1 | /* |
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2 | * static char *rcsid_config_h = |
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3 | * "$Id: config.h,v 1.9 2006/03/15 15:35:50 elmex Exp $"; |
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4 | */ |
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5 | |
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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 |
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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 |
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81 | |
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82 | /* |
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83 | * Make it impossible to pk outside the arena. |
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84 | */ |
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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 |
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146 | #define ARMOR_MAX_ENCHANT 5 |
146 | #define ARMOR_MAX_ENCHANT 5 |
147 | #define ARMOR_WEIGHT_REDUCTION 10 |
147 | #define ARMOR_WEIGHT_REDUCTION 10 |
148 | #define ARMOR_WEIGHT_LINEAR TRUE |
148 | #define ARMOR_WEIGHT_LINEAR TRUE |
149 | #define ARMOR_SPEED_IMPROVEMENT 10 |
149 | #define ARMOR_SPEED_IMPROVEMENT 10 |
150 | #define ARMOR_SPEED_LINEAR TRUE |
150 | #define ARMOR_SPEED_LINEAR TRUE |
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151 | #define CREATE_HOME_PORTALS FALSE |
151 | |
152 | |
152 | /* you can edit the ones below */ |
153 | /* you can edit the ones below */ |
153 | |
154 | |
154 | |
155 | |
155 | /* CS_LOGSTATS will cause the server to log various usage stats |
156 | /* CS_LOGSTATS will cause the server to log various usage stats |
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157 | * 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 |
158 | * server/bandwidth usage. It will periodially dump out information |
159 | * server/bandwidth usage. It will periodially dump out information |
159 | * which contains usage stats for the last X amount of time. |
160 | * which contains usage stats for the last X amount of time. |
160 | * CS_LOGTIME is how often it will print out stats. |
161 | * CS_LOGTIME is how often it will print out stats. |
161 | */ |
162 | */ |
162 | #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ |
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163 | #define CS_LOGSTATS |
163 | #define CS_LOGSTATS |
164 | #endif |
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165 | #ifdef CS_LOGSTATS |
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166 | #define CS_LOGTIME 600 |
164 | #define CS_LOGTIME 600 |
167 | #endif |
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168 | |
165 | |
169 | /* 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 |
170 | * 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 |
171 | * dont want this defined. |
168 | * dont want this defined. |
172 | */ |
169 | */ |
173 | #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ |
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174 | #ifndef DEBUG |
170 | #ifndef DEBUG |
175 | #define DEBUG |
171 | #define DEBUG |
176 | #endif |
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177 | #endif |
172 | #endif |
178 | /* |
173 | /* |
179 | * 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 |
180 | * 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 |
181 | * 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 |
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206 | * maps at that point. |
201 | * maps at that point. |
207 | * |
202 | * |
208 | * MSW 2001-05-28 |
203 | * MSW 2001-05-28 |
209 | */ |
204 | */ |
210 | |
205 | |
211 | #define MAP_CLIENT_X 25 |
206 | #define MAP_CLIENT_X 31 |
212 | #define MAP_CLIENT_Y 25 |
207 | #define MAP_CLIENT_Y 31 |
213 | |
208 | |
214 | /* |
209 | /* |
215 | * 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. |
216 | * You can experiment with the 'speed <new_max_time> command first. |
211 | * You can experiment with the 'speed <new_max_time> command first. |
217 | * 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, |
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265 | * in (more-or-less) regular intervals, so an external watchdog |
260 | * in (more-or-less) regular intervals, so an external watchdog |
266 | * program can kill the server if it hangs (for whatever reason). |
261 | * program can kill the server if it hangs (for whatever reason). |
267 | * 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 |
268 | * have an watchdog program. |
263 | * have an watchdog program. |
269 | */ |
264 | */ |
270 | #ifndef WIN32 /* ***win32 disable watchdog as win32 default */ |
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271 | #define WATCHDOG |
265 | #define WATCHDOG |
272 | #endif |
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273 | |
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274 | |
266 | |
275 | /* Enable the new material code - it needs some work. You can |
267 | /* Enable the new material code - it needs some work. You can |
276 | * 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 |
277 | * 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 |
278 | * 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. |
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377 | /* LOGFILE specifies which file to log to when playing with the |
