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/cvs/deliantra/server/include/config.h
Revision: 1.57
Committed: Mon Nov 9 18:47:56 2009 UTC (14 years, 6 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_92
Changes since 1.56: +1 -1 lines
Log Message:
remove max_nrof from maps, make spell updates delayed

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 1.54 * Deliantra is free software: you can redistribute it and/or modify it under
9     * the terms of the Affero GNU General Public License as published by the
10     * Free Software Foundation, either version 3 of the License, or (at your
11     * 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 1.54 * You should have received a copy of the Affero GNU General Public License
19     * and the GNU General Public License along with this program. If not, see
20     * <http://www.gnu.org/licenses/>.
21 root 1.44 *
22 root 1.48 * The authors can be reached via e-mail to <support@deliantra.net>
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     * 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 1.43 * no stats loss on death, much less experience loss.
77 root 1.3 */
78     #define COZY_SERVER 1
79    
80 root 1.1 /* Use balanced stat loss code?
81     * This code is a little more merciful with repeated stat loss at lower
82     * levels. Basically, the more stats you have lost, the less likely that
83     * you will lose more. Additionally, lower level characters are shown
84     * a lot more mercy (there are caps on how much of a stat you can lose too).
85     * On the nasty side, if you are higher level, you can lose mutiple stats
86     * _at_once_ and are shown less mercy when you die. But when you're higher
87     * level, it is much easier to buy back your stats with potions.
88     * Turn this on if you want death-based stat loss to be more merciful
89     * at low levels and more cruel at high levels.
90     * Only works when stats are depleted rather than lost. This option has
91     * no effect if you are using genuine stat loss.
92     *
93     * The BALSL_.. values control this behaviour.
94     * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose.
95     * the character level is divided by that value, and that is how many
96     * stats are lost.
97     *
98     * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
99     * basically, level/max_loss_ratio is the most a stat can be depleted.
100     *
101     * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
102     * The chance not to lose a stat is
103     * depleteness^2 / (depletedness^2+ level/ratio).
104     * ie, if the stats current depleted value is 2 and the character is level
105     * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the
106     * level, the more likely it is a stat can get really depleted, but
107     * this gets more offset as the stat gets more depleted.
108     *
109     */
110     /* GD */
111    
112 root 1.2 #define BALSL_LOSS_CHANCE_RATIO 100
113     #define BALSL_NUMBER_LOSSES_RATIO 100
114     #define BALSL_MAX_LOSS_RATIO 100
115 root 1.1
116    
117     /* Don't edit these values. They are configured in lib/settings. These are
118     Simply the defaults. */
119    
120     #define BALANCED_STAT_LOSS FALSE
121 elmex 1.9 #define PERMANENT_EXPERIENCE_RATIO 25
122     #define DEATH_PENALTY_RATIO 20
123     #define DEATH_PENALTY_LEVEL 3
124 root 1.1 #define SET_TITLE TRUE
125     #define SIMPLE_EXP TRUE
126     #define SPELLPOINT_LEVEL_DEPEND TRUE
127     #define SPELL_ENCUMBRANCE TRUE
128     #define SPELL_FAILURE_EFFECTS FALSE
129     #define RESURRECTION FALSE
130     #define SEARCH_ITEMS TRUE
131     #define NOT_PERMADETH TRUE
132     #define EXPLORE_MODE FALSE
133     #define STAT_LOSS_ON_DEATH FALSE
134     #define PK_LUCK_PENALTY 1
135     #define SET_FRIENDLY_FIRE 5
136     #define ARMOR_MAX_ENCHANT 5
137     #define ARMOR_WEIGHT_REDUCTION 10
138     #define ARMOR_WEIGHT_LINEAR TRUE
139     #define ARMOR_SPEED_IMPROVEMENT 10
140     #define ARMOR_SPEED_LINEAR TRUE
141 pippijn 1.16 #define CREATE_HOME_PORTALS FALSE
142 root 1.1
143     /* you can edit the ones below */
144    
145     /* DEBUG generates copious amounts of output. I tend to change the CC options
146     * in the crosssite.def file if I want this. By default, you probably
147     * dont want this defined.
