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Revision 1.22 by pippijn, Mon Dec 11 19:46:46 2006 UTC vs.
Revision 1.58 by root, Sun Jan 31 03:46:20 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 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
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 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
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 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>
22*/ 23 */
23 24
24/* This file contains various #defines that select various options. 25/* This file contains various #defines that select various options.
25 * Some may not be desirable, and some just may not work. 26 * Some may not be desirable, and some just may not work.
26 * 27 *
27 * 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
60 * 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
61 * you may want to on personal preferance. Items are arranged 62 * you may want to on personal preferance. Items are arranged
62 * alphabetically. 63 * alphabetically.
63 * 64 *
64 * Short list of features, and what to search for: 65 * Short list of features, and what to search for:
65 * CS_LOGSTATS - log various new client/server data.
66 * DEBUG - more verbose message logging? 66 * DEBUG - more verbose message logging?
67 * 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
68 * MAX_TIME - how long an internal tick is in microseconds 68 * MAX_TIME - how long an internal tick is in microseconds
69 * MANY_CORES - generate core dumps on gross errors instead of continuing? 69 * MANY_CORES - generate core dumps on gross errors instead of continuing?
70 * PARTY_KILL_LOG - stores party kill information 70 * PARTY_KILL_LOG - stores party kill information
71 * WATCHDOG - allows use of an external watchdog program
72 * 71 *
73 ***********************************************************************/ 72 ***********************************************************************/
74 73
75/* Use a very easy, non-challenging server? 74/* Use a very easy, non-challenging server?
76 * Defining the COZY_SERVER will make the server much less challenging: 75 * Defining the COZY_SERVER will make the server much less challenging:
77 * no stats loss on death, much less experience loss, and party members 76 * no stats loss on death, much less experience loss.
78 * are treated by pet monsters as the owner itself when moving "through" them.
79 */ 77 */
80#define COZY_SERVER 1 78#define COZY_SERVER 1
81
82/*
83 * Make it impossible to pk outside the arena.
84 */
85#define PROHIBIT_PLAYERKILL 1
86 79
87/* Use balanced stat loss code? 80/* Use balanced stat loss code?
88 * 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
89 * 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
90 * you will lose more. Additionally, lower level characters are shown 83 * you will lose more. Additionally, lower level characters are shown
131#define SET_TITLE TRUE 124#define SET_TITLE TRUE
132#define SIMPLE_EXP TRUE 125#define SIMPLE_EXP TRUE
133#define SPELLPOINT_LEVEL_DEPEND TRUE 126#define SPELLPOINT_LEVEL_DEPEND TRUE
134#define SPELL_ENCUMBRANCE TRUE 127#define SPELL_ENCUMBRANCE TRUE
135#define SPELL_FAILURE_EFFECTS FALSE 128#define SPELL_FAILURE_EFFECTS FALSE
136#define REAL_WIZ TRUE
137#define RECYCLE_TMP_MAPS FALSE
138#define RESURRECTION FALSE 129#define RESURRECTION FALSE
139#define SEARCH_ITEMS TRUE 130#define SEARCH_ITEMS TRUE
140#define NOT_PERMADETH TRUE 131#define NOT_PERMADETH TRUE
141#define EXPLORE_MODE FALSE 132#define EXPLORE_MODE FALSE
142#define STAT_LOSS_ON_DEATH FALSE 133#define STAT_LOSS_ON_DEATH FALSE
143#define PK_LUCK_PENALTY 1 134#define PK_LUCK_PENALTY 1
144#define CASTING_TIME FALSE
145#define SET_FRIENDLY_FIRE 5 135#define SET_FRIENDLY_FIRE 5
146#define ARMOR_MAX_ENCHANT 5 136#define ARMOR_MAX_ENCHANT 5
147#define ARMOR_WEIGHT_REDUCTION 10 137#define ARMOR_WEIGHT_REDUCTION 10
148#define ARMOR_WEIGHT_LINEAR TRUE 138#define ARMOR_WEIGHT_LINEAR TRUE
149#define ARMOR_SPEED_IMPROVEMENT 10 139#define ARMOR_SPEED_IMPROVEMENT 10
150#define ARMOR_SPEED_LINEAR TRUE 140#define ARMOR_SPEED_LINEAR TRUE
151#define CREATE_HOME_PORTALS FALSE 141#define CREATE_HOME_PORTALS FALSE
152 142
153/* you can edit the ones below */ 143/* you can edit the ones below */
154 144
155
156/* CS_LOGSTATS will cause the server to log various usage stats
157 * (number of connections, amount of data sent, amount of data received,
158 * and so on.) This can be very useful if you are trying to measure
159 * server/bandwidth usage. It will periodially dump out information
160 * which contains usage stats for the last X amount of time.
