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/cvs/deliantra/server/include/config.h
Revision: 1.42
Committed: Fri Apr 27 19:53:05 2007 UTC (17 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.41: +1 -1 lines
Log Message:
revamp loggin. have a new log flag logBacktrace that logs
the message and prepares a backtrace in the background, spewing
it into the log at a later time.

this is useful to shed some light on otherwise completely useless log
messages such as:

   2007-04-27 19:48:48.142 Calling random_roll with min=1 max=0

which could just as well not be there as we will never find out who is
doing this to puny poor random_roll.

File Contents

# User Rev Content
1 root 1.1 /*
2 root 1.42 * CrossFire, A Multiplayer game
3 pippijn 1.37 *
4     * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5     * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (C) 1992 Frank Tore Johansen
7     *
8     * This program is free software; you can redistribute it and/or modify
9     * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation; either version 2 of the License, or
11     * (at your option) any later version.
12     *
13     * This program is distributed in the hope that it will be useful,
14     * but WITHOUT ANY WARRANTY; without even the implied warranty of
15     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16     * GNU General Public License for more details.
17     *
18     * You should have received a copy of the GNU General Public License
19     * along with this program; if not, write to the Free Software
20     * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21     *
22     * The authors can be reached via e-mail at crossfire@schmorp.de
23     */
24 root 1.1
25     /* This file contains various #defines that select various options.
26     * Some may not be desirable, and some just may not work.
27     *
28     * There are some options that are not selectable in this file which
29     * may not always be undesirable. An example would be certain
30     * treasures that you may not want to have available. To remove the
31     * activation code would make these items worthless - instead remove
32     * these from the treasure file. Some things to look for are:
33     *
34     * prepare_weapon, improve_*: Allow characters to enchant their own
35     * weapons
36     * ench_armour: Allow characters to enchant their armor.
37     *
38     * In theory, most of the values here should just be defaults, and
39     * everything here should just be selectable by different run time
40     * flags However, for some things, that would just be too messy.
41     */
42    
43     /* There are 4 main sections to this file-
44     * Section 1 is feature selection (enabling/disabling certain features)
45     *
46     * Section 2 is compiler/machine dependant section (stuff that just
47     * makes the program compile and run properly, but don't change the
48     * behavior)
49     *
50     * Section 3 is location of certain files and other defaults. Things in
51     * this section generally do not need to be changed, and generally do
52     * not alter the play as perceived by players. However, you may
53     * have your own values you want to set here.
54     *
55     * Section 4 deals with save file related options.
56     */
57    
58     /*******************************************************************
59     * SECTION 1 - FEATURES
60     *
61     * You don't have to change anything here to get a working program, but
62     * you may want to on personal preferance. Items are arranged
63     * alphabetically.
64     *
65     * Short list of features, and what to search for:
66     * CS_LOGSTATS - log various new client/server data.
67     * DEBUG - more verbose message logging?
68     * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive
69     * MAX_TIME - how long an internal tick is in microseconds
70     * MANY_CORES - generate core dumps on gross errors instead of continuing?
71     * PARTY_KILL_LOG - stores party kill information
72     *
73     ***********************************************************************/
74    
75 root 1.3 /* Use a very easy, non-challenging server?
76     * Defining the COZY_SERVER will make the server much less challenging:
77 root 1.4 * no stats loss on death, much less experience loss, and party members
78     * are treated by pet monsters as the owner itself when moving "through" them.
79 root 1.3 */
80     #define COZY_SERVER 1
81    
82 root 1.11 /*
83     * Make it impossible to pk outside the arena.
84     */
85     #define PROHIBIT_PLAYERKILL 1
86    
87 root 1.1 /* Use balanced stat loss code?
88     * This code is a little more merciful with repeated stat loss at lower
89     * levels. Basically, the more stats you have lost, the less likely that
90     * you will lose more. Additionally, lower level characters are shown
91     * a lot more mercy (there are caps on how much of a stat you can lose too).
92     * On the nasty side, if you are higher level, you can lose mutiple stats
93     * _at_once_ and are shown less mercy when you die. But when you're higher
94     * level, it is much easier to buy back your stats with potions.
95     * Turn this on if you want death-based stat loss to be more merciful
96     * at low levels and more cruel at high levels.
97     * Only works when stats are depleted rather than lost. This option has
98     * no effect if you are using genuine stat loss.
99     *
100     * The BALSL_.. values control this behaviour.
101     * 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
