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Revision 1.7 by root, Mon Mar 13 20:45:30 2006 UTC vs.
Revision 1.58 by root, Sun Jan 31 03:46:20 2010 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 1.7 2006/03/13 20:45:30 root 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 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
123 116
124/* 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
125 Simply the defaults. */ 118 Simply the defaults. */
126 119
127#define BALANCED_STAT_LOSS FALSE 120#define BALANCED_STAT_LOSS FALSE
128#define USE_PERMANENT_EXPERIENCE FALSE 121#define PERMANENT_EXPERIENCE_RATIO 25
122#define DEATH_PENALTY_RATIO 20
123#define DEATH_PENALTY_LEVEL 3
129#define SET_TITLE TRUE 124#define SET_TITLE TRUE
130#define SIMPLE_EXP TRUE 125#define SIMPLE_EXP TRUE
131#define SPELLPOINT_LEVEL_DEPEND TRUE 126#define SPELLPOINT_LEVEL_DEPEND TRUE
132#define SPELL_ENCUMBRANCE TRUE 127#define SPELL_ENCUMBRANCE TRUE
133#define SPELL_FAILURE_EFFECTS FALSE 128#define SPELL_FAILURE_EFFECTS FALSE
134#define REAL_WIZ TRUE
135#define RECYCLE_TMP_MAPS FALSE
136#define RESURRECTION FALSE 129#define RESURRECTION FALSE
137#define SEARCH_ITEMS TRUE 130#define SEARCH_ITEMS TRUE
138#define NOT_PERMADETH TRUE 131#define NOT_PERMADETH TRUE
139#define EXPLORE_MODE FALSE 132#define EXPLORE_MODE FALSE
140#define STAT_LOSS_ON_DEATH FALSE 133#define STAT_LOSS_ON_DEATH FALSE
141#define PK_LUCK_PENALTY 1 134#define PK_LUCK_PENALTY 1
142#define CASTING_TIME FALSE
143#define SET_FRIENDLY_FIRE 5 135#define SET_FRIENDLY_FIRE 5
144#define ARMOR_MAX_ENCHANT 5 136#define ARMOR_MAX_ENCHANT 5
145#define ARMOR_WEIGHT_REDUCTION 10 137#define ARMOR_WEIGHT_REDUCTION 10
146#define ARMOR_WEIGHT_LINEAR TRUE 138#define ARMOR_WEIGHT_LINEAR TRUE
147#define ARMOR_SPEED_IMPROVEMENT 10 139#define ARMOR_SPEED_IMPROVEMENT 10
148#define ARMOR_SPEED_LINEAR TRUE 140#define ARMOR_SPEED_LINEAR TRUE
141#define CREATE_HOME_PORTALS FALSE
149 142
150/* you can edit the ones below */ 143/* you can edit the ones below */
151
152
153/* CS_LOGSTATS will cause the server to log various usage stats
154 * (number of connections, amount of data sent, amount of data received,
155 * and so on.) This can be very useful if you are trying to measure
156 * server/bandwidth usage. It will periodially dump out information
157 * which contains usage stats for the last X amount of time.
158 * CS_LOGTIME is how often it will print out stats.
159 */
160#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
161#define CS_LOGSTATS
162#endif
163#ifdef CS_LOGSTATS
164#define CS_LOGTIME 600
165#endif
166 144
167/* 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
168 * 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
169 * dont want this defined. 147 * dont want this defined.
170 */ 148 */
171#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
172#ifndef DEBUG 149#ifndef DEBUG
173#define DEBUG 150# define DEBUG
174#endif
175#endif 151#endif
176/* 152/*
177 * 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
178 * 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
179 * 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
204 * maps at that point. 180 * maps at that point.
205 * 181 *
206 * MSW 2001-05-28 182 * MSW 2001-05-28
207 */ 183 */
208 184
185// both must be 2**n
209#define MAP_CLIENT_X 25 186#define MAP_CLIENT_X 32
210#define MAP_CLIENT_Y 25 187#define MAP_CLIENT_Y 32
211 188
212/* 189/*
213 * 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.
214 * You can experiment with the 'speed <new_max_time> command first. 191 * You can experiment with the 'speed <new_max_time> command first.