161 * CS_LOGTIME is how often it will print out stats.
162 */
163#define CS_LOGSTATS
164#define CS_LOGTIME 600
165
166/* 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
167 * 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
168 * dont want this defined. 147 * dont want this defined.
169 */ 148 */
170#ifndef DEBUG 149#ifndef DEBUG
171#define DEBUG 150# define DEBUG
172#endif 151#endif
173/* 152/*
174 * 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
175 * 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
176 * 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
201 * maps at that point. 180 * maps at that point.
202 * 181 *
203 * MSW 2001-05-28 182 * MSW 2001-05-28
204 */ 183 */
205 184
185// both must be 2**n
206#define MAP_CLIENT_X 31 186#define MAP_CLIENT_X 32
207#define MAP_CLIENT_Y 31 187#define MAP_CLIENT_Y 32
208 188
209/* 189/*
210 * 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.
211 * You can experiment with the 'speed <new_max_time> command first. 191 * You can experiment with the 'speed <new_max_time> command first.
212 * 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,
213 * players, monsters, or items with speed 1 can do one thing. 193 * players, monsters, or items with speed 1 can do one thing.
214 */ 194 */
215 195
216#define MAX_TIME 120000 196#define MAX_TIME 120000
217 197
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
218/* Polymorph as it currently stands is unbalancing, so by default 206/* Polymorph as it currently stands is unbalancing, so by default
219 * 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
220 * it can be abused in various ways. 208 * it can be abused in various ways.
221 */ 209 */
222#define NO_POLYMORPH 210#define NO_POLYMORPH
223 211
224 212
225/* 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
226 * can see this information with the 'party kills' command. More entries 214 * can see this information with the 'party kills' command. More entries
227 * mean slower performance and more memory. IF this is not defined, then 215 * mean slower performance and more memory.
228 * this feature is disabled.
229 */ 216 */
230#define PARTY_KILL_LOG 20 217#define PARTY_KILL_LOG 40
231 218
232/* 219/*
233 * The PERM_EXP values adjust the behaviour of permenent experience. - if 220 * The PERM_EXP values adjust the behaviour of permenent experience. - if
234 * the setting permanent_experience_percentage is zero, these values have 221 * the setting permanent_experience_percentage is zero, these values have
235 * 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
253/* GD */ 240/* GD */
254 241
255#define PERM_EXP_GAIN_RATIO 0.10f 242#define PERM_EXP_GAIN_RATIO 0.10f
256#define PERM_EXP_MAX_LOSS_RATIO 0.50f 243#define PERM_EXP_MAX_LOSS_RATIO 0.50f
257 244
258/*
259 * WATCHDOG lets sends datagrams to port 13325 on localhost
260 * in (more-or-less) regular intervals, so an external watchdog
261 * program can kill the server if it hangs (for whatever reason).
262 * It shouldn't hurt anyone if this is defined but you don't
263 * have an watchdog program.
264 */
265#define WATCHDOG
266
267/* Enable the new material code - it needs some work. You can
268 * enable this, and things will work, just you'll see a whole
269 * bunch more materials show up, and thus a whole bunch more materials
270 * in your inventory, and the sorting for them isn't really good.
271 */
272
273/*
274#define NEW_MATERIAL_CODE
275*/
276
277/***********************************************************************
278 * SECTION 2 - Machine/Compiler specific stuff.
