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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 1.69 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 1.9 2006/03/15 15:35:50 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 ***********************************************************************/
79 74
80/* Use a very easy, non-challenging server? 75/* Use a very easy, non-challenging server?
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.
83 * 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
86 80
87/* Use balanced stat loss code? 81/* Use balanced stat loss code?
88 * 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
100 * The BALSL_.. values control this behaviour. 94 * The BALSL_.. values control this behaviour.
101 * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose. 95 * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose.
102 * 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
103 * stats are lost. 97 * stats are lost.
104 * 98 *
105 * 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 -
106 * 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.
107 * 101 *
108 * 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.
109 * The chance not to lose a stat is 103 * The chance not to lose a stat is
110 * depleteness^2 / (depletedness^2+ level/ratio). 104 * depleteness^2 / (depletedness^2+ level/ratio).
111 * 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
112 * 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
113 * 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
114 * this gets more offset as the stat gets more depleted. 108 * this gets more offset as the stat gets more depleted.
115 * 109 *
116 */ 110 */
117/* GD */ 111/* GD */
118 112
119#define BALSL_LOSS_CHANCE_RATIO 100 113#define BALSL_LOSS_CHANCE_RATIO 100
120#define BALSL_NUMBER_LOSSES_RATIO 100 114#define BALSL_NUMBER_LOSSES_RATIO 100
122 116
123 117
124/* 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
125 Simply the defaults. */ 119 Simply the defaults. */
126 120
127#define BALANCED_STAT_LOSS FALSE 121#define BALANCED_STAT_LOSS TRUE
128#define PERMANENT_EXPERIENCE_RATIO 25 122#define PERMANENT_EXPERIENCE_RATIO 30
129#define DEATH_PENALTY_RATIO 20 123#define DEATH_PENALTY_RATIO 10
130#define DEATH_PENALTY_LEVEL 3 124#define DEATH_PENALTY_LEVEL 2
131#define SET_TITLE TRUE 125#define SET_TITLE TRUE
132#define SIMPLE_EXP TRUE 126#define SIMPLE_EXP TRUE
133#define SPELLPOINT_LEVEL_DEPEND TRUE 127#define SPELLPOINT_LEVEL_DEPEND TRUE
134#define SPELL_ENCUMBRANCE TRUE 128#define SPELL_ENCUMBRANCE FALSE
135#define SPELL_FAILURE_EFFECTS FALSE 129#define SPELL_FAILURE_EFFECTS FALSE
136#define REAL_WIZ TRUE
137#define RECYCLE_TMP_MAPS FALSE
138#define RESURRECTION FALSE 130#define RESURRECTION FALSE
139#define SEARCH_ITEMS TRUE 131#define SEARCH_ITEMS TRUE
140#define NOT_PERMADETH TRUE 132#define NOT_PERMADETH TRUE
141#define EXPLORE_MODE FALSE
142#define STAT_LOSS_ON_DEATH FALSE 133#define STAT_LOSS_ON_DEATH FALSE
143#define PK_LUCK_PENALTY 1 134#define PK_LUCK_PENALTY 0
144#define CASTING_TIME FALSE
145#define SET_FRIENDLY_FIRE 5 135#define SET_FRIENDLY_FIRE 0
146#define ARMOR_MAX_ENCHANT 5 136#define ARMOR_MAX_ENCHANT 5
147#define ARMOR_WEIGHT_REDUCTION 10 137#define ARMOR_WEIGHT_REDUCTION 10
148#define ARMOR_WEIGHT_LINEAR TRUE 138#define ARMOR_WEIGHT_LINEAR TRUE
149#define ARMOR_SPEED_IMPROVEMENT 10 139#define ARMOR_SPEED_IMPROVEMENT 10
150#define ARMOR_SPEED_LINEAR TRUE 140#define ARMOR_SPEED_LINEAR TRUE
141#define CREATE_HOME_PORTALS FALSE
151 142
152/* you can edit the ones below */ 143/* you can edit the ones below */
153
154
155/* CS_LOGSTATS will cause the server to log various usage stats
156 * (number of connections, amount of data sent, amount of data received,
157 * 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 * which contains usage stats for the last X amount of time.
160 * CS_LOGTIME is how often it will print out stats.