215 * 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,
216 * players, monsters, or items with speed 1 can do one thing. 193 * players, monsters, or items with speed 1 can do one thing.
217 */ 194 */
218 195
219#define MAX_TIME 120000 196#define MAX_TIME 120000
220 197
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
221/* Polymorph as it currently stands is unbalancing, so by default 206/* Polymorph as it currently stands is unbalancing, so by default
222 * 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
223 * it can be abused in various ways. 208 * it can be abused in various ways.
224 */ 209 */
225#define NO_POLYMORPH 210#define NO_POLYMORPH
226 211
227 212
228/* 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
229 * can see this information with the 'party kills' command. More entries 214 * can see this information with the 'party kills' command. More entries
230 * mean slower performance and more memory. IF this is not defined, then 215 * mean slower performance and more memory.
231 * this feature is disabled.
232 */ 216 */
233#define PARTY_KILL_LOG 20 217#define PARTY_KILL_LOG 40
234 218
235/* Use permanent experience code? 219/*
236 * This code allows players to build up a small amount of 'permanent
237 * experience' which reduces the effect of large experience drains, such as
238 * death. This makes multiple frequent deaths less devastating, and also
239 * ensures that any character will make some gradual progress even if they
240 * die all of the time.
241 * A nice option if your keep dying due to massive client/server lags despite
242 * playing well... or you like to swim well outside of your depth. :)
243 *
244 * The PERM_EXP values adjust the behaviour of this option - if 220 * The PERM_EXP values adjust the behaviour of permenent experience. - if
245 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it 221 * the setting permanent_experience_percentage is zero, these values have
246 * is on, the minimum ratio is the minimum amount of permanent exp relative 222 * no meaning. The value in the settings file is the percentage of the
247 * to the total exp in the skill (ie, at a default of .25, if you had 100 223 * experience that is permenent, the rest could be lost on death. When dying,
248 * experience, at least 25 of it would be permanent). The gain ratio 224 * the greatest amount of non-permenent exp it is possible to lose at one time
249 * is how much of experienced experience goes to the permanent value. 225 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
250 * This does not detract from total exp gain (ie, if you gained 100 exp, 226 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
251 * 100 would go to the skill total and 10 to the permanent value). 227 * experience goes to the permanent value. This does not detract from total
252 * the loss ratio is the maximum amount of experience that can be lost 228 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
253 * in any one hit - this is calculated as total exp - perm exp * loss ratio. 229 * 10 to the permanent value).
254 * 230 *
255 * A few thoughts on these default value (by MSW) 231 * A few thoughts on these default value (by MSW)
256 * gain ratio is pretty much meaningless until exp has been lost, as until 232 * gain ratio is pretty much meaningless until exp has been lost, as until
257 * that poin, the minimum ratio will be used. 233 * that poin, the value in the settings file will be used.
258 * It is also impossible for the exp to actually be reduced to the permanent 234 * It is also impossible for the exp to actually be reduced to the permanent
259 * exp ratio - since the loss ratio is .5, it will just get closer and 235 * exp ratio - since the loss ratio is .5, it will just get closer and
260 * closer. However, after about half a dozen hits, pretty much all the 236 * closer. However, after about half a dozen hits, pretty much all the
261 * exp that can be lost has been lost, and after that, only minor loss 237 * exp that can be lost has been lost, and after that, only minor loss
262 * will occur. 238 * will occur.
263 */ 239 */
264/* GD */ 240/* GD */
265 241
266#define PERM_EXP_MINIMUM_RATIO 0.25f
267#define PERM_EXP_GAIN_RATIO 0.10f 242#define PERM_EXP_GAIN_RATIO 0.10f
268#define PERM_EXP_MAX_LOSS_RATIO 0.50f 243#define PERM_EXP_MAX_LOSS_RATIO 0.50f
269
270/*
271 * WATCHDOG lets sends datagrams to port 13325 on localhost
272 * in (more-or-less) regular intervals, so an external watchdog
273 * program can kill the server if it hangs (for whatever reason).
274 * It shouldn't hurt anyone if this is defined but you don't
275 * have an watchdog program.
