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Revision 1.29 by root, Mon Dec 25 14:54:44 2006 UTC vs.
Revision 1.64 by root, Sat Apr 23 04:56:48 2011 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 (©) 2005,2006,2007,2008,2009,2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 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@schmorp.de 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 * 71 *
72 ***********************************************************************/ 72 ***********************************************************************/
73 73
74/* Use a very easy, non-challenging server? 74/* Use a very easy, non-challenging server?
75 * Defining the COZY_SERVER will make the server much less challenging: 75 * Defining the COZY_SERVER will make the server much less challenging:
76 * no stats loss on death, much less experience loss, and party members 76 * no stats loss on death, much less experience loss.
77 * are treated by pet monsters as the owner itself when moving "through" them.
78 */ 77 */
79#define COZY_SERVER 1 78#define COZY_SERVER 1
80
81/*
82 * Make it impossible to pk outside the arena.
83 */
84#define PROHIBIT_PLAYERKILL 1
85 79
86/* Use balanced stat loss code? 80/* Use balanced stat loss code?
87 * 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
88 * 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
89 * you will lose more. Additionally, lower level characters are shown 83 * you will lose more. Additionally, lower level characters are shown
121 115
122 116
123/* 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
124 Simply the defaults. */ 118 Simply the defaults. */
125 119
126#define BALANCED_STAT_LOSS FALSE 120#define BALANCED_STAT_LOSS TRUE
127#define PERMANENT_EXPERIENCE_RATIO 25 121#define PERMANENT_EXPERIENCE_RATIO 30
128#define DEATH_PENALTY_RATIO 20 122#define DEATH_PENALTY_RATIO 10
129#define DEATH_PENALTY_LEVEL 3 123#define DEATH_PENALTY_LEVEL 2
130#define SET_TITLE TRUE 124#define SET_TITLE TRUE
131#define SIMPLE_EXP TRUE 125#define SIMPLE_EXP TRUE
132#define SPELLPOINT_LEVEL_DEPEND TRUE 126#define SPELLPOINT_LEVEL_DEPEND TRUE
133#define SPELL_ENCUMBRANCE TRUE 127#define SPELL_ENCUMBRANCE FALSE
134#define SPELL_FAILURE_EFFECTS FALSE 128#define SPELL_FAILURE_EFFECTS FALSE
135#define REAL_WIZ TRUE
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
140#define STAT_LOSS_ON_DEATH FALSE 132#define STAT_LOSS_ON_DEATH FALSE
141#define PK_LUCK_PENALTY 1 133#define PK_LUCK_PENALTY 0
142#define CASTING_TIME FALSE
143#define SET_FRIENDLY_FIRE 5 134#define SET_FRIENDLY_FIRE 0
144#define ARMOR_MAX_ENCHANT 5 135#define ARMOR_MAX_ENCHANT 5
145#define ARMOR_WEIGHT_REDUCTION 10 136#define ARMOR_WEIGHT_REDUCTION 10
146#define ARMOR_WEIGHT_LINEAR TRUE 137#define ARMOR_WEIGHT_LINEAR TRUE
147#define ARMOR_SPEED_IMPROVEMENT 10 138#define ARMOR_SPEED_IMPROVEMENT 10
148#define ARMOR_SPEED_LINEAR TRUE 139#define ARMOR_SPEED_LINEAR TRUE
149#define CREATE_HOME_PORTALS FALSE 140#define CREATE_HOME_PORTALS FALSE
150 141
151/* you can edit the ones below */ 142/* you can edit the ones below */
152 143
153
154/* CS_LOGSTATS will cause the server to log various usage stats
155 * (number of connections, amount of data sent, amount of data received,
156 * and so on.) This can be very useful if you are trying to measure
157 * server/bandwidth usage. It will periodially dump out information
158 * which contains usage stats for the last X amount of time.
159 * CS_LOGTIME is how often it will print out stats.
