--- deliantra/server/include/config.h 2006/11/26 19:48:49 1.21 +++ deliantra/server/include/config.h 2011/04/23 04:56:48 1.64 @@ -1,25 +1,26 @@ /* - CrossFire, A Multiplayer game for X-windows - - Copyright (C) 2002 Mark Wedel & Crossfire Development Team - Copyright (C) 1992 Frank Tore Johansen - - This program is free software; you can redistribute it and/or modify - it under the terms of the GNU General Public License as published by - the Free Software Foundation; either version 2 of the License, or - (at your option) any later version. - - This program is distributed in the hope that it will be useful, - but WITHOUT ANY WARRANTY; without even the implied warranty of - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - GNU General Public License for more details. - - You should have received a copy of the GNU General Public License - along with this program; if not, write to the Free Software - Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - - The authors can be reached via e-mail at crossfire-devel@real-time.com -*/ + * This file is part of Deliantra, the Roguelike Realtime MMORPG. + * + * Copyright (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team + * Copyright (©) 2002 Mark Wedel & Crossfire Development Team + * Copyright (©) 1992 Frank Tore Johansen + * + * Deliantra is free software: you can redistribute it and/or modify it under + * the terms of the Affero GNU General Public License as published by the + * Free Software Foundation, either version 3 of the License, or (at your + * option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the Affero GNU General Public License + * and the GNU General Public License along with this program. If not, see + * . + * + * The authors can be reached via e-mail to + */ /* This file contains various #defines that select various options. * Some may not be desirable, and some just may not work. @@ -62,28 +63,20 @@ * alphabetically. * * Short list of features, and what to search for: - * CS_LOGSTATS - log various new client/server data. * DEBUG - more verbose message logging? * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive * MAX_TIME - how long an internal tick is in microseconds * MANY_CORES - generate core dumps on gross errors instead of continuing? * PARTY_KILL_LOG - stores party kill information - * WATCHDOG - allows use of an external watchdog program * ***********************************************************************/ /* Use a very easy, non-challenging server? * Defining the COZY_SERVER will make the server much less challenging: - * no stats loss on death, much less experience loss, and party members - * are treated by pet monsters as the owner itself when moving "through" them. + * no stats loss on death, much less experience loss. */ #define COZY_SERVER 1 -/* - * Make it impossible to pk outside the arena. - */ -#define PROHIBIT_PLAYERKILL 1 - /* Use balanced stat loss code? * This code is a little more merciful with repeated stat loss at lower * levels. Basically, the more stats you have lost, the less likely that @@ -124,25 +117,21 @@ /* Don't edit these values. They are configured in lib/settings. These are Simply the defaults. */ -#define BALANCED_STAT_LOSS FALSE -#define PERMANENT_EXPERIENCE_RATIO 25 -#define DEATH_PENALTY_RATIO 20 -#define DEATH_PENALTY_LEVEL 3 +#define BALANCED_STAT_LOSS TRUE +#define PERMANENT_EXPERIENCE_RATIO 30 +#define DEATH_PENALTY_RATIO 10 +#define DEATH_PENALTY_LEVEL 2 #define SET_TITLE TRUE #define SIMPLE_EXP TRUE #define SPELLPOINT_LEVEL_DEPEND TRUE -#define SPELL_ENCUMBRANCE TRUE +#define SPELL_ENCUMBRANCE FALSE #define SPELL_FAILURE_EFFECTS FALSE -#define REAL_WIZ TRUE -#define RECYCLE_TMP_MAPS FALSE #define RESURRECTION FALSE #define SEARCH_ITEMS TRUE #define NOT_PERMADETH TRUE -#define EXPLORE_MODE FALSE #define STAT_LOSS_ON_DEATH FALSE -#define PK_LUCK_PENALTY 1 -#define CASTING_TIME FALSE -#define SET_FRIENDLY_FIRE 5 +#define PK_LUCK_PENALTY 0 +#define SET_FRIENDLY_FIRE 0 #define ARMOR_MAX_ENCHANT 5 #define ARMOR_WEIGHT_REDUCTION 10 #define ARMOR_WEIGHT_LINEAR TRUE @@ -152,29 +141,12 @@ /* you can edit the ones below */ - -/* CS_LOGSTATS will cause the server to log various usage stats - * (number of connections, amount of data sent, amount of data received, - * and so on.) This can be very useful if you are trying to