276 */
277#ifndef WIN32 /* ***win32 disable watchdog as win32 default */
278#define WATCHDOG
279#endif
280
281
282/* Enable the new material code - it needs some work. You can
283 * enable this, and things will work, just you'll see a whole
284 * bunch more materials show up, and thus a whole bunch more materials
285 * in your inventory, and the sorting for them isn't really good.
286 */
287
288/*
289#define NEW_MATERIAL_CODE
290*/
291
292/***********************************************************************
293 * SECTION 2 - Machine/Compiler specific stuff.
294 *
295 * Short list of items:
296 * COMPRESS_SUFFIX - selection of compression programs
297 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
298 *
299 ***********************************************************************/
300
301/*
302 * If you compress your files to save space, set the COMPRESS_SUFFIX below
303 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
304 * should already find the program to use. If you set the suffix to
305 * something that autoconf did not find, you are likely to have serious
306 * problems, so make sure you have the appropriate compression tool installed
307 * before you set this. You can look at the autoconf.h file to see
308 * what compression tools it found (search for COMPRESS).
309 * Note that this is used when saving files. Crossfire will search all
310 * methods when loading a file to see if it finds a match
311 */
312
313#ifndef COMPRESS_SUFFIX
314/* #define COMPRESS_SUFFIX ".Z" */
315#endif
316
317/* If you get a complaint about O_NDELAY not being known/undefined, try
318 * uncommenting this.
319 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
320 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
321 * can be written - otherwise, the number of bytes written will be returned
322 * for both modes.
323 */
324
325/*
326#define O_NDELAY O_NONBLOCK
327*/
328
329 244
330/*********************************************************************** 245/***********************************************************************
331 * Section 3 246 * Section 3
332 * 247 *
333 * 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
334 * do not change gameplay as percieved by players much. Some options 249 * do not change gameplay as percieved by players much. Some options
335 * may affect memory consumption however. 250 * may affect memory consumption however.
336 * 251 *
337 * Values: 252 * Values:
338 * 253 *
339 * BANFILE - ban certain users/hosts.
340 * CSPORT - port to use for new client/server 254 * CSPORT - port to use for new client/server
341 * DMFILE - file with dm/wizard access lists 255 * DMFILE - file with dm/wizard access lists
342 * LOGFILE - where to log if using -daemon option 256 * LOGFILE - where to log if using -daemon option
343 * MAP_ - various map timeout and swapping parameters 257 * MAP_ - various map timeout and swapping parameters
344 * MAX_OBJECTS - how many objects to keep in memory. 258 * MAX_OBJECTS - how many objects to keep in memory.
345 * MAX_OBJECTS_LWM - only swap maps out if below that value 259 * MAX_OBJECTS_LWM - only swap maps out if below that value
346 * MOTD - message of the day - printed each time someone joins the game
347 * PERM_FILE - limit play times 260 * PERM_FILE - limit play times
348 * SHUTDOWN - used when shutting down the server 261 * SHUTDOWN - used when shutting down the server
349 * SOCKETBUFSIZE - size of buffer used internally by the server for storing 262 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
350 * backlogged messages. 263 * backlogged messages.
351 * TMPDIR - directory to use for temp files 264 * TMPDIR - directory to use for temp files
352 * UNIQUE_DIR - directory to put unique item files into 265 * UNIQUE_DIR - directory to put unique item files into
353 * USE_CALLOC for some memory requests
354 *********************************************************************** 266 ***********************************************************************
355 */ 267 */
356
357/*
358 * BANFILE - file used to ban certain sites from playing. See the example
359 * ban_file for examples.
360 */
361
362#ifndef BANFILE
363#define BANFILE "ban_file"
364#endif
365 268
366/* 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
367 * if desired. Only of relevance if ERIC_SERVER is set above 270 * if desired. Only of relevance if ERIC_SERVER is set above
368 */ 271 */
369
370#define CSPORT 13327 /* old port + 1 */ 272#define CSPORT 13327 /* old port + 1 */
371
372 273
373/* 274/*
374 * DMFILE 275 * DMFILE
375 * 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
376 * example dm_file for syntax help. 277 * example dm_file for syntax help.
377 */ 278 */
378
379#ifndef DMFILE 279#ifndef DMFILE
380#define DMFILE "dm_file" 280#define DMFILE "dm_file"
381#endif 281#endif
382 282
383
384/* LOGFILE specifies which file to log to when playing with the 283/* LOGFILE specifies which file to log to when playing with the
385 * -daemon option. 284 * -daemon option.
