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Comparing deliantra/server/include/config.h (file contents):
Revision 1.8 by root, Wed Mar 15 14:25:47 2006 UTC vs.
Revision 1.23 by root, Wed Dec 13 02:55:50 2006 UTC

1/*
2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.8 2006/03/15 14:25:47 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
81 * Defining the COZY_SERVER will make the server much less challenging: 76 * Defining the COZY_SERVER will make the server much less challenging:
82 * no stats loss on death, much less experience loss, and party members 77 * no stats loss on death, much less experience loss, and party members
83 * are treated by pet monsters as the owner itself when moving "through" them. 78 * are treated by pet monsters as the owner itself when moving "through" them.
84 */ 79 */
85#define COZY_SERVER 1 80#define COZY_SERVER 1
81
82/*
83 * Make it impossible to pk outside the arena.
84 */
85#define PROHIBIT_PLAYERKILL 1
86 86
87/* Use balanced stat loss code? 87/* Use balanced stat loss code?
88 * This code is a little more merciful with repeated stat loss at lower 88 * This code is a little more merciful with repeated stat loss at lower
89 * levels. Basically, the more stats you have lost, the less likely that 89 * levels. Basically, the more stats you have lost, the less likely that
90 * you will lose more. Additionally, lower level characters are shown 90 * you will lose more. Additionally, lower level characters are shown
123 123
124/* Don't edit these values. They are configured in lib/settings. These are 124/* Don't edit these values. They are configured in lib/settings. These are
125 Simply the defaults. */ 125 Simply the defaults. */
126 126
127#define BALANCED_STAT_LOSS FALSE 127#define BALANCED_STAT_LOSS FALSE
128#define USE_PERMANENT_EXPERIENCE FALSE 128#define PERMANENT_EXPERIENCE_RATIO 25
129#define DEATH_PENALTY_RATIO 20
130#define DEATH_PENALTY_LEVEL 3
129#define SET_TITLE TRUE 131#define SET_TITLE TRUE
130#define SIMPLE_EXP TRUE 132#define SIMPLE_EXP TRUE
131#define SPELLPOINT_LEVEL_DEPEND TRUE 133#define SPELLPOINT_LEVEL_DEPEND TRUE
132#define SPELL_ENCUMBRANCE TRUE 134#define SPELL_ENCUMBRANCE TRUE
133#define SPELL_FAILURE_EFFECTS FALSE 135#define SPELL_FAILURE_EFFECTS FALSE
144#define ARMOR_MAX_ENCHANT 5 146#define ARMOR_MAX_ENCHANT 5
145#define ARMOR_WEIGHT_REDUCTION 10 147#define ARMOR_WEIGHT_REDUCTION 10
146#define ARMOR_WEIGHT_LINEAR TRUE 148#define ARMOR_WEIGHT_LINEAR TRUE
147#define ARMOR_SPEED_IMPROVEMENT 10 149#define ARMOR_SPEED_IMPROVEMENT 10
148#define ARMOR_SPEED_LINEAR TRUE 150#define ARMOR_SPEED_LINEAR TRUE
151#define CREATE_HOME_PORTALS FALSE
149 152
150/* you can edit the ones below */ 153/* you can edit the ones below */
151 154
152 155
153/* CS_LOGSTATS will cause the server to log various usage stats 156/* CS_LOGSTATS will cause the server to log various usage stats
155 * and so on.) This can be very useful if you are trying to measure 158 * and so on.) This can be very useful if you are trying to measure
156 * server/bandwidth usage. It will periodially dump out information 159 * server/bandwidth usage. It will periodially dump out information
157 * which contains usage stats for the last X amount of time. 160 * which contains usage stats for the last X amount of time.
158 * CS_LOGTIME is how often it will print out stats. 161 * CS_LOGTIME is how often it will print out stats.
159 */ 162 */
160#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
161#define CS_LOGSTATS 163#define CS_LOGSTATS
162#endif
163#ifdef CS_LOGSTATS
164#define CS_LOGTIME 600 164#define CS_LOGTIME 600
165#endif
166 165
167/* DEBUG generates copious amounts of output. I tend to change the CC options 166/* 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 167 * in the crosssite.def file if I want this. By default, you probably
169 * dont want this defined. 168 * dont want this defined.
170 */ 169 */
171#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
172#ifndef DEBUG 170#ifndef DEBUG
173#define DEBUG 171#define DEBUG
174#endif
175#endif 172#endif
176/* 173/*
177 * This option creates more core files. In some areas, there are certain 174 * 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 175 * 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 176 * parameter for null, return if it is). These checks are being done
204 * maps at that point. 201 * maps at that point.
205 * 202 *
206 * MSW 2001-05-28 203 * MSW 2001-05-28
207 */ 204 */
208 205
209#define MAP_CLIENT_X 25 206#define MAP_CLIENT_X 31
210#define MAP_CLIENT_Y 25 207#define MAP_CLIENT_Y 31
211 208
212/* 209/*
213 * If you feel the game is too fast or too slow, change MAX_TIME. 210 * 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. 211 * You can experiment with the 'speed <new_max_time> command first.
