1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | * |
3 | * |
4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992,2007 Frank Tore Johansen |
7 | * |
7 | * |
8 | * This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify |
9 | * it under the terms of the GNU General Public License as published by |
9 | * it under the terms of the GNU General Public License as published by |
10 | * the Free Software Foundation; either version 2 of the License, or |
10 | * the Free Software Foundation, either version 3 of the License, or |
11 | * (at your option) any later version. |
11 | * (at your option) any later version. |
12 | * |
12 | * |
13 | * 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, |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
16 | * GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
17 | * |
17 | * |
18 | * 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 |
19 | * along with this program; if not, write to the Free Software |
19 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
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21 | * |
20 | * |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
21 | * The authors can be reached via e-mail to <support@deliantra.net> |
23 | */ |
22 | */ |
24 | |
23 | |
25 | /* This file contains various #defines that select various options. |
24 | /* This file contains various #defines that select various options. |
26 | * Some may not be desirable, and some just may not work. |
25 | * Some may not be desirable, and some just may not work. |
27 | * |
26 | * |
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61 | * You don't have to change anything here to get a working program, but |
60 | * 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 |
61 | * you may want to on personal preferance. Items are arranged |
63 | * alphabetically. |
62 | * alphabetically. |
64 | * |
63 | * |
65 | * Short list of features, and what to search for: |
64 | * Short list of features, and what to search for: |
66 | * CS_LOGSTATS - log various new client/server data. |
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67 | * DEBUG - more verbose message logging? |
65 | * DEBUG - more verbose message logging? |
68 | * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive |
66 | * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive |
69 | * MAX_TIME - how long an internal tick is in microseconds |
67 | * MAX_TIME - how long an internal tick is in microseconds |
70 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
68 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
71 | * PARTY_KILL_LOG - stores party kill information |
69 | * PARTY_KILL_LOG - stores party kill information |
72 | * |
70 | * |
73 | ***********************************************************************/ |
71 | ***********************************************************************/ |
74 | |
72 | |
75 | /* Use a very easy, non-challenging server? |
73 | /* Use a very easy, non-challenging server? |
76 | * Defining the COZY_SERVER will make the server much less challenging: |
74 | * Defining the COZY_SERVER will make the server much less challenging: |
77 | * no stats loss on death, much less experience loss, and party members |
75 | * no stats loss on death, much less experience loss. |
78 | * are treated by pet monsters as the owner itself when moving "through" them. |
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79 | */ |
76 | */ |
80 | #define COZY_SERVER 1 |
77 | #define COZY_SERVER 1 |
81 | |
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82 | /* |
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83 | * Make it impossible to pk outside the arena. |
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84 | */ |
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85 | #define PROHIBIT_PLAYERKILL 1 |
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86 | |
78 | |
87 | /* Use balanced stat loss code? |
79 | /* Use balanced stat loss code? |
88 | * This code is a little more merciful with repeated stat loss at lower |
80 | * This code is a little more merciful with repeated stat loss at lower |
89 | * levels. Basically, the more stats you have lost, the less likely that |
81 | * levels. Basically, the more stats you have lost, the less likely that |
90 | * you will lose more. Additionally, lower level characters are shown |
82 | * you will lose more. Additionally, lower level characters are shown |
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131 | #define SET_TITLE TRUE |
123 | #define SET_TITLE TRUE |
132 | #define SIMPLE_EXP TRUE |
124 | #define SIMPLE_EXP TRUE |
133 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
125 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
134 | #define SPELL_ENCUMBRANCE TRUE |
126 | #define SPELL_ENCUMBRANCE TRUE |
135 | #define SPELL_FAILURE_EFFECTS FALSE |
127 | #define SPELL_FAILURE_EFFECTS FALSE |
136 | #define REAL_WIZ TRUE |
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137 | #define RESURRECTION FALSE |
128 | #define RESURRECTION FALSE |
138 | #define SEARCH_ITEMS TRUE |
129 | #define SEARCH_ITEMS TRUE |
139 | #define NOT_PERMADETH TRUE |
130 | #define NOT_PERMADETH TRUE |