103     * stats are lost.
104     *
105     * 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.
107     *
108     * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
109     * The chance not to lose a stat is
110     * depleteness^2 / (depletedness^2+ level/ratio).
111     * 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
113     * level, the more likely it is a stat can get really depleted, but
114     * this gets more offset as the stat gets more depleted.
115     *
116     */
117     /* GD */
118    
119 root 1.2 #define BALSL_LOSS_CHANCE_RATIO 100
120     #define BALSL_NUMBER_LOSSES_RATIO 100
121     #define BALSL_MAX_LOSS_RATIO 100
122 root 1.1
123    
124     /* Don't edit these values. They are configured in lib/settings. These are
125     Simply the defaults. */
126    
127     #define BALANCED_STAT_LOSS FALSE
128 elmex 1.9 #define PERMANENT_EXPERIENCE_RATIO 25
129     #define DEATH_PENALTY_RATIO 20
130     #define DEATH_PENALTY_LEVEL 3
131 root 1.1 #define SET_TITLE TRUE
132     #define SIMPLE_EXP TRUE
133     #define SPELLPOINT_LEVEL_DEPEND TRUE
134     #define SPELL_ENCUMBRANCE TRUE
135     #define SPELL_FAILURE_EFFECTS FALSE
136     #define REAL_WIZ TRUE
137     #define RESURRECTION FALSE
138     #define SEARCH_ITEMS TRUE
139     #define NOT_PERMADETH TRUE
140     #define EXPLORE_MODE FALSE
141     #define STAT_LOSS_ON_DEATH FALSE
142     #define PK_LUCK_PENALTY 1
143     #define CASTING_TIME FALSE
144     #define SET_FRIENDLY_FIRE 5
145     #define ARMOR_MAX_ENCHANT 5
146     #define ARMOR_WEIGHT_REDUCTION 10
147     #define ARMOR_WEIGHT_LINEAR TRUE
148     #define ARMOR_SPEED_IMPROVEMENT 10
149     #define ARMOR_SPEED_LINEAR TRUE
150 pippijn 1.16 #define CREATE_HOME_PORTALS FALSE
151 root 1.1
152     /* 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     #define CS_LOGSTATS
163     #define CS_LOGTIME 600
164    
165     /* DEBUG generates copious amounts of output. I tend to change the CC options
166     * in the crosssite.def file if I want this. By default, you probably
167     * dont want this defined.
168     */
169     #ifndef DEBUG
170 root 1.41 # define DEBUG
171 root 1.1 #endif
172     /*
173     * This option creates more core files. In some areas, there are certain
174     * checks done to try and make the program more stable (ie, check
175     * parameter for null, return if it is). These checks are being done
176     * for things that should not happen (ie, being supplied a null parameter).
177     * What MANY_CORES does, is if one of these checks is true, it will
178     * dump core at that time, allowing for fairly easy tracking down of the
179     * problem. Better to fix problems than create thousands of checks.
180     */
181    
182     #define MANY_CORES
183    
184     /*
185     * This determines the maximum map size the client can request (and
186     * thus what the server will send to the client.
187     * Client can still request a smaller map size (for bandwidth reasons
188     * or display size of whatever else).
189     * The larger this number, the more cpu time and memory the server will
190     * need to spend to figure this out in addition to bandwidth needs.
191     * The server cpu time should be pretty trivial.
192     * There may be reasons to keep it smaller for the 'classic' crossfire
193     * experience which was 11x11. Big maps will likely make the same at
194     * least somewhat easier, but client will need to worry about lag
195     * more.
196     * I put support in for non square map updates in the define, but
197     * there very well might be things that break horribly if this is
198     * used. I figure it is easier to fix that if needed than go back
199     * at the future and have to redo a lot of stuff to support rectangular
200     * maps at that point.
201     *
202     * MSW 2001-05-28
203     */
204    
205 elmex 1.40 #define MAP_CLIENT_X 31
206     #define MAP_CLIENT_Y 31
207 root 1.1
208     /*
209     * If you feel the game is too fast or too slow, change MAX_TIME.
210     * You can experiment with the 'speed <new_max_time> command first.
211     * The length of a tick is MAX_TIME microseconds. During a tick,
212     * players, monsters, or items with speed 1 can do one thing.
213     */
214    
215     #define MAX_TIME 120000
216    
217     /* Polymorph as it currently stands is unbalancing, so by default
218     * we have it disabled. It can be enabled and it works, but
219     * it can be abused in various ways.
220     */
221     #define NO_POLYMORPH
222    
223    
224     /* This determine how many entries are stored in the kill log. You
225 root 1.32 * can see this information with the 'party kills' command. More entries
226     * mean slower performance and more memory.
227 root 1.1 */
228 root 1.32 #define PARTY_KILL_LOG 40
229 root 1.1
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     /***********************************************************************
268     * Section 3
269     *
270     * General file and other defaults that don't need to be changed, and
271     * do not change gameplay as percieved by players much. Some options
272     * may affect memory consumption however.
273     *
274     * Values:
275     *
276     * CSPORT - port to use for new client/server
277     * DMFILE - file with dm/wizard access lists
278     * LOGFILE - where to log if using -daemon option
279     * MAP_ - various map timeout and swapping parameters
280     * MAX_OBJECTS - how many objects to keep in memory.
281     * MAX_OBJECTS_LWM - only swap maps out if below that value
282     * MOTD - message of the day - printed each time someone joins the game
