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Revision: 1.68
Committed: Sun Jan 29 02:47:04 2017 UTC (7 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.67: +12 -12 lines
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remove eol whitespace

File Contents

# User Rev Content
1 root 1.1 /*
2 root 1.48 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.66 *
4 root 1.67 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.59 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6     * Copyright (©) 1992 Frank Tore Johansen
7 root 1.66 *
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 root 1.66 *
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 root 1.66 *
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 1.66 *
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 root 1.68 * In theory, most of the values here should just be defaults, and
39 root 1.1 * 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 root 1.68 * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
99 root 1.1 * 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 root 1.68 * The chance not to lose a stat is
103 root 1.1 * 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 root 1.66 *
109 root 1.1 */
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 root 1.61 #define BALANCED_STAT_LOSS TRUE
121     #define PERMANENT_EXPERIENCE_RATIO 30
122     #define DEATH_PENALTY_RATIO 10
123     #define DEATH_PENALTY_LEVEL 2
124 root 1.1 #define SET_TITLE TRUE
125     #define SIMPLE_EXP TRUE
126     #define SPELLPOINT_LEVEL_DEPEND TRUE
127 root 1.61 #define SPELL_ENCUMBRANCE FALSE
128 root 1.1 #define SPELL_FAILURE_EFFECTS FALSE
129     #define RESURRECTION FALSE
130     #define SEARCH_ITEMS TRUE
131     #define NOT_PERMADETH TRUE
132     #define STAT_LOSS_ON_DEATH FALSE
133 root 1.61 #define PK_LUCK_PENALTY 0
134     #define SET_FRIENDLY_FIRE 0
135 root 1.1 #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 1.53 // both must be 2**n
185 root 1.52 #define MAP_CLIENT_X 32
186     #define MAP_CLIENT_Y 32
187 root 1.1
188     /*
189     * If you feel the game is too fast or too slow, change MAX_TIME.
190     * You can experiment with the 'speed <new_max_time> command first.
191     * The length of a tick is MAX_TIME microseconds. During a tick,
192     * players, monsters, or items with speed 1 can do one thing.
193     */
194    
195     #define MAX_TIME 120000
196    
197 elmex 1.49 /*
198 root 1.56 * MAX_ITEM_PER_ACTION defines how many items a player can drop/take etc. at once.
199 elmex 1.49 * (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 root 1.57 #define MAX_ITEM_PER_ACTION 100
204 elmex 1.49
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 root 1.68 * 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 elmex 1.9 * 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 root 1.68 * 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     * DMFILE - file with dm/wizard access lists
254     * LOGFILE - where to log if using -daemon option
255     * MAP_ - various map timeout and swapping parameters
256     * MAX_OBJECTS - how many objects to keep in memory.
257     * MAX_OBJECTS_LWM - only swap maps out if below that value
258     * PERM_FILE - limit play times
259     * SHUTDOWN - used when shutting down the server
260     * SOCKETBUFSIZE - size of buffer used internally by the server for storing
261     * backlogged messages.
262     * TMPDIR - directory to use for temp files
263     * UNIQUE_DIR - directory to put unique item files into
264     ***********************************************************************
265     */
266    
267     /*
268     * DMFILE
269     * A file containing valid names that can be dm, one on each line. See
270     * example dm_file for syntax help.
271     */
272     #ifndef DMFILE
273     #define DMFILE "dm_file"
274     #endif
275    
276     /* LOGFILE specifies which file to log to when playing with the
277     * -daemon option.
278     */
279     #ifndef LOGFILE
280 root 1.51 #define LOGFILE "/var/log/deliantra/logfile"
281 root 1.1 #endif
282    
283     /*
284     * You can restrict playing in certain times by creating a PERMIT_FILE
285     * in CONFDIR. See the sample for usage notes.
286     */
287     #define PERM_FILE "forbid"
288    
289     /*
290     * If you want to take the game down while installing new versions, or
291     * for other reasons, put a message into the SHUTDOWN_FILE file.
292     * Remember to delete it when you open the game again.
293     * (It resides in the CONFDIR directory)
294     */
295     #ifndef SHUTDOWN_FILE
296     #define SHUTDOWN_FILE "shutdown"
297     #endif
298    
299     /*
300     * SOCKETBUFSIZE is the size of the buffer used internally by the server for
301     * storing backlogged messages for the client. This is not operating system
302     * buffers or the like. This amount is used per connection (client).
303     * This buffer is in addition to OS buffers, so it may not need to be very
304     * large. When the OS buffer and this buffer is exhausted, the server
305     * will drop the client connection for falling too far behind. So if
306 root 1.68 * you have very slow client connections, a larger value may be
307 root 1.1 * warranted.
308     */
309 root 1.21 #define SOCKETBUFSIZE 256*1024
310 root 1.1
311     /*
312     * Your tmp-directory should be large enough to hold the uncompressed
313 root 1.31 * map-files for all who are playing. Local to 'lib' directory.
314 root 1.1 */
315 root 1.31 #define TMPDIR "tmp"
316 root 1.1
317 root 1.68 /* Directory to use for unique items. This is placed into the 'lib'
318 root 1.1 * directory. Changing this will cause any old unique items file
319     * not to be used.
320     */
321     #define UNIQUE_DIR "unique-items"
322    
323     /*
324     * These defines tells where, relative to LIBDIR, the maps, the map-index,
325     * archetypes highscore and treaures files and directories can be found.
326     */
327     #define MAPDIR "maps"
328    
329     #define MAXSTRING 20
330    
331     #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
332    
333    
334    
335     /***********************************************************************
336     * Section 4 - save player options.
337     *
338     * There are a lot of things that deal with the save files, and what
339     * gets saved with them, so I put them in there own section.
340     *
341     ***********************************************************************/
342    
343     /*
344     * If you want the players to be able to save their characters between
345     * games, define SAVE_PLAYER and set PLAYERDIR to the directories
346     * where the player-files will be put.
347     * Remember to create the directory (make install will do that though).
348     *
349     * If you intend to run a central server, and not allow the players to
350     * start their own crossfire, you won't need to define this.
351     *
352     */
353    
354     #ifndef PLAYERDIR
355 root 1.36 # define PLAYERDIR "players"
356 root 1.1 #endif
357    
358     /*
359     * If you have defined SAVE_PLAYER, you might want to change this, too.
360     * This is the access rights for the players savefiles.
361     * Given that crossfire runs in a client/server model, there should
362     * be no issue setting these to be quite restrictive (600 and 700).
363     * Before client/server, multiple people might run the executable,
364     * thus requiring that the server be setuid/setgid, and more generous
365     * permisisons needed.
366     * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
367     * for nay directories created.
368     */
369 root 1.5 /* IMPORTANT: there is a race during saving, where the umask is being applied */
370 root 1.1 #define SAVE_MODE 0660
371     #define SAVE_DIR_MODE 0770
372    
373     /*
374 root 1.34 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
375     */
376     #define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
377