140 | #define EXPLORE_MODE FALSE |
131 | #define EXPLORE_MODE FALSE |
141 | #define STAT_LOSS_ON_DEATH FALSE |
132 | #define STAT_LOSS_ON_DEATH FALSE |
142 | #define PK_LUCK_PENALTY 1 |
133 | #define PK_LUCK_PENALTY 1 |
143 | #define CASTING_TIME FALSE |
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144 | #define SET_FRIENDLY_FIRE 5 |
134 | #define SET_FRIENDLY_FIRE 5 |
145 | #define ARMOR_MAX_ENCHANT 5 |
135 | #define ARMOR_MAX_ENCHANT 5 |
146 | #define ARMOR_WEIGHT_REDUCTION 10 |
136 | #define ARMOR_WEIGHT_REDUCTION 10 |
147 | #define ARMOR_WEIGHT_LINEAR TRUE |
137 | #define ARMOR_WEIGHT_LINEAR TRUE |
148 | #define ARMOR_SPEED_IMPROVEMENT 10 |
138 | #define ARMOR_SPEED_IMPROVEMENT 10 |
149 | #define ARMOR_SPEED_LINEAR TRUE |
139 | #define ARMOR_SPEED_LINEAR TRUE |
150 | #define CREATE_HOME_PORTALS FALSE |
140 | #define CREATE_HOME_PORTALS FALSE |
151 | |
141 | |
152 | /* you can edit the ones below */ |
142 | /* you can edit the ones below */ |
153 | |
143 | |
154 | |
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155 | /* CS_LOGSTATS will cause the server to log various usage stats |
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156 | * (number of connections, amount of data sent, amount of data received, |
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157 | * and so on.) This can be very useful if you are trying to measure |
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158 | * server/bandwidth usage. It will periodially dump out information |
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159 | * which contains usage stats for the last X amount of time. |
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160 | * CS_LOGTIME is how often it will print out stats. |
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161 | */ |
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162 | #define CS_LOGSTATS |
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163 | #define CS_LOGTIME 600 |
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164 | |
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165 | /* DEBUG generates copious amounts of output. I tend to change the CC options |
144 | /* DEBUG generates copious amounts of output. I tend to change the CC options |
166 | * in the crosssite.def file if I want this. By default, you probably |
145 | * in the crosssite.def file if I want this. By default, you probably |
167 | * dont want this defined. |
146 | * dont want this defined. |
168 | */ |
147 | */ |
169 | #ifndef DEBUG |
148 | #ifndef DEBUG |
170 | #define DEBUG |
149 | # define DEBUG |
171 | #endif |
150 | #endif |
172 | /* |
151 | /* |
173 | * This option creates more core files. In some areas, there are certain |
152 | * This option creates more core files. In some areas, there are certain |
174 | * checks done to try and make the program more stable (ie, check |
153 | * checks done to try and make the program more stable (ie, check |
175 | * parameter for null, return if it is). These checks are being done |
154 | * parameter for null, return if it is). These checks are being done |
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200 | * maps at that point. |
179 | * maps at that point. |
201 | * |
180 | * |
202 | * MSW 2001-05-28 |
181 | * MSW 2001-05-28 |
203 | */ |
182 | */ |
204 | |
183 | |
205 | #define MAP_CLIENT_X 32 |
184 | #define MAP_CLIENT_X 31 |
206 | #define MAP_CLIENT_Y 32 |
185 | #define MAP_CLIENT_Y 31 |
207 | |
186 | |
208 | /* |
187 | /* |
209 | * If you feel the game is too fast or too slow, change MAX_TIME. |
188 | * If you feel the game is too fast or too slow, change MAX_TIME. |
210 | * You can experiment with the 'speed <new_max_time> command first. |
189 | * You can experiment with the 'speed <new_max_time> command first. |
211 | * The length of a tick is MAX_TIME microseconds. During a tick, |
190 | * The length of a tick is MAX_TIME microseconds. During a tick, |
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251 | /* GD */ |
230 | /* GD */ |
252 | |
231 | |
253 | #define PERM_EXP_GAIN_RATIO 0.10f |
232 | #define PERM_EXP_GAIN_RATIO 0.10f |
254 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
233 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
255 | |
234 | |
256 | /* Enable the new material code - it needs some work. You can |
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257 | * enable this, and things will work, just you'll see a whole |
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258 | * bunch more materials show up, and thus a whole bunch more materials |
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259 | * in your inventory, and the sorting for them isn't really good. |
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260 | */ |
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261 | |
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262 | /* |
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263 | #define NEW_MATERIAL_CODE |
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264 | */ |
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265 | |
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266 | /*********************************************************************** |