148     */
149     #ifndef DEBUG
150 root 1.41 # define DEBUG
151 root 1.1 #endif
152     /*
153     * This option creates more core files. In some areas, there are certain
154     * checks done to try and make the program more stable (ie, check
155     * parameter for null, return if it is). These checks are being done
156     * for things that should not happen (ie, being supplied a null parameter).
157     * What MANY_CORES does, is if one of these checks is true, it will
158     * dump core at that time, allowing for fairly easy tracking down of the
159     * problem. Better to fix problems than create thousands of checks.
160     */
161    
162     #define MANY_CORES
163    
164     /*
165     * This determines the maximum map size the client can request (and
166     * thus what the server will send to the client.
167     * Client can still request a smaller map size (for bandwidth reasons
168     * or display size of whatever else).
169     * The larger this number, the more cpu time and memory the server will
170     * need to spend to figure this out in addition to bandwidth needs.
171     * The server cpu time should be pretty trivial.
172     * There may be reasons to keep it smaller for the 'classic' crossfire
173     * experience which was 11x11. Big maps will likely make the same at
174     * least somewhat easier, but client will need to worry about lag
175     * more.
176     * I put support in for non square map updates in the define, but
177     * there very well might be things that break horribly if this is
178     * used. I figure it is easier to fix that if needed than go back
179     * at the future and have to redo a lot of stuff to support rectangular
180     * maps at that point.
181     *
182     * MSW 2001-05-28
183     */
184    
185 root 1.53 // both must be 2**n
186 root 1.52 #define MAP_CLIENT_X 32
187     #define MAP_CLIENT_Y 32
188 root 1.1
189     /*
190     * If you feel the game is too fast or too slow, change MAX_TIME.
191     * You can experiment with the 'speed <new_max_time> command first.
192     * The length of a tick is MAX_TIME microseconds. During a tick,
193     * players, monsters, or items with speed 1 can do one thing.
194     */
195    
196     #define MAX_TIME 120000
197    
198 elmex 1.49 /*
199 root 1.56 * MAX_ITEM_PER_ACTION defines how many items a player can drop/take etc. at once.
200 elmex 1.49 * (be careful to set this to high values, as dropping lots of things
201     * can be a performance problem (for which a fix is worked on)).
202     */
203    
204 root 1.57 #define MAX_ITEM_PER_ACTION 100
205 elmex 1.49
206 root 1.1 /* Polymorph as it currently stands is unbalancing, so by default
207     * we have it disabled. It can be enabled and it works, but
208     * it can be abused in various ways.
209     */
210     #define NO_POLYMORPH
211    
212    
213     /* This determine how many entries are stored in the kill log. You
214 root 1.32 * can see this information with the 'party kills' command. More entries
215     * mean slower performance and more memory.
216 root 1.1 */
217 root 1.32 #define PARTY_KILL_LOG 40
218 root 1.1
219 elmex 1.9 /*
220     * The PERM_EXP values adjust the behaviour of permenent experience. - if
221     * the setting permanent_experience_percentage is zero, these values have
222     * no meaning. The value in the settings file is the percentage of the
223     * experience that is permenent, the rest could be lost on death. When dying,
224     * the greatest amount of non-permenent exp it is possible to lose at one time
225     * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
226     * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
227     * experience goes to the permanent value. This does not detract from total
228     * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
229     * 10 to the permanent value).
230 root 1.1 *
231     * A few thoughts on these default value (by MSW)
232     * gain ratio is pretty much meaningless until exp has been lost, as until
233 elmex 1.9 * that poin, the value in the settings file will be used.
234 root 1.1 * It is also impossible for the exp to actually be reduced to the permanent
235     * exp ratio - since the loss ratio is .5, it will just get closer and
236     * closer. However, after about half a dozen hits, pretty much all the
237     * exp that can be lost has been lost, and after that, only minor loss
238     * will occur.
239     */
240     /* GD */
241    
242     #define PERM_EXP_GAIN_RATIO 0.10f
243     #define PERM_EXP_MAX_LOSS_RATIO 0.50f
244    
245     /***********************************************************************
246     * Section 3
247     *
248     * General file and other defaults that don't need to be changed, and
249     * do not change gameplay as percieved by players much. Some options
250     * may affect memory consumption however.
