ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/config.h
Revision: 1.31
Committed: Sat Dec 30 15:07:59 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.30: +2 -121 lines
Log Message:
minor fixes, apartment hopping seems to work now

File Contents

# User Rev Content
1 root 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21 root 1.26 The authors can be reached via e-mail at crossfire@schmorp.de
22 root 1.1 */
23    
24     /* This file contains various #defines that select various options.
25     * Some may not be desirable, and some just may not work.
26     *
27     * There are some options that are not selectable in this file which
28     * may not always be undesirable. An example would be certain
29     * treasures that you may not want to have available. To remove the
30     * activation code would make these items worthless - instead remove
31     * these from the treasure file. Some things to look for are:
32     *
33     * prepare_weapon, improve_*: Allow characters to enchant their own
34     * weapons
35     * ench_armour: Allow characters to enchant their armor.
36     *
37     * In theory, most of the values here should just be defaults, and
38     * everything here should just be selectable by different run time
39     * flags However, for some things, that would just be too messy.
40     */
41    
42     /* There are 4 main sections to this file-
43     * Section 1 is feature selection (enabling/disabling certain features)
44     *
45     * Section 2 is compiler/machine dependant section (stuff that just
46     * makes the program compile and run properly, but don't change the
47     * behavior)
48     *
49     * Section 3 is location of certain files and other defaults. Things in
50     * this section generally do not need to be changed, and generally do
51     * not alter the play as perceived by players. However, you may
52     * have your own values you want to set here.
53     *
54     * Section 4 deals with save file related options.
55     */
56    
57     /*******************************************************************
58     * SECTION 1 - FEATURES
59     *
60     * You don't have to change anything here to get a working program, but
61     * you may want to on personal preferance. Items are arranged
62     * alphabetically.
63     *
64     * Short list of features, and what to search for:
65     * CS_LOGSTATS - log various new client/server data.
66     * DEBUG - more verbose message logging?
67     * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive
68     * MAX_TIME - how long an internal tick is in microseconds
69     * MANY_CORES - generate core dumps on gross errors instead of continuing?
70     * PARTY_KILL_LOG - stores party kill information
71     *
72     ***********************************************************************/
73    
74 root 1.3 /* Use a very easy, non-challenging server?
75     * Defining the COZY_SERVER will make the server much less challenging:
76 root 1.4 * no stats loss on death, much less experience loss, and party members
77     * are treated by pet monsters as the owner itself when moving "through" them.
78 root 1.3 */
79     #define COZY_SERVER 1
80    
81 root 1.11 /*
82     * Make it impossible to pk outside the arena.
83     */
84     #define PROHIBIT_PLAYERKILL 1
85    
86 root 1.1 /* Use balanced stat loss code?
87     * This code is a little more merciful with repeated stat loss at lower
88     * levels. Basically, the more stats you have lost, the less likely that
89     * you will lose more. Additionally, lower level characters are shown
90     * a lot more mercy (there are caps on how much of a stat you can lose too).
91     * On the nasty side, if you are higher level, you can lose mutiple stats
92     * _at_once_ and are shown less mercy when you die. But when you're higher
93     * level, it is much easier to buy back your stats with potions.
94     * Turn this on if you want death-based stat loss to be more merciful
95     * at low levels and more cruel at high levels.
96     * Only works when stats are depleted rather than lost. This option has
97     * no effect if you are using genuine stat loss.
98     *
99     * The BALSL_.. values control this behaviour.
100     * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose.
101     * the character level is divided by that value, and that is how many
102     * stats are lost.
103     *
104     * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
105     * basically, level/max_loss_ratio is the most a stat can be depleted.
106     *
107     * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
108     * The chance not to lose a stat is
109     * depleteness^2 / (depletedness^2+ level/ratio).
110     * ie, if the stats current depleted value is 2 and the character is level
111     * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the
112     * level, the more likely it is a stat can get really depleted, but
113     * this gets more offset as the stat gets more depleted.
114     *
115     */
116     /* GD */
117    
118 root 1.2 #define BALSL_LOSS_CHANCE_RATIO 100
119     #define BALSL_NUMBER_LOSSES_RATIO 100
120     #define BALSL_MAX_LOSS_RATIO 100
121 root 1.1
122    
123     /* Don't edit these values. They are configured in lib/settings. These are
124     Simply the defaults. */
125    
126     #define BALANCED_STAT_LOSS FALSE
127 elmex 1.9 #define PERMANENT_EXPERIENCE_RATIO 25
128     #define DEATH_PENALTY_RATIO 20
129     #define DEATH_PENALTY_LEVEL 3
130 root 1.1 #define SET_TITLE TRUE
131     #define SIMPLE_EXP TRUE
132     #define SPELLPOINT_LEVEL_DEPEND TRUE
133     #define SPELL_ENCUMBRANCE TRUE
134     #define SPELL_FAILURE_EFFECTS FALSE
135     #define REAL_WIZ TRUE
136     #define RESURRECTION FALSE
137     #define SEARCH_ITEMS TRUE
138     #define NOT_PERMADETH TRUE
139     #define EXPLORE_MODE FALSE
140     #define STAT_LOSS_ON_DEATH FALSE
141     #define PK_LUCK_PENALTY 1
142     #define CASTING_TIME FALSE
143     #define SET_FRIENDLY_FIRE 5
144     #define ARMOR_MAX_ENCHANT 5
145     #define ARMOR_WEIGHT_REDUCTION 10
146     #define ARMOR_WEIGHT_LINEAR TRUE
147     #define ARMOR_SPEED_IMPROVEMENT 10
148     #define ARMOR_SPEED_LINEAR TRUE
149 pippijn 1.16 #define CREATE_HOME_PORTALS FALSE
150 root 1.1
151     /* you can edit the ones below */
152    
153    
154     /* CS_LOGSTATS will cause the server to log various usage stats
155     * (number of connections, amount of data sent, amount of data received,
156     * and so on.) This can be very useful if you are trying to measure
157     * server/bandwidth usage. It will periodially dump out information
158     * which contains usage stats for the last X amount of time.
159     * CS_LOGTIME is how often it will print out stats.
160     */
161     #define CS_LOGSTATS
162     #define CS_LOGTIME 600
163    
164     /* DEBUG generates copious amounts of output. I tend to change the CC options
165     * in the crosssite.def file if I want this. By default, you probably
166     * dont want this defined.
167     */
168     #ifndef DEBUG
169     #define DEBUG
170     #endif
171     /*
172     * This option creates more core files. In some areas, there are certain
173     * checks done to try and make the program more stable (ie, check
174     * parameter for null, return if it is). These checks are being done
175     * for things that should not happen (ie, being supplied a null parameter).
176     * What MANY_CORES does, is if one of these checks is true, it will
177     * dump core at that time, allowing for fairly easy tracking down of the
178     * problem. Better to fix problems than create thousands of checks.
179     */
180    
181     #define MANY_CORES
182    
183     /*
184     * This determines the maximum map size the client can request (and
185     * thus what the server will send to the client.
186     * Client can still request a smaller map size (for bandwidth reasons
187     * or display size of whatever else).
188     * The larger this number, the more cpu time and memory the server will
189     * need to spend to figure this out in addition to bandwidth needs.
190     * The server cpu time should be pretty trivial.
191     * There may be reasons to keep it smaller for the 'classic' crossfire
192     * experience which was 11x11. Big maps will likely make the same at
193     * least somewhat easier, but client will need to worry about lag
194     * more.
195     * I put support in for non square map updates in the define, but
196     * there very well might be things that break horribly if this is
197     * used. I figure it is easier to fix that if needed than go back
198     * at the future and have to redo a lot of stuff to support rectangular
199     * maps at that point.