160 */
161#define CS_LOGSTATS
162#define CS_LOGTIME 600
163
164/* DEBUG generates copious amounts of output. I tend to change the CC options 144/* DEBUG generates copious amounts of output. I tend to change the CC options
165 * in the crosssite.def file if I want this. By default, you probably 145 * in the crosssite.def file if I want this. By default, you probably
166 * dont want this defined. 146 * dont want this defined.
167 */ 147 */
168#ifndef DEBUG 148#ifndef DEBUG
169#define DEBUG 149# define DEBUG
170#endif 150#endif
171/* 151/*
172 * This option creates more core files. In some areas, there are certain 152 * This option creates more core files. In some areas, there are certain
173 * checks done to try and make the program more stable (ie, check 153 * checks done to try and make the program more stable (ie, check
174 * parameter for null, return if it is). These checks are being done 154 * parameter for null, return if it is). These checks are being done
199 * maps at that point. 179 * maps at that point.
200 * 180 *
201 * MSW 2001-05-28 181 * MSW 2001-05-28
202 */ 182 */
203 183
184// both must be 2**n
204#define MAP_CLIENT_X 31 185#define MAP_CLIENT_X 32
205#define MAP_CLIENT_Y 31 186#define MAP_CLIENT_Y 32
206 187
207/* 188/*
208 * If you feel the game is too fast or too slow, change MAX_TIME. 189 * If you feel the game is too fast or too slow, change MAX_TIME.
209 * You can experiment with the 'speed <new_max_time> command first. 190 * You can experiment with the 'speed <new_max_time> command first.
210 * The length of a tick is MAX_TIME microseconds. During a tick, 191 * The length of a tick is MAX_TIME microseconds. During a tick,
211 * players, monsters, or items with speed 1 can do one thing. 192 * players, monsters, or items with speed 1 can do one thing.
212 */ 193 */
213 194
214#define MAX_TIME 120000 195#define MAX_TIME 120000
215 196
197/*
198 * MAX_ITEM_PER_ACTION defines how many items a player can drop/take etc. at once.
199 * (be careful to set this to high values, as dropping lots of things
200 * can be a performance problem (for which a fix is worked on)).
201 */
202
203#define MAX_ITEM_PER_ACTION 100
204
216/* Polymorph as it currently stands is unbalancing, so by default 205/* Polymorph as it currently stands is unbalancing, so by default
217 * we have it disabled. It can be enabled and it works, but 206 * we have it disabled. It can be enabled and it works, but
218 * it can be abused in various ways. 207 * it can be abused in various ways.
219 */ 208 */
220#define NO_POLYMORPH 209#define NO_POLYMORPH
221 210
222 211
223/* This determine how many entries are stored in the kill log. You 212/* This determine how many entries are stored in the kill log. You
224 * can see this information with the 'party kills' command. More entries 213 * can see this information with the 'party kills' command. More entries
225 * mean slower performance and more memory. IF this is not defined, then 214 * mean slower performance and more memory.
226 * this feature is disabled.
227 */ 215 */
228#define PARTY_KILL_LOG 20 216#define PARTY_KILL_LOG 40
229 217
230/* 218/*
231 * The PERM_EXP values adjust the behaviour of permenent experience. - if 219 * The PERM_EXP values adjust the behaviour of permenent experience. - if
232 * the setting permanent_experience_percentage is zero, these values have 220 * the setting permanent_experience_percentage is zero, these values have
233 * no meaning. The value in the settings file is the percentage of the 221 * no meaning. The value in the settings file is the percentage of the
251/* GD */ 239/* GD */
252 240
253#define PERM_EXP_GAIN_RATIO 0.10f 241#define PERM_EXP_GAIN_RATIO 0.10f
254#define PERM_EXP_MAX_LOSS_RATIO 0.50f 242#define PERM_EXP_MAX_LOSS_RATIO 0.50f
255 243
256/* Enable the new material code - it needs some work. You can
257 * enable this, and things will work, just you'll see a whole
258 * bunch more materials show up, and thus a whole bunch more materials
259 * in your inventory, and the sorting for them isn't really good.