279 *
280 * Short list of items:
281 * COMPRESS_SUFFIX - selection of compression programs
282 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
283 *
284 ***********************************************************************/
285
286/*
287 * If you compress your files to save space, set the COMPRESS_SUFFIX below
288 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
289 * should already find the program to use. If you set the suffix to
290 * something that autoconf did not find, you are likely to have serious
291 * problems, so make sure you have the appropriate compression tool installed
292 * before you set this. You can look at the autoconf.h file to see
293 * what compression tools it found (search for COMPRESS).
294 * Note that this is used when saving files. Crossfire will search all
295 * methods when loading a file to see if it finds a match
296 */
297
298#ifndef COMPRESS_SUFFIX
299/* #define COMPRESS_SUFFIX ".Z" */
300#endif
301
302/* If you get a complaint about O_NDELAY not being known/undefined, try
303 * uncommenting this.
304 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
305 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
306 * can be written - otherwise, the number of bytes written will be returned
307 * for both modes.
308 */
309
310/*
311#define O_NDELAY O_NONBLOCK
312*/
313
314
315/*********************************************************************** 245/***********************************************************************
316 * Section 3 246 * Section 3
317 * 247 *
318 * 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
319 * do not change gameplay as percieved by players much. Some options 249 * do not change gameplay as percieved by players much. Some options
320 * may affect memory consumption however. 250 * may affect memory consumption however.
321 * 251 *
322 * Values: 252 * Values:
323 * 253 *
324 * BANFILE - ban certain users/hosts.
325 * CSPORT - port to use for new client/server 254 * CSPORT - port to use for new client/server
326 * DMFILE - file with dm/wizard access lists 255 * DMFILE - file with dm/wizard access lists
327 * LOGFILE - where to log if using -daemon option 256 * LOGFILE - where to log if using -daemon option
328 * MAP_ - various map timeout and swapping parameters 257 * MAP_ - various map timeout and swapping parameters
329 * MAX_OBJECTS - how many objects to keep in memory. 258 * MAX_OBJECTS - how many objects to keep in memory.
330 * MAX_OBJECTS_LWM - only swap maps out if below that value 259 * MAX_OBJECTS_LWM - only swap maps out if below that value
331 * MOTD - message of the day - printed each time someone joins the game
332 * PERM_FILE - limit play times 260 * PERM_FILE - limit play times
333 * SHUTDOWN - used when shutting down the server 261 * SHUTDOWN - used when shutting down the server
334 * SOCKETBUFSIZE - size of buffer used internally by the server for storing 262 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
335 * backlogged messages. 263 * backlogged messages.
336 * TMPDIR - directory to use for temp files 264 * TMPDIR - directory to use for temp files
337 * UNIQUE_DIR - directory to put unique item files into 265 * UNIQUE_DIR - directory to put unique item files into
338 * USE_CALLOC for some memory requests
339 *********************************************************************** 266 ***********************************************************************
340 */ 267 */
341
342/*
343 * BANFILE - file used to ban certain sites from playing. See the example
344 * ban_file for examples.
345 */
346
347#ifndef BANFILE
348#define BANFILE "ban_file"
349#endif
350 268
351/* 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
352 * if desired. Only of relevance if ERIC_SERVER is set above 270 * if desired. Only of relevance if ERIC_SERVER is set above
353 */ 271 */
354
355#define CSPORT 13327 /* old port + 1 */ 272#define CSPORT 13327 /* old port + 1 */
356
357 273
358/* 274/*
359 * DMFILE 275 * DMFILE
360 * 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
361 * example dm_file for syntax help. 277 * example dm_file for syntax help.
362 */ 278 */
363
364#ifndef DMFILE 279#ifndef DMFILE
365#define DMFILE "dm_file" 280#define DMFILE "dm_file"
366#endif 281#endif
367 282
368
369/* LOGFILE specifies which file to log to when playing with the 283/* LOGFILE specifies which file to log to when playing with the
370 * -daemon option. 284 * -daemon option.
