
504
505#define MOTD "motd"
506 289
507/* 290/*
508 * You can restrict playing in certain times by creating a PERMIT_FILE 291 * You can restrict playing in certain times by creating a PERMIT_FILE
509 * in CONFDIR. See the sample for usage notes. 292 * in CONFDIR. See the sample for usage notes.
510 */ 293 */
511
512#define PERM_FILE "forbid" 294#define PERM_FILE "forbid"
513 295
514/* 296/*
515 * If you want to take the game down while installing new versions, or 297 * If you want to take the game down while installing new versions, or
516 * for other reasons, put a message into the SHUTDOWN_FILE file. 298 * for other reasons, put a message into the SHUTDOWN_FILE file.
517 * Remember to delete it when you open the game again. 299 * Remember to delete it when you open the game again.
518 * (It resides in the CONFDIR directory) 300 * (It resides in the CONFDIR directory)
519 */ 301 */
520
521#ifndef SHUTDOWN_FILE 302#ifndef SHUTDOWN_FILE
522#define SHUTDOWN_FILE "shutdown" 303#define SHUTDOWN_FILE "shutdown"
523#endif 304#endif
524
525 305
526/* 306/*
527 * SOCKETBUFSIZE is the size of the buffer used internally by the server for 307 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
528 * storing backlogged messages for the client. This is not operating system 308 * storing backlogged messages for the client. This is not operating system
529 * buffers or the like. This amount is used per connection (client). 309 * buffers or the like. This amount is used per connection (client).
531 * large. When the OS buffer and this buffer is exhausted, the server 311 * large. When the OS buffer and this buffer is exhausted, the server
532 * will drop the client connection for falling too far behind. So if 312 * will drop the client connection for falling too far behind. So if
533 * you have very slow client connections, a larger value may be 313 * you have very slow client connections, a larger value may be
534 * warranted. 314 * warranted.
535 */ 315 */
536
537#define SOCKETBUFSIZE 128*1024 316#define SOCKETBUFSIZE 256*1024
538 317
539/* 318/*
540 * Your tmp-directory should be large enough to hold the uncompressed 319 * Your tmp-directory should be large enough to hold the uncompressed
541 * map-files for all who are playing. 320 * map-files for all who are playing. Local to 'lib' directory.
542 * It ought to be locally mounted, since the function used to generate
543 * unique temporary filenames isn't guaranteed to work over NFS or AFS
544 * On the other hand, if you know that only one crossfire server will be
545 * running using this temporary directory, it is likely to be safe to use
546 * something that is NFS mounted (but performance may suffer as NFS is
547 * slower than local disk)
548 */ 321 */
549
550/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
551#ifdef WIN32 /* change define path tmp */
552#define TMPDIR "tmp" 322#define TMPDIR "tmp"
553#else
554#define TMPDIR "/tmp"
555#endif
556
557 323
558/* Directory to use for unique items. This is placed into the 'lib' 324/* Directory to use for unique items. This is placed into the 'lib'
559 * directory. Changing this will cause any old unique items file 325 * directory. Changing this will cause any old unique items file
560 * not to be used. 326 * not to be used.
561 */ 327 */
562#define UNIQUE_DIR "unique-items" 328#define UNIQUE_DIR "unique-items"
563
564/*
565 * If undefined, malloc is always used.
566 * It looks like this can be oboleted. However, it can be useful to
567 * track down some bugs, as it will make sure that the entire data structure
568 * is set to 0, at the expense of speed.
569 * Rupert Goldie has run Purify against the code, and if this is disabled,
570 * apparantly there are a lot of uninitialized memory reads - I haven't
571 * seen any problem (maybe the memory reads are copies, and the destination
572 * doesn't actually use the garbage values either?), but the impact on speed
573 * of using this probably isn't great, and should make things more stable.
574 * Msw 8-9-97
575 */
576#define USE_CALLOC
577
578
579/*
580 * These define the players starting map and location on that map, and where
581 * emergency saves are defined. This should be left as is unless you make
582 * major changes to the map.
583 */
584
585#ifdef WIN32 /* change define path city */
586
587# define EMERGENCY_MAPPATH "\\city\\city"
588# define EMERGENCY_X 15
589# define EMERGENCY_Y 19
590#else
591# define EMERGENCY_MAPPATH "/city/city"
592# define EMERGENCY_X 15
593# define EMERGENCY_Y 19
594#endif
595
596 329
597/* 330/*
598 * These defines tells where, relative to LIBDIR, the maps, the map-index, 331 * These defines tells where, relative to LIBDIR, the maps, the map-index,
599 * archetypes highscore and treaures files and directories can be found. 332 * archetypes highscore and treaures files and directories can be found.
