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Comparing deliantra/server/include/config.h (file contents):
Revision 1.9 by elmex, Wed Mar 15 15:35:50 2006 UTC vs.
Revision 1.30 by root, Sat Dec 30 10:16:10 2006 UTC

1/*
2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.9 2006/03/15 15:35:50 elmex 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
21 16
22 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25 20
26 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire@schmorp.de
27*/ 22*/
28 23
29/* This file contains various #defines that select various options. 24/* This file contains various #defines that select various options.
30 * Some may not be desirable, and some just may not work. 25 * Some may not be desirable, and some just may not work.
31 * 26 *
71 * DEBUG - more verbose message logging? 66 * DEBUG - more verbose message logging?
72 * 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
73 * MAX_TIME - how long an internal tick is in microseconds 68 * MAX_TIME - how long an internal tick is in microseconds
74 * MANY_CORES - generate core dumps on gross errors instead of continuing? 69 * MANY_CORES - generate core dumps on gross errors instead of continuing?
75 * PARTY_KILL_LOG - stores party kill information 70 * PARTY_KILL_LOG - stores party kill information
76 * WATCHDOG - allows use of an external watchdog program
77 * 71 *
78 ***********************************************************************/ 72 ***********************************************************************/
79 73
80/* Use a very easy, non-challenging server? 74/* Use a very easy, non-challenging server?
81 * Defining the COZY_SERVER will make the server much less challenging: 75 * Defining the COZY_SERVER will make the server much less challenging:
82 * no stats loss on death, much less experience loss, and party members 76 * 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. 77 * are treated by pet monsters as the owner itself when moving "through" them.
84 */ 78 */
85#define COZY_SERVER 1 79#define COZY_SERVER 1
80
81/*
82 * Make it impossible to pk outside the arena.
83 */
84#define PROHIBIT_PLAYERKILL 1
86 85
87/* Use balanced stat loss code? 86/* Use balanced stat loss code?
88 * This code is a little more merciful with repeated stat loss at lower 87 * 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 88 * levels. Basically, the more stats you have lost, the less likely that
90 * you will lose more. Additionally, lower level characters are shown 89 * you will lose more. Additionally, lower level characters are shown
132#define SIMPLE_EXP TRUE 131#define SIMPLE_EXP TRUE
133#define SPELLPOINT_LEVEL_DEPEND TRUE 132#define SPELLPOINT_LEVEL_DEPEND TRUE
134#define SPELL_ENCUMBRANCE TRUE 133#define SPELL_ENCUMBRANCE TRUE
135#define SPELL_FAILURE_EFFECTS FALSE 134#define SPELL_FAILURE_EFFECTS FALSE
136#define REAL_WIZ TRUE 135#define REAL_WIZ TRUE
137#define RECYCLE_TMP_MAPS FALSE
138#define RESURRECTION FALSE 136#define RESURRECTION FALSE
139#define SEARCH_ITEMS TRUE 137#define SEARCH_ITEMS TRUE
140#define NOT_PERMADETH TRUE 138#define NOT_PERMADETH TRUE
141#define EXPLORE_MODE FALSE 139#define EXPLORE_MODE FALSE
142#define STAT_LOSS_ON_DEATH FALSE 140#define STAT_LOSS_ON_DEATH FALSE
146#define ARMOR_MAX_ENCHANT 5 144#define ARMOR_MAX_ENCHANT 5
147#define ARMOR_WEIGHT_REDUCTION 10 145#define ARMOR_WEIGHT_REDUCTION 10
148#define ARMOR_WEIGHT_LINEAR TRUE 146#define ARMOR_WEIGHT_LINEAR TRUE
149#define ARMOR_SPEED_IMPROVEMENT 10 147#define ARMOR_SPEED_IMPROVEMENT 10
150#define ARMOR_SPEED_LINEAR TRUE 148#define ARMOR_SPEED_LINEAR TRUE
149#define CREATE_HOME_PORTALS FALSE
151 150
152/* you can edit the ones below */ 151/* you can edit the ones below */
153 152
154 153
155/* CS_LOGSTATS will cause the server to log various usage stats 154/* CS_LOGSTATS will cause the server to log various usage stats
157 * and so on.) This can be very useful if you are trying to measure 156 * and so on.) This can be very useful if you are trying to measure
158 * server/bandwidth usage. It will periodially dump out information 157 * server/bandwidth usage. It will periodially dump out information
159 * which contains usage stats for the last X amount of time. 158 * which contains usage stats for the last X amount of time.