measure - * server/bandwidth usage. It will periodially dump out information - * which contains usage stats for the last X amount of time. - * CS_LOGTIME is how often it will print out stats. - */ -#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ -#define CS_LOGSTATS -#endif -#ifdef CS_LOGSTATS -#define CS_LOGTIME 600 -#endif - /* DEBUG generates copious amounts of output. I tend to change the CC options * in the crosssite.def file if I want this. By default, you probably * dont want this defined. */ -#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ #ifndef DEBUG -#define DEBUG -#endif +# define DEBUG #endif /* * This option creates more core files. In some areas, there are certain @@ -209,8 +181,9 @@ * MSW 2001-05-28 */ -#define MAP_CLIENT_X 31 -#define MAP_CLIENT_Y 31 +// both must be 2**n +#define MAP_CLIENT_X 32 +#define MAP_CLIENT_Y 32 /* * If you feel the game is too fast or too slow, change MAX_TIME. @@ -221,6 +194,14 @@ #define MAX_TIME 120000 +/* + * MAX_ITEM_PER_ACTION defines how many items a player can drop/take etc. at once. + * (be careful to set this to high values, as dropping lots of things + * can be a performance problem (for which a fix is worked on)). + */ + +#define MAX_ITEM_PER_ACTION 100 + /* Polymorph as it currently stands is unbalancing, so by default * we have it disabled. It can be enabled and it works, but * it can be abused in various ways. @@ -229,11 +210,10 @@ /* This determine how many entries are stored in the kill log. You - * can see this information with the 'party kills' command. More entries - * mean slower performance and more memory. IF this is not defined, then - * this feature is disabled. + * can see this information with the 'party kills' command. More entries + * mean slower performance and more memory. */ -#define PARTY_KILL_LOG 20 +#define PARTY_KILL_LOG 40 /* * The PERM_EXP values adjust the behaviour of permenent experience. - if @@ -261,66 +241,6 @@ #define PERM_EXP_GAIN_RATIO 0.10f #define PERM_EXP_MAX_LOSS_RATIO 0.50f -/* - * WATCHDOG lets sends datagrams to port 13325 on localhost - * in (more-or-less) regular intervals, so an external watchdog - * program can kill the server if it hangs (for whatever reason). - * It shouldn't hurt anyone if this is defined but you don't - * have an watchdog program. - */ -#ifndef WIN32 /* ***win32 disable watchdog as win32 default */ -#define WATCHDOG -#endif - - -/* Enable the new material code - it needs some work. You can - * enable this, and things will work, just you'll see a whole - * bunch more materials show up, and thus a whole bunch more materials - * in your inventory, and the sorting for them isn't really good. - */ - -/* -#define NEW_MATERIAL_CODE -*/ - -/*********************************************************************** - * SECTION 2 - Machine/Compiler specific stuff. - * - * Short list of items: - * COMPRESS_SUFFIX - selection of compression programs - * O_NDELAY - If you don't have O_NDELAY, uncomment it. - * - ***********************************************************************/ - -/* - * If you compress your files to save space, set the COMPRESS_SUFFIX below - * to the compression suffix you want (.Z, .gz, .bz2). The autoconf - * should already find the program to use. If you set the suffix to - * something that autoconf did not find, you are likely to have serious - * problems, so make sure you have the appropriate compression tool installed - * before you set this. You can look at the autoconf.h file to see - * what compression tools it found (search for COMPRESS). - * Note that this is used when saving files. Crossfire will search all - * methods when loading a file to see if it finds a match - */ - -#ifndef COMPRESS_SUFFIX -/* #define COMPRESS_SUFFIX ".Z" */ -#endif - -/* If you get a complaint about O_NDELAY not being known/undefined, try - * uncommenting this. - * This may cause problems - O_NONBLOCK will return -1 on blocking writes - * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes - * can be written - otherwise, the number of bytes written will be returned - * for both modes. - */ - -/* -#define O_NDELAY O_NONBLOCK -*/ - - /*********************************************************************** * Section 3 * @@ -330,180 +250,40 @@ * * Values: * - * BANFILE - ban certain users/hosts. - * CSPORT - port to use