260 */
261
262/*
263#define NEW_MATERIAL_CODE
264*/
265
266/***********************************************************************
267 * SECTION 2 - Machine/Compiler specific stuff.
268 *
269 * Short list of items:
270 * COMPRESS_SUFFIX - selection of compression programs
271 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
272 *
273 ***********************************************************************/
274
275/*
276 * If you compress your files to save space, set the COMPRESS_SUFFIX below
277 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
278 * should already find the program to use. If you set the suffix to
279 * something that autoconf did not find, you are likely to have serious
280 * problems, so make sure you have the appropriate compression tool installed
281 * before you set this. You can look at the autoconf.h file to see
282 * what compression tools it found (search for COMPRESS).
283 * Note that this is used when saving files. Crossfire will search all
284 * methods when loading a file to see if it finds a match
285 */
286
287#ifndef COMPRESS_SUFFIX
288/* #define COMPRESS_SUFFIX ".Z" */
289#endif
290
291/* If you get a complaint about O_NDELAY not being known/undefined, try
292 * uncommenting this.
293 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
294 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
295 * can be written - otherwise, the number of bytes written will be returned
296 * for both modes.
297 */
298
299/*
300#define O_NDELAY O_NONBLOCK
301*/
302
303
304/*********************************************************************** 244/***********************************************************************
305 * Section 3 245 * Section 3
306 * 246 *
307 * General file and other defaults that don't need to be changed, and 247 * General file and other defaults that don't need to be changed, and
308 * do not change gameplay as percieved by players much. Some options 248 * do not change gameplay as percieved by players much. Some options
309 * may affect memory consumption however. 249 * may affect memory consumption however.
310 * 250 *
311 * Values: 251 * Values:
312 * 252 *
313 * BANFILE - ban certain users/hosts.
314 * CSPORT - port to use for new client/server
315 * DMFILE - file with dm/wizard access lists 253 * DMFILE - file with dm/wizard access lists
316 * LOGFILE - where to log if using -daemon option 254 * LOGFILE - where to log if using -daemon option
317 * MAP_ - various map timeout and swapping parameters 255 * MAP_ - various map timeout and swapping parameters
318 * MAX_OBJECTS - how many objects to keep in memory. 256 * MAX_OBJECTS - how many objects to keep in memory.
319 * MAX_OBJECTS_LWM - only swap maps out if below that value 257 * MAX_OBJECTS_LWM - only swap maps out if below that value
320 * MOTD - message of the day - printed each time someone joins the game
321 * PERM_FILE - limit play times 258 * PERM_FILE - limit play times
322 * SHUTDOWN - used when shutting down the server 259 * SHUTDOWN - used when shutting down the server
323 * SOCKETBUFSIZE - size of buffer used internally by the server for storing 260 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
324 * backlogged messages. 261 * backlogged messages.
325 * TMPDIR - directory to use for temp files 262 * TMPDIR - directory to use for temp files
326 * UNIQUE_DIR - directory to put unique item files into 263 * UNIQUE_DIR - directory to put unique item files into
327 *********************************************************************** 264 ***********************************************************************
328 */ 265 */
329 266
330/* 267/*
331 * BANFILE - file used to ban certain sites from playing. See the example
332 * ban_file for examples.
333 */
334
335#ifndef BANFILE
336#define BANFILE "ban_file"
337#endif
338
339/* CSPORT is the port used for the new client/server code. Change
340 * if desired. Only of relevance if ERIC_SERVER is set above
341 */
342
343#define CSPORT 13327 /* old port + 1 */
344
345
346/*
347 * DMFILE 268 * DMFILE
348 * A file containing valid names that can be dm, one on each line. See 269 * A file containing valid names that can be dm, one on each line. See
349 * example dm_file for syntax help. 270 * example dm_file for syntax help.
350 */ 271 */
351
352#ifndef DMFILE 272#ifndef DMFILE
353#define DMFILE "dm_file" 273#define DMFILE "dm_file"
354#endif 274#endif
355 275
356
357/* LOGFILE specifies which file to log to when playing with the 276/* LOGFILE specifies which file to log to when playing with the
358 * -daemon option. 277 * -daemon option.
