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/cvs/deliantra/server/include/config.h
Revision: 1.52
Committed: Fri Dec 19 22:47:29 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.51: +2 -2 lines
Log Message:
new los code

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 1.50 * Copyright (©) 2005,2006,2007,2008 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 root 1.52 #define MAP_CLIENT_X 32
185     #define MAP_CLIENT_Y 32
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 elmex 1.49
197     /*
198     * MAX_ITEM_PER_DROP defines how many items a player can drop at once.
199     * (be careful to set this to high values, as dropping lots of things
200     * can be a performance problem (for which a fix is worked on)).
201     */
202    
203     #define MAX_ITEM_PER_DROP 100
204    
205 root 1.1 /* Polymorph as it currently stands is unbalancing, so by default
206     * we have it disabled. It can be enabled and it works, but
207     * it can be abused in various ways.
208     */
209     #define NO_POLYMORPH
210    
211    
212     /* This determine how many entries are stored in the kill log. You
213 root 1.32 * can see this information with the 'party kills' command. More entries
214     * mean slower performance and more memory.
215 root 1.1 */
216 root 1.32 #define PARTY_KILL_LOG 40
217 root 1.1
218 elmex 1.9 /*
219     * The PERM_EXP values adjust the behaviour of permenent experience. - if
220     * the setting permanent_experience_percentage is zero, these values have
221     * no meaning. The value in the settings file is the percentage of the
222     * experience that is permenent, the rest could be lost on death. When dying,
223     * the greatest amount of non-permenent exp it is possible to lose at one time
224     * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
225     * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
226     * experience goes to the permanent value. This does not detract from total
227     * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
228     * 10 to the permanent value).
229 root 1.1 *
230     * A few thoughts on these default value (by MSW)
231     * gain ratio is pretty much meaningless until exp has been lost, as until
232 elmex 1.9 * that poin, the value in the settings file will be used.
233 root 1.1 * It is also impossible for the exp to actually be reduced to the permanent
234     * exp ratio - since the loss ratio is .5, it will just get closer and
235     * closer. However, after about half a dozen hits, pretty much all the
236     * exp that can be lost has been lost, and after that, only minor loss
237     * will occur.
238     */
239     /* GD */
240    
241     #define PERM_EXP_GAIN_RATIO 0.10f
242     #define PERM_EXP_MAX_LOSS_RATIO 0.50f
243    
244     /***********************************************************************
245     * Section 3
246     *
247     * General file and other defaults that don't need to be changed, and
248     * do not change gameplay as percieved by players much. Some options
249     * may affect memory consumption however.
250     *
251     * Values:
252     *
253     * CSPORT - port to use for new client/server
254     * DMFILE - file with dm/wizard access lists
255     * LOGFILE - where to log if using -daemon option
256     * MAP_ - various map timeout and swapping parameters
257     * MAX_OBJECTS - how many objects to keep in memory.
258     * MAX_OBJECTS_LWM - only swap maps out if below that value
259     * MOTD - message of the day - printed each time someone joins the game
260     * PERM_FILE - limit play times
261     * SHUTDOWN - used when shutting down the server
262     * SOCKETBUFSIZE - size of buffer used internally by the server for storing
263     * backlogged messages.
264     * TMPDIR - directory to use for temp files
265     * UNIQUE_DIR - directory to put unique item files into
266     ***********************************************************************
267     */
268    
269     /* CSPORT is the port used for the new client/server code. Change
270     * if desired. Only of relevance if ERIC_SERVER is set above
271     */
272     #define CSPORT 13327 /* old port + 1 */
273    
274     /*
275     * DMFILE
276     * A file containing valid names that can be dm, one on each line. See
277     * example dm_file for syntax help.
278     */
279     #ifndef DMFILE
280     #define DMFILE "dm_file"
281     #endif
282    
283     /* LOGFILE specifies which file to log to when playing with the
284     * -daemon option.
