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Comparing deliantra/server/include/config.h (file contents):
Revision 1.1.1.2 by elmex, Wed Mar 15 14:04:53 2006 UTC vs.
Revision 1.69 by root, Sat Nov 17 23:40:00 2018 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 1.1.1.2 2006/03/15 14:04:53 elmex Exp $";
4 */ 3 *
5 4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
6/* 5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 7 * Copyright (©) 1992 Frank Tore Johansen
11 8 *
12 This program is free software; you can redistribute it and/or modify 9 * 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 10 * 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 11 * Free Software Foundation, either version 3 of the License, or (at your
15 (at your option) any later version. 12 * option) any later version.
16 13 *
17 This program is distributed in the hope that it will be useful, 14 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 17 * GNU General Public License for more details.
21 18 *
22 You should have received a copy of the GNU General Public License 19 * 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 20 * and the GNU General Public License along with this program. If not, see
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 21 * <http://www.gnu.org/licenses/>.
25 22 *
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 23 * The authors can be reached via e-mail to <support@deliantra.net>
27*/ 24 */
28 25
29/* This file contains various #defines that select various options. 26/* This file contains various #defines that select various options.
30 * Some may not be desirable, and some just may not work. 27 * Some may not be desirable, and some just may not work.
31 * 28 *
32 * There are some options that are not selectable in this file which 29 * There are some options that are not selectable in this file which
37 * 34 *
38 * prepare_weapon, improve_*: Allow characters to enchant their own 35 * prepare_weapon, improve_*: Allow characters to enchant their own
39 * weapons 36 * weapons
40 * ench_armour: Allow characters to enchant their armor. 37 * ench_armour: Allow characters to enchant their armor.
41 * 38 *
42 * In theory, most of the values here should just be defaults, and 39 * In theory, most of the values here should just be defaults, and
43 * everything here should just be selectable by different run time 40 * everything here should just be selectable by different run time
44 * flags However, for some things, that would just be too messy. 41 * flags However, for some things, that would just be too messy.
45 */ 42 */
46 43
47/* There are 4 main sections to this file- 44/* There are 4 main sections to this file-
65 * You don't have to change anything here to get a working program, but 62 * 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 63 * you may want to on personal preferance. Items are arranged
67 * alphabetically. 64 * alphabetically.
68 * 65 *
69 * Short list of features, and what to search for: 66 * Short list of features, and what to search for:
70 * CS_LOGSTATS - log various new client/server data.
71 * DEBUG - more verbose message logging? 67 * DEBUG - more verbose message logging?
72 * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive 68 * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive
73 * MAX_TIME - how long an internal tick is in microseconds 69 * MAX_TIME - how long an internal tick is in microseconds
74 * MANY_CORES - generate core dumps on gross errors instead of continuing? 70 * MANY_CORES - generate core dumps on gross errors instead of continuing?
75 * PARTY_KILL_LOG - stores party kill information 71 * PARTY_KILL_LOG - stores party kill information
76 * WATCHDOG - allows use of an external watchdog program
77 * 72 *
78 ***********************************************************************/ 73 ***********************************************************************/
74
75/* Use a very easy, non-challenging server?
76 * Defining the COZY_SERVER will make the server much less challenging:
77 * no stats loss on death, much less experience loss.
78 */
79#define COZY_SERVER 1
79 80
80/* Use balanced stat loss code? 81/* Use balanced stat loss code?
81 * This code is a little more merciful with repeated stat loss at lower 82 * This code is a little more merciful with repeated stat loss at lower
82 * levels. Basically, the more stats you have lost, the less likely that 83 * levels. Basically, the more stats you have lost, the less likely that
83 * you will lose more. Additionally, lower level characters are shown 84 * you will lose more. Additionally, lower level characters are shown
93 * The BALSL_.. values control this behaviour. 94 * The BALSL_.. values control this behaviour.
94 * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose. 95 * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose.
95 * the character level is divided by that value, and that is how many 96 * the character level is divided by that value, and that is how many
96 * stats are lost. 97 * stats are lost.
97 * 98 *
98 * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat - 99 * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
99 * basically, level/max_loss_ratio is the most a stat can be depleted. 100 * basically, level/max_loss_ratio is the most a stat can be depleted.