386 */ 285 */
387
388#ifndef LOGFILE 286#ifndef LOGFILE
389#ifdef WIN32 /* change define path */
390#define LOGFILE "var\\crossfire.log"
391#else
392#define LOGFILE "/var/log/crossfire/logfile" 287#define LOGFILE "/var/log/deliantra/logfile"
393#endif 288#endif
394#endif
395
396/*
397 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
398 * after a player has left it. If it is set to 0, maps are
399 * swapped out the instant the last player leaves it.
400 * If you are low on memory, you should set this to 0.
401 * Note that depending on the map timeout variable, the number of
402 * objects can get quite high. This is because depending on the maps,
403 * a player could be having the objects of several maps in memory
404 * (the map he is in right now, and the ones he left recently.)
405 * Each map has it's own TIMEOUT value and value field and it is
406 * defaulted to 300
407 *
408 * Having a nonzero value can be useful: If a player leaves a map (and thus
409 * is on a new map), and realizes they want to go back pretty quickly, the
410 * old map is still in memory, so don't need to go disk and get it.
411 *
412 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
413 * to swap out in less than that many ticks, we use the MINTIMEOUT value
414 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
415 * maps.
416 */
417
418/* How many ticks till maps are swapped out */
419#define MAP_MAXTIMEOUT 1000
420/* At least that many ticks before swapout */
421#define MAP_MINTIMEOUT 500
422
423/*
424 * MAP_MAXRESET is the maximum time a map can have before being reset. It
425 * will override the time value set in the map, if that time is longer than
426 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
427 * TMPDIR device, set this value to somethign small. The default
428 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
429 * I personally like 1 hour myself, for solo play. It is long enough that
430 * maps won't be resetting as a solve a quest, but short enough that some
431 * maps (like shops and inns) will be reset during the time I play.
432 * Comment out MAP_MAXRESET time if you always want to use the value
433 * in the map archetype.
434 */
435
436/* Maximum time to reset. */
437#define MAP_MAXRESET 7200
438/* Default time to reset. */
439#define MAP_DEFAULTRESET 7200
440
441/*
442 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
443 * will look for maps which are already scheldued for swapping, and
444 * promptly swap them out before new maps are being loaded.
445 * If playing only by yourself, this number can probably be as low as
446 * 3000. If in server mode, probably figure about 1000-2000 objects per
447 * active player (if they typically play on different maps), for some guess
448 * on how many to define. If it is too low, maps just get swapped out
449 * immediately, causing a performance hit. If it is too high, the program
450 * consumes more memory. If you have gobs of free memory, a high number
451 * might not be a bad idea. Each object is around 350 bytes right now.
452 * 25000 is about 8.5 MB
453 */
454
455#define MAX_OBJECTS 100000
456
457/*
458 * Max objects low water mark (lwm). If defined, the map swapping strategy
459 * is a bit different:
460 * 1) We only start swapping maps if the number of objects in use is
461 * greater than MAX_OBJECTS above.
462 * 2) We keep swapping maps until there are no more maps to swap or the number
463 * of used objects drop below this low water mark value.
464 *
465 * If this is not defined, maps are swapped out on the timeout value above,
466 * or if the number of objects used is greater than MAX_OBJECTS above.
467 *
468 * Note: While this will prevent the pauses noticed when saving maps, there
469 * can instead be cpu performance penalties - any objects in memory get
470 * processed. So if there are 4000 objects in memory, and 1000 of them
471 * are living objects, the system will process all 1000 objects each tick.
472 * With swapping enable, maybe 600 of the objects would have gotten swapped
473 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
474 * than if it is very large.
475 * Also, the pauses you do get can be worse, as if you enter a map with
476 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
477 * many maps to get below the low water mark.
478 */
479
480/*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
481
482/*
483 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
484 * to find memory corruption and leaks. Currently, the main thing
485 * that happens with this activated is that one malloc is done for
486 * each object - thus whatever debugging mechanism the malloc library
487 * (or other debugging tool provides, like purify), it can track this
488 * individual malloc. Default behaviour when turned off is that
489 * enough memory is malloced for a large group of objects so malloc does
490 * not need to be called as often.