251     *
252     * Values:
253     *
254     * CSPORT - port to use for new client/server
255     * DMFILE - file with dm/wizard access lists
256     * LOGFILE - where to log if using -daemon option
257     * MAP_ - various map timeout and swapping parameters
258     * MAX_OBJECTS - how many objects to keep in memory.
259     * MAX_OBJECTS_LWM - only swap maps out if below that value
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     * You can restrict playing in certain times by creating a PERMIT_FILE
292     * in CONFDIR. See the sample for usage notes.
293     */
294     #define PERM_FILE "forbid"
295    
296     /*
297     * If you want to take the game down while installing new versions, or
298     * for other reasons, put a message into the SHUTDOWN_FILE file.
299     * Remember to delete it when you open the game again.
300     * (It resides in the CONFDIR directory)
301     */
302     #ifndef SHUTDOWN_FILE
303     #define SHUTDOWN_FILE "shutdown"
304     #endif
305    
306     /*
307     * SOCKETBUFSIZE is the size of the buffer used internally by the server for
308     * storing backlogged messages for the client. This is not operating system
309     * buffers or the like. This amount is used per connection (client).
310     * This buffer is in addition to OS buffers, so it may not need to be very
311     * large. When the OS buffer and this buffer is exhausted, the server
312     * will drop the client connection for falling too far behind. So if
313     * you have very slow client connections, a larger value may be
314     * warranted.
315     */
316 root 1.21 #define SOCKETBUFSIZE 256*1024
317 root 1.1
318     /*
319     * Your tmp-directory should be large enough to hold the uncompressed
320 root 1.31 * map-files for all who are playing. Local to 'lib' directory.
321 root 1.1 */
322 root 1.31 #define TMPDIR "tmp"
323 root 1.1
324     /* Directory to use for unique items. This is placed into the 'lib'
325     * directory. Changing this will cause any old unique items file
326     * not to be used.
327     */
328     #define UNIQUE_DIR "unique-items"
329    
330     /*
331     * These defines tells where, relative to LIBDIR, the maps, the map-index,
332     * archetypes highscore and treaures files and directories can be found.
333     */
334    
335     #define MAPDIR "maps"
336     #define TEMPLATE_DIR "template-maps"
337     #define ARCHETYPES "archetypes"
338     #define REGIONS "regions"
339     #define HIGHSCORE "highscore"
340     #define TREASURES "treasures"
341    
342     #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
343    
344     #define MAXSTRING 20
345    
346     #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
347    
348    
349    
350     /***********************************************************************
351     * Section 4 - save player options.
352     *
353     * There are a lot of things that deal with the save files, and what
354     * gets saved with them, so I put them in there own section.
355     *
356     ***********************************************************************/
357    
358     /*
359     * If you want the players to be able to save their characters between
360     * games, define SAVE_PLAYER and set PLAYERDIR to the directories
361     * where the player-files will be put.
362     * Remember to create the directory (make install will do that though).
363     *
364     * If you intend to run a central server, and not allow the players to
365     * start their own crossfire, you won't need to define this.
366     *
367     */
368    
369     #ifndef PLAYERDIR
370 root 1.36 # define PLAYERDIR "players"
371 root 1.1 #endif
372    
373     /*
374     * If you have defined SAVE_PLAYER, you might want to change this, too.
375     * This is the access rights for the players savefiles.
376     * Given that crossfire runs in a client/server model, there should
377     * be no issue setting these to be quite restrictive (600 and 700).
378     * Before client/server, multiple people might run the executable,
379     * thus requiring that the server be setuid/setgid, and more generous
380     * permisisons needed.
381     * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
382     * for nay directories created.
383     */
384 root 1.5 /* IMPORTANT: there is a race during saving, where the umask is being applied */
385 root 1.1 #define SAVE_MODE 0660
386     #define SAVE_DIR_MODE 0770
387    
388     /*
389 root 1.34 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
390     */
391     #define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
392