ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/config.h
Revision: 1.48
Committed: Thu Nov 8 19:43:24 2007 UTC (16 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.47: +4 -4 lines
Log Message:
update copyrights and other minor stuff to deliantra

File Contents

# User Rev Content
1 root 1.1 /*
2 root 1.48 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 pippijn 1.37 *
4 root 1.48 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.44 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992,2007 Frank Tore Johansen
7 pippijn 1.37 *
8 root 1.48 * Deliantra is free software: you can redistribute it and/or modify
9 root 1.46 * it under the terms of the GNU General Public License as published by
10     * the Free Software Foundation, either version 3 of the License, or
11     * (at your option) any later version.
12 pippijn 1.37 *
13 root 1.46 * 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 pippijn 1.37 *
18 root 1.46 * You should have received a copy of the GNU General Public License
19     * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 root 1.44 *
21 root 1.48 * The authors can be reached via e-mail to <support@deliantra.net>
22 pippijn 1.37 */
23 root 1.1
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     * DEBUG - more verbose message logging?
66     * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive
67     * MAX_TIME - how long an internal tick is in microseconds
68     * MANY_CORES - generate core dumps on gross errors instead of continuing?
69     * PARTY_KILL_LOG - stores party kill information
70     *
71     ***********************************************************************/
72    
73 root 1.3 /* Use a very easy, non-challenging server?
74     * Defining the COZY_SERVER will make the server much less challenging:
75 root 1.43 * no stats loss on death, much less experience loss.
76 root 1.3 */
77     #define COZY_SERVER 1
78    
79 root 1.1 /* Use balanced stat loss code?
80     * This code is a little more merciful with repeated stat loss at lower
81     * levels. Basically, the more stats you have lost, the less likely that
82     * you will lose more. Additionally, lower level characters are shown
83     * a lot more mercy (there are caps on how much of a stat you can lose too).
84     * On the nasty side, if you are higher level, you can lose mutiple stats
85     * _at_once_ and are shown less mercy when you die. But when you're higher
86     * level, it is much easier to buy back your stats with potions.
87     * Turn this on if you want death-based stat loss to be more merciful
88     * at low levels and more cruel at high levels.
89     * Only works when stats are depleted rather than lost. This option has
90     * no effect if you are using genuine stat loss.
91     *
92     * The BALSL_.. values control this behaviour.
93     * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose.
94     * the character level is divided by that value, and that is how many
95     * stats are lost.
96     *
97     * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
98     * basically, level/max_loss_ratio is the most a stat can be depleted.
99     *
100     * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
101     * The chance not to lose a stat is
102     * depleteness^2 / (depletedness^2+ level/ratio).
103     * ie, if the stats current depleted value is 2 and the character is level
104     * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the
105     * level, the more likely it is a stat can get really depleted, but
106     * this gets more offset as the stat gets more depleted.
107     *
108     */
109     /* GD */
110    
111 root 1.2 #define BALSL_LOSS_CHANCE_RATIO 100
112     #define BALSL_NUMBER_LOSSES_RATIO 100
113     #define BALSL_MAX_LOSS_RATIO 100
114 root 1.1
115    
116     /* Don't edit these values. They are configured in lib/settings. These are
117     Simply the defaults. */
118    
119     #define BALANCED_STAT_LOSS FALSE
120 elmex 1.9 #define PERMANENT_EXPERIENCE_RATIO 25
121     #define DEATH_PENALTY_RATIO 20
122     #define DEATH_PENALTY_LEVEL 3
123 root 1.1 #define SET_TITLE TRUE
124     #define SIMPLE_EXP TRUE
125     #define SPELLPOINT_LEVEL_DEPEND TRUE
126     #define SPELL_ENCUMBRANCE TRUE
127     #define SPELL_FAILURE_EFFECTS FALSE
128     #define RESURRECTION FALSE
129     #define SEARCH_ITEMS TRUE
130     #define NOT_PERMADETH TRUE
131     #define EXPLORE_MODE FALSE
132     #define STAT_LOSS_ON_DEATH FALSE
133     #define PK_LUCK_PENALTY 1
134     #define SET_FRIENDLY_FIRE 5
135     #define ARMOR_MAX_ENCHANT 5
136     #define ARMOR_WEIGHT_REDUCTION 10
137     #define ARMOR_WEIGHT_LINEAR TRUE
138     #define ARMOR_SPEED_IMPROVEMENT 10
139     #define ARMOR_SPEED_LINEAR TRUE
140 pippijn 1.16 #define CREATE_HOME_PORTALS FALSE
141 root 1.1
142     /* you can edit the ones below */
143    
144     /* DEBUG generates copious amounts of output. I tend to change the CC options
145     * in the crosssite.def file if I want this. By default, you probably
146     * dont want this defined.