100 * 101 *
101 * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted. 102 * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
102 * The chance not to lose a stat is 103 * The chance not to lose a stat is
103 * depleteness^2 / (depletedness^2+ level/ratio). 104 * depleteness^2 / (depletedness^2+ level/ratio).
104 * ie, if the stats current depleted value is 2 and the character is level 105 * ie, if the stats current depleted value is 2 and the character is level
105 * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the 106 * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the
106 * level, the more likely it is a stat can get really depleted, but 107 * level, the more likely it is a stat can get really depleted, but
107 * this gets more offset as the stat gets more depleted. 108 * this gets more offset as the stat gets more depleted.
108 * 109 *
109 */ 110 */
110/* GD */ 111/* GD */
111 112
112#define BALSL_LOSS_CHANCE_RATIO 4 113#define BALSL_LOSS_CHANCE_RATIO 100
113#define BALSL_NUMBER_LOSSES_RATIO 6 114#define BALSL_NUMBER_LOSSES_RATIO 100
114#define BALSL_MAX_LOSS_RATIO 2 115#define BALSL_MAX_LOSS_RATIO 100
115 116
116 117
117/* Don't edit these values. They are configured in lib/settings. These are 118/* Don't edit these values. They are configured in lib/settings. These are
118 Simply the defaults. */ 119 Simply the defaults. */
119 120
120#define BALANCED_STAT_LOSS FALSE 121#define BALANCED_STAT_LOSS TRUE
121#define PERMANENT_EXPERIENCE_RATIO 25 122#define PERMANENT_EXPERIENCE_RATIO 30
122#define DEATH_PENALTY_RATIO 20 123#define DEATH_PENALTY_RATIO 10
123#define DEATH_PENALTY_LEVEL 3 124#define DEATH_PENALTY_LEVEL 2
124#define SET_TITLE TRUE 125#define SET_TITLE TRUE
125#define SIMPLE_EXP TRUE 126#define SIMPLE_EXP TRUE
126#define SPELLPOINT_LEVEL_DEPEND TRUE 127#define SPELLPOINT_LEVEL_DEPEND TRUE
127#define SPELL_ENCUMBRANCE TRUE 128#define SPELL_ENCUMBRANCE FALSE
128#define SPELL_FAILURE_EFFECTS FALSE 129#define SPELL_FAILURE_EFFECTS FALSE
129#define REAL_WIZ TRUE
130#define RECYCLE_TMP_MAPS FALSE
131#define RESURRECTION FALSE 130#define RESURRECTION FALSE
132#define SEARCH_ITEMS TRUE 131#define SEARCH_ITEMS TRUE
133#define NOT_PERMADETH TRUE 132#define NOT_PERMADETH TRUE
134#define EXPLORE_MODE FALSE
135#define STAT_LOSS_ON_DEATH FALSE 133#define STAT_LOSS_ON_DEATH FALSE
136#define PK_LUCK_PENALTY 1 134#define PK_LUCK_PENALTY 0
137#define CASTING_TIME FALSE
138#define SET_FRIENDLY_FIRE 5 135#define SET_FRIENDLY_FIRE 0
139#define ARMOR_MAX_ENCHANT 5 136#define ARMOR_MAX_ENCHANT 5
140#define ARMOR_WEIGHT_REDUCTION 10 137#define ARMOR_WEIGHT_REDUCTION 10
141#define ARMOR_WEIGHT_LINEAR TRUE 138#define ARMOR_WEIGHT_LINEAR TRUE
142#define ARMOR_SPEED_IMPROVEMENT 10 139#define ARMOR_SPEED_IMPROVEMENT 10
143#define ARMOR_SPEED_LINEAR TRUE 140#define ARMOR_SPEED_LINEAR TRUE
141#define CREATE_HOME_PORTALS FALSE
144 142
145/* you can edit the ones below */ 143/* you can edit the ones below */
146
147
148/* CS_LOGSTATS will cause the server to log various usage stats
149 * (number of connections, amount of data sent, amount of data received,
150 * and so on.) This can be very useful if you are trying to measure
151 * server/bandwidth usage. It will periodially dump out information
152 * which contains usage stats for the last X amount of time.
153 * CS_LOGTIME is how often it will print out stats.
154 */
155#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
156#define CS_LOGSTATS
157#endif
158#ifdef CS_LOGSTATS
159#define CS_LOGTIME 600
160#endif
161 144
162/* 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
163 * 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
164 * dont want this defined. 147 * dont want this defined.
165 */ 148 */
166#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
167#ifndef DEBUG 149#ifndef DEBUG
168#define DEBUG 150# define DEBUG
169#endif
170#endif 151#endif
171/* 152/*
172 * 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
173 * 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
174 * 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
199 * maps at that point. 180 * maps at that point.
200 * 181 *
201 * MSW 2001-05-28 182 * MSW 2001-05-28
202 */ 183 */
203 184
185// both must be 2**n
204#define MAP_CLIENT_X 25 186#define MAP_CLIENT_X 32
205#define MAP_CLIENT_Y 25 187#define MAP_CLIENT_Y 32
206 188
207/* 189/*
208 * 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.
209 * You can experiment with the 'speed <new_max_time> command first. 191 * You can experiment with the 'speed <new_max_time> command first.
210 * 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,
211 * players, monsters, or items with speed 1 can do one thing. 193 * players, monsters, or items with speed 1 can do one thing.
212 */ 194 */
213 195
214#define MAX_TIME 120000 196#define MAX_TIME 120000
215 197
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
216/* Polymorph as it currently stands is unbalancing, so by default 206/* Polymorph as it currently stands is unbalancing, so by default
217 * 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
218 * it can be abused in various ways. 208 * it can be abused in various ways.
219 */ 209 */
220#define NO_POLYMORPH 210#define NO_POLYMORPH
221 211
222 212
223/* 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
224 * can see this information with the 'party kills' command. More entries 214 * can see this information with the 'party kills' command. More entries
225 * mean slower performance and more memory. IF this is not defined, then 215 * mean slower performance and more memory.
226 * this feature is disabled.
227 */ 216 */
228/*
229#define PARTY_KILL_LOG 20 217#define PARTY_KILL_LOG 40
230*/
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
236 * experience that is permenent, the rest could be lost on death. When dying, 223 * experience that is permenent, the rest could be lost on death. When dying,
237 * the greatest amount of non-permenent exp it is possible to lose at one time 224 * the greatest amount of non-permenent exp it is possible to lose at one time
238 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as 225 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
239 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced 226 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
240 * experience goes to the permanent value. This does not detract from total 227 * experience goes to the permanent value. This does not detract from total
241 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and 228 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
242 * 10 to the permanent value). 229 * 10 to the permanent value).
243 * 230 *
244 * A few thoughts on these default value (by MSW) 231 * A few thoughts on these default value (by MSW)
245 * 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
246 * that poin, the value in the settings file will be used. 233 * that poin, the value in the settings file will be used.
247 * 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
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#ifndef WIN32 /* ***win32 disable watchdog as win32 default */
266#define WATCHDOG
267#endif
268
269
270/* Enable the new material code - it needs some work. You can
271 * enable this, and things will work, just you'll see a whole
272 * bunch more materials show up, and thus a whole bunch more materials
273 * in your inventory, and the sorting for them isn't really good.
274 */
275
276/*
277#define NEW_MATERIAL_CODE
278*/
279
280/***********************************************************************
281 * SECTION 2 - Machine/Compiler specific stuff.
282 *
283 * Short list of items:
284 * COMPRESS_SUFFIX - selection of compression programs
285 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
286 *
287 ***********************************************************************/
288
289/*
290 * If you compress your files to save space, set the COMPRESS_SUFFIX below
291 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
292 * should already find the program to use. If you set the suffix to
293 * something that autoconf did not find, you are likely to have serious
294 * problems, so make sure you have the appropriate compression tool installed
295 * before you set this. You can look at the autoconf.h file to see
296 * what compression tools it found (search for COMPRESS).
297 * Note that this is used when saving files. Crossfire will search all
298 * methods when loading a file to see if it finds a match
299 */
300
301#ifndef COMPRESS_SUFFIX
302/* #define COMPRESS_SUFFIX ".Z" */
303#endif
304
305/* If you get a complaint about O_NDELAY not being known/undefined, try
306 * uncommenting this.