369 | /* LOGFILE specifies which file to log to when playing with the |
378 | * -daemon option. |
370 | * -daemon option. |
379 | */ |
371 | */ |
380 | |
372 | |
381 | #ifndef LOGFILE |
373 | #ifndef LOGFILE |
382 | #ifdef WIN32 /* change define path */ |
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383 | #define LOGFILE "var\\crossfire.log" |
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384 | #else |
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385 | #define LOGFILE "/var/log/crossfire/logfile" |
374 | #define LOGFILE "/var/log/crossfire/logfile" |
386 | #endif |
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387 | #endif |
375 | #endif |
388 | |
376 | |
389 | /* |
377 | /* |
390 | * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out |
378 | * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out |
391 | * after a player has left it. If it is set to 0, maps are |
379 | * after a player has left it. If it is set to 0, maps are |
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407 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
395 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
408 | * maps. |
396 | * maps. |
409 | */ |
397 | */ |
410 | |
398 | |
411 | /* How many ticks till maps are swapped out */ |
399 | /* How many ticks till maps are swapped out */ |
412 | #define MAP_MAXTIMEOUT 1000 |
400 | #define MAP_MAXTIMEOUT 300 |
413 | /* At least that many ticks before swapout */ |
401 | /* At least that many ticks before swapout */ |
414 | #define MAP_MINTIMEOUT 500 |
402 | #define MAP_MINTIMEOUT 300 |
415 | |
403 | |
416 | /* |
404 | /* |
417 | * MAP_MAXRESET is the maximum time a map can have before being reset. It |
405 | * MAP_MAXRESET is the maximum time a map can have before being reset. It |
418 | * will override the time value set in the map, if that time is longer than |
406 | * will override the time value set in the map, if that time is longer than |
419 | * MAP_MAXRESET. This value is in seconds. If you are low on space on the |
407 | * MAP_MAXRESET. This value is in seconds. If you are low on space on the |
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427 | */ |
415 | */ |
428 | |
416 | |
429 | /* Maximum time to reset. */ |
417 | /* Maximum time to reset. */ |
430 | #define MAP_MAXRESET 7200 |
418 | #define MAP_MAXRESET 7200 |
431 | /* Default time to reset. */ |
419 | /* Default time to reset. */ |
432 | #define MAP_DEFAULTRESET 7200 |
420 | #define MAP_DEFAULTRESET 3600 |
433 | |
421 | |
434 | /* |
422 | /* |
435 | * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
423 | * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
436 | * will look for maps which are already scheldued for swapping, and |
424 | * will look for maps which are already scheldued for swapping, and |
437 | * promptly swap them out before new maps are being loaded. |
425 | * promptly swap them out before new maps are being loaded. |
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443 | * consumes more memory. If you have gobs of free memory, a high number |
431 | * consumes more memory. If you have gobs of free memory, a high number |
444 | * might not be a bad idea. Each object is around 350 bytes right now. |
432 | * might not be a bad idea. Each object is around 350 bytes right now. |
445 | * 25000 is about 8.5 MB |
433 | * 25000 is about 8.5 MB |
446 | */ |
434 | */ |
447 | |
435 | |
448 | #define MAX_OBJECTS 100000 |
436 | #define MAX_OBJECTS 400000 |
449 | |
437 | |
450 | /* |
438 | /* |
451 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
439 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
452 | * is a bit different: |
440 | * is a bit different: |
453 | * 1) We only start swapping maps if the number of objects in use is |
441 | * 1) We only start swapping maps if the number of objects in use is |
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526 | * will drop the client connection for falling too far behind. So if |
514 | * will drop the client connection for falling too far behind. So if |
527 | * you have very slow client connections, a larger value may be |
515 | * you have very slow client connections, a larger value may be |
528 | * warranted. |
516 | * warranted. |
529 | */ |
517 | */ |
530 | |
518 | |
531 | #define SOCKETBUFSIZE 128*1024 |
519 | #define SOCKETBUFSIZE 256*1024 |
532 | |
520 | |
533 | /* |
521 | /* |
534 | * Your tmp-directory should be large enough to hold the uncompressed |
522 | * Your tmp-directory should be large enough to hold the uncompressed |
535 | * map-files for all who are playing. |
523 | * map-files for all who are playing. |
536 | * It ought to be locally mounted, since the function used to generate |
524 | * It ought to be locally mounted, since the function used to generate |
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540 | * something that is NFS mounted (but performance may suffer as NFS is |
528 | * something that is NFS mounted (but performance may suffer as NFS is |
541 | * slower than local disk) |
529 | * slower than local disk) |
542 | */ |
530 | */ |
543 | |
531 | |
544 | /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ |
532 | /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ |
545 | #ifdef WIN32 /* change define path tmp */ |
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546 | #define TMPDIR "tmp" |
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547 | #else |
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548 | #define TMPDIR "/tmp" |
