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/cvs/deliantra/server/include/config.h
Revision: 1.44
Committed: Mon May 28 21:15:56 2007 UTC (17 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.43: +17 -17 lines
Log Message:
- update copyrights in .h files, where applicable
- rename preprocess to genkeywords

File Contents

# User Rev Content
1 root 1.1 /*
2 root 1.44 * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game.
3 pippijn 1.37 *
4 root 1.44 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5     * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.37 *
8 root 1.44 * Crossfire TRT is free software; you can redistribute it and/or modify it
9     * under the terms of the GNU General Public License as published by the Free
10     * Software Foundation; either version 2 of the License, or (at your option)
11     * any later version.
12 pippijn 1.37 *
13 root 1.44 * This program is distributed in the hope that it will be useful, but
14     * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
15     * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
16     * for more details.
17 pippijn 1.37 *
18 root 1.44 * You should have received a copy of the GNU General Public License along
19     * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51
20     * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21     *
22     * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 pippijn 1.37 */
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 1.43 * no stats loss on death, much less experience loss.
78 root 1.3 */
79     #define COZY_SERVER 1
80    
81 root 1.1 /* Use balanced stat loss code?
82     * This code is a little more merciful with repeated stat loss at lower
83     * levels. Basically, the more stats you have lost, the less likely that
84     * you will lose more. Additionally, lower level characters are shown
85     * a lot more mercy (there are caps on how much of a stat you can lose too).
86     * On the nasty side, if you are higher level, you can lose mutiple stats
87     * _at_once_ and are shown less mercy when you die. But when you're higher
88     * level, it is much easier to buy back your stats with potions.
89     * Turn this on if you want death-based stat loss to be more merciful
90     * at low levels and more cruel at high levels.
91     * Only works when stats are depleted rather than lost. This option has
92     * no effect if you are using genuine stat loss.
93     *
94     * The BALSL_.. values control this behaviour.
95     * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose.
96     * the character level is divided by that value, and that is how many
97     * stats are lost.
98     *
99     * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
100     * basically, level/max_loss_ratio is the most a stat can be depleted.
101     *
102     * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
103     * The chance not to lose a stat is
104     * depleteness^2 / (depletedness^2+ level/ratio).
105     * ie, if the stats current depleted value is 2 and the character is level
106     * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the
107     * level, the more likely it is a stat can get really depleted, but
108     * this gets more offset as the stat gets more depleted.
109     *
110     */
111     /* GD */
112    
113 root 1.2 #define BALSL_LOSS_CHANCE_RATIO 100
114     #define BALSL_NUMBER_LOSSES_RATIO 100
115     #define BALSL_MAX_LOSS_RATIO 100
116 root 1.1
117    
118     /* Don't edit these values. They are configured in lib/settings. These are
119     Simply the defaults. */
120    
121     #define BALANCED_STAT_LOSS FALSE
122 elmex 1.9 #define PERMANENT_EXPERIENCE_RATIO 25
123     #define DEATH_PENALTY_RATIO 20
124     #define DEATH_PENALTY_LEVEL 3
125 root 1.1 #define SET_TITLE TRUE
126     #define SIMPLE_EXP TRUE
127     #define SPELLPOINT_LEVEL_DEPEND TRUE
128     #define SPELL_ENCUMBRANCE TRUE
129     #define SPELL_FAILURE_EFFECTS FALSE
130     #define RESURRECTION FALSE
131     #define SEARCH_ITEMS TRUE
132     #define NOT_PERMADETH TRUE
133     #define EXPLORE_MODE FALSE
134     #define STAT_LOSS_ON_DEATH FALSE
135     #define PK_LUCK_PENALTY 1
136     #define SET_FRIENDLY_FIRE 5
137     #define ARMOR_MAX_ENCHANT 5
138     #define ARMOR_WEIGHT_REDUCTION 10
139     #define ARMOR_WEIGHT_LINEAR TRUE
140     #define ARMOR_SPEED_IMPROVEMENT 10
141     #define ARMOR_SPEED_LINEAR TRUE
142 pippijn 1.16 #define CREATE_HOME_PORTALS FALSE
143 root 1.1
144     /* you can edit the ones below */
145    
146    
147     /* CS_LOGSTATS will cause the server to log various usage stats
148     * (number of connections, amount of data sent, amount of data received,
149     * and so on.) This can be very useful if you are trying to measure
150     * server/bandwidth usage. It will periodially dump out information
151     * which contains usage stats for the last X amount of time.
152     * CS_LOGTIME is how often it will print out stats.
153     */
154     #define CS_LOGSTATS
155     #define CS_LOGTIME 600
156    
157     /* DEBUG generates copious amounts of output. I tend to change the CC options
158     * in the crosssite.def file if I want this. By default, you probably
159     * dont want this defined.