371 */ 285 */
372
373#ifndef LOGFILE 286#ifndef LOGFILE
374#define LOGFILE "/var/log/crossfire/logfile" 287#define LOGFILE "/var/log/deliantra/logfile"
375#endif 288#endif
376
377/*
378 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
379 * after a player has left it. If it is set to 0, maps are
380 * swapped out the instant the last player leaves it.
381 * If you are low on memory, you should set this to 0.
382 * Note that depending on the map timeout variable, the number of
383 * objects can get quite high. This is because depending on the maps,
384 * a player could be having the objects of several maps in memory
385 * (the map he is in right now, and the ones he left recently.)
386 * Each map has it's own TIMEOUT value and value field and it is
387 * defaulted to 300
388 *
389 * Having a nonzero value can be useful: If a player leaves a map (and thus
390 * is on a new map), and realizes they want to go back pretty quickly, the
391 * old map is still in memory, so don't need to go disk and get it.
392 *
393 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
394 * to swap out in less than that many ticks, we use the MINTIMEOUT value
395 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
396 * maps.
397 */
398
399/* How many ticks till maps are swapped out */
400#define MAP_MAXTIMEOUT 300
401/* At least that many ticks before swapout */
402#define MAP_MINTIMEOUT 300
403
404/*
405 * MAP_MAXRESET is the maximum time a map can have before being reset. It
406 * will override the time value set in the map, if that time is longer than
407 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
408 * TMPDIR device, set this value to somethign small. The default
409 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
410 * I personally like 1 hour myself, for solo play. It is long enough that
411 * maps won't be resetting as a solve a quest, but short enough that some
412 * maps (like shops and inns) will be reset during the time I play.
413 * Comment out MAP_MAXRESET time if you always want to use the value
414 * in the map archetype.
415 */
416
417/* Maximum time to reset. */
418#define MAP_MAXRESET 7200
419/* Default time to reset. */
420#define MAP_DEFAULTRESET 3600
421
422/*
423 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
424 * will look for maps which are already scheldued for swapping, and
425 * promptly swap them out before new maps are being loaded.
426 * If playing only by yourself, this number can probably be as low as
427 * 3000. If in server mode, probably figure about 1000-2000 objects per
428 * active player (if they typically play on different maps), for some guess
429 * on how many to define. If it is too low, maps just get swapped out
430 * immediately, causing a performance hit. If it is too high, the program
431 * consumes more memory. If you have gobs of free memory, a high number
432 * might not be a bad idea. Each object is around 350 bytes right now.
433 * 25000 is about 8.5 MB
434 */
435
436#define MAX_OBJECTS 400000
437
438/*
439 * Max objects low water mark (lwm). If defined, the map swapping strategy
440 * is a bit different:
441 * 1) We only start swapping maps if the number of objects in use is
442 * greater than MAX_OBJECTS above.
443 * 2) We keep swapping maps until there are no more maps to swap or the number
444 * of used objects drop below this low water mark value.
445 *
446 * If this is not defined, maps are swapped out on the timeout value above,
447 * or if the number of objects used is greater than MAX_OBJECTS above.
448 *
449 * Note: While this will prevent the pauses noticed when saving maps, there
450 * can instead be cpu performance penalties - any objects in memory get
451 * processed. So if there are 4000 objects in memory, and 1000 of them
452 * are living objects, the system will process all 1000 objects each tick.
453 * With swapping enable, maybe 600 of the objects would have gotten swapped
454 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
455 * than if it is very large.
456 * Also, the pauses you do get can be worse, as if you enter a map with
457 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
458 * many maps to get below the low water mark.
459 */
460
461/*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
462
463/*
464 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
465 * to find memory corruption and leaks. Currently, the main thing
466 * that happens with this activated is that one malloc is done for
467 * each object - thus whatever debugging mechanism the malloc library
468 * (or other debugging tool provides, like purify), it can track this
469 * individual malloc. Default behaviour when turned off is that
470 * enough memory is malloced for a large group of objects so malloc does
471 * not need to be called as often.
472 * This should only be turned on if some form of memory debugging tool
473 * is being used - otherwise, turning this on will cause some performance
474 * hit with no useful advantage.