for new client/server * DMFILE - file with dm/wizard access lists * LOGFILE - where to log if using -daemon option * MAP_ - various map timeout and swapping parameters * MAX_OBJECTS - how many objects to keep in memory. * MAX_OBJECTS_LWM - only swap maps out if below that value - * MOTD - message of the day - printed each time someone joins the game * PERM_FILE - limit play times * SHUTDOWN - used when shutting down the server * SOCKETBUFSIZE - size of buffer used internally by the server for storing * backlogged messages. * TMPDIR - directory to use for temp files * UNIQUE_DIR - directory to put unique item files into - * USE_CALLOC for some memory requests *********************************************************************** */ /* - * BANFILE - file used to ban certain sites from playing. See the example - * ban_file for examples. - */ - -#ifndef BANFILE -#define BANFILE "ban_file" -#endif - -/* CSPORT is the port used for the new client/server code. Change - * if desired. Only of relevance if ERIC_SERVER is set above - */ - -#define CSPORT 13327 /* old port + 1 */ - - -/* * DMFILE * A file containing valid names that can be dm, one on each line. See * example dm_file for syntax help. */ - #ifndef DMFILE #define DMFILE "dm_file" #endif - /* LOGFILE specifies which file to log to when playing with the * -daemon option. */ - #ifndef LOGFILE -#ifdef WIN32 /* change define path */ -#define LOGFILE "var\\crossfire.log" -#else -#define LOGFILE "/var/log/crossfire/logfile" -#endif +#define LOGFILE "/var/log/deliantra/logfile" #endif /* - * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out - * after a player has left it. If it is set to 0, maps are - * swapped out the instant the last player leaves it. - * If you are low on memory, you should set this to 0. - * Note that depending on the map timeout variable, the number of - * objects can get quite high. This is because depending on the maps, - * a player could be having the objects of several maps in memory - * (the map he is in right now, and the ones he left recently.) - * Each map has it's own TIMEOUT value and value field and it is - * defaulted to 300 - * - * Having a nonzero value can be useful: If a player leaves a map (and thus - * is on a new map), and realizes they want to go back pretty quickly, the - * old map is still in memory, so don't need to go disk and get it. - * - * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set - * to swap out in less than that many ticks, we use the MINTIMEOUT value - * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all - * maps. - */ - -/* How many ticks till maps are swapped out */ -#define MAP_MAXTIMEOUT 300 -/* At least that many ticks before swapout */ -#define MAP_MINTIMEOUT 300 - -/* - * MAP_MAXRESET is the maximum time a map can have before being reset. It - * will override the time value set in the map, if that time is longer than - * MAP_MAXRESET. This value is in seconds. If you are low on space on the - * TMPDIR device, set this value to somethign small. The default - * value in the map object is MAP_DEFAULTRESET (given in seconds.) - * I personally like 1 hour myself, for solo play. It is long enough that - * maps won't be resetting as a solve a quest, but short enough that some - * maps (like shops and inns) will be reset during the time I play. - * Comment out MAP_MAXRESET time if you always want to use the value - * in the map archetype. - */ - -/* Maximum time to reset. */ -#define MAP_MAXRESET 7200 -/* Default time to reset. */ -#define MAP_DEFAULTRESET 3600 - -/* - * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire - * will look for maps which are already scheldued for swapping, and - * promptly swap them out before new maps are being loaded. - * If playing only by yourself, this number can probably be as low as - * 3000. If in server mode, probably figure about 1000-2000 objects per - * active player (if they typically play on different maps), for some guess - * on how many to define. If it is too low, maps just get swapped out - * immediately, causing a performance hit. If it is too high, the program - * consumes more memory. If you have gobs of free memory, a high number - * might not be a bad idea. Each object is around 350 bytes right now. - * 25000 is about 8.5 MB - */ - -#define MAX_OBJECTS 400000 - -/* - * Max