359 */ 278 */
360
361#ifndef LOGFILE 279#ifndef LOGFILE
362#define LOGFILE "/var/log/crossfire/logfile" 280#define LOGFILE "/var/log/deliantra/logfile"
363#endif 281#endif
364
365/*
366 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
367 * after a player has left it. If it is set to 0, maps are
368 * swapped out the instant the last player leaves it.
369 * If you are low on memory, you should set this to 0.
370 * Note that depending on the map timeout variable, the number of
371 * objects can get quite high. This is because depending on the maps,
372 * a player could be having the objects of several maps in memory
373 * (the map he is in right now, and the ones he left recently.)
374 * Each map has it's own TIMEOUT value and value field and it is
375 * defaulted to 300
376 *
377 * Having a nonzero value can be useful: If a player leaves a map (and thus
378 * is on a new map), and realizes they want to go back pretty quickly, the
379 * old map is still in memory, so don't need to go disk and get it.
380 *
381 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
382 * to swap out in less than that many ticks, we use the MINTIMEOUT value
383 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
384 * maps.
385 */
386
387/* How many ticks till maps are swapped out */
388#define MAP_MAXTIMEOUT 300
389/* At least that many ticks before swapout */
390#define MAP_MINTIMEOUT 300
391
392/*
393 * MAP_MAXRESET is the maximum time a map can have before being reset. It
394 * will override the time value set in the map, if that time is longer than
395 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
396 * TMPDIR device, set this value to somethign small. The default
397 * value in the map object is given in seconds.->defaultreset
398 * I personally like 1 hour myself, for solo play. It is long enough that
399 * maps won't be resetting as a solve a quest, but short enough that some
400 * maps (like shops and inns) will be reset during the time I play.
401 * Comment out MAP_MAXRESET time if you always want to use the value
402 * in the map archetype.
403 */
404
405/* Maximum time to reset. */
406#define MAP_MAXRESET 7200
407/* Default time to reset. */
408#define MAP_DEFAULTRESET 3600
409
410/*
411 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
412 * will look for maps which are already scheldued for swapping, and
413 * promptly swap them out before new maps are being loaded.
414 * If playing only by yourself, this number can probably be as low as
415 * 3000. If in server mode, probably figure about 1000-2000 objects per
416 * active player (if they typically play on different maps), for some guess
417 * on how many to define. If it is too low, maps just get swapped out
418 * immediately, causing a performance hit. If it is too high, the program
419 * consumes more memory. If you have gobs of free memory, a high number
420 * might not be a bad idea. Each object is around 350 bytes right now.
421 * 25000 is about 8.5 MB
422 */
423
424#define MAX_OBJECTS 400000
425
426/*
427 * Max objects low water mark (lwm). If defined, the map swapping strategy
428 * is a bit different:
429 * 1) We only start swapping maps if the number of objects in use is
430 * greater than MAX_OBJECTS above.
431 * 2) We keep swapping maps until there are no more maps to swap or the number
432 * of used objects drop below this low water mark value.
433 *
434 * If this is not defined, maps are swapped out on the timeout value above,
435 * or if the number of objects used is greater than MAX_OBJECTS above.
436 *
437 * Note: While this will prevent the pauses noticed when saving maps, there
438 * can instead be cpu performance penalties - any objects in memory get
439 * processed. So if there are 4000 objects in memory, and 1000 of them
440 * are living objects, the system will process all 1000 objects each tick.
441 * With swapping enable, maybe 600 of the objects would have gotten swapped
442 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
443 * than if it is very large.
444 * Also, the pauses you do get can be worse, as if you enter a map with
445 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
446 * many maps to get below the low water mark.
