1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Crossfire TRT, the Multiplayer Online Role Playing Game. |
3 | |
3 | * |
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4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Crossfire TRT is free software; you can redistribute it and/or modify it |
8 | it under the terms of the GNU General Public License as published by |
9 | * under the terms of the GNU General Public License as published by the Free |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Software Foundation; either version 2 of the License, or (at your option) |
10 | (at your option) any later version. |
11 | * any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, but |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License |
15 | GNU General Public License for more details. |
16 | * for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * You should have received a copy of the GNU General Public License along |
18 | along with this program; if not, write to the Free Software |
19 | * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
20 | |
21 | * |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
22 | * The authors can be reached via e-mail to <crossfire@schmorp.de> |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* This file contains various #defines that select various options. |
25 | /* This file contains various #defines that select various options. |
25 | * Some may not be desirable, and some just may not work. |
26 | * Some may not be desirable, and some just may not work. |
26 | * |
27 | * |
27 | * There are some options that are not selectable in this file which |
28 | * There are some options that are not selectable in this file which |
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71 | * |
72 | * |
72 | ***********************************************************************/ |
73 | ***********************************************************************/ |
73 | |
74 | |
74 | /* Use a very easy, non-challenging server? |
75 | /* Use a very easy, non-challenging server? |
75 | * Defining the COZY_SERVER will make the server much less challenging: |
76 | * Defining the COZY_SERVER will make the server much less challenging: |
76 | * no stats loss on death, much less experience loss, and party members |
77 | * no stats loss on death, much less experience loss. |
77 | * are treated by pet monsters as the owner itself when moving "through" them. |
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78 | */ |
78 | */ |
79 | #define COZY_SERVER 1 |
79 | #define COZY_SERVER 1 |
80 | |
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81 | /* |
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82 | * Make it impossible to pk outside the arena. |
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83 | */ |
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84 | #define PROHIBIT_PLAYERKILL 1 |
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85 | |
80 | |
86 | /* Use balanced stat loss code? |
81 | /* Use balanced stat loss code? |
87 | * This code is a little more merciful with repeated stat loss at lower |
82 | * This code is a little more merciful with repeated stat loss at lower |
88 | * levels. Basically, the more stats you have lost, the less likely that |
83 | * levels. Basically, the more stats you have lost, the less likely that |
89 | * you will lose more. Additionally, lower level characters are shown |
84 | * you will lose more. Additionally, lower level characters are shown |
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130 | #define SET_TITLE TRUE |
125 | #define SET_TITLE TRUE |
131 | #define SIMPLE_EXP TRUE |
126 | #define SIMPLE_EXP TRUE |
132 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
127 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
133 | #define SPELL_ENCUMBRANCE TRUE |
128 | #define SPELL_ENCUMBRANCE TRUE |
134 | #define SPELL_FAILURE_EFFECTS FALSE |
129 | #define SPELL_FAILURE_EFFECTS FALSE |
135 | #define REAL_WIZ TRUE |
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136 | #define RESURRECTION FALSE |
130 | #define RESURRECTION FALSE |
137 | #define SEARCH_ITEMS TRUE |
131 | #define SEARCH_ITEMS TRUE |
138 | #define NOT_PERMADETH TRUE |
132 | #define NOT_PERMADETH TRUE |
139 | #define EXPLORE_MODE FALSE |
133 | #define EXPLORE_MODE FALSE |
140 | #define STAT_LOSS_ON_DEATH FALSE |
134 | #define STAT_LOSS_ON_DEATH FALSE |
141 | #define PK_LUCK_PENALTY 1 |
135 | #define PK_LUCK_PENALTY 1 |
142 | #define CASTING_TIME FALSE |
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143 | #define SET_FRIENDLY_FIRE 5 |
136 | #define SET_FRIENDLY_FIRE 5 |
144 | #define ARMOR_MAX_ENCHANT 5 |
137 | #define ARMOR_MAX_ENCHANT 5 |
145 | #define ARMOR_WEIGHT_REDUCTION 10 |
138 | #define ARMOR_WEIGHT_REDUCTION 10 |
146 | #define ARMOR_WEIGHT_LINEAR TRUE |
139 | #define ARMOR_WEIGHT_LINEAR TRUE |
147 | #define ARMOR_SPEED_IMPROVEMENT 10 |
140 | #define ARMOR_SPEED_IMPROVEMENT 10 |
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164 | /* DEBUG generates copious amounts of output. I tend to change the CC options |
157 | /* DEBUG generates copious amounts of output. I tend to change the CC options |