160 * CS_LOGTIME is how often it will print out stats. 159 * CS_LOGTIME is how often it will print out stats.
161 */ 160 */
162#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
163#define CS_LOGSTATS 161#define CS_LOGSTATS
164#endif
165#ifdef CS_LOGSTATS
166#define CS_LOGTIME 600 162#define CS_LOGTIME 600
167#endif
168 163
169/* DEBUG generates copious amounts of output. I tend to change the CC options 164/* 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 165 * in the crosssite.def file if I want this. By default, you probably
171 * dont want this defined. 166 * dont want this defined.
172 */ 167 */
173#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
174#ifndef DEBUG 168#ifndef DEBUG
175#define DEBUG 169#define DEBUG
176#endif
177#endif 170#endif
178/* 171/*
179 * This option creates more core files. In some areas, there are certain 172 * 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 173 * 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 174 * parameter for null, return if it is). These checks are being done
206 * maps at that point. 199 * maps at that point.
207 * 200 *
208 * MSW 2001-05-28 201 * MSW 2001-05-28
209 */ 202 */
210 203
211#define MAP_CLIENT_X 25 204#define MAP_CLIENT_X 31
212#define MAP_CLIENT_Y 25 205#define MAP_CLIENT_Y 31
213 206
214/* 207/*
215 * If you feel the game is too fast or too slow, change MAX_TIME. 208 * 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. 209 * You can experiment with the 'speed <new_max_time> command first.
217 * The length of a tick is MAX_TIME microseconds. During a tick, 210 * The length of a tick is MAX_TIME microseconds. During a tick,
257 */ 250 */
258/* GD */ 251/* GD */
259 252
260#define PERM_EXP_GAIN_RATIO 0.10f 253#define PERM_EXP_GAIN_RATIO 0.10f
261#define PERM_EXP_MAX_LOSS_RATIO 0.50f 254#define PERM_EXP_MAX_LOSS_RATIO 0.50f
262
263/*
264 * WATCHDOG lets sends datagrams to port 13325 on localhost
265 * in (more-or-less) regular intervals, so an external watchdog
266 * 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
268 * have an watchdog program.
269 */
270#ifndef WIN32 /* ***win32 disable watchdog as win32 default */
271#define WATCHDOG
272#endif
273
274 255
275/* Enable the new material code - it needs some work. You can 256/* Enable the new material code - it needs some work. You can
276 * enable this, and things will work, just you'll see a whole 257 * 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 258 * 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. 259 * in your inventory, and the sorting for them isn't really good.
341 * SHUTDOWN - used when shutting down the server 322 * SHUTDOWN - used when shutting down the server
342 * SOCKETBUFSIZE - size of buffer used internally by the server for storing 323 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
343 * backlogged messages. 324 * backlogged messages.
344 * TMPDIR - directory to use for temp files 325 * TMPDIR - directory to use for temp files
345 * UNIQUE_DIR - directory to put unique item files into 326 * UNIQUE_DIR - directory to put unique item files into
346 * USE_CALLOC for some memory requests
347 *********************************************************************** 327 ***********************************************************************
348 */ 328 */
349 329
350/* 330/*
351 * BANFILE - file used to ban certain sites from playing. See the example 331 * BANFILE - file used to ban certain sites from playing. See the example
377/* LOGFILE specifies which file to log to when playing with the 357/* LOGFILE specifies which file to log to when playing with the
378 * -daemon option. 358 * -daemon option.