447 */
448
449/*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
450
451/*
452 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
453 * to find memory corruption and leaks. Currently, the main thing
454 * that happens with this activated is that one malloc is done for
455 * each object - thus whatever debugging mechanism the malloc library
456 * (or other debugging tool provides, like purify), it can track this
457 * individual malloc. Default behaviour when turned off is that
458 * enough memory is malloced for a large group of objects so malloc does
459 * not need to be called as often.
460 * This should only be turned on if some form of memory debugging tool
461 * is being used - otherwise, turning this on will cause some performance
462 * hit with no useful advantage.
463 */
464
465/*#define MEMORY_DEBUG*/
466
467
468/*
469 * If you want to have a Message Of The Day file, define MOTD to be
470 * the file with the message. If the file doesn't exist or if it
471 * is empty, no message will be displayed.
472 * (It resides in the CONFDIR directory)
473 */
474
475#define MOTD "motd"
476 282
477/* 283/*
478 * You can restrict playing in certain times by creating a PERMIT_FILE 284 * You can restrict playing in certain times by creating a PERMIT_FILE
479 * in CONFDIR. See the sample for usage notes. 285 * in CONFDIR. See the sample for usage notes.
480 */ 286 */
481
482#define PERM_FILE "forbid" 287#define PERM_FILE "forbid"
483 288
484/* 289/*
485 * If you want to take the game down while installing new versions, or 290 * If you want to take the game down while installing new versions, or
486 * for other reasons, put a message into the SHUTDOWN_FILE file. 291 * for other reasons, put a message into the SHUTDOWN_FILE file.
487 * Remember to delete it when you open the game again. 292 * Remember to delete it when you open the game again.
488 * (It resides in the CONFDIR directory) 293 * (It resides in the CONFDIR directory)
489 */ 294 */
490
491#ifndef SHUTDOWN_FILE 295#ifndef SHUTDOWN_FILE
492#define SHUTDOWN_FILE "shutdown" 296#define SHUTDOWN_FILE "shutdown"
493#endif 297#endif
494
495 298
496/* 299/*
497 * SOCKETBUFSIZE is the size of the buffer used internally by the server for 300 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
498 * storing backlogged messages for the client. This is not operating system 301 * storing backlogged messages for the client. This is not operating system
499 * buffers or the like. This amount is used per connection (client). 302 * buffers or the like. This amount is used per connection (client).
501 * large. When the OS buffer and this buffer is exhausted, the server 304 * large. When the OS buffer and this buffer is exhausted, the server
502 * will drop the client connection for falling too far behind. So if 305 * will drop the client connection for falling too far behind. So if
503 * you have very slow client connections, a larger value may be 306 * you have very slow client connections, a larger value may be
504 * warranted. 307 * warranted.
505 */ 308 */
506
507#define SOCKETBUFSIZE 256*1024 309#define SOCKETBUFSIZE 256*1024
508 310
509/* 311/*
510 * Your tmp-directory should be large enough to hold the uncompressed 312 * Your tmp-directory should be large enough to hold the uncompressed
511 * map-files for all who are playing. 313 * map-files for all who are playing. Local to 'lib' directory.
512 * It ought to be locally mounted, since the function used to generate
513 * unique temporary filenames isn't guaranteed to work over NFS or AFS
514 * On the other hand, if you know that only one crossfire server will be
515 * running using this temporary directory, it is likely to be safe to use
516 * something that is NFS mounted (but performance may suffer as NFS is
517 * slower than local disk)
518 */ 314 */
519
520/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
521#define TMPDIR "/tmp" 315#define TMPDIR "tmp"
522
523 316
524/* Directory to use for unique items. This is placed into the 'lib' 317/* Directory to use for unique items. This is placed into the 'lib'
525 * directory. Changing this will cause any old unique items file 318 * directory. Changing this will cause any old unique items file
526 * not to be used. 319 * not to be used.
527 */ 320 */
528#define UNIQUE_DIR "unique-items" 321#define UNIQUE_DIR "unique-items"
529 322
530/* 323/*
531 * These define the players starting map and location on that map, and where
532 * emergency saves are defined. This should be left as is unless you make
533 * major changes to the map.