objects low water mark (lwm). If defined, the map swapping strategy - * is a bit different: - * 1) We only start swapping maps if the number of objects in use is - * greater than MAX_OBJECTS above. - * 2) We keep swapping maps until there are no more maps to swap or the number - * of used objects drop below this low water mark value. - * - * If this is not defined, maps are swapped out on the timeout value above, - * or if the number of objects used is greater than MAX_OBJECTS above. - * - * Note: While this will prevent the pauses noticed when saving maps, there - * can instead be cpu performance penalties - any objects in memory get - * processed. So if there are 4000 objects in memory, and 1000 of them - * are living objects, the system will process all 1000 objects each tick. - * With swapping enable, maybe 600 of the objects would have gotten swapped - * out. This is less likely a problem with a smaller number of MAX_OBJECTS - * than if it is very large. - * Also, the pauses you do get can be worse, as if you enter a map with - * a lot of new objects and go above MAX_OBJECTS, it may have to swap out - * many maps to get below the low water mark. - */ - -/*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/ - -/* - * Turning on MEMORY_DEBUG slows down execution, but makes it easier - * to find memory corruption and leaks. Currently, the main thing - * that happens with this activated is that one malloc is done for - * each object - thus whatever debugging mechanism the malloc library - * (or other debugging tool provides, like purify), it can track this - * individual malloc. Default behaviour when turned off is that - * enough memory is malloced for a large group of objects so malloc does - * not need to be called as often. - * This should only be turned on if some form of memory debugging tool - * is being used - otherwise, turning this on will cause some performance - * hit with no useful advantage. - */ - -/*#define MEMORY_DEBUG*/ - - -/* - * If you want to have a Message Of The Day file, define MOTD to be - * the file with the message. If the file doesn't exist or if it - * is empty, no message will be displayed. - * (It resides in the CONFDIR directory) - */ - -#define MOTD "motd" - -/* * You can restrict playing in certain times by creating a PERMIT_FILE * in CONFDIR. See the sample for usage notes. */ - #define PERM_FILE "forbid" /* @@ -512,12 +292,10 @@ * Remember to delete it when you open the game again. * (It resides in the CONFDIR directory) */ - #ifndef SHUTDOWN_FILE #define SHUTDOWN_FILE "shutdown" #endif - /* * SOCKETBUFSIZE is the size of the buffer used internally by the server for * storing backlogged messages for the client. This is not operating system @@ -528,27 +306,13 @@ * you have very slow client connections, a larger value may be * warranted. */ - #define SOCKETBUFSIZE 256*1024 /* * Your tmp-directory should be large enough to hold the uncompressed - * map-files for all who are playing. - * It ought to be locally mounted, since the function used to generate - * unique temporary filenames isn't guaranteed to work over NFS or AFS - * On the other hand, if you know that only one crossfire server will be - * running using this temporary directory, it is likely to be safe to use - * something that is NFS mounted (but performance may suffer as NFS is - * slower than local disk) + * map-files for all who are playing. Local to 'lib' directory. */ - -/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ -#ifdef WIN32 /* change define path tmp */ #define TMPDIR "tmp" -#else -#define TMPDIR "/tmp" -#endif - /* Directory to use for unique items. This is placed into the 'lib' * directory. Changing this will cause any old unique items file @@ -557,57 +321,11 @@ #define UNIQUE_DIR "unique-items" /* - * If undefined, malloc is always used. - * It looks like this can be oboleted. However, it can be useful to - * track down some bugs, as it will make sure that the entire data structure - * is set to 0, at the expense of speed. - * Rupert Goldie has run Purify against the code, and if this is disabled, - * apparantly there are a lot of uninitialized memory reads - I haven't - * seen any problem (maybe the memory reads are copies, and the destination - * doesn't actually use the garbage values either?), but the impact on speed - * of