165 | * in the crosssite.def file if I want this. By default, you probably |
158 | * in the crosssite.def file if I want this. By default, you probably |
166 | * dont want this defined. |
159 | * dont want this defined. |
167 | */ |
160 | */ |
168 | #ifndef DEBUG |
161 | #ifndef DEBUG |
169 | #define DEBUG |
162 | # define DEBUG |
170 | #endif |
163 | #endif |
171 | /* |
164 | /* |
172 | * This option creates more core files. In some areas, there are certain |
165 | * This option creates more core files. In some areas, there are certain |
173 | * checks done to try and make the program more stable (ie, check |
166 | * checks done to try and make the program more stable (ie, check |
174 | * parameter for null, return if it is). These checks are being done |
167 | * parameter for null, return if it is). These checks are being done |
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260 | |
253 | |
261 | /* |
254 | /* |
262 | #define NEW_MATERIAL_CODE |
255 | #define NEW_MATERIAL_CODE |
263 | */ |
256 | */ |
264 | |
257 | |
265 | /*********************************************************************** |
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266 | * SECTION 2 - Machine/Compiler specific stuff. |
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267 | * |
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268 | * Short list of items: |
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269 | * COMPRESS_SUFFIX - selection of compression programs |
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270 | * O_NDELAY - If you don't have O_NDELAY, uncomment it. |
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271 | * |
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272 | ***********************************************************************/ |
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273 | |
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274 | /* |
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275 | * If you compress your files to save space, set the COMPRESS_SUFFIX below |
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276 | * to the compression suffix you want (.Z, .gz, .bz2). The autoconf |
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277 | * should already find the program to use. If you set the suffix to |
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278 | * something that autoconf did not find, you are likely to have serious |
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279 | * problems, so make sure you have the appropriate compression tool installed |
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280 | * before you set this. You can look at the autoconf.h file to see |
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281 | * what compression tools it found (search for COMPRESS). |
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282 | * Note that this is used when saving files. Crossfire will search all |
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283 | * methods when loading a file to see if it finds a match |
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284 | */ |
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285 | |
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286 | #ifndef COMPRESS_SUFFIX |
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287 | /* #define COMPRESS_SUFFIX ".Z" */ |
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288 | #endif |
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289 | |
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290 | /* If you get a complaint about O_NDELAY not being known/undefined, try |
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291 | * uncommenting this. |
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292 | * This may cause problems - O_NONBLOCK will return -1 on blocking writes |
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293 | * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes |
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294 | * can be written - otherwise, the number of bytes written will be returned |
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295 | * for both modes. |
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296 | */ |
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297 | |
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298 | /* |
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299 | #define O_NDELAY O_NONBLOCK |
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300 | */ |
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301 | |
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302 | |
258 | |
303 | /*********************************************************************** |
259 | /*********************************************************************** |
304 | * Section 3 |
260 | * Section 3 |
305 | * |
261 | * |
306 | * General file and other defaults that don't need to be changed, and |
262 | * General file and other defaults that don't need to be changed, and |
307 | * do not change gameplay as percieved by players much. Some options |
263 | * do not change gameplay as percieved by players much. Some options |