283     * PERM_FILE - limit play times
284     * SHUTDOWN - used when shutting down the server
285     * SOCKETBUFSIZE - size of buffer used internally by the server for storing
286     * backlogged messages.
287     * TMPDIR - directory to use for temp files
288     * UNIQUE_DIR - directory to put unique item files into
289     ***********************************************************************
290     */
291    
292     /* CSPORT is the port used for the new client/server code. Change
293     * if desired. Only of relevance if ERIC_SERVER is set above
294     */
295     #define CSPORT 13327 /* old port + 1 */
296    
297     /*
298     * DMFILE
299     * A file containing valid names that can be dm, one on each line. See
300     * example dm_file for syntax help.
301     */
302     #ifndef DMFILE
303     #define DMFILE "dm_file"
304     #endif
305    
306     /* LOGFILE specifies which file to log to when playing with the
307     * -daemon option.
308     */
309     #ifndef LOGFILE
310     #define LOGFILE "/var/log/crossfire/logfile"
311     #endif
312    
313     /*
314     * If you want to have a Message Of The Day file, define MOTD to be
315     * the file with the message. If the file doesn't exist or if it
316     * is empty, no message will be displayed.
317     * (It resides in the CONFDIR directory)
318     */
319     #define MOTD "motd"
320    
321     /*
322     * You can restrict playing in certain times by creating a PERMIT_FILE
323     * in CONFDIR. See the sample for usage notes.
324     */
325     #define PERM_FILE "forbid"
326    
327     /*
328     * If you want to take the game down while installing new versions, or
329     * for other reasons, put a message into the SHUTDOWN_FILE file.
330     * Remember to delete it when you open the game again.
331     * (It resides in the CONFDIR directory)
332     */
333     #ifndef SHUTDOWN_FILE
334     #define SHUTDOWN_FILE "shutdown"
335     #endif
336    
337     /*
338     * SOCKETBUFSIZE is the size of the buffer used internally by the server for
339     * storing backlogged messages for the client. This is not operating system
340     * buffers or the like. This amount is used per connection (client).
341     * This buffer is in addition to OS buffers, so it may not need to be very
342     * large. When the OS buffer and this buffer is exhausted, the server
343     * will drop the client connection for falling too far behind. So if
344     * you have very slow client connections, a larger value may be
345     * warranted.
346     */
347 root 1.21 #define SOCKETBUFSIZE 256*1024
348 root 1.1
349     /*
350     * Your tmp-directory should be large enough to hold the uncompressed
351 root 1.31 * map-files for all who are playing. Local to 'lib' directory.
352 root 1.1 */
353 root 1.31 #define TMPDIR "tmp"
354 root 1.1
355     /* Directory to use for unique items. This is placed into the 'lib'
356     * directory. Changing this will cause any old unique items file
357     * not to be used.
358     */
359     #define UNIQUE_DIR "unique-items"
360    
361     /*
362     * These defines tells where, relative to LIBDIR, the maps, the map-index,
363     * archetypes highscore and treaures files and directories can be found.
364     */
365    
366     #define MAPDIR "maps"
367     #define TEMPLATE_DIR "template-maps"
368     #define ARCHETYPES "archetypes"
369     #define REGIONS "regions"
370     #define HIGHSCORE "highscore"
371     #define TREASURES "treasures"
372    
373     #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
374    
375     #define MAXSTRING 20
376    
377     #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
378    
379    
380    
381     /***********************************************************************
382     * Section 4 - save player options.
383     *
384     * There are a lot of things that deal with the save files, and what
385     * gets saved with them, so I put them in there own section.
386     *
387     ***********************************************************************/
388    
389     /*
390     * If you want the players to be able to save their characters between
391     * games, define SAVE_PLAYER and set PLAYERDIR to the directories
392     * where the player-files will be put.
393     * Remember to create the directory (make install will do that though).
394     *
395     * If you intend to run a central server, and not allow the players to
396     * start their own crossfire, you won't need to define this.
397     *
398     */
399    
400     #ifndef PLAYERDIR
401 root 1.36 # define PLAYERDIR "players"
402 root 1.1 #endif
403    
404     /*
405     * If you have defined SAVE_PLAYER, you might want to change this, too.
406     * This is the access rights for the players savefiles.
407     * Given that crossfire runs in a client/server model, there should
408     * be no issue setting these to be quite restrictive (600 and 700).
409     * Before client/server, multiple people might run the executable,
410     * thus requiring that the server be setuid/setgid, and more generous
411     * permisisons needed.
412     * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
413     * for nay directories created.
414     */
415 root 1.5 /* IMPORTANT: there is a race during saving, where the umask is being applied */
416 root 1.1 #define SAVE_MODE 0660
417     #define SAVE_DIR_MODE 0770
418    
419     /*
420 root 1.34 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
421     */
422     #define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
423