475 */
476
477/*#define MEMORY_DEBUG*/
478
479
480/*
481 * If you want to have a Message Of The Day file, define MOTD to be
482 * the file with the message. If the file doesn't exist or if it
483 * is empty, no message will be displayed.
484 * (It resides in the CONFDIR directory)
485 */
486
487#define MOTD "motd"
488 289
489/* 290/*
490 * 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
491 * in CONFDIR. See the sample for usage notes. 292 * in CONFDIR. See the sample for usage notes.
492 */ 293 */
493
494#define PERM_FILE "forbid" 294#define PERM_FILE "forbid"
495 295
496/* 296/*
497 * 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
498 * for other reasons, put a message into the SHUTDOWN_FILE file. 298 * for other reasons, put a message into the SHUTDOWN_FILE file.
499 * Remember to delete it when you open the game again. 299 * Remember to delete it when you open the game again.
500 * (It resides in the CONFDIR directory) 300 * (It resides in the CONFDIR directory)
501 */ 301 */
502
503#ifndef SHUTDOWN_FILE 302#ifndef SHUTDOWN_FILE
504#define SHUTDOWN_FILE "shutdown" 303#define SHUTDOWN_FILE "shutdown"
505#endif 304#endif
506
507 305
508/* 306/*
509 * 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
510 * storing backlogged messages for the client. This is not operating system 308 * storing backlogged messages for the client. This is not operating system
511 * buffers or the like. This amount is used per connection (client). 309 * buffers or the like. This amount is used per connection (client).
513 * 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
514 * 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
515 * you have very slow client connections, a larger value may be 313 * you have very slow client connections, a larger value may be
516 * warranted. 314 * warranted.
517 */ 315 */
518
519#define SOCKETBUFSIZE 256*1024 316#define SOCKETBUFSIZE 256*1024
520 317
521/* 318/*
522 * Your tmp-directory should be large enough to hold the uncompressed 319 * Your tmp-directory should be large enough to hold the uncompressed
523 * map-files for all who are playing. 320 * map-files for all who are playing. Local to 'lib' directory.
524 * It ought to be locally mounted, since the function used to generate
525 * unique temporary filenames isn't guaranteed to work over NFS or AFS
526 * On the other hand, if you know that only one crossfire server will be
527 * running using this temporary directory, it is likely to be safe to use
528 * something that is NFS mounted (but performance may suffer as NFS is
529 * slower than local disk)
530 */ 321 */
531
532/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
533#define TMPDIR "/tmp" 322#define TMPDIR "tmp"
534
535 323
536/* 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'
537 * directory. Changing this will cause any old unique items file 325 * directory. Changing this will cause any old unique items file
538 * not to be used. 326 * not to be used.
539 */ 327 */
540#define UNIQUE_DIR "unique-items" 328#define UNIQUE_DIR "unique-items"
541 329
542/* 330/*
543 * If undefined, malloc is always used.
544 * It looks like this can be oboleted. However, it can be useful to
545 * track down some bugs, as it will make sure that the entire data structure
546 * is set to 0, at the expense of speed.
547 * Rupert Goldie has run Purify against the code, and if this is disabled,
548 * apparantly there are a lot of uninitialized memory reads - I haven't
549 * seen any problem (maybe the memory reads are copies, and the destination
550 * doesn't actually use the garbage values either?), but the impact on speed
551 * of using this probably isn't great, and should make things more stable.
552 * Msw 8-9-97
553 */
554#define USE_CALLOC
555
556
557/*
558 * These define the players starting map and location on that map, and where
559 * emergency saves are defined. This should be left as is unless you make
560 * major changes to the map.
561 */
562
563#define EMERGENCY_MAPPATH "/city/city"
564#define EMERGENCY_X 15
565#define EMERGENCY_Y 19
566
567
568/*
569 * 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,
570 * archetypes highscore and treaures files and directories can be found. 332 * archetypes highscore and treaures files and directories can be found.