308 | * may affect memory consumption however. |
264 | * may affect memory consumption however. |
309 | * |
265 | * |
310 | * Values: |
266 | * Values: |
311 | * |
267 | * |
312 | * BANFILE - ban certain users/hosts. |
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313 | * CSPORT - port to use for new client/server |
268 | * CSPORT - port to use for new client/server |
314 | * DMFILE - file with dm/wizard access lists |
269 | * DMFILE - file with dm/wizard access lists |
315 | * LOGFILE - where to log if using -daemon option |
270 | * LOGFILE - where to log if using -daemon option |
316 | * MAP_ - various map timeout and swapping parameters |
271 | * MAP_ - various map timeout and swapping parameters |
317 | * MAX_OBJECTS - how many objects to keep in memory. |
272 | * MAX_OBJECTS - how many objects to keep in memory. |
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324 | * TMPDIR - directory to use for temp files |
279 | * TMPDIR - directory to use for temp files |
325 | * UNIQUE_DIR - directory to put unique item files into |
280 | * UNIQUE_DIR - directory to put unique item files into |
326 | *********************************************************************** |
281 | *********************************************************************** |
327 | */ |
282 | */ |
328 | |
283 | |
329 | /* |
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330 | * BANFILE - file used to ban certain sites from playing. See the example |
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331 | * ban_file for examples. |
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332 | */ |
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333 | #ifndef BANFILE |
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334 | #define BANFILE "ban_file" |
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335 | #endif |
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336 | |
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337 | /* CSPORT is the port used for the new client/server code. Change |
284 | /* CSPORT is the port used for the new client/server code. Change |
338 | * if desired. Only of relevance if ERIC_SERVER is set above |
285 | * if desired. Only of relevance if ERIC_SERVER is set above |
339 | */ |
286 | */ |
340 | #define CSPORT 13327 /* old port + 1 */ |
287 | #define CSPORT 13327 /* old port + 1 */ |
341 | |
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342 | |
288 | |
343 | /* |
289 | /* |
344 | * DMFILE |
290 | * DMFILE |
345 | * A file containing valid names that can be dm, one on each line. See |
291 | * A file containing valid names that can be dm, one on each line. See |
346 | * example dm_file for syntax help. |
292 | * example dm_file for syntax help. |
347 | */ |
293 | */ |
348 | #ifndef DMFILE |
294 | #ifndef DMFILE |
349 | #define DMFILE "dm_file" |
295 | #define DMFILE "dm_file" |
350 | #endif |
296 | #endif |
351 | |
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352 | |
297 | |
353 | /* LOGFILE specifies which file to log to when playing with the |
298 | /* LOGFILE specifies which file to log to when playing with the |
354 | * -daemon option. |
299 | * -daemon option. |
355 | */ |
300 | */ |
356 | #ifndef LOGFILE |
301 | #ifndef LOGFILE |
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378 | * (It resides in the CONFDIR directory) |
323 | * (It resides in the CONFDIR directory) |
379 | */ |
324 | */ |
380 | #ifndef SHUTDOWN_FILE |
325 | #ifndef SHUTDOWN_FILE |
381 | #define SHUTDOWN_FILE "shutdown" |
326 | #define SHUTDOWN_FILE "shutdown" |
382 | #endif |
327 | #endif |
383 | |
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384 | |
328 | |
385 | /* |
329 | /* |
386 | * SOCKETBUFSIZE is the size of the buffer used internally by the server for |
330 | * SOCKETBUFSIZE is the size of the buffer used internally by the server for |
387 | * storing backlogged messages for the client. This is not operating system |
331 | * storing backlogged messages for the client. This is not operating system |
388 | * buffers or the like. This amount is used per connection (client). |
332 | * buffers or the like. This amount is used per connection (client). |
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398 | * Your tmp-directory should be large enough to hold the uncompressed |
342 | * Your tmp-directory should be large enough to hold the uncompressed |
399 | * map-files for all who are playing. Local to 'lib' directory. |
343 | * map-files for all who are playing. Local to 'lib' directory. |
400 | */ |
344 | */ |
401 | #define TMPDIR "tmp" |
345 | #define TMPDIR "tmp" |
402 | |
346 | |
403 | |
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404 | /* Directory to use for unique items. This is placed into the 'lib' |
347 | /* Directory to use for unique items. This is placed into the 'lib' |
405 | * directory. Changing this will cause any old unique items file |
348 | * directory. Changing this will cause any old unique items file |
406 | * not to be used. |
349 | * not to be used. |
407 | */ |
350 | */ |
408 | #define UNIQUE_DIR "unique-items" |
351 | #define UNIQUE_DIR "unique-items" |
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416 | #define TEMPLATE_DIR "template-maps" |