491 * This should only be turned on if some form of memory debugging tool
492 * is being used - otherwise, turning this on will cause some performance
493 * hit with no useful advantage.
494 */
495
496/*#define MEMORY_DEBUG*/
497
498
499/*
500 * If you want to have a Message Of The Day file, define MOTD to be
501 * the file with the message. If the file doesn't exist or if it
502 * is empty, no message will be displayed.
503 * (It resides in the CONFDIR directory)
504 */
505
506#define MOTD "motd"
507 289
508/* 290/*
509 * 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
510 * in CONFDIR. See the sample for usage notes. 292 * in CONFDIR. See the sample for usage notes.
511 */ 293 */
512
513#define PERM_FILE "forbid" 294#define PERM_FILE "forbid"
514 295
515/* 296/*
516 * 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
517 * for other reasons, put a message into the SHUTDOWN_FILE file. 298 * for other reasons, put a message into the SHUTDOWN_FILE file.
518 * Remember to delete it when you open the game again. 299 * Remember to delete it when you open the game again.
519 * (It resides in the CONFDIR directory) 300 * (It resides in the CONFDIR directory)
520 */ 301 */
521
522#ifndef SHUTDOWN_FILE 302#ifndef SHUTDOWN_FILE
523#define SHUTDOWN_FILE "shutdown" 303#define SHUTDOWN_FILE "shutdown"
524#endif 304#endif
525
526 305
527/* 306/*
528 * 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
529 * storing backlogged messages for the client. This is not operating system 308 * storing backlogged messages for the client. This is not operating system
530 * buffers or the like. This amount is used per connection (client). 309 * buffers or the like. This amount is used per connection (client).
532 * 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
533 * 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
534 * you have very slow client connections, a larger value may be 313 * you have very slow client connections, a larger value may be
535 * warranted. 314 * warranted.
536 */ 315 */
537
538#define SOCKETBUFSIZE 128*1024 316#define SOCKETBUFSIZE 256*1024
539 317
540/* 318/*
541 * Your tmp-directory should be large enough to hold the uncompressed 319 * Your tmp-directory should be large enough to hold the uncompressed
542 * map-files for all who are playing. 320 * map-files for all who are playing. Local to 'lib' directory.
543 * It ought to be locally mounted, since the function used to generate
544 * unique temporary filenames isn't guaranteed to work over NFS or AFS
545 * On the other hand, if you know that only one crossfire server will be
546 * running using this temporary directory, it is likely to be safe to use
547 * something that is NFS mounted (but performance may suffer as NFS is
548 * slower than local disk)
549 */ 321 */
550
551/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
552#ifdef WIN32 /* change define path tmp */
553#define TMPDIR "tmp" 322#define TMPDIR "tmp"
554#else
555#define TMPDIR "/tmp"
556#endif
557
558 323
559/* 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'
560 * directory. Changing this will cause any old unique items file 325 * directory. Changing this will cause any old unique items file
561 * not to be used. 326 * not to be used.
562 */ 327 */
563#define UNIQUE_DIR "unique-items" 328#define UNIQUE_DIR "unique-items"
564 329
565/* 330/*
566 * If undefined, malloc is always used.
567 * It looks like this can be oboleted. However, it can be useful to
568 * track down some bugs, as it will make sure that the entire data structure
569 * is set to 0, at the expense of speed.
570 * Rupert Goldie has run Purify against the code, and if this is disabled,
571 * apparantly there are a lot of uninitialized memory reads - I haven't
572 * seen any problem (maybe the memory reads are copies, and the destination
573 * doesn't actually use the garbage values either?), but the impact on speed
574 * of using this probably isn't great, and should make things more stable.
575 * Msw 8-9-97
576 */
577#define USE_CALLOC
578
579
580/*
581 * These define the players starting map and location on that map, and where
582 * emergency saves are defined. This should be left as is unless you make
583 * major changes to the map.