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267 | * SECTION 2 - Machine/Compiler specific stuff. |
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268 | * |
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269 | * Short list of items: |
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270 | * COMPRESS_SUFFIX - selection of compression programs |
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271 | * O_NDELAY - If you don't have O_NDELAY, uncomment it. |
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272 | * |
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273 | ***********************************************************************/ |
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274 | |
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275 | /* |
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276 | * If you compress your files to save space, set the COMPRESS_SUFFIX below |
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277 | * to the compression suffix you want (.Z, .gz, .bz2). The autoconf |
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278 | * should already find the program to use. If you set the suffix to |
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279 | * something that autoconf did not find, you are likely to have serious |
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280 | * problems, so make sure you have the appropriate compression tool installed |
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281 | * before you set this. You can look at the autoconf.h file to see |
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282 | * what compression tools it found (search for COMPRESS). |
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283 | * Note that this is used when saving files. Crossfire will search all |
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284 | * methods when loading a file to see if it finds a match |
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285 | */ |
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286 | |
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287 | #ifndef COMPRESS_SUFFIX |
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288 | /* #define COMPRESS_SUFFIX ".Z" */ |
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289 | #endif |
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290 | |
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291 | /* If you get a complaint about O_NDELAY not being known/undefined, try |
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292 | * uncommenting this. |
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293 | * This may cause problems - O_NONBLOCK will return -1 on blocking writes |
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294 | * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes |
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295 | * can be written - otherwise, the number of bytes written will be returned |
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296 | * for both modes. |
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297 | */ |
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298 | |
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299 | /* |
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300 | #define O_NDELAY O_NONBLOCK |
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301 | */ |
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302 | |
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303 | |
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304 | /*********************************************************************** |
235 | /*********************************************************************** |
305 | * Section 3 |
236 | * Section 3 |
306 | * |
237 | * |
307 | * General file and other defaults that don't need to be changed, and |
238 | * General file and other defaults that don't need to be changed, and |
308 | * do not change gameplay as percieved by players much. Some options |
239 | * do not change gameplay as percieved by players much. Some options |
309 | * may affect memory consumption however. |
240 | * may affect memory consumption however. |
310 | * |
241 | * |
311 | * Values: |
242 | * Values: |
312 | * |
243 | * |
313 | * BANFILE - ban certain users/hosts. |
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314 | * CSPORT - port to use for new client/server |
244 | * CSPORT - port to use for new client/server |
315 | * DMFILE - file with dm/wizard access lists |
245 | * DMFILE - file with dm/wizard access lists |
316 | * LOGFILE - where to log if using -daemon option |
246 | * LOGFILE - where to log if using -daemon option |
317 | * MAP_ - various map timeout and swapping parameters |
247 | * MAP_ - various map timeout and swapping parameters |
318 | * MAX_OBJECTS - how many objects to keep in memory. |
248 | * MAX_OBJECTS - how many objects to keep in memory. |
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325 | * TMPDIR - directory to use for temp files |
255 | * TMPDIR - directory to use for temp files |