359 | #define TEMPLATE_DIR "template-maps" |
417 | #define ARCHETYPES "archetypes" |
360 | #define ARCHETYPES "archetypes" |
418 | #define REGIONS "regions" |
361 | #define REGIONS "regions" |
419 | #define HIGHSCORE "highscore" |
362 | #define HIGHSCORE "highscore" |
420 | #define TREASURES "treasures" |
363 | #define TREASURES "treasures" |
421 | #define BANISHFILE "banish_file" |
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422 | |
364 | |
423 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
365 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
424 | |
366 | |
425 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
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426 | #define MAXSTRING 20 |
367 | #define MAXSTRING 20 |
427 | |
368 | |
428 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
369 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
429 | |
370 | |
430 | |
371 | |
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447 | * start their own crossfire, you won't need to define this. |
388 | * start their own crossfire, you won't need to define this. |
448 | * |
389 | * |
449 | */ |
390 | */ |
450 | |
391 | |
451 | #ifndef PLAYERDIR |
392 | #ifndef PLAYERDIR |
452 | #define PLAYERDIR "players" |
393 | # define PLAYERDIR "players" |
453 | #endif |
394 | #endif |
454 | |
395 | |
455 | /* |
396 | /* |
456 | * If you have defined SAVE_PLAYER, you might want to change this, too. |
397 | * If you have defined SAVE_PLAYER, you might want to change this, too. |
457 | * This is the access rights for the players savefiles. |
398 | * This is the access rights for the players savefiles. |
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466 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
407 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
467 | #define SAVE_MODE 0660 |
408 | #define SAVE_MODE 0660 |
468 | #define SAVE_DIR_MODE 0770 |
409 | #define SAVE_DIR_MODE 0770 |
469 | |
410 | |
470 | /* |
411 | /* |
471 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
412 | * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on). |
472 | * 5000 with MAX_TIME set at 120,000 means that the player will be |
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473 | * saved every 10 minutes. Some effort should probably be made to |
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474 | * spread out these saves, but that might be more effort than it is |
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475 | * worth (Depending on the spacing, if enough players log on, the spacing |
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476 | * may not be large enough to save all of them.) As it is now, it will |
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477 | * just set the base tick of when they log on, which should keep the |
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478 | * saves pretty well spread out (in a fairly random fashion.) |
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479 | */ |
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480 | |
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481 | #define AUTOSAVE 1000 |
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482 | |
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483 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
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484 | * we will return the player to his savebed location. If this is zero, |
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485 | * this feature is disabled (player will resume where ever he was |
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486 | * when he last logged off). If this is set to less than two hours, |
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487 | * it will prevent players from camping out in treasure rooms. |
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488 | * Do not comment this out - it must be set to something - if you |
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489 | * comment this out, the program will not compile. |
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490 | * |
413 | */ |
491 | * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player |
414 | #define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies." |
492 | * where appear under what conditions is a little complicated depending |
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493 | * on how the player exited the game. But if the elapsed time is greater than |
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494 | * the value below, player will always get returned to savebed location |
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495 | * location. |
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496 | * |
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497 | * Set to one hour as default |
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498 | */ |
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499 | |
415 | |
500 | #define RESET_LOCATION_TIME 3600 |
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501 | |
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