200     *
201     * MSW 2001-05-28
202     */
203    
204 root 1.14 #define MAP_CLIENT_X 31
205     #define MAP_CLIENT_Y 31
206 root 1.1
207     /*
208     * If you feel the game is too fast or too slow, change MAX_TIME.
209     * You can experiment with the 'speed <new_max_time> command first.
210     * The length of a tick is MAX_TIME microseconds. During a tick,
211     * players, monsters, or items with speed 1 can do one thing.
212     */
213    
214     #define MAX_TIME 120000
215    
216     /* Polymorph as it currently stands is unbalancing, so by default
217     * we have it disabled. It can be enabled and it works, but
218     * it can be abused in various ways.
219     */
220     #define NO_POLYMORPH
221    
222    
223     /* This determine how many entries are stored in the kill log. You
224     * can see this information with the 'party kills' command. More entries
225     * mean slower performance and more memory. IF this is not defined, then
226     * this feature is disabled.
227     */
228     #define PARTY_KILL_LOG 20
229    
230 elmex 1.9 /*
231     * The PERM_EXP values adjust the behaviour of permenent experience. - if
232     * the setting permanent_experience_percentage is zero, these values have
233     * no meaning. The value in the settings file is the percentage of the
234     * experience that is permenent, the rest could be lost on death. When dying,
235     * the greatest amount of non-permenent exp it is possible to lose at one time
236     * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
237     * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
238     * experience goes to the permanent value. This does not detract from total
239     * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
240     * 10 to the permanent value).
241 root 1.1 *
242     * A few thoughts on these default value (by MSW)
243     * gain ratio is pretty much meaningless until exp has been lost, as until
244 elmex 1.9 * that poin, the value in the settings file will be used.
245 root 1.1 * It is also impossible for the exp to actually be reduced to the permanent
246     * exp ratio - since the loss ratio is .5, it will just get closer and
247     * closer. However, after about half a dozen hits, pretty much all the
248     * exp that can be lost has been lost, and after that, only minor loss
249     * will occur.
250     */
251     /* GD */
252    
253     #define PERM_EXP_GAIN_RATIO 0.10f
254     #define PERM_EXP_MAX_LOSS_RATIO 0.50f
255    
256     /* Enable the new material code - it needs some work. You can
257     * enable this, and things will work, just you'll see a whole
258     * bunch more materials show up, and thus a whole bunch more materials
259     * in your inventory, and the sorting for them isn't really good.
260     */
261    
262     /*
263     #define NEW_MATERIAL_CODE
264     */
265    
266     /***********************************************************************
267     * SECTION 2 - Machine/Compiler specific stuff.
268     *
269     * Short list of items:
270     * COMPRESS_SUFFIX - selection of compression programs
271     * O_NDELAY - If you don't have O_NDELAY, uncomment it.
272     *
273     ***********************************************************************/
274    
275     /*
276     * If you compress your files to save space, set the COMPRESS_SUFFIX below
277     * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
278     * should already find the program to use. If you set the suffix to
279     * something that autoconf did not find, you are likely to have serious
280     * problems, so make sure you have the appropriate compression tool installed
281     * before you set this. You can look at the autoconf.h file to see
282     * what compression tools it found (search for COMPRESS).
283     * Note that this is used when saving files. Crossfire will search all
284     * methods when loading a file to see if it finds a match
285     */
286    
287     #ifndef COMPRESS_SUFFIX
288     /* #define COMPRESS_SUFFIX ".Z" */
289     #endif
290    
291     /* If you get a complaint about O_NDELAY not being known/undefined, try
292     * uncommenting this.
293     * This may cause problems - O_NONBLOCK will return -1 on blocking writes
294     * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
295     * can be written - otherwise, the number of bytes written will be returned
296     * for both modes.