326 | * UNIQUE_DIR - directory to put unique item files into |
256 | * UNIQUE_DIR - directory to put unique item files into |
327 | *********************************************************************** |
257 | *********************************************************************** |
328 | */ |
258 | */ |
329 | |
259 | |
330 | /* |
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331 | * BANFILE - file used to ban certain sites from playing. See the example |
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332 | * ban_file for examples. |
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333 | */ |
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334 | #ifndef BANFILE |
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335 | #define BANFILE "ban_file" |
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336 | #endif |
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337 | |
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338 | /* CSPORT is the port used for the new client/server code. Change |
260 | /* CSPORT is the port used for the new client/server code. Change |
339 | * if desired. Only of relevance if ERIC_SERVER is set above |
261 | * if desired. Only of relevance if ERIC_SERVER is set above |
340 | */ |
262 | */ |
341 | #define CSPORT 13327 /* old port + 1 */ |
263 | #define CSPORT 13327 /* old port + 1 */ |
342 | |
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343 | |
264 | |
344 | /* |
265 | /* |
345 | * DMFILE |
266 | * DMFILE |
346 | * A file containing valid names that can be dm, one on each line. See |
267 | * A file containing valid names that can be dm, one on each line. See |
347 | * example dm_file for syntax help. |
268 | * example dm_file for syntax help. |
348 | */ |
269 | */ |
349 | #ifndef DMFILE |
270 | #ifndef DMFILE |
350 | #define DMFILE "dm_file" |
271 | #define DMFILE "dm_file" |
351 | #endif |
272 | #endif |
352 | |
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353 | |
273 | |
354 | /* LOGFILE specifies which file to log to when playing with the |
274 | /* LOGFILE specifies which file to log to when playing with the |
355 | * -daemon option. |
275 | * -daemon option. |
356 | */ |
276 | */ |
357 | #ifndef LOGFILE |
277 | #ifndef LOGFILE |
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379 | * (It resides in the CONFDIR directory) |
299 | * (It resides in the CONFDIR directory) |
380 | */ |
300 | */ |
381 | #ifndef SHUTDOWN_FILE |
301 | #ifndef SHUTDOWN_FILE |
382 | #define SHUTDOWN_FILE "shutdown" |
302 | #define SHUTDOWN_FILE "shutdown" |
383 | #endif |
303 | #endif |
384 | |
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385 | |
304 | |
386 | /* |
305 | /* |
387 | * SOCKETBUFSIZE is the size of the buffer used internally by the server for |
306 | * SOCKETBUFSIZE is the size of the buffer used internally by the server for |
388 | * storing backlogged messages for the client. This is not operating system |
307 | * storing backlogged messages for the client. This is not operating system |
389 | * buffers or the like. This amount is used per connection (client). |
308 | * buffers or the like. This amount is used per connection (client). |
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399 | * Your tmp-directory should be large enough to hold the uncompressed |
318 | * Your tmp-directory should be large enough to hold the uncompressed |
400 | * map-files for all who are playing. Local to 'lib' directory. |
319 | * map-files for all who are playing. Local to 'lib' directory. |
401 | */ |
320 | */ |
402 | #define TMPDIR "tmp" |
321 | #define TMPDIR "tmp" |
403 | |
322 | |
404 | |
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405 | /* Directory to use for unique items. This is placed into the 'lib' |
323 | /* Directory to use for unique items. This is placed into the 'lib' |
406 | * directory. Changing this will cause any old unique items file |
324 | * directory. Changing this will cause any old unique items file |
407 | * not to be used. |
325 | * not to be used. |
408 | */ |
326 | */ |
409 | #define UNIQUE_DIR "unique-items" |
327 | #define UNIQUE_DIR "unique-items" |
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417 | #define TEMPLATE_DIR "template-maps" |
335 | #define TEMPLATE_DIR "template-maps" |
418 | #define ARCHETYPES "archetypes" |
336 | #define ARCHETYPES "archetypes" |
419 | #define REGIONS "regions" |
337 | #define REGIONS "regions" |
420 | #define HIGHSCORE "highscore" |
338 | #define HIGHSCORE "highscore" |
421 | #define TREASURES "treasures" |
339 | #define TREASURES "treasures" |
422 | #define BANISHFILE "banish_file" |
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423 | |
340 | |
424 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
341 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
425 | |
342 | |
426 | #define MAXSTRING 20 |
343 | #define MAXSTRING 20 |
427 | |
344 | |
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466 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
383 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
467 | #define SAVE_MODE 0660 |
384 | #define SAVE_MODE 0660 |
468 | #define SAVE_DIR_MODE 0770 |
385 | #define SAVE_DIR_MