ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/config.h
Revision: 1.34
Committed: Fri Jan 5 10:50:47 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.33: +5 -0 lines
Log Message:
be nicer to clients on shutdown and crashes

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 root 1.32 * can see this information with the 'party kills' command. More entries
225     * mean slower performance and more memory.
226 root 1.1 */
227 root 1.32 #define PARTY_KILL_LOG 40
228 root 1.1
229 elmex 1.9 /*
230     * The PERM_EXP values adjust the behaviour of permenent experience. - if
231     * the setting permanent_experience_percentage is zero, these values have
232     * no meaning. The value in the settings file is the percentage of the
233     * experience that is permenent, the rest could be lost on death. When dying,
234     * the greatest amount of non-permenent exp it is possible to lose at one time
235     * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
236     * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
237     * experience goes to the permanent value. This does not detract from total
238     * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
239     * 10 to the permanent value).
240 root 1.1 *
241     * A few thoughts on these default value (by MSW)
242     * gain ratio is pretty much meaningless until exp has been lost, as until
243 elmex 1.9 * that poin, the value in the settings file will be used.
244 root 1.1 * It is also impossible for the exp to actually be reduced to the permanent
245     * exp ratio - since the loss ratio is .5, it will just get closer and
246     * closer. However, after about half a dozen hits, pretty much all the
247     * exp that can be lost has been lost, and after that, only minor loss
248     * will occur.
249     */
250     /* GD */
251    
252     #define PERM_EXP_GAIN_RATIO 0.10f
253     #define PERM_EXP_MAX_LOSS_RATIO 0.50f
254    
255     /* Enable the new material code - it needs some work. You can
256     * enable this, and things will work, just you'll see a whole
257     * bunch more materials show up, and thus a whole bunch more materials
258     * in your inventory, and the sorting for them isn't really good.
259     */
260    
261     /*
262     #define NEW_MATERIAL_CODE
263     */
264    
265     /***********************************************************************
266     * SECTION 2 - Machine/Compiler specific stuff.
267     *
268     * Short list of items:
269     * COMPRESS_SUFFIX - selection of compression programs
270     * O_NDELAY - If you don't have O_NDELAY, uncomment it.
271     *
272     ***********************************************************************/
273    
274     /*
275     * If you compress your files to save space, set the COMPRESS_SUFFIX below
276     * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
277     * should already find the program to use. If you set the suffix to
278     * something that autoconf did not find, you are likely to have serious
279     * problems, so make sure you have the appropriate compression tool installed
280     * before you set this. You can look at the autoconf.h file to see
281     * what compression tools it found (search for COMPRESS).
282     * Note that this is used when saving files. Crossfire will search all
283     * methods when loading a file to see if it finds a match
284     */
285    
286     #ifndef COMPRESS_SUFFIX
287     /* #define COMPRESS_SUFFIX ".Z" */
288     #endif
289    
290     /* If you get a complaint about O_NDELAY not being known/undefined, try
291     * uncommenting this.
292     * This may cause problems - O_NONBLOCK will return -1 on blocking writes
293     * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
294     * can be written - otherwise, the number of bytes written will be returned
295     * for both modes.
296     */
297    
298     /*
299     #define O_NDELAY O_NONBLOCK
300     */
301    
302    
303     /***********************************************************************
304     * Section 3
305     *
306     * General file and other defaults that don't need to be changed, and
307     * do not change gameplay as percieved by players much. Some options
308     * may affect memory consumption however.
309     *
310     * Values:
311     *
312     * BANFILE - ban certain users/hosts.
313     * CSPORT - port to use for new client/server
314     * DMFILE - file with dm/wizard access lists
315     * LOGFILE - where to log if using -daemon option
316     * MAP_ - various map timeout and swapping parameters
317     * MAX_OBJECTS - how many objects to keep in memory.
318     * MAX_OBJECTS_LWM - only swap maps out if below that value
319     * MOTD - message of the day - printed each time someone joins the game
320     * PERM_FILE - limit play times
321     * SHUTDOWN - used when shutting down the server
322     * SOCKETBUFSIZE - size of buffer used internally by the server for storing
323     * backlogged messages.
324     * TMPDIR - directory to use for temp files
325     * UNIQUE_DIR - directory to put unique item files into
326     ***********************************************************************
327     */
328    
329     /*
330     * BANFILE - file used to ban certain sites from playing. See the example
331     * ban_file for examples.
332     */
333     #ifndef BANFILE
334     #define BANFILE "ban_file"
335     #endif
336    
337     /* CSPORT is the port used for the new client/server code. Change
338     * if desired. Only of relevance if ERIC_SERVER is set above
339     */
340     #define CSPORT 13327 /* old port + 1 */
341    
342    
343     /*
344     * DMFILE
345     * A file containing valid names that can be dm, one on each line. See
346     * example dm_file for syntax help.
347     */
348     #ifndef DMFILE
349     #define DMFILE "dm_file"
350     #endif
351    
352    
353     /* LOGFILE specifies which file to log to when playing with the
354     * -daemon option.
355     */
356     #ifndef LOGFILE
357     #define LOGFILE "/var/log/crossfire/logfile"
358     #endif
359    
360     /*
361     * If you want to have a Message Of The Day file, define MOTD to be
362     * the file with the message. If the file doesn't exist or if it
363     * is empty, no message will be displayed.
364     * (It resides in the CONFDIR directory)
365     */
366     #define MOTD "motd"
367    
368     /*
369     * You can restrict playing in certain times by creating a PERMIT_FILE
370     * in CONFDIR. See the sample for usage notes.
371     */
372     #define PERM_FILE "forbid"
373    
374     /*
375     * If you want to take the game down while installing new versions, or
376     * for other reasons, put a message into the SHUTDOWN_FILE file.
377     * Remember to delete it when you open the game again.
378     * (It resides in the CONFDIR directory)
379     */
380     #ifndef SHUTDOWN_FILE
381     #define SHUTDOWN_FILE "shutdown"
382     #endif
383    
384    
385     /*
386     * SOCKETBUFSIZE is the size of the buffer used internally by the server for
387     * storing backlogged messages for the client. This is not operating system
388     * buffers or the like. This amount is used per connection (client).
389     * This buffer is in addition to OS buffers, so it may not need to be very
390     * large. When the OS buffer and this buffer is exhausted, the server
391     * will drop the client connection for falling too far behind. So if
392     * you have very slow client connections, a larger value may be
393     * warranted.
394     */
395 root 1.21 #define SOCKETBUFSIZE 256*1024
396 root 1.1
397     /*
398     * Your tmp-directory should be large enough to hold the uncompressed
399 root 1.31 * map-files for all who are playing. Local to 'lib' directory.
400 root 1.1 */
401 root 1.31 #define TMPDIR "tmp"
402 root 1.1
403    
404     /* Directory to use for unique items. This is placed into the 'lib'
405     * directory. Changing this will cause any old unique items file
406     * not to be used.
407     */
408     #define UNIQUE_DIR "unique-items"
409    
410     /*
411     * These defines tells where, relative to LIBDIR, the maps, the map-index,
412     * archetypes highscore and treaures files and directories can be found.
413     */
414    
415     #define MAPDIR "maps"
416     #define TEMPLATE_DIR "template-maps"
417     #define ARCHETYPES "archetypes"
418     #define REGIONS "regions"
419     #define HIGHSCORE "highscore"
420     #define TREASURES "treasures"
421     #define BANISHFILE "banish_file"
422    
423     #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
424    
425 root 1.8 #define ARCHTABLE 16384 /* Arch hashtable size */
426 root 1.1 #define MAXSTRING 20
427    
428     #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
429    
430    
431    
432     /***********************************************************************
433     * Section 4 - save player options.
434     *
435     * There are a lot of things that deal with the save files, and what
436     * gets saved with them, so I put them in there own section.
437     *
438     ***********************************************************************/
439    
440     /*
441     * If you want the players to be able to save their characters between
442     * games, define SAVE_PLAYER and set PLAYERDIR to the directories
443     * where the player-files will be put.
444     * Remember to create the directory (make install will do that though).
445     *
446     * If you intend to run a central server, and not allow the players to
447     * start their own crossfire, you won't need to define this.
448     *
449     */
450    
451     #ifndef PLAYERDIR
452     #define PLAYERDIR "players"
453     #endif
454    
455     /*
456     * If you have defined SAVE_PLAYER, you might want to change this, too.
457     * This is the access rights for the players savefiles.
458     * Given that crossfire runs in a client/server model, there should
459     * be no issue setting these to be quite restrictive (600 and 700).
460     * Before client/server, multiple people might run the executable,
461     * thus requiring that the server be setuid/setgid, and more generous
462     * permisisons needed.
463     * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
464     * for nay directories created.
465     */
466 root 1.5 /* IMPORTANT: there is a race during saving, where the umask is being applied */
467 root 1.1 #define SAVE_MODE 0660
468     #define SAVE_DIR_MODE 0770
469    
470     /*
471     * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
472     * 5000 with MAX_TIME set at 120,000 means that the player will be
473     * saved every 10 minutes. Some effort should probably be made to
474     * spread out these saves, but that might be more effort than it is
475     * worth (Depending on the spacing, if enough players log on, the spacing
476     * may not be large enough to save all of them.) As it is now, it will
477     * just set the base tick of when they log on, which should keep the
478     * saves pretty well spread out (in a fairly random fashion.)
479     */
480    
481 root 1.17 #define AUTOSAVE 1000
482 root 1.1
483     /* RESET_LOCATION_TIME is the number of seconds that must elapse before
484 root 1.10 * we will return the player to his savebed location. If this is zero,
485 root 1.1 * this feature is disabled (player will resume where ever he was
486     * when he last logged off). If this is set to less than two hours,
487     * it will prevent players from camping out in treasure rooms.
488     * Do not comment this out - it must be set to something - if you
489     * comment this out, the program will not compile.
490     *
491     * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player
492     * where appear under what conditions is a little complicated depending
493     * on how the player exited the game. But if the elapsed time is greater than
494     * the value below, player will always get returned to savebed location
495     * location.
496     *
497     * Set to one hour as default
498     */
499    
500     #define RESET_LOCATION_TIME 3600
501    
502 root 1.34 /*
503     * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
504     */
505     #define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
506