297     */
298    
299     /*
300     #define O_NDELAY O_NONBLOCK
301     */
302    
303    
304     /***********************************************************************
305     * Section 3
306     *
307     * General file and other defaults that don't need to be changed, and
308     * do not change gameplay as percieved by players much. Some options
309     * may affect memory consumption however.
310     *
311     * Values:
312     *
313     * BANFILE - ban certain users/hosts.
314     * CSPORT - port to use for new client/server
315     * DMFILE - file with dm/wizard access lists
316     * LOGFILE - where to log if using -daemon option
317     * MAP_ - various map timeout and swapping parameters
318     * MAX_OBJECTS - how many objects to keep in memory.
319     * MAX_OBJECTS_LWM - only swap maps out if below that value
320     * MOTD - message of the day - printed each time someone joins the game
321     * PERM_FILE - limit play times
322     * SHUTDOWN - used when shutting down the server
323     * SOCKETBUFSIZE - size of buffer used internally by the server for storing
324     * backlogged messages.
325     * TMPDIR - directory to use for temp files
326     * UNIQUE_DIR - directory to put unique item files into
327     ***********************************************************************
328     */
329    
330     /*
331     * BANFILE - file used to ban certain sites from playing. See the example
332     * ban_file for examples.
333     */
334     #ifndef BANFILE
335     #define BANFILE "ban_file"
336     #endif
337    
338     /* CSPORT is the port used for the new client/server code. Change
339     * if desired. Only of relevance if ERIC_SERVER is set above
340     */
341     #define CSPORT 13327 /* old port + 1 */
342    
343    
344     /*
345     * DMFILE
346     * A file containing valid names that can be dm, one on each line. See
347     * example dm_file for syntax help.
348     */
349     #ifndef DMFILE
350     #define DMFILE "dm_file"
351     #endif
352    
353    
354     /* LOGFILE specifies which file to log to when playing with the
355     * -daemon option.
356     */
357     #ifndef LOGFILE
358     #define LOGFILE "/var/log/crossfire/logfile"
359     #endif
360    
361     /*
362     * If you want to have a Message Of The Day file, define MOTD to be
363     * the file with the message. If the file doesn't exist or if it
364     * is empty, no message will be displayed.
365     * (It resides in the CONFDIR directory)
366     */
367     #define MOTD "motd"
368    
369     /*
370     * You can restrict playing in certain times by creating a PERMIT_FILE
371     * in CONFDIR. See the sample for usage notes.
372     */
373     #define PERM_FILE "forbid"
374    
375     /*
376     * If you want to take the game down while installing new versions, or
377     * for other reasons, put a message into the SHUTDOWN_FILE file.
378     * Remember to delete it when you open the game again.
379     * (It resides in the CONFDIR directory)
380     */
381     #ifndef SHUTDOWN_FILE
382     #define SHUTDOWN_FILE "shutdown"
383     #endif
384    
385    
386     /*
387     * SOCKETBUFSIZE is the size of the buffer used internally by the server for
388     * storing backlogged messages for the client. This is not operating system
389     * buffers or the like. This amount is used per connection (client).
390     * This buffer is in addition to OS buffers, so it may not need to be very
391     * large. When the OS buffer and this buffer is exhausted, the server
392     * will drop the client connection for falling too far behind. So if
393     * you have very slow client connections, a larger value may be
394     * warranted.
395     */
396 root 1.21 #define SOCKETBUFSIZE 256*1024
397 root 1.1
398     /*
399     * Your tmp-directory should be large enough to hold the uncompressed
400 root 1.31 * map-files for all who are playing. Local to 'lib' directory.
401 root 1.1 */
402 root 1.31 #define TMPDIR "tmp"
403 root 1.1
404    
405     /* Directory to use for unique items. This is placed into the 'lib'
406     * directory. Changing this will cause any old unique items file
407     * not to be used.
408     */
409     #define UNIQUE_DIR "unique-items"
410    
411     /*
412     * These defines tells where, relative to LIBDIR, the maps, the map-index,
413     * archetypes highscore and treaures files and directories can be found.