215 * The length of a tick is MAX_TIME microseconds. During a tick, 212 * The length of a tick is MAX_TIME microseconds. During a tick,
230 * mean slower performance and more memory. IF this is not defined, then 227 * mean slower performance and more memory. IF this is not defined, then
231 * this feature is disabled. 228 * this feature is disabled.
232 */ 229 */
233#define PARTY_KILL_LOG 20 230#define PARTY_KILL_LOG 20
234 231
235/* Use permanent experience code? 232/*
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 233 * The PERM_EXP values adjust the behaviour of permenent experience. - if
245 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it 234 * the setting permanent_experience_percentage is zero, these values have
246 * is on, the minimum ratio is the minimum amount of permanent exp relative 235 * 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 100 236 * 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 237 * 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. 238 * 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, 239 * 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). 240 * 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 241 * 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. 242 * 10 to the permanent value).
254 * 243 *
255 * A few thoughts on these default value (by MSW) 244 * A few thoughts on these default value (by MSW)
256 * gain ratio is pretty much meaningless until exp has been lost, as until 245 * gain ratio is pretty much meaningless until exp has been lost, as until
257 * that poin, the minimum ratio will be used. 246 * 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 247 * 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 248 * 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 249 * 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 250 * exp that can be lost has been lost, and after that, only minor loss
262 * will occur. 251 * will occur.
263 */ 252 */
264/* GD */ 253/* GD */
265 254
266#define PERM_EXP_MINIMUM_RATIO 0.25f
267#define PERM_EXP_GAIN_RATIO 0.10f 255#define PERM_EXP_GAIN_RATIO 0.10f
268#define PERM_EXP_MAX_LOSS_RATIO 0.50f 256#define PERM_EXP_MAX_LOSS_RATIO 0.50f
269 257
270/* 258/*
271 * WATCHDOG lets sends datagrams to port 13325 on localhost 259 * WATCHDOG lets sends datagrams to port 13325 on localhost
272 * in (more-or-less) regular intervals, so an external watchdog 260 * in (more-or-less) regular intervals, so an external watchdog
273 * program can kill the server if it hangs (for whatever reason). 261 * 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 262 * It shouldn't hurt anyone if this is defined but you don't
275 * have an watchdog program. 263 * have an watchdog program.
276 */ 264 */
277#ifndef WIN32 /* ***win32 disable watchdog as win32 default */
278#define WATCHDOG 265#define WATCHDOG
279#endif
280
281 266
282/* Enable the new material code - it needs some work. You can 267/* Enable the new material code - it needs some work. You can
283 * enable this, and things will work, just you'll see a whole 268 * 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 269 * 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. 270 * in your inventory, and the sorting for them isn't really good.
348 * SHUTDOWN - used when shutting down the server 333 * SHUTDOWN - used when shutting down the server
349 * SOCKETBUFSIZE - size of buffer used internally by the server for storing 334 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
350 * backlogged messages. 335 * backlogged messages.
351 * TMPDIR - directory to use for temp files 336 * TMPDIR - directory to use for temp files
352 * UNIQUE_DIR - directory to put unique item files into 337 * UNIQUE_DIR - directory to put unique item files into
353 * USE_CALLOC for some memory requests
354 *********************************************************************** 338 ***********************************************************************
355 */ 339 */
356 340
357/* 341/*
358 * BANFILE - file used to ban certain sites from playing. See the example 342 * BANFILE - file used to ban certain sites from playing. See the example
384/* LOGFILE specifies which file to log to when playing with the 368/* LOGFILE specifies which file to log to when playing with the
385 * -daemon option. 369 * -daemon option.
386 */ 370 */
387 371
388#ifndef LOGFILE 372#ifndef LOGFILE
389#ifdef WIN32 /* change define path */
390#define LOGFILE "var\\crossfire.log"
391#else
392#define LOGFILE "/var/log/crossfire/logfile" 373#define LOGFILE "/var/log/crossfire/logfile"
393#endif
394#endif 374#endif
395 375
396/* 376/*
397 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out 377 * 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 378 * after a player has left it. If it is set to 0, maps are
414 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all 394 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
415 * maps. 395 * maps.
416 */ 396 */
417 397
418/* How many ticks till maps are swapped out */ 398/* How many ticks till maps are swapped out */
419#define MAP_MAXTIMEOUT 1000 399#define MAP_MAXTIMEOUT 300
420/* At least that many ticks before swapout */ 400/* At least that many ticks before swapout */
421#define MAP_MINTIMEOUT 500 401#define MAP_MINTIMEOUT 300
422 402
423/* 403/*
424 * MAP_MAXRESET is the maximum time a map can have before being reset. It 404 * 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 405 * 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 406 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
434 */ 414 */
435 415
436/* Maximum time to reset. */ 416/* Maximum time to reset. */
437#define MAP_MAXRESET 7200 417#define MAP_MAXRESET 7200
438/* Default time to reset. */ 418/* Default time to reset. */
439#define MAP_DEFAULTRESET 7200 419#define MAP_DEFAULTRESET 3600
440 420
441/* 421/*
442 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire 422 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
443 * will look for maps which are already scheldued for swapping, and 423 * will look for maps which are already scheldued for swapping, and
444 * promptly swap them out before new maps are being loaded. 424 * promptly swap them out before new maps are being loaded.