161 */
162#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
163#define CS_LOGSTATS
164#endif
165#ifdef CS_LOGSTATS
166#define CS_LOGTIME 600
167#endif
168 144
169/* 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
170 * 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
171 * dont want this defined. 147 * dont want this defined.
172 */ 148 */
173#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
174#ifndef DEBUG 149#ifndef DEBUG
175#define DEBUG 150# define DEBUG
176#endif
177#endif 151#endif
178/* 152/*
179 * 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
180 * 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
181 * 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
206 * maps at that point. 180 * maps at that point.
207 * 181 *
208 * MSW 2001-05-28 182 * MSW 2001-05-28
209 */ 183 */
210 184
185// both must be 2**n
211#define MAP_CLIENT_X 25 186#define MAP_CLIENT_X 32
212#define MAP_CLIENT_Y 25 187#define MAP_CLIENT_Y 32
213 188
214/* 189/*
215 * 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.
216 * You can experiment with the 'speed <new_max_time> command first. 191 * You can experiment with the 'speed <new_max_time> command first.
217 * 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,
218 * players, monsters, or items with speed 1 can do one thing. 193 * players, monsters, or items with speed 1 can do one thing.
219 */ 194 */
220 195
221#define MAX_TIME 120000 196#define MAX_TIME 120000
222 197
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
223/* Polymorph as it currently stands is unbalancing, so by default 206/* Polymorph as it currently stands is unbalancing, so by default
224 * 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
225 * it can be abused in various ways. 208 * it can be abused in various ways.
226 */ 209 */
227#define NO_POLYMORPH 210#define NO_POLYMORPH
228 211
229 212
230/* 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
231 * can see this information with the 'party kills' command. More entries 214 * can see this information with the 'party kills' command. More entries
232 * mean slower performance and more memory. IF this is not defined, then 215 * mean slower performance and more memory.
233 * this feature is disabled.
234 */ 216 */
235#define PARTY_KILL_LOG 20 217#define PARTY_KILL_LOG 40
236 218
237/* 219/*
238 * The PERM_EXP values adjust the behaviour of permenent experience. - if 220 * The PERM_EXP values adjust the behaviour of permenent experience. - if
239 * the setting permanent_experience_percentage is zero, these values have 221 * the setting permanent_experience_percentage is zero, these values have
240 * 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
241 * 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,
242 * 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
243 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as 225 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
244 * 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
245 * 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
246 * 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
247 * 10 to the permanent value). 229 * 10 to the permanent value).
248 * 230 *
249 * A few thoughts on these default value (by MSW) 231 * A few thoughts on these default value (by MSW)
250 * 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
251 * that poin, the value in the settings file will be used. 233 * that poin, the value in the settings file will be used.
252 * 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
258/* GD */ 240/* GD */
259 241
260#define PERM_EXP_GAIN_RATIO 0.10f 242#define PERM_EXP_GAIN_RATIO 0.10f
261#define PERM_EXP_MAX_LOSS_RATIO 0.50f 243#define PERM_EXP_MAX_LOSS_RATIO 0.50f
262 244
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
275/* Enable the new material code - it needs some work. You can
276 * 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
278 * in your inventory, and the sorting for them isn't really good.
279 */
280
281/*
282#define NEW_MATERIAL_CODE
283*/
284
285/***********************************************************************
286 * SECTION 2 - Machine/Compiler specific stuff.
287 *
288 * Short list of items:
289 * COMPRESS_SUFFIX - selection of compression programs
290 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
291 *
292 ***********************************************************************/
293
294/*
295 * If you compress your files to save space, set the COMPRESS_SUFFIX below
296 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
297 * should already find the program to use. If you set the suffix to
298 * something that autoconf did not find, you are likely to have serious
299 * problems, so make sure you have the appropriate compression tool installed
300 * before you set this. You can look at the autoconf.h file to see
301 * what compression tools it found (search for COMPRESS).
302 * Note that this is used when saving files. Crossfire will search all
303 * methods when loading a file to see if it finds a match
304 */
305
306#ifndef COMPRESS_SUFFIX
307/* #define COMPRESS_SUFFIX ".Z" */
308#endif
309
310/* If you get a complaint about O_NDELAY not being known/undefined, try
311 * uncommenting this.