379 */ 359 */
380 360
381#ifndef LOGFILE 361#ifndef LOGFILE
382#ifdef WIN32 /* change define path */
383#define LOGFILE "var\\crossfire.log"
384#else
385#define LOGFILE "/var/log/crossfire/logfile" 362#define LOGFILE "/var/log/crossfire/logfile"
386#endif
387#endif 363#endif
388 364
389/* 365/*
390 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out 366 * 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 367 * after a player has left it. If it is set to 0, maps are
407 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all 383 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
408 * maps. 384 * maps.
409 */ 385 */
410 386
411/* How many ticks till maps are swapped out */ 387/* How many ticks till maps are swapped out */
412#define MAP_MAXTIMEOUT 1000 388#define MAP_MAXTIMEOUT 300
413/* At least that many ticks before swapout */ 389/* At least that many ticks before swapout */
414#define MAP_MINTIMEOUT 500 390#define MAP_MINTIMEOUT 300
415 391
416/* 392/*
417 * MAP_MAXRESET is the maximum time a map can have before being reset. It 393 * 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 394 * 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 395 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
420 * TMPDIR device, set this value to somethign small. The default 396 * TMPDIR device, set this value to somethign small. The default
421 * value in the map object is MAP_DEFAULTRESET (given in seconds.) 397 * value in the map object is given in seconds.->defaultreset
422 * I personally like 1 hour myself, for solo play. It is long enough that 398 * I personally like 1 hour myself, for solo play. It is long enough that
423 * maps won't be resetting as a solve a quest, but short enough that some 399 * maps won't be resetting as a solve a quest, but short enough that some
424 * maps (like shops and inns) will be reset during the time I play. 400 * maps (like shops and inns) will be reset during the time I play.
425 * Comment out MAP_MAXRESET time if you always want to use the value 401 * Comment out MAP_MAXRESET time if you always want to use the value
426 * in the map archetype. 402 * in the map archetype.
427 */ 403 */
428 404
429/* Maximum time to reset. */ 405/* Maximum time to reset. */
430#define MAP_MAXRESET 7200 406#define MAP_MAXRESET 7200
431/* Default time to reset. */ 407/* Default time to reset. */
432#define MAP_DEFAULTRESET 7200 408#define MAP_DEFAULTRESET 3600
433 409
434/* 410/*
435 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire 411 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
436 * will look for maps which are already scheldued for swapping, and 412 * will look for maps which are already scheldued for swapping, and
437 * promptly swap them out before new maps are being loaded. 413 * promptly swap them out before new maps are being loaded.
443 * consumes more memory. If you have gobs of free memory, a high number 419 * 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. 420 * might not be a bad idea. Each object is around 350 bytes right now.
445 * 25000 is about 8.5 MB 421 * 25000 is about 8.5 MB
446 */ 422 */
447 423
448#define MAX_OBJECTS 100000 424#define MAX_OBJECTS 400000
449 425
450/* 426/*
451 * Max objects low water mark (lwm). If defined, the map swapping strategy 427 * Max objects low water mark (lwm). If defined, the map swapping strategy
452 * is a bit different: 428 * is a bit different:
453 * 1) We only start swapping maps if the number of objects in use is 429 * 1) We only start swapping maps if the number of objects in use is
526 * will drop the client connection for falling too far behind. So if 502 * will drop the client connection for falling too far behind. So if
527 * you have very slow client connections, a larger value may be 503 * you have very slow client connections, a larger value may be
528 * warranted. 504 * warranted.
529 */ 505 */
530 506
531#define SOCKETBUFSIZE 128*1024 507#define SOCKETBUFSIZE 256*1024
532 508
533/* 509/*
534 * Your tmp-directory should be large enough to hold the uncompressed 510 * Your tmp-directory should be large enough to hold the uncompressed
535 * map-files for all who are playing. 511 * map-files for all who are playing.