160     */
161     #ifndef DEBUG
162 root 1.41 # define DEBUG
163 root 1.1 #endif
164     /*
165     * This option creates more core files. In some areas, there are certain
166     * checks done to try and make the program more stable (ie, check
167     * parameter for null, return if it is). These checks are being done
168     * for things that should not happen (ie, being supplied a null parameter).
169     * What MANY_CORES does, is if one of these checks is true, it will
170     * dump core at that time, allowing for fairly easy tracking down of the
171     * problem. Better to fix problems than create thousands of checks.
172     */
173    
174     #define MANY_CORES
175    
176     /*
177     * This determines the maximum map size the client can request (and
178     * thus what the server will send to the client.
179     * Client can still request a smaller map size (for bandwidth reasons
180     * or display size of whatever else).
181     * The larger this number, the more cpu time and memory the server will
182     * need to spend to figure this out in addition to bandwidth needs.
183     * The server cpu time should be pretty trivial.
184     * There may be reasons to keep it smaller for the 'classic' crossfire
185     * experience which was 11x11. Big maps will likely make the same at
186     * least somewhat easier, but client will need to worry about lag
187     * more.
188     * I put support in for non square map updates in the define, but
189     * there very well might be things that break horribly if this is
190     * used. I figure it is easier to fix that if needed than go back
191     * at the future and have to redo a lot of stuff to support rectangular
192     * maps at that point.
193     *
194     * MSW 2001-05-28
195     */
196    
197 elmex 1.40 #define MAP_CLIENT_X 31
198     #define MAP_CLIENT_Y 31
199 root 1.1
200     /*
201     * If you feel the game is too fast or too slow, change MAX_TIME.
202     * You can experiment with the 'speed <new_max_time> command first.
203     * The length of a tick is MAX_TIME microseconds. During a tick,
204     * players, monsters, or items with speed 1 can do one thing.
205     */
206    
207     #define MAX_TIME 120000
208    
209     /* Polymorph as it currently stands is unbalancing, so by default
210     * we have it disabled. It can be enabled and it works, but
211     * it can be abused in various ways.
212     */
213     #define NO_POLYMORPH
214    
215    
216     /* This determine how many entries are stored in the kill log. You
217 root 1.32 * can see this information with the 'party kills' command. More entries
218     * mean slower performance and more memory.
219 root 1.1 */
220 root 1.32 #define PARTY_KILL_LOG 40
221 root 1.1
222 elmex 1.9 /*
223     * The PERM_EXP values adjust the behaviour of permenent experience. - if
224     * the setting permanent_experience_percentage is zero, these values have
225     * no meaning. The value in the settings file is the percentage of the
226     * experience that is permenent, the rest could be lost on death. When dying,
227     * the greatest amount of non-permenent exp it is possible to lose at one time
228     * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
229     * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
230     * experience goes to the permanent value. This does not detract from total
231     * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
232     * 10 to the permanent value).
233 root 1.1 *
234     * A few thoughts on these default value (by MSW)
235     * gain ratio is pretty much meaningless until exp has been lost, as until
236 elmex 1.9 * that poin, the value in the settings file will be used.
237 root 1.1 * It is also impossible for the exp to actually be reduced to the permanent
238     * exp ratio - since the loss ratio is .5, it will just get closer and
239     * closer. However, after about half a dozen hits, pretty much all the
240     * exp that can be lost has been lost, and after that, only minor loss
241     * will occur.
242     */
243     /* GD */
244    
245     #define PERM_EXP_GAIN_RATIO 0.10f
246     #define PERM_EXP_MAX_LOSS_RATIO 0.50f
247    
248     /* Enable the new material code - it needs some work. You can
249     * enable this, and things will work, just you'll see a whole
250     * bunch more materials show up, and thus a whole bunch more materials
251     * in your inventory, and the sorting for them isn't really good.
252     */
253    
254     /*
255     #define NEW_MATERIAL_CODE
256     */
257    
258    
259     /***********************************************************************
260     * Section 3
261     *
262     * General file and other defaults that don't need to be changed, and
263     * do not change gameplay as percieved by players much. Some options
264     * may affect memory consumption however.
265     *
266     * Values:
267     *
268     * CSPORT - port to use for new client/server
269     * DMFILE - file with dm/wizard access lists
270     * LOGFILE - where to log if using -daemon option
271     * MAP_ - various map timeout and swapping parameters
272     * MAX_OBJECTS - how many objects to keep in memory.
273     * MAX_OBJECTS_LWM - only swap maps out if below that value
274     * MOTD - message of the day - printed each time someone joins the game
275     * PERM_FILE - limit play times
276     * SHUTDOWN - used when shutting down the server
277     * SOCKETBUFSIZE - size of buffer used internally by the server for storing
278     * backlogged messages.