307 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
308 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
309 * can be written - otherwise, the number of bytes written will be returned
310 * for both modes.
311 */
312
313/*
314#define O_NDELAY O_NONBLOCK
315*/
316
317
318/*********************************************************************** 245/***********************************************************************
319 * Section 3 246 * Section 3
320 * 247 *
321 * 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
322 * do not change gameplay as percieved by players much. Some options 249 * do not change gameplay as percieved by players much. Some options
323 * may affect memory consumption however. 250 * may affect memory consumption however.
324 * 251 *
325 * Values: 252 * Values:
326 * 253 *
327 * BANFILE - ban certain users/hosts.
328 * CSPORT - port to use for new client/server
329 * DMFILE - file with dm/wizard access lists 254 * DMFILE - file with dm/wizard access lists
330 * LOGFILE - where to log if using -daemon option 255 * LOGFILE - where to log if using -daemon option
331 * MAP_ - various map timeout and swapping parameters 256 * MAP_ - various map timeout and swapping parameters
332 * MAX_OBJECTS - how many objects to keep in memory. 257 * MAX_OBJECTS - how many objects to keep in memory.
333 * MAX_OBJECTS_LWM - only swap maps out if below that value 258 * MAX_OBJECTS_LWM - only swap maps out if below that value
334 * MOTD - message of the day - printed each time someone joins the game
335 * PERM_FILE - limit play times 259 * PERM_FILE - limit play times
336 * SHUTDOWN - used when shutting down the server 260 * SHUTDOWN - used when shutting down the server
337 * SOCKETBUFSIZE - size of buffer used internally by the server for storing 261 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
338 * backlogged messages. 262 * backlogged messages.
339 * TMPDIR - directory to use for temp files 263 * TMPDIR - directory to use for temp files
340 * UNIQUE_DIR - directory to put unique item files into 264 * UNIQUE_DIR - directory to put unique item files into
341 * USE_CALLOC for some memory requests
342 *********************************************************************** 265 ***********************************************************************
343 */ 266 */
344
345/*
346 * BANFILE - file used to ban certain sites from playing. See the example
347 * ban_file for examples.
348 */
349
350#ifndef BANFILE
351#define BANFILE "ban_file"
352#endif
353
354/* CSPORT is the port used for the new client/server code. Change
355 * if desired. Only of relevance if ERIC_SERVER is set above
356 */
357
358#define CSPORT 13327 /* old port + 1 */
359
360 267
361/* 268/*
362 * DMFILE 269 * DMFILE
363 * A file containing valid names that can be dm, one on each line. See 270 * A file containing valid names that can be dm, one on each line. See
364 * example dm_file for syntax help. 271 * example dm_file for syntax help.
365 */ 272 */
366
367#ifndef DMFILE 273#ifndef DMFILE
368#define DMFILE "dm_file" 274#define DMFILE "dm_file"
369#endif 275#endif
370 276
371
372/* LOGFILE specifies which file to log to when playing with the 277/* LOGFILE specifies which file to log to when playing with the
373 * -daemon option. 278 * -daemon option.
374 */ 279 */
375
376#ifndef LOGFILE 280#ifndef LOGFILE
377#ifdef WIN32 /* change define path */
378#define LOGFILE "var\\crossfire.log"
379#else
380#define LOGFILE "/var/log/crossfire/logfile" 281#define LOGFILE "/var/log/deliantra/logfile"
381#endif 282#endif
382#endif
383
384/*
385 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
386 * after a player has left it. If it is set to 0, maps are
387 * swapped out the instant the last player leaves it.
388 * If you are low on memory, you should set this to 0.
389 * Note that depending on the map timeout variable, the number of
390 * objects can get quite high. This is because depending on the maps,
391 * a player could be having the objects of several maps in memory
392 * (the map he is in right now, and the ones he left recently.)
393 * Each map has it's own TIMEOUT value and value field and it is
394 * defaulted to 300
395 *
396 * Having a nonzero value can be useful: If a player leaves a map (and thus
397 * is on a new map), and realizes they want to go back pretty quickly, the
398 * old map is still in memory, so don't need to go disk and get it.
399 *
400 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
401 * to swap out in less than that many ticks, we use the MINTIMEOUT value
402 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
403 * maps.
404 */
405
406/* How many ticks till maps are swapped out */
407#define MAP_MAXTIMEOUT 1000
408/* At least that many ticks before swapout */
409#define MAP_MINTIMEOUT 500
410
411/*
412 * MAP_MAXRESET is the maximum time a map can have before being reset. It
413 * will override the time value set in the map, if that time is longer than
414 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
415 * TMPDIR device, set this value to somethign small. The default
416 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
417 * I personally like 1 hour myself, for solo play. It is long enough that
418 * maps won't be resetting as a solve a quest, but short enough that some
419 * maps (like shops and inns) will be reset during the time I play.
420 * Comment out MAP_MAXRESET time if you always want to use the value
421 * in the map archetype.
422 */
423
424/* Maximum time to reset. */
425#define MAP_MAXRESET 7200
426/* Default time to reset. */
427#define MAP_DEFAULTRESET 7200
428
429/*
430 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
431 * will look for maps which are already scheldued for swapping, and
432 * promptly swap them out before new maps are being loaded.
433 * If playing only by yourself, this number can probably be as low as
434 * 3000. If in server mode, probably figure about 1000-2000 objects per
435 * active player (if they typically play on different maps), for some guess
436 * on how many to define. If it is too low, maps just get swapped out
437 * immediately, causing a performance hit. If it is too high, the program
438 * consumes more memory. If you have gobs of free memory, a high number
439 * might not be a bad idea. Each object is around 350 bytes right now.
440 * 25000 is about 8.5 MB
441 */
442
443#define MAX_OBJECTS 100000
444
445/*
446 * Max objects low water mark (lwm). If defined, the map swapping strategy
447 * is a bit different:
448 * 1) We only start swapping maps if the number of objects in use is
449 * greater than MAX_OBJECTS above.
450 * 2) We keep swapping maps until there are no more maps to swap or the number
451 * of used objects drop below this low water mark value.
452 *
453 * If this is not defined, maps are swapped out on the timeout value above,
454 * or if the number of objects used is greater than MAX_OBJECTS above.
455 *
456 * Note: While this will prevent the pauses noticed when saving maps, there
457 * can instead be cpu performance penalties - any objects in memory get
458 * processed. So if there are 4000 objects in memory, and 1000 of them
459 * are living objects, the system will process all 1000 objects each tick.
460 * With swapping enable, maybe 600 of the objects would have gotten swapped
461 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
462 * than if it is very large.
463 * Also, the pauses you do get can be worse, as if you enter a map with
464 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
465 * many maps to get below the low water mark.
466 */
467
468/*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
469
470/*
471 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
472 * to find memory corruption and leaks. Currently, the main thing
473 * that happens with this activated is that one malloc is done for
474 * each object - thus whatever debugging mechanism the malloc library
475 * (or other debugging tool provides, like purify), it can track this
476 * individual malloc. Default behaviour when turned off is that
477 * enough memory is malloced for a large group of objects so malloc does
478 * not need to be called as often.
479 * This should only be turned on if some form of memory debugging tool
480 * is being used - otherwise, turning this on will cause some performance
481 * hit with no useful advantage.
482 */
483
484/*#define MEMORY_DEBUG*/
485
486
487/*
488 * If you want to have a Message Of The Day file, define MOTD to be
489 * the file with the message. If the file doesn't exist or if it
490 * is empty, no message will be displayed.
491 * (It resides in the CONFDIR directory)
492 */
493
494#define MOTD "motd"
495 283
496/* 284/*
497 * You can restrict playing in certain times by creating a PERMIT_FILE 285 * You can restrict playing in certain times by creating a PERMIT_FILE
498 * in CONFDIR. See the sample for usage notes. 286 * in CONFDIR. See the sample for usage notes.
499 */ 287 */
500
501#define PERM_FILE "forbid" 288#define PERM_FILE "forbid"
502 289
503/* 290/*
504 * If you want to take the game down while installing new versions, or 291 * If you want to take the game down while installing new versions, or
505 * for other reasons, put a message into the SHUTDOWN_FILE file. 292 * for other reasons, put a message into the SHUTDOWN_FILE file.