536 * It ought to be locally mounted, since the function used to generate 512 * It ought to be locally mounted, since the function used to generate
540 * something that is NFS mounted (but performance may suffer as NFS is 516 * something that is NFS mounted (but performance may suffer as NFS is
541 * slower than local disk) 517 * slower than local disk)
542 */ 518 */
543 519
544/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ 520/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
545#ifdef WIN32 /* change define path tmp */
546#define TMPDIR "tmp"
547#else
548#define TMPDIR "/tmp" 521#define TMPDIR "/tmp"
549#endif
550 522
551 523
552/* Directory to use for unique items. This is placed into the 'lib' 524/* Directory to use for unique items. This is placed into the 'lib'
553 * directory. Changing this will cause any old unique items file 525 * directory. Changing this will cause any old unique items file
554 * not to be used. 526 * not to be used.
555 */ 527 */
556#define UNIQUE_DIR "unique-items" 528#define UNIQUE_DIR "unique-items"
557
558/*
559 * If undefined, malloc is always used.
560 * It looks like this can be oboleted. However, it can be useful to
561 * track down some bugs, as it will make sure that the entire data structure
562 * is set to 0, at the expense of speed.
563 * Rupert Goldie has run Purify against the code, and if this is disabled,
564 * apparantly there are a lot of uninitialized memory reads - I haven't
565 * seen any problem (maybe the memory reads are copies, and the destination
566 * doesn't actually use the garbage values either?), but the impact on speed
567 * of using this probably isn't great, and should make things more stable.
568 * Msw 8-9-97
569 */
570#define USE_CALLOC
571
572
573/*
574 * 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
576 * major changes to the map.
577 */
578
579#ifdef WIN32 /* change define path city */
580
581# define EMERGENCY_MAPPATH "\\city\\city"
582# define EMERGENCY_X 15
583# define EMERGENCY_Y 19
584#else
585# define EMERGENCY_MAPPATH "/city/city"
586# define EMERGENCY_X 15
587# define EMERGENCY_Y 19
588#endif
589
590 529
591/* 530/*
592 * These defines tells where, relative to LIBDIR, the maps, the map-index, 531 * These defines tells where, relative to LIBDIR, the maps, the map-index,
593 * archetypes highscore and treaures files and directories can be found. 532 * archetypes highscore and treaures files and directories can be found.
594 */ 533 */
598#define ARCHETYPES "archetypes" 537#define ARCHETYPES "archetypes"
599#define REGIONS "regions" 538#define REGIONS "regions"
600#define HIGHSCORE "highscore" 539#define HIGHSCORE "highscore"
601#define TREASURES "treasures" 540#define TREASURES "treasures"
602#define BANISHFILE "banish_file" 541#define BANISHFILE "banish_file"
603
604#define MAX_ERRORS 25 /* Bail out if more are received during tick */
605#define STARTMAX 500 /* How big array of objects to start with */
606#define OBJ_EXPAND 100 /* How big steps to use when expanding array */
607 542
608#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 543#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
609 544
610#define ARCHTABLE 16384 /* Arch hashtable size */ 545#define ARCHTABLE 16384 /* Arch hashtable size */
611#define MAXSTRING 20 546#define MAXSTRING 20
679 * may not be large enough to save all of them.) As it is now, it will 614 * 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 615 * 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.) 616 * saves pretty well spread out (in a fairly random fashion.)
682 */ 617 */
683 618
684#define AUTOSAVE 500 619#define AUTOSAVE 1000
685
686/* Often, emergency save fails because the memory corruption that caused
687 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
688 * to disable emergency saves. This actually does
689 * prevent emergency saves now (Version 0.90.5).
690 */
691
692#define NO_EMERGENCY_SAVE
693
694/* By selecting the following, whenever a player does a backup save (with
695 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
696 * information that is specified later). IF this is not set, the player
697 * will be saved at his present location.
698 */
699
700/*#define BACKUP_SAVE_AT_HOME*/
701 620
702/* RESET_LOCATION_TIME is the number of seconds that must elapse before 621/* 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, 622 * 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 623 * 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, 624 * 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. 625 * it will prevent players from camping out in treasure rooms.
707 * Do not comment this out - it must be set to something - if you 626 * Do not comment this out - it must be set to something - if you
708 * comment this out, the program will not compile. 627 * comment this out, the program will not compile.

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