571 */ 333 */
572 334
573#define MAPDIR "maps" 335#define MAPDIR "maps"
574#define TEMPLATE_DIR "template-maps"
575#define ARCHETYPES "archetypes" 336#define ARCHETYPES "archetypes"
576#define REGIONS "regions" 337#define REGIONS "regions"
577#define HIGHSCORE "highscore"
578#define TREASURES "treasures" 338#define TREASURES "treasures"
579#define BANISHFILE "banish_file"
580 339
581#define MAX_ERRORS 25 /* Bail out if more are received during tick */
582#define OBJ_EXPAND 5000 /* How big steps to use when expanding array */
583
584#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
585
586#define ARCHTABLE 16384 /* Arch hashtable size */
587#define MAXSTRING 20 340#define MAXSTRING 20
588 341
589#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 342#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
590 343
591 344
608 * start their own crossfire, you won't need to define this. 361 * start their own crossfire, you won't need to define this.
609 * 362 *
610 */ 363 */
611 364
612#ifndef PLAYERDIR 365#ifndef PLAYERDIR
613#define PLAYERDIR "players" 366# define PLAYERDIR "players"
614#endif 367#endif
615 368
616/* 369/*
617 * If you have defined SAVE_PLAYER, you might want to change this, too. 370 * If you have defined SAVE_PLAYER, you might want to change this, too.
618 * This is the access rights for the players savefiles. 371 * This is the access rights for the players savefiles.
626 */ 379 */
627/* IMPORTANT: there is a race during saving, where the umask is being applied */ 380/* IMPORTANT: there is a race during saving, where the umask is being applied */
628#define SAVE_MODE 0660 381#define SAVE_MODE 0660
629#define SAVE_DIR_MODE 0770 382#define SAVE_DIR_MODE 0770
630 383
631/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
632 * needs to be selected. You can set both, and things will work fine,
633 * however, it just means that a lot more saving will be done, which
634 * can slow things down some.
635 */
636
637/* How often (in seconds) the player is saved if he drops things. If it is
638 * set to 0, the player will be saved for every item he drops. Otherwise,
639 * if the player drops and item, and the last time he was saved
640 * due to item drop is longer
641 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
642 * environment, you may want to set this to a higher value, so that
643 * you are not spending too much time saving the characters.
644 * This option should now work (Crossfire 0.90.5)
645 */
646
647//#define SAVE_INTERVAL 60
648
649/* 384/*
650 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 385 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
651 * 5000 with MAX_TIME set at 120,000 means that the player will be
652 * saved every 10 minutes. Some effort should probably be made to
653 * spread out these saves, but that might be more effort than it is
654 * worth (Depending on the spacing, if enough players log on, the spacing
655 * may not be large enough to save all of them.) As it is now, it will
656 * just set the base tick of when they log on, which should keep the
657 * saves pretty well spread out (in a fairly random fashion.)
658 */
659
660#define AUTOSAVE 1000
661
662/* Often, emergency save fails because the memory corruption that caused
663 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
664 * to disable emergency saves. This actually does
665 * prevent emergency saves now (Version 0.90.5).
666 */
667
668#define NO_EMERGENCY_SAVE
669
670/* By selecting the following, whenever a player does a backup save (with
671 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
672 * information that is specified later). IF this is not set, the player
673 * will be saved at his present location.
674 */
675
676/*#define BACKUP_SAVE_AT_HOME*/
677
678/* RESET_LOCATION_TIME is the number of seconds that must elapse before
679 * we will return the player to his savebed location. If this is zero,
680 * this feature is disabled (player will resume where ever he was
681 * when he last logged off). If this is set to less than two hours,
682 * it will prevent players from camping out in treasure rooms.
683 * Do not comment this out - it must be set to something - if you
684 * comment this out, the program will not compile.
685 * 386 */
686 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player 387#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
687 * where appear under what conditions is a little complicated depending
688 * on how the player exited the game. But if the elapsed time is greater than
689 * the value below, player will always get returned to savebed location
690 * location.
691 *
692 * Set to one hour as default
693 */
694 388
695#define RESET_LOCATION_TIME 3600
696

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