285     */
286     #ifndef LOGFILE
287 root 1.51 #define LOGFILE "/var/log/deliantra/logfile"
288 root 1.1 #endif
289    
290     /*
291     * If you want to have a Message Of The Day file, define MOTD to be
292     * the file with the message. If the file doesn't exist or if it
293     * is empty, no message will be displayed.
294     * (It resides in the CONFDIR directory)
295     */
296     #define MOTD "motd"
297    
298     /*
299     * You can restrict playing in certain times by creating a PERMIT_FILE
300     * in CONFDIR. See the sample for usage notes.
301     */
302     #define PERM_FILE "forbid"
303    
304     /*
305     * If you want to take the game down while installing new versions, or
306     * for other reasons, put a message into the SHUTDOWN_FILE file.
307     * Remember to delete it when you open the game again.
308     * (It resides in the CONFDIR directory)
309     */
310     #ifndef SHUTDOWN_FILE
311     #define SHUTDOWN_FILE "shutdown"
312     #endif
313    
314     /*
315     * SOCKETBUFSIZE is the size of the buffer used internally by the server for
316     * storing backlogged messages for the client. This is not operating system
317     * buffers or the like. This amount is used per connection (client).
318     * This buffer is in addition to OS buffers, so it may not need to be very
319     * large. When the OS buffer and this buffer is exhausted, the server
320     * will drop the client connection for falling too far behind. So if
321     * you have very slow client connections, a larger value may be
322     * warranted.
323     */
324 root 1.21 #define SOCKETBUFSIZE 256*1024
325 root 1.1
326     /*
327     * Your tmp-directory should be large enough to hold the uncompressed
328 root 1.31 * map-files for all who are playing. Local to 'lib' directory.
329 root 1.1 */
330 root 1.31 #define TMPDIR "tmp"
331 root 1.1
332     /* Directory to use for unique items. This is placed into the 'lib'
333     * directory. Changing this will cause any old unique items file
334     * not to be used.
335     */
336     #define UNIQUE_DIR "unique-items"
337    
338     /*
339     * These defines tells where, relative to LIBDIR, the maps, the map-index,
340     * archetypes highscore and treaures files and directories can be found.
341     */
342    
343     #define MAPDIR "maps"
344     #define TEMPLATE_DIR "template-maps"
345     #define ARCHETYPES "archetypes"
346     #define REGIONS "regions"
347     #define HIGHSCORE "highscore"
348     #define TREASURES "treasures"
349    
350     #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
351    
352     #define MAXSTRING 20
353    
354     #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
355    
356    
357    
358     /***********************************************************************
359     * Section 4 - save player options.
360     *
361     * There are a lot of things that deal with the save files, and what
362     * gets saved with them, so I put them in there own section.
363     *
364     ***********************************************************************/
365    
366     /*
367     * If you want the players to be able to save their characters between
368     * games, define SAVE_PLAYER and set PLAYERDIR to the directories
369     * where the player-files will be put.
370     * Remember to create the directory (make install will do that though).
371     *
372     * If you intend to run a central server, and not allow the players to
373     * start their own crossfire, you won't need to define this.
374     *
375     */
376    
377     #ifndef PLAYERDIR
378 root 1.36 # define PLAYERDIR "players"
379 root 1.1 #endif
380    
381     /*
382     * If you have defined SAVE_PLAYER, you might want to change this, too.
383     * This is the access rights for the players savefiles.
384     * Given that crossfire runs in a client/server model, there should
385     * be no issue setting these to be quite restrictive (600 and 700).
386     * Before client/server, multiple people might run the executable,
387     * thus requiring that the server be setuid/setgid, and more generous
388     * permisisons needed.
389     * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
390     * for nay directories created.
391     */
392 root 1.5 /* IMPORTANT: there is a race during saving, where the umask is being applied */
393 root 1.1 #define SAVE_MODE 0660
394     #define SAVE_DIR_MODE 0770
395    
396     /*
397 root 1.34 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
398     */
399     #define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
400