279     * TMPDIR - directory to use for temp files
280     * UNIQUE_DIR - directory to put unique item files into
281     ***********************************************************************
282     */
283    
284     /* CSPORT is the port used for the new client/server code. Change
285     * if desired. Only of relevance if ERIC_SERVER is set above
286     */
287     #define CSPORT 13327 /* old port + 1 */
288    
289     /*
290     * DMFILE
291     * A file containing valid names that can be dm, one on each line. See
292     * example dm_file for syntax help.
293     */
294     #ifndef DMFILE
295     #define DMFILE "dm_file"
296     #endif
297    
298     /* LOGFILE specifies which file to log to when playing with the
299     * -daemon option.
300     */
301     #ifndef LOGFILE
302     #define LOGFILE "/var/log/crossfire/logfile"
303     #endif
304    
305     /*
306     * If you want to have a Message Of The Day file, define MOTD to be
307     * the file with the message. If the file doesn't exist or if it
308     * is empty, no message will be displayed.
309     * (It resides in the CONFDIR directory)
310     */
311     #define MOTD "motd"
312    
313     /*
314     * You can restrict playing in certain times by creating a PERMIT_FILE
315     * in CONFDIR. See the sample for usage notes.
316     */
317     #define PERM_FILE "forbid"
318    
319     /*
320     * If you want to take the game down while installing new versions, or
321     * for other reasons, put a message into the SHUTDOWN_FILE file.
322     * Remember to delete it when you open the game again.
323     * (It resides in the CONFDIR directory)
324     */
325     #ifndef SHUTDOWN_FILE
326     #define SHUTDOWN_FILE "shutdown"
327     #endif
328    
329     /*
330     * SOCKETBUFSIZE is the size of the buffer used internally by the server for
331     * storing backlogged messages for the client. This is not operating system
332     * buffers or the like. This amount is used per connection (client).
333     * This buffer is in addition to OS buffers, so it may not need to be very
334     * large. When the OS buffer and this buffer is exhausted, the server
335     * will drop the client connection for falling too far behind. So if
336     * you have very slow client connections, a larger value may be
337     * warranted.
338     */
339 root 1.21 #define SOCKETBUFSIZE 256*1024
340 root 1.1
341     /*
342     * Your tmp-directory should be large enough to hold the uncompressed
343 root 1.31 * map-files for all who are playing. Local to 'lib' directory.
344 root 1.1 */
345 root 1.31 #define TMPDIR "tmp"
346 root 1.1
347     /* Directory to use for unique items. This is placed into the 'lib'
348     * directory. Changing this will cause any old unique items file
349     * not to be used.
350     */
351     #define UNIQUE_DIR "unique-items"
352    
353     /*
354     * These defines tells where, relative to LIBDIR, the maps, the map-index,
355     * archetypes highscore and treaures files and directories can be found.
356     */
357    
358     #define MAPDIR "maps"
359     #define TEMPLATE_DIR "template-maps"
360     #define ARCHETYPES "archetypes"
361     #define REGIONS "regions"
362     #define HIGHSCORE "highscore"
363     #define TREASURES "treasures"
364    
365     #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
366    
367     #define MAXSTRING 20
368    
369     #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
370    
371    
372    
373     /***********************************************************************
374     * Section 4 - save player options.
375     *
376     * There are a lot of things that deal with the save files, and what
377     * gets saved with them, so I put them in there own section.
378     *
379     ***********************************************************************/
380    
381     /*
382     * If you want the players to be able to save their characters between
383     * games, define SAVE_PLAYER and set PLAYERDIR to the directories
384     * where the player-files will be put.
385     * Remember to create the directory (make install will do that though).
386     *
387     * If you intend to run a central server, and not allow the players to
388     * start their own crossfire, you won't need to define this.
389     *
390     */
391    
392     #ifndef PLAYERDIR
393 root 1.36 # define PLAYERDIR "players"
394 root 1.1 #endif
395    
396     /*
397     * If you have defined SAVE_PLAYER, you might want to change this, too.
398     * This is the access rights for the players savefiles.
399     * Given that crossfire runs in a client/server model, there should
400     * be no issue setting these to be quite restrictive (600 and 700).
401     * Before client/server, multiple people might run the executable,
402     * thus requiring that the server be setuid/setgid, and more generous
403     * permisisons needed.
404     * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
405     * for nay directories created.
406     */
407 root 1.5 /* IMPORTANT: there is a race during saving, where the umask is being applied */
408 root 1.1 #define SAVE_MODE 0660
409     #define SAVE_DIR_MODE 0770
410    
411     /*
412 root 1.34 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
413     */
414     #define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
415