534 */
535
536#define EMERGENCY_MAPPATH "/city/city"
537#define EMERGENCY_X 15
538#define EMERGENCY_Y 19
539
540
541/*
542 * These defines tells where, relative to LIBDIR, the maps, the map-index, 324 * These defines tells where, relative to LIBDIR, the maps, the map-index,
543 * archetypes highscore and treaures files and directories can be found. 325 * archetypes highscore and treaures files and directories can be found.
544 */ 326 */
545
546#define MAPDIR "maps" 327#define MAPDIR "maps"
547#define TEMPLATE_DIR "template-maps"
548#define ARCHETYPES "archetypes"
549#define REGIONS "regions"
550#define HIGHSCORE "highscore"
551#define TREASURES "treasures"
552#define BANISHFILE "banish_file"
553 328
554#define MAX_ERRORS 25 /* Bail out if more are received during tick */
555#define OBJ_EXPAND 5000 /* How big steps to use when expanding array */
556
557#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
558
559#define ARCHTABLE 16384 /* Arch hashtable size */
560#define MAXSTRING 20 329#define MAXSTRING 20
561 330
562#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 331#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
563 332
564 333
581 * start their own crossfire, you won't need to define this. 350 * start their own crossfire, you won't need to define this.
582 * 351 *
583 */ 352 */
584 353
585#ifndef PLAYERDIR 354#ifndef PLAYERDIR
586#define PLAYERDIR "players" 355# define PLAYERDIR "players"
587#endif 356#endif
588 357
589/* 358/*
590 * If you have defined SAVE_PLAYER, you might want to change this, too. 359 * If you have defined SAVE_PLAYER, you might want to change this, too.
591 * This is the access rights for the players savefiles. 360 * This is the access rights for the players savefiles.
599 */ 368 */
600/* IMPORTANT: there is a race during saving, where the umask is being applied */ 369/* IMPORTANT: there is a race during saving, where the umask is being applied */
601#define SAVE_MODE 0660 370#define SAVE_MODE 0660
602#define SAVE_DIR_MODE 0770 371#define SAVE_DIR_MODE 0770
603 372
604/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
605 * needs to be selected. You can set both, and things will work fine,
606 * however, it just means that a lot more saving will be done, which
607 * can slow things down some.
608 */
609
610/* How often (in seconds) the player is saved if he drops things. If it is
611 * set to 0, the player will be saved for every item he drops. Otherwise,
612 * if the player drops and item, and the last time he was saved
613 * due to item drop is longer
614 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
615 * environment, you may want to set this to a higher value, so that
616 * you are not spending too much time saving the characters.
617 * This option should now work (Crossfire 0.90.5)
618 */
619
620//#define SAVE_INTERVAL 60
621
622/* 373/*
623 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 374 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
624 * 5000 with MAX_TIME set at 120,000 means that the player will be
625 * saved every 10 minutes. Some effort should probably be made to
626 * spread out these saves, but that might be more effort than it is
627 * worth (Depending on the spacing, if enough players log on, the spacing
628 * may not be large enough to save all of them.) As it is now, it will
629 * just set the base tick of when they log on, which should keep the
630 * saves pretty well spread out (in a fairly random fashion.)
631 */
632
633#define AUTOSAVE 1000
634
635/* RESET_LOCATION_TIME is the number of seconds that must elapse before
636 * we will return the player to his savebed location. If this is zero,
637 * this feature is disabled (player will resume where ever he was
638 * when he last logged off). If this is set to less than two hours,
639 * it will prevent players from camping out in treasure rooms.
640 * Do not comment this out - it must be set to something - if you
641 * comment this out, the program will not compile.
642 * 375 */
643 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player 376#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
644 * where appear under what conditions is a little complicated depending
645 * on how the player exited the game. But if the elapsed time is greater than
646 * the value below, player will always get returned to savebed location
647 * location.
648 *
649 * Set to one hour as default
650 */
651 377
652#define RESET_LOCATION_TIME 3600
653

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