312 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
313 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
314 * can be written - otherwise, the number of bytes written will be returned
315 * for both modes.
316 */
317
318/*
319#define O_NDELAY O_NONBLOCK
320*/
321
322
323/*********************************************************************** 245/***********************************************************************
324 * Section 3 246 * Section 3
325 * 247 *
326 * 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
327 * do not change gameplay as percieved by players much. Some options 249 * do not change gameplay as percieved by players much. Some options
328 * may affect memory consumption however. 250 * may affect memory consumption however.
329 * 251 *
330 * Values: 252 * Values:
331 * 253 *
332 * BANFILE - ban certain users/hosts.
333 * CSPORT - port to use for new client/server
334 * DMFILE - file with dm/wizard access lists 254 * DMFILE - file with dm/wizard access lists
335 * LOGFILE - where to log if using -daemon option 255 * LOGFILE - where to log if using -daemon option
336 * MAP_ - various map timeout and swapping parameters 256 * MAP_ - various map timeout and swapping parameters
337 * MAX_OBJECTS - how many objects to keep in memory. 257 * MAX_OBJECTS - how many objects to keep in memory.
338 * MAX_OBJECTS_LWM - only swap maps out if below that value 258 * MAX_OBJECTS_LWM - only swap maps out if below that value
339 * MOTD - message of the day - printed each time someone joins the game
340 * PERM_FILE - limit play times 259 * PERM_FILE - limit play times
341 * SHUTDOWN - used when shutting down the server 260 * SHUTDOWN - used when shutting down the server
342 * SOCKETBUFSIZE - size of buffer used internally by the server for storing 261 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
343 * backlogged messages. 262 * backlogged messages.
344 * TMPDIR - directory to use for temp files 263 * TMPDIR - directory to use for temp files
345 * UNIQUE_DIR - directory to put unique item files into 264 * UNIQUE_DIR - directory to put unique item files into
346 * USE_CALLOC for some memory requests
347 *********************************************************************** 265 ***********************************************************************
348 */ 266 */
349
350/*
351 * BANFILE - file used to ban certain sites from playing. See the example
352 * ban_file for examples.
353 */
354
355#ifndef BANFILE
356#define BANFILE "ban_file"
357#endif
358
359/* CSPORT is the port used for the new client/server code. Change
360 * if desired. Only of relevance if ERIC_SERVER is set above
361 */
362
363#define CSPORT 13327 /* old port + 1 */
364
365 267
366/* 268/*
367 * DMFILE 269 * DMFILE
368 * 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
369 * example dm_file for syntax help. 271 * example dm_file for syntax help.
370 */ 272 */
371
372#ifndef DMFILE 273#ifndef DMFILE
373#define DMFILE "dm_file" 274#define DMFILE "dm_file"
374#endif 275#endif
375 276
376
377/* LOGFILE specifies which file to log to when playing with the 277/* LOGFILE specifies which file to log to when playing with the
378 * -daemon option. 278 * -daemon option.
379 */ 279 */
380
381#ifndef LOGFILE 280#ifndef LOGFILE
382#ifdef WIN32 /* change define path */
383#define LOGFILE "var\\crossfire.log"
384#else
385#define LOGFILE "/var/log/crossfire/logfile" 281#define LOGFILE "/var/log/deliantra/logfile"
386#endif 282#endif
387#endif
388
389/*
390 * 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
392 * swapped out the instant the last player leaves it.
393 * If you are low on memory, you should set this to 0.
394 * Note that depending on the map timeout variable, the number of
395 * objects can get quite high. This is because depending on the maps,
396 * a player could be having the objects of several maps in memory
397 * (the map he is in right now, and the ones he left recently.)
398 * Each map has it's own TIMEOUT value and value field and it is
399 * defaulted to 300
400 *
401 * Having a nonzero value can be useful: If a player leaves a map (and thus
402 * is on a new map), and realizes they want to go back pretty quickly, the
403 * old map is still in memory, so don't need to go disk and get it.
404 *
405 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
406 * to swap out in less than that many ticks, we use the MINTIMEOUT value
407 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
408 * maps.
409 */
410
411/* How many ticks till maps are swapped out */
412#define MAP_MAXTIMEOUT 1000
413/* At least that many ticks before swapout */
414#define MAP_MINTIMEOUT 500
415
416/*
417 * 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
419 * 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
421 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
422 * 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
424 * 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
426 * in the map archetype.
427 */
428
429/* Maximum time to reset. */
430#define MAP_MAXRESET 7200
431/* Default time to reset. */
432#define MAP_DEFAULTRESET 7200
433
434/*
435 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
436 * will look for maps which are already scheldued for swapping, and
437 * promptly swap them out before new maps are being loaded.
438 * If playing only by yourself, this number can probably be as low as
439 * 3000. If in server mode, probably figure about 1000-2000 objects per
440 * active player (if they typically play on different maps), for some guess
441 * on how many to define. If it is too low, maps just get swapped out
442 * immediately, causing a performance hit. If it is too high, the program
443 * 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.
445 * 25000 is about 8.5 MB
446 */
447
448#define MAX_OBJECTS 100000
449
450/*
451 * Max objects low water mark (lwm). If defined, the map swapping strategy
452 * is a bit different:
453 * 1) We only start swapping maps if the number of objects in use is
454 * greater than MAX_OBJECTS above.
455 * 2) We keep swapping maps until there are no more maps to swap or the number
456 * of used objects drop below this low water mark value.
457 *
458 * If this is not defined, maps are swapped out on the timeout value above,
459 * or if the number of objects used is greater than MAX_OBJECTS above.
460 *
461 * Note: While this will prevent the pauses noticed when saving maps, there
462 * can instead be cpu performance penalties - any objects in memory get
463 * processed. So if there are 4000 objects in memory, and 1000 of them
464 * are living objects, the system will process all 1000 objects each tick.
465 * With swapping enable, maybe 600 of the objects would have gotten swapped
466 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
467 * than if it is very large.
468 * Also, the pauses you do get can be worse, as if you enter a map with
469 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
470 * many maps to get below the low water mark.
471 */
472
473/*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
474
475/*
476 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
477 * to find memory corruption and leaks. Currently, the main thing
478 * that happens with this activated is that one malloc is done for
479 * each object - thus whatever debugging mechanism the malloc library
480 * (or other debugging tool provides, like purify), it can track this
481 * individual malloc. Default behaviour when turned off is that
482 * enough memory is malloced for a large group of objects so malloc does
483 * not need to be called as often.
484 * This should only be turned on if some form of memory debugging tool
485 * is being used - otherwise, turning this on will cause some performance
486 * hit with no useful advantage.
487 */
488
489/*#define MEMORY_DEBUG*/
490
491
492/*
493 * If you want to have a Message Of The Day file, define MOTD to be
494 * the file with the message. If the file doesn't exist or if it
495 * is empty, no message will be displayed.
496 * (It resides in the CONFDIR directory)
497 */
498
499#define MOTD "motd"
500 283
501/* 284/*
502 * 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
503 * in CONFDIR. See the sample for usage notes. 286 * in CONFDIR. See the sample for usage notes.
504 */ 287 */
505
506#define PERM_FILE "forbid" 288#define PERM_FILE "forbid"
507 289
508/* 290/*
509 * 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
510 * for other reasons, put a message into the SHUTDOWN_FILE file. 292 * for other reasons, put a message into the SHUTDOWN_FILE file.
511 * Remember to delete it when you open the game again. 293 * Remember to delete it when you open the game again.
512 * (It resides in the CONFDIR directory) 294 * (It resides in the CONFDIR directory)
513 */ 295 */
514
515#ifndef SHUTDOWN_FILE 296#ifndef SHUTDOWN_FILE
516#define SHUTDOWN_FILE "shutdown" 297#define SHUTDOWN_FILE "shutdown"
517#endif 298#endif
518
519 299
520/* 300/*
521 * 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
522 * storing backlogged messages for the client. This is not operating system 302 * storing backlogged messages for the client. This is not operating system
523 * buffers or the like. This amount is used per connection (client). 303 * buffers or the like. This amount is used per connection (client).
524 * 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
525 * 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
526 * 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
527 * you have very slow client connections, a larger value may be 307 * you have very slow client connections, a larger value may be
528 * warranted. 308 * warranted.