533 | #define TMPDIR "/tmp" |
549 | #endif |
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550 | |
534 | |
551 | |
535 | |
552 | /* Directory to use for unique items. This is placed into the 'lib' |
536 | /* Directory to use for unique items. This is placed into the 'lib' |
553 | * directory. Changing this will cause any old unique items file |
537 | * directory. Changing this will cause any old unique items file |
554 | * not to be used. |
538 | * not to be used. |
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574 | * These define the players starting map and location on that map, and where |
558 | * These define the players starting map and location on that map, and where |
575 | * emergency saves are defined. This should be left as is unless you make |
559 | * emergency saves are defined. This should be left as is unless you make |
576 | * major changes to the map. |
560 | * major changes to the map. |
577 | */ |
561 | */ |
578 | |
562 | |
579 | #ifdef WIN32 /* change define path city */ |
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580 | |
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581 | # define EMERGENCY_MAPPATH "\\city\\city" |
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582 | # define EMERGENCY_X 15 |
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583 | # define EMERGENCY_Y 19 |
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584 | #else |
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585 | # define EMERGENCY_MAPPATH "/city/city" |
563 | #define EMERGENCY_MAPPATH "/city/city" |
586 | # define EMERGENCY_X 15 |
564 | #define EMERGENCY_X 15 |
587 | # define EMERGENCY_Y 19 |
565 | #define EMERGENCY_Y 19 |
588 | #endif |
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589 | |
566 | |
590 | |
567 | |
591 | /* |
568 | /* |
592 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
569 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
593 | * archetypes highscore and treaures files and directories can be found. |
570 | * archetypes highscore and treaures files and directories can be found. |
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600 | #define HIGHSCORE "highscore" |
577 | #define HIGHSCORE "highscore" |
601 | #define TREASURES "treasures" |
578 | #define TREASURES "treasures" |
602 | #define BANISHFILE "banish_file" |
579 | #define BANISHFILE "banish_file" |
603 | |
580 | |
604 | #define MAX_ERRORS 25 /* Bail out if more are received during tick */ |
581 | #define MAX_ERRORS 25 /* Bail out if more are received during tick */ |
605 | #define STARTMAX 500 /* How big array of objects to start with */ |
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606 | #define OBJ_EXPAND 100 /* How big steps to use when expanding array */ |
582 | #define OBJ_EXPAND 5000 /* How big steps to use when expanding array */ |
607 | |
583 | |
608 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
584 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
609 | |
585 | |
610 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
586 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
611 | #define MAXSTRING 20 |
587 | #define MAXSTRING 20 |
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679 | * may not be large enough to save all of them.) As it is now, it will |
655 | * may not be large enough to save all of them.) As it is now, it will |
680 | * just set the base tick of when they log on, which should keep the |
656 | * just set the base tick of when they log on, which should keep the |
681 | * saves pretty well spread out (in a fairly random fashion.) |
657 | * saves pretty well spread out (in a fairly random fashion.) |
682 | */ |
658 | */ |
683 | |
659 | |
684 | #define AUTOSAVE 500 |
660 | #define AUTOSAVE 1000 |
685 | |
661 | |
686 | /* Often, emergency save fails because the memory corruption that caused |
662 | /* Often, emergency save fails because the memory corruption that caused |
687 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
663 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
688 | * to disable emergency saves. This actually does |
664 | * to disable emergency saves. This actually does |
689 | * prevent emergency saves now (Version 0.90.5). |
665 | * prevent emergency saves now (Version 0.90.5). |
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698 | */ |
674 | */ |
699 | |
675 | |
700 | /*#define BACKUP_SAVE_AT_HOME*/ |
676 | /*#define BACKUP_SAVE_AT_HOME*/ |
701 | |
677 | |
702 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
678 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
703 | * we fill return the player to his savebed location. If this is zero, |
679 | * we will return the player to his savebed location. If this is zero, |
704 | * this feature is disabled (player will resume where ever he was |
680 | * this feature is disabled (player will resume where ever he was |
705 | * when he last logged off). If this is set to less than two hours, |
681 | * when he last logged off). If this is set to less than two hours, |
706 | * it will prevent players from camping out in treasure rooms. |
682 | * it will prevent players from camping out in treasure rooms. |
707 | * Do not comment this out - it must be set to something - if you |
683 | * Do not comment this out - it must be set to something - if you |
708 | * comment this out, the program will not compile. |
684 | * comment this out, the program will not compile. |