600 */ 333 */
603#define TEMPLATE_DIR "template-maps" 336#define TEMPLATE_DIR "template-maps"
604#define ARCHETYPES "archetypes" 337#define ARCHETYPES "archetypes"
605#define REGIONS "regions" 338#define REGIONS "regions"
606#define HIGHSCORE "highscore" 339#define HIGHSCORE "highscore"
607#define TREASURES "treasures" 340#define TREASURES "treasures"
608#define BANISHFILE "banish_file"
609
610#define MAX_ERRORS 25 /* Bail out if more are received during tick */
611#define STARTMAX 500 /* How big array of objects to start with */
612#define OBJ_EXPAND 100 /* How big steps to use when expanding array */
613 341
614#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 342#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
615 343
616#define ARCHTABLE 16384 /* Arch hashtable size */
617#define MAXSTRING 20 344#define MAXSTRING 20
618 345
619#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 346#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
620 347
621 348
638 * start their own crossfire, you won't need to define this. 365 * start their own crossfire, you won't need to define this.
639 * 366 *
640 */ 367 */
641 368
642#ifndef PLAYERDIR 369#ifndef PLAYERDIR
643#define PLAYERDIR "players" 370# define PLAYERDIR "players"
644#endif 371#endif
645 372
646/* 373/*
647 * If you have defined SAVE_PLAYER, you might want to change this, too. 374 * If you have defined SAVE_PLAYER, you might want to change this, too.
648 * This is the access rights for the players savefiles. 375 * This is the access rights for the players savefiles.
656 */ 383 */
657/* IMPORTANT: there is a race during saving, where the umask is being applied */ 384/* IMPORTANT: there is a race during saving, where the umask is being applied */
658#define SAVE_MODE 0660 385#define SAVE_MODE 0660
659#define SAVE_DIR_MODE 0770 386#define SAVE_DIR_MODE 0770
660 387
661/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
662 * needs to be selected. You can set both, and things will work fine,
663 * however, it just means that a lot more saving will be done, which
664 * can slow things down some.
665 */
666
667/* How often (in seconds) the player is saved if he drops things. If it is
668 * set to 0, the player will be saved for every item he drops. Otherwise,
669 * if the player drops and item, and the last time he was saved
670 * due to item drop is longer
671 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
672 * environment, you may want to set this to a higher value, so that
673 * you are not spending too much time saving the characters.
674 * This option should now work (Crossfire 0.90.5)
675 */
676
677//#define SAVE_INTERVAL 60
678
679/* 388/*
680 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 389 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
681 * 5000 with MAX_TIME set at 120,000 means that the player will be
682 * saved every 10 minutes. Some effort should probably be made to
683 * spread out these saves, but that might be more effort than it is
684 * worth (Depending on the spacing, if enough players log on, the spacing
685 * may not be large enough to save all of them.) As it is now, it will
686 * just set the base tick of when they log on, which should keep the
687 * saves pretty well spread out (in a fairly random fashion.)
688 */
689
690#define AUTOSAVE 500
691
692/* Often, emergency save fails because the memory corruption that caused
693 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
694 * to disable emergency saves. This actually does
695 * prevent emergency saves now (Version 0.90.5).
696 */
697
698#define NO_EMERGENCY_SAVE
699
700/* By selecting the following, whenever a player does a backup save (with
701 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
702 * information that is specified later). IF this is not set, the player
703 * will be saved at his present location.
704 */
705
706/*#define BACKUP_SAVE_AT_HOME*/
707
708/* RESET_LOCATION_TIME is the number of seconds that must elapse before
709 * we will return the player to his savebed location. If this is zero,
710 * this feature is disabled (player will resume where ever he was
711 * when he last logged off). If this is set to less than two hours,
712 * it will prevent players from camping out in treasure rooms.
713 * Do not comment this out - it must be set to something - if you
714 * comment this out, the program will not compile.
715 * 390 */
716 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player 391#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
717 * where appear under what conditions is a little complicated depending
718 * on how the player exited the game. But if the elapsed time is greater than
719 * the value below, player will always get returned to savebed location
720 * location.
721 *
722 * Set to one hour as default
723 */
724 392
725#define RESET_LOCATION_TIME 3600
726

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