529 */ 309 */
530
531#define SOCKETBUFSIZE 128*1024 310#define SOCKETBUFSIZE 256*1024
532 311
533/* 312/*
534 * Your tmp-directory should be large enough to hold the uncompressed 313 * Your tmp-directory should be large enough to hold the uncompressed
535 * map-files for all who are playing. 314 * map-files for all who are playing. Local to 'lib' directory.
536 * It ought to be locally mounted, since the function used to generate
537 * unique temporary filenames isn't guaranteed to work over NFS or AFS
538 * On the other hand, if you know that only one crossfire server will be
539 * running using this temporary directory, it is likely to be safe to use
540 * something that is NFS mounted (but performance may suffer as NFS is
541 * slower than local disk)
542 */ 315 */
543
544/*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
545#ifdef WIN32 /* change define path tmp */
546#define TMPDIR "tmp" 316#define TMPDIR "tmp"
547#else
548#define TMPDIR "/tmp"
549#endif
550 317
551
552/* 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'
553 * directory. Changing this will cause any old unique items file 319 * directory. Changing this will cause any old unique items file
554 * not to be used. 320 * not to be used.
555 */ 321 */
556#define UNIQUE_DIR "unique-items" 322#define UNIQUE_DIR "unique-items"
557 323
558/* 324/*
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
591/*
592 * 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,
593 * archetypes highscore and treaures files and directories can be found. 326 * archetypes highscore and treaures files and directories can be found.
594 */ 327 */
595
596#define MAPDIR "maps" 328#define MAPDIR "maps"
597#define TEMPLATE_DIR "template-maps"
598#define ARCHETYPES "archetypes"
599#define REGIONS "regions"
600#define HIGHSCORE "highscore"
601#define TREASURES "treasures"
602#define BANISHFILE "banish_file"
603 329
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
608#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
609
610#define ARCHTABLE 16384 /* Arch hashtable size */
611#define MAXSTRING 20 330#define MAXSTRING 20
612 331
613#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 :) */
614 333
615 334
632 * start their own crossfire, you won't need to define this. 351 * start their own crossfire, you won't need to define this.
633 * 352 *
634 */ 353 */
635 354
636#ifndef PLAYERDIR 355#ifndef PLAYERDIR
637#define PLAYERDIR "players" 356# define PLAYERDIR "players"
638#endif 357#endif
639 358
640/* 359/*
641 * 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.
642 * This is the access rights for the players savefiles. 361 * This is the access rights for the players savefiles.
650 */ 369 */
651/* IMPORTANT: there is a race during saving, where the umask is being applied */ 370/* IMPORTANT: there is a race during saving, where the umask is being applied */
652#define SAVE_MODE 0660 371#define SAVE_MODE 0660
653#define SAVE_DIR_MODE 0770 372#define SAVE_DIR_MODE 0770
654 373
655/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
656 * needs to be selected. You can set both, and things will work fine,
657 * however, it just means that a lot more saving will be done, which
658 * can slow things down some.
659 */
660
661/* How often (in seconds) the player is saved if he drops things. If it is
662 * set to 0, the player will be saved for every item he drops. Otherwise,
663 * if the player drops and item, and the last time he was saved
664 * due to item drop is longer
665 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
666 * environment, you may want to set this to a higher value, so that
667 * you are not spending too much time saving the characters.
668 * This option should now work (Crossfire 0.90.5)
669 */
670
671//#define SAVE_INTERVAL 60
672
673/* 374/*
674 * 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).
675 * 5000 with MAX_TIME set at 120,000 means that the player will be
676 * saved every 10 minutes. Some effort should probably be made to
677 * spread out these saves, but that might be more effort than it is
678 * worth (Depending on the spacing, if enough players log on, the spacing
679 * 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
681 * saves pretty well spread out (in a fairly random fashion.)
682 */
683
684#define AUTOSAVE 500
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
702/* 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,
704 * 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,
706 * it will prevent players from camping out in treasure rooms.
707 * Do not comment this out - it must be set to something - if you
708 * comment this out, the program will not compile.
709 * 376 */
710 * 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."
711 * where appear under what conditions is a little complicated depending
712 * on how the player exited the game. But if the elapsed time is greater than
713 * the value below, player will always get returned to savebed location
714 * location.
715 *
716 * Set to one hour as default
717 */
718 378
719#define RESET_LOCATION_TIME 3600
720

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