584 */
585
586#ifdef WIN32 /* change define path city */
587
588# define EMERGENCY_MAPPATH "\\city\\city"
589# define EMERGENCY_X 15
590# define EMERGENCY_Y 19
591#else
592# define EMERGENCY_MAPPATH "/city/city"
593# define EMERGENCY_X 15
594# define EMERGENCY_Y 19
595#endif
596
597
598/*
599 * 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,
600 * archetypes highscore and treaures files and directories can be found. 332 * archetypes highscore and treaures files and directories can be found.
601 */ 333 */
602 334
603#define MAPDIR "maps" 335#define MAPDIR "maps"
604#define TEMPLATE_DIR "template-maps"
605#define ARCHETYPES "archetypes" 336#define ARCHETYPES "archetypes"
606#define REGIONS "regions" 337#define REGIONS "regions"
607#define HIGHSCORE "highscore"
608#define TREASURES "treasures" 338#define TREASURES "treasures"
609#define BANISHFILE "banish_file"
610 339
611#define MAX_ERRORS 25 /* Bail out if more are received during tick */
612#define STARTMAX 500 /* How big array of objects to start with */
613#define OBJ_EXPAND 100 /* How big steps to use when expanding array */
614
615#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
616
617#define ARCHTABLE 32749 /* Used when hashing archetypes */
618#define MAXSTRING 20 340#define MAXSTRING 20
619 341
620#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 :) */
621 343
622 344
639 * start their own crossfire, you won't need to define this. 361 * start their own crossfire, you won't need to define this.
640 * 362 *
641 */ 363 */
642 364
643#ifndef PLAYERDIR 365#ifndef PLAYERDIR
644#define PLAYERDIR "players" 366# define PLAYERDIR "players"
645#endif 367#endif
646 368
647/* 369/*
648 * 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.
649 * This is the access rights for the players savefiles. 371 * This is the access rights for the players savefiles.
657 */ 379 */
658/* 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 */
659#define SAVE_MODE 0660 381#define SAVE_MODE 0660
660#define SAVE_DIR_MODE 0770 382#define SAVE_DIR_MODE 0770
661 383
662/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
663 * needs to be selected. You can set both, and things will work fine,
664 * however, it just means that a lot more saving will be done, which
665 * can slow things down some.
666 */
667
668/* How often (in seconds) the player is saved if he drops things. If it is
669 * set to 0, the player will be saved for every item he drops. Otherwise,
670 * if the player drops and item, and the last time he was saved
671 * due to item drop is longer
672 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
673 * environment, you may want to set this to a higher value, so that
674 * you are not spending too much time saving the characters.
675 * This option should now work (Crossfire 0.90.5)
676 */
677
678//#define SAVE_INTERVAL 60
679
680/* 384/*
681 * 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).
682 * 5000 with MAX_TIME set at 120,000 means that the player will be
683 * saved every 10 minutes. Some effort should probably be made to
684 * spread out these saves, but that might be more effort than it is
685 * worth (Depending on the spacing, if enough players log on, the spacing
686 * may not be large enough to save all of them.) As it is now, it will
687 * just set the base tick of when they log on, which should keep the
688 * saves pretty well spread out (in a fairly random fashion.)
689 */
690
691#define AUTOSAVE 500
692
693/* Often, emergency save fails because the memory corruption that caused
694 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
695 * to disable emergency saves. This actually does
696 * prevent emergency saves now (Version 0.90.5).
697 */
698
699#define NO_EMERGENCY_SAVE
700
701/* By selecting the following, whenever a player does a backup save (with
702 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
703 * information that is specified later). IF this is not set, the player
704 * will be saved at his present location.
705 */
706
707/*#define BACKUP_SAVE_AT_HOME*/
708
709/* RESET_LOCATION_TIME is the number of seconds that must elapse before
710 * we fill return the player to his savebed location. If this is zero,
711 * this feature is disabled (player will resume where ever he was
712 * when he last logged off). If this is set to less than two hours,
713 * it will prevent players from camping out in treasure rooms.
714 * Do not comment this out - it must be set to something - if you
715 * comment this out, the program will not compile.
716 * 386 */
717 * 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."
718 * where appear under what conditions is a little complicated depending
719 * on how the player exited the game. But if the elapsed time is greater than
720 * the value below, player will always get returned to savebed location
721 * location.
722 *
723 * Set to one hour as default
724 */
725 388
726#define RESET_LOCATION_TIME 3600
727

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