147     */
148     #ifndef DEBUG
149 root 1.41 # define DEBUG
150 root 1.1 #endif
151     /*
152     * This option creates more core files. In some areas, there are certain
153     * checks done to try and make the program more stable (ie, check
154     * parameter for null, return if it is). These checks are being done
155     * for things that should not happen (ie, being supplied a null parameter).
156     * What MANY_CORES does, is if one of these checks is true, it will
157     * dump core at that time, allowing for fairly easy tracking down of the
158     * problem. Better to fix problems than create thousands of checks.
159     */
160    
161     #define MANY_CORES
162    
163     /*
164     * This determines the maximum map size the client can request (and
165     * thus what the server will send to the client.
166     * Client can still request a smaller map size (for bandwidth reasons
167     * or display size of whatever else).
168     * The larger this number, the more cpu time and memory the server will
169     * need to spend to figure this out in addition to bandwidth needs.
170     * The server cpu time should be pretty trivial.
171     * There may be reasons to keep it smaller for the 'classic' crossfire
172     * experience which was 11x11. Big maps will likely make the same at
173     * least somewhat easier, but client will need to worry about lag
174     * more.
175     * I put support in for non square map updates in the define, but
176     * there very well might be things that break horribly if this is
177     * used. I figure it is easier to fix that if needed than go back
178     * at the future and have to redo a lot of stuff to support rectangular
179     * maps at that point.
180     *
181     * MSW 2001-05-28
182     */
183    
184 elmex 1.40 #define MAP_CLIENT_X 31
185     #define MAP_CLIENT_Y 31
186 root 1.1
187     /*
188     * If you feel the game is too fast or too slow, change MAX_TIME.
189     * You can experiment with the 'speed <new_max_time> command first.
190     * The length of a tick is MAX_TIME microseconds. During a tick,
191     * players, monsters, or items with speed 1 can do one thing.
192     */
193    
194     #define MAX_TIME 120000
195    
196     /* Polymorph as it currently stands is unbalancing, so by default
197     * we have it disabled. It can be enabled and it works, but
198     * it can be abused in various ways.
199     */
200     #define NO_POLYMORPH
201    
202    
203     /* This determine how many entries are stored in the kill log. You
204 root 1.32 * can see this information with the 'party kills' command. More entries
205     * mean slower performance and more memory.
206 root 1.1 */
207 root 1.32 #define PARTY_KILL_LOG 40
208 root 1.1
209 elmex 1.9 /*
210     * The PERM_EXP values adjust the behaviour of permenent experience. - if
211     * the setting permanent_experience_percentage is zero, these values have
212     * no meaning. The value in the settings file is the percentage of the
213     * experience that is permenent, the rest could be lost on death. When dying,
214     * the greatest amount of non-permenent exp it is possible to lose at one time
215     * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
216     * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
217     * experience goes to the permanent value. This does not detract from total
218     * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
219     * 10 to the permanent value).
220 root 1.1 *
221     * A few thoughts on these default value (by MSW)
222     * gain ratio is pretty much meaningless until exp has been lost, as until
223 elmex 1.9 * that poin, the value in the settings file will be used.
224 root 1.1 * It is also impossible for the exp to actually be reduced to the permanent
225     * exp ratio - since the loss ratio is .5, it will just get closer and
226     * closer. However, after about half a dozen hits, pretty much all the
227     * exp that can be lost has been lost, and after that, only minor loss
228     * will occur.
229     */
230     /* GD */
231    
232     #define PERM_EXP_GAIN_RATIO 0.10f
233     #define PERM_EXP_MAX_LOSS_RATIO 0.50f
234    
235     /***********************************************************************
236     * Section 3
237     *
238     * General file and other defaults that don't need to be changed, and
239     * do not change gameplay as percieved by players much. Some options
240     * may affect memory consumption however.
241     *
242     * Values:
243     *
244     * CSPORT - port to use for new client/server
245     * DMFILE - file with dm/wizard access lists
246     * LOGFILE - where to log if using -daemon option
247     * MAP_ - various map timeout and swapping parameters
248     * MAX_OBJECTS - how many objects to keep in memory.
249     * MAX_OBJECTS_LWM - only swap maps out if below that value
250     * MOTD - message of the day - printed each time someone joins the game
251     * PERM_FILE - limit play times
252     * SHUTDOWN - used when shutting down the server
253     * SOCKETBUFSIZE - size of buffer used internally by the server for storing
254     * backlogged messages.
255     * TMPDIR - directory to use for temp files
256     * UNIQUE_DIR - directory to put unique item files into
257     ***********************************************************************
258     */
259    
260     /* CSPORT is the port used for the new client/server code. Change
261     * if desired. Only of relevance if ERIC_SERVER is set above
262     */
263     #define CSPORT 13327 /* old port + 1 */
264    
265     /*
266     * DMFILE
267     * A file containing valid names that can be dm, one on each line. See
268     * example dm_file for syntax help.
269     */
270     #ifndef DMFILE
271     #define DMFILE "dm_file"
272     #endif
273    
274     /* LOGFILE specifies which file to log to when playing with the
275     * -daemon option.
276     */
277     #ifndef LOGFILE
278     #define LOGFILE "/var/log/crossfire/logfile"
279     #endif
280    
281     /*
282     * If you want to have a Message Of The Day file, define MOTD to be
283     * the file with the message. If the file doesn't exist or if it
284     * is empty, no message will be displayed.
285     * (It resides in the CONFDIR directory)
286     */
287     #define MOTD "motd"
288    
289     /*
290     * You can restrict playing in certain times by creating a PERMIT_FILE
291     * in CONFDIR. See the sample for usage notes.
292     */
293     #define PERM_FILE "forbid"
294    
295     /*
296     * If you want to take the game down while installing new versions, or
297     * for other reasons, put a message into the SHUTDOWN_FILE file.
298     * Remember to delete it when you open the game again.
299     * (It resides in the CONFDIR directory)
300     */
301     #ifndef SHUTDOWN_FILE
302     #define SHUTDOWN_FILE "shutdown"
303     #endif
304    
305     /*
306     * SOCKETBUFSIZE is the size of the buffer used internally by the server for
307     * storing backlogged messages for the client. This is not operating system
308     * buffers or the like. This amount is used per connection (client).
309     * This buffer is in addition to OS buffers, so it may not need to be very
310     * large. When the OS buffer and this buffer is exhausted, the server
311     * will drop the client connection for falling too far behind. So if
312     * you have very slow client connections, a larger value may be
313     * warranted.
314     */
315 root 1.21 #define SOCKETBUFSIZE 256*1024
316 root 1.1
317     /*
318     * Your tmp-directory should be large enough to hold the uncompressed
319 root 1.31 * map-files for all who are playing. Local to 'lib' directory.
320 root 1.1 */
321 root 1.31 #define TMPDIR "tmp"
322 root 1.1
323     /* Directory to use for unique items. This is placed into the 'lib'
324     * directory. Changing this will cause any old unique items file
325     * not to be used.
326     */
327     #define UNIQUE_DIR "unique-items"
328    
329     /*
330     * These defines tells where, relative to LIBDIR, the maps, the map-index,
331     * archetypes highscore and treaures files and directories can be found.
332     */
333    
334     #define MAPDIR "maps"
335     #define TEMPLATE_DIR "template-maps"
336     #define ARCHETYPES "archetypes"
337     #define REGIONS "regions"
338     #define HIGHSCORE "highscore"
339     #define TREASURES "treasures"
340    
341     #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
342    
343     #define MAXSTRING 20
344    
345     #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
346    
347    
348    
349     /***********************************************************************
350     * Section 4 - save player options.
351     *
352     * There are a lot of things that deal with the save files, and what
353     * gets saved with them, so I put them in there own section.
354     *
355     ***********************************************************************/
356    
357     /*
358     * If you want the players to be able to save their characters between
359     * games, define SAVE_PLAYER and set PLAYERDIR to the directories
360     * where the player-files will be put.
361     * Remember to create the directory (make install will do that though).
362     *
363     * If you intend to run a central server, and not allow the players to
364     * start their own crossfire, you won't need to define this.
365     *
366     */
367    
368     #ifndef PLAYERDIR
369 root 1.36 # define PLAYERDIR "players"
370 root 1.1 #endif
371    
372     /*
373     * If you have defined SAVE_PLAYER, you might want to change this, too.
374     * This is the access rights for the players savefiles.
375     * Given that crossfire runs in a client/server model, there should
376     * be no issue setting these to be quite restrictive (600 and 700).
377     * Before client/server, multiple people might run the executable,
378     * thus requiring that the server be setuid/setgid, and more generous
379     * permisisons needed.
380     * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
381     * for nay directories created.
382     */
383 root 1.5 /* IMPORTANT: there is a race during saving, where the umask is being applied */
384 root 1.1 #define SAVE_MODE 0660
385     #define SAVE_DIR_MODE 0770
386    
387     /*
388 root 1.34 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
389     */
390     #define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
391