450 * consumes more memory. If you have gobs of free memory, a high number 430 * 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. 431 * might not be a bad idea. Each object is around 350 bytes right now.
452 * 25000 is about 8.5 MB 432 * 25000 is about 8.5 MB
453 */ 433 */
454 434
455#define MAX_OBJECTS 100000 435#define MAX_OBJECTS 400000
456 436
457/* 437/*
458 * Max objects low water mark (lwm). If defined, the map swapping strategy 438 * Max objects low water mark (lwm). If defined, the map swapping strategy
459 * is a bit different: 439 * is a bit different:
460 * 1) We only start swapping maps if the number of objects in use is 440 * 1) We only start swapping maps if the number of objects in use is
533 * will drop the client connection for falling too far behind. So if 513 * will drop the client connection for falling too far behind. So if
534 * you have very slow client connections, a larger value may be 514 * you have very slow client connections, a larger value may be
535 * warranted. 515 * warranted.
536 */ 516 */
537 517
538#define SOCKETBUFSIZE 128*1024 518#define SOCKETBUFSIZE 256*1024
539 519
540/* 520/*
541 * Your tmp-directory should be large enough to hold the uncompressed 521 * Your tmp-directory should be large enough to hold the uncompressed
542 * map-files for all who are playing. 522 * map-files for all who are playing.
543 * It ought to be locally mounted, since the function used to generate 523 * It ought to be locally mounted, since the function used to generate
547 * something that is NFS mounted (but performance may suffer as NFS is 527 * something that is NFS mounted (but performance may suffer as NFS is
548 * slower than local disk) 528 * slower than local disk)
549 */ 529 */
550 530
551/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ 531/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
552#ifdef WIN32 /* change define path tmp */
553#define TMPDIR "tmp"
554#else
555#define TMPDIR "/tmp" 532#define TMPDIR "/tmp"
556#endif
557 533
558 534
559/* Directory to use for unique items. This is placed into the 'lib' 535/* Directory to use for unique items. This is placed into the 'lib'
560 * directory. Changing this will cause any old unique items file 536 * directory. Changing this will cause any old unique items file
561 * not to be used. 537 * not to be used.
562 */ 538 */
563#define UNIQUE_DIR "unique-items" 539#define UNIQUE_DIR "unique-items"
564 540
565/* 541/*
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 542 * 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 543 * emergency saves are defined. This should be left as is unless you make
583 * major changes to the map. 544 * major changes to the map.
584 */ 545 */
585 546
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" 547#define EMERGENCY_MAPPATH "/city/city"
593# define EMERGENCY_X 15 548#define EMERGENCY_X 15
594# define EMERGENCY_Y 19 549#define EMERGENCY_Y 19
595#endif
596 550
597 551
598/* 552/*
599 * These defines tells where, relative to LIBDIR, the maps, the map-index, 553 * These defines tells where, relative to LIBDIR, the maps, the map-index,
600 * archetypes highscore and treaures files and directories can be found. 554 * archetypes highscore and treaures files and directories can be found.
607#define HIGHSCORE "highscore" 561#define HIGHSCORE "highscore"
608#define TREASURES "treasures" 562#define TREASURES "treasures"
609#define BANISHFILE "banish_file" 563#define BANISHFILE "banish_file"
610 564
611#define MAX_ERRORS 25 /* Bail out if more are received during tick */ 565#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 */ 566#define OBJ_EXPAND 5000 /* How big steps to use when expanding array */
614 567
615#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 568#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
616 569
617#define ARCHTABLE 16384 /* Arch hashtable size */ 570#define ARCHTABLE 16384 /* Arch hashtable size */
618#define MAXSTRING 20 571#define MAXSTRING 20
686 * may not be large enough to save all of them.) As it is now, it will 639 * 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 640 * 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.) 641 * saves pretty well spread out (in a fairly random fashion.)
689 */ 642 */
690 643
691#define AUTOSAVE 500 644#define AUTOSAVE 1000
692 645
693/* Often, emergency save fails because the memory corruption that caused 646/* Often, emergency save fails because the memory corruption that caused
694 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE 647 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
695 * to disable emergency saves. This actually does 648 * to disable emergency saves. This actually does
696 * prevent emergency saves now (Version 0.90.5). 649 * prevent emergency saves now (Version 0.90.5).
705 */ 658 */
706 659
707/*#define BACKUP_SAVE_AT_HOME*/ 660/*#define BACKUP_SAVE_AT_HOME*/
708 661
709/* RESET_LOCATION_TIME is the number of seconds that must elapse before 662/* 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, 663 * we will return the player to his savebed location. If this is zero,
711 * this feature is disabled (player will resume where ever he was 664 * 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, 665 * 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. 666 * it will prevent players from camping out in treasure rooms.
714 * Do not comment this out - it must be set to something - if you 667 * Do not comment this out - it must be set to something - if you
715 * comment this out, the program will not compile. 668 * comment this out, the program will not compile.

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