414     */
415    
416     #define MAPDIR "maps"
417     #define TEMPLATE_DIR "template-maps"
418     #define ARCHETYPES "archetypes"
419     #define REGIONS "regions"
420     #define HIGHSCORE "highscore"
421     #define TREASURES "treasures"
422     #define BANISHFILE "banish_file"
423    
424     #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
425    
426 root 1.8 #define ARCHTABLE 16384 /* Arch hashtable size */
427 root 1.1 #define MAXSTRING 20
428    
429     #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
430    
431    
432    
433     /***********************************************************************
434     * Section 4 - save player options.
435     *
436     * There are a lot of things that deal with the save files, and what
437     * gets saved with them, so I put them in there own section.
438     *
439     ***********************************************************************/
440    
441     /*
442     * If you want the players to be able to save their characters between
443     * games, define SAVE_PLAYER and set PLAYERDIR to the directories
444     * where the player-files will be put.
445     * Remember to create the directory (make install will do that though).
446     *
447     * If you intend to run a central server, and not allow the players to
448     * start their own crossfire, you won't need to define this.
449     *
450     */
451    
452     #ifndef PLAYERDIR
453     #define PLAYERDIR "players"
454     #endif
455    
456     /*
457     * If you have defined SAVE_PLAYER, you might want to change this, too.
458     * This is the access rights for the players savefiles.
459     * Given that crossfire runs in a client/server model, there should
460     * be no issue setting these to be quite restrictive (600 and 700).
461     * Before client/server, multiple people might run the executable,
462     * thus requiring that the server be setuid/setgid, and more generous
463     * permisisons needed.
464     * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
465     * for nay directories created.
466     */
467 root 1.5 /* IMPORTANT: there is a race during saving, where the umask is being applied */
468 root 1.1 #define SAVE_MODE 0660
469     #define SAVE_DIR_MODE 0770
470    
471     /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
472     * needs to be selected. You can set both, and things will work fine,
473     * however, it just means that a lot more saving will be done, which
474     * can slow things down some.
475     */
476    
477     /* How often (in seconds) the player is saved if he drops things. If it is
478     * set to 0, the player will be saved for every item he drops. Otherwise,
479     * if the player drops and item, and the last time he was saved
480     * due to item drop is longer
481     * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
482     * environment, you may want to set this to a higher value, so that
483     * you are not spending too much time saving the characters.
484     * This option should now work (Crossfire 0.90.5)
485     */
486    
487 root 1.5 //#define SAVE_INTERVAL 60
488 root 1.1
489     /*
490     * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
491     * 5000 with MAX_TIME set at 120,000 means that the player will be
492     * saved every 10 minutes. Some effort should probably be made to
493     * spread out these saves, but that might be more effort than it is
494     * worth (Depending on the spacing, if enough players log on, the spacing
495     * may not be large enough to save all of them.) As it is now, it will
496     * just set the base tick of when they log on, which should keep the
497     * saves pretty well spread out (in a fairly random fashion.)
498     */
499    
500 root 1.17 #define AUTOSAVE 1000
501 root 1.1
502     /* RESET_LOCATION_TIME is the number of seconds that must elapse before
503 root 1.10 * we will return the player to his savebed location. If this is zero,
504 root 1.1 * this feature is disabled (player will resume where ever he was
505     * when he last logged off). If this is set to less than two hours,
506     * it will prevent players from camping out in treasure rooms.
507     * Do not comment this out - it must be set to something - if you
508     * comment this out, the program will not compile.
509     *
510     * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player
511     * where appear under what conditions is a little complicated depending
512     * on how the player exited the game. But if the elapsed time is greater than
513     * the value below, player will always get returned to savebed location
514     * location.
515     *
516     * Set to one hour as default
517     */
518    
519     #define RESET_LOCATION_TIME 3600
520