506 * Remember to delete it when you open the game again. 293 * Remember to delete it when you open the game again.
507 * (It resides in the CONFDIR directory) 294 * (It resides in the CONFDIR directory)
508 */ 295 */
509
510#ifndef SHUTDOWN_FILE 296#ifndef SHUTDOWN_FILE
511#define SHUTDOWN_FILE "shutdown" 297#define SHUTDOWN_FILE "shutdown"
512#endif 298#endif
513
514 299
515/* 300/*
516 * SOCKETBUFSIZE is the size of the buffer used internally by the server for 301 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
517 * storing backlogged messages for the client. This is not operating system 302 * storing backlogged messages for the client. This is not operating system
518 * buffers or the like. This amount is used per connection (client). 303 * buffers or the like. This amount is used per connection (client).
519 * This buffer is in addition to OS buffers, so it may not need to be very 304 * This buffer is in addition to OS buffers, so it may not need to be very
520 * large. When the OS buffer and this buffer is exhausted, the server 305 * large. When the OS buffer and this buffer is exhausted, the server
521 * will drop the client connection for falling too far behind. So if 306 * will drop the client connection for falling too far behind. So if
522 * you have very slow client connections, a larger value may be 307 * you have very slow client connections, a larger value may be
523 * warranted. 308 * warranted.
524 */ 309 */
525
526#define SOCKETBUFSIZE 128*1024 310#define SOCKETBUFSIZE 256*1024
527 311
528/* 312/*
529 * Your tmp-directory should be large enough to hold the uncompressed 313 * Your tmp-directory should be large enough to hold the uncompressed
530 * map-files for all who are playing. 314 * map-files for all who are playing. Local to 'lib' directory.
531 * It ought to be locally mounted, since the function used to generate
532 * unique temporary filenames isn't guaranteed to work over NFS or AFS
533 * On the other hand, if you know that only one crossfire server will be
534 * running using this temporary directory, it is likely to be safe to use
535 * something that is NFS mounted (but performance may suffer as NFS is
536 * slower than local disk)
537 */ 315 */
538
539/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
540#ifdef WIN32 /* change define path tmp */
541#define TMPDIR "tmp" 316#define TMPDIR "tmp"
542#else
543#define TMPDIR "/tmp"
544#endif
545 317
546
547/* Directory to use for unique items. This is placed into the 'lib' 318/* Directory to use for unique items. This is placed into the 'lib'
548 * directory. Changing this will cause any old unique items file 319 * directory. Changing this will cause any old unique items file
549 * not to be used. 320 * not to be used.
550 */ 321 */
551#define UNIQUE_DIR "unique-items" 322#define UNIQUE_DIR "unique-items"
552 323
553/* 324/*
554 * If undefined, malloc is always used.
555 * It looks like this can be oboleted. However, it can be useful to
556 * track down some bugs, as it will make sure that the entire data structure
557 * is set to 0, at the expense of speed.
558 * Rupert Goldie has run Purify against the code, and if this is disabled,
559 * apparantly there are a lot of uninitialized memory reads - I haven't
560 * seen any problem (maybe the memory reads are copies, and the destination
561 * doesn't actually use the garbage values either?), but the impact on speed
562 * of using this probably isn't great, and should make things more stable.
563 * Msw 8-9-97
564 */
565#define USE_CALLOC
566
567
568/*
569 * These define the players starting map and location on that map, and where
570 * emergency saves are defined. This should be left as is unless you make
571 * major changes to the map.
572 */
573
574#ifdef WIN32 /* change define path city */
575
576# define EMERGENCY_MAPPATH "\\city\\city"
577# define EMERGENCY_X 15
578# define EMERGENCY_Y 19
579#else
580# define EMERGENCY_MAPPATH "/city/city"
581# define EMERGENCY_X 15
582# define EMERGENCY_Y 19
583#endif
584
585
586/*
587 * These defines tells where, relative to LIBDIR, the maps, the map-index, 325 * These defines tells where, relative to LIBDIR, the maps, the map-index,
588 * archetypes highscore and treaures files and directories can be found. 326 * archetypes highscore and treaures files and directories can be found.