using this probably isn't great, and should make things more stable. - * Msw 8-9-97 - */ -#define USE_CALLOC - - -/* - * These define the players starting map and location on that map, and where - * emergency saves are defined. This should be left as is unless you make - * major changes to the map. - */ - -#ifdef WIN32 /* change define path city */ - -# define EMERGENCY_MAPPATH "\\city\\city" -# define EMERGENCY_X 15 -# define EMERGENCY_Y 19 -#else -# define EMERGENCY_MAPPATH "/city/city" -# define EMERGENCY_X 15 -# define EMERGENCY_Y 19 -#endif - - -/* * These defines tells where, relative to LIBDIR, the maps, the map-index, * archetypes highscore and treaures files and directories can be found. */ - #define MAPDIR "maps" -#define TEMPLATE_DIR "template-maps" -#define ARCHETYPES "archetypes" -#define REGIONS "regions" -#define HIGHSCORE "highscore" -#define TREASURES "treasures" -#define BANISHFILE "banish_file" - -#define MAX_ERRORS 25 /* Bail out if more are received during tick */ -#define OBJ_EXPAND 5000 /* How big steps to use when expanding array */ -#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ - -#define ARCHTABLE 16384 /* Arch hashtable size */ #define MAXSTRING 20 #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ @@ -634,7 +352,7 @@ */ #ifndef PLAYERDIR -#define PLAYERDIR "players" +# define PLAYERDIR "players" #endif /* @@ -652,69 +370,8 @@ #define SAVE_MODE 0660 #define SAVE_DIR_MODE 0770 -/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really - * needs to be selected. You can set both, and things will work fine, - * however, it just means that a lot more saving will be done, which - * can slow things down some. - */ - -/* How often (in seconds) the player is saved if he drops things. If it is - * set to 0, the player will be saved for every item he drops. Otherwise, - * if the player drops and item, and the last time he was saved - * due to item drop is longer - * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing - * environment, you may want to set this to a higher value, so that - * you are not spending too much time saving the characters. - * This option should now work (Crossfire 0.90.5) - */ - -//#define SAVE_INTERVAL 60 - /* - * AUTOSAVE saves the player every AUTOSAVE ticks. A value of - * 5000 with MAX_TIME set at 120,000 means that the player will be - * saved every 10 minutes. Some effort should probably be made to - * spread out these saves, but that might be more effort than it is - * worth (Depending on the spacing, if enough players log on, the spacing - * may not be large enough to save all of them.) As it is now, it will - * just set the base tick of when they log on, which should keep the - * saves pretty well spread out (in a fairly random fashion.) + * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on). */ - -#define AUTOSAVE 1000 - -/* Often, emergency save fails because the memory corruption that caused - * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE - * to disable emergency saves. This actually does - * prevent emergency saves now (Version 0.90.5). - */ - -#define NO_EMERGENCY_SAVE - -/* By selecting the following, whenever a player does a backup save (with - * the 'save command), the player will be saved at home (EMERGENCY_MAP_* - * information that is specified later). IF this is not set, the player - * will be saved at his present location. - */ - -/*#define BACKUP_SAVE_AT_HOME*/ - -/* RESET_LOCATION_TIME is the number of seconds that must elapse before - * we will return the player to his savebed location. If this is zero, - * this feature is disabled (player will resume where ever he was - * when he last logged off). If this is set to less than two hours, - * it will prevent players from camping out in treasure rooms. - * Do not comment this out - it must be set to something - if you - * comment this out, the program will not compile. - * - * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player - * where appear under what conditions is a little complicated depending - * on how the player exited the game. But if the elapsed time is greater than - * the value below, player will always get returned to savebed location - * location. - * - * Set to one hour as default - */ - -#define RESET_LOCATION_TIME 3600 +#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."