589 */ 327 */
590
591#define MAPDIR "maps" 328#define MAPDIR "maps"
592#define TEMPLATE_DIR "template-maps"
593#define ARCHETYPES "archetypes"
594#define REGIONS "regions"
595#define HIGHSCORE "highscore"
596#define TREASURES "treasures"
597#define BANISHFILE "banish_file"
598 329
599#define MAX_ERRORS 25 /* Bail out if more are received during tick */
600#define STARTMAX 500 /* How big array of objects to start with */
601#define OBJ_EXPAND 100 /* How big steps to use when expanding array */
602
603#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
604
605#define ARCHTABLE 5003 /* Used when hashing archetypes */
606#define MAXSTRING 20 330#define MAXSTRING 20
607 331
608#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 332#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
609 333
610 334
627 * start their own crossfire, you won't need to define this. 351 * start their own crossfire, you won't need to define this.
628 * 352 *
629 */ 353 */
630 354
631#ifndef PLAYERDIR 355#ifndef PLAYERDIR
632#define PLAYERDIR "players" 356# define PLAYERDIR "players"
633#endif 357#endif
634 358
635/* 359/*
636 * If you have defined SAVE_PLAYER, you might want to change this, too. 360 * If you have defined SAVE_PLAYER, you might want to change this, too.
637 * This is the access rights for the players savefiles. 361 * This is the access rights for the players savefiles.
641 * thus requiring that the server be setuid/setgid, and more generous 365 * thus requiring that the server be setuid/setgid, and more generous
642 * permisisons needed. 366 * permisisons needed.
643 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission 367 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
644 * for nay directories created. 368 * for nay directories created.
645 */ 369 */
370/* IMPORTANT: there is a race during saving, where the umask is being applied */
646#define SAVE_MODE 0660 371#define SAVE_MODE 0660
647#define SAVE_DIR_MODE 0770 372#define SAVE_DIR_MODE 0770
648 373
649/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
650 * needs to be selected. You can set both, and things will work fine,
651 * however, it just means that a lot more saving will be done, which
652 * can slow things down some.
653 */
654
655/* How often (in seconds) the player is saved if he drops things. If it is
656 * set to 0, the player will be saved for every item he drops. Otherwise,
657 * if the player drops and item, and the last time he was saved
658 * due to item drop is longer
659 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
660 * environment, you may want to set this to a higher value, so that
661 * you are not spending too much time saving the characters.
662 * This option should now work (Crossfire 0.90.5)
663 */
664
665/*#define SAVE_INTERVAL 300*/
666
667/* 374/*
668 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 375 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
669 * 5000 with MAX_TIME set at 120,000 means that the player will be
670 * saved every 10 minutes. Some effort should probably be made to
671 * spread out these saves, but that might be more effort than it is
672 * worth (Depending on the spacing, if enough players log on, the spacing
673 * may not be large enough to save all of them.) As it is now, it will
674 * just set the base tick of when they log on, which should keep the
675 * saves pretty well spread out (in a fairly random fashion.)
676 */
677
678#define AUTOSAVE 5000
679
680/* Often, emergency save fails because the memory corruption that caused
681 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
682 * to disable emergency saves. This actually does
683 * prevent emergency saves now (Version 0.90.5).
684 */
685
686#define NO_EMERGENCY_SAVE
687
688/* By selecting the following, whenever a player does a backup save (with
689 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
690 * information that is specified later). IF this is not set, the player
691 * will be saved at his present location.
692 */
693
694/*#define BACKUP_SAVE_AT_HOME*/
695
696/* RESET_LOCATION_TIME is the number of seconds that must elapse before
697 * we fill return the player to his savebed location. If this is zero,
698 * this feature is disabled (player will resume where ever he was
699 * when he last logged off). If this is set to less than two hours,
700 * it will prevent players from camping out in treasure rooms.
701 * Do not comment this out - it must be set to something - if you
702 * comment this out, the program will not compile.
703 * 376 */
704 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player 377#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
705 * where appear under what conditions is a little complicated depending
706 * on how the player exited the game. But if the elapsed time is greater than
707 * the value below, player will always get returned to savebed location
708 * location.
709 *
710 * Set to one hour as default
711 */
712 378
713#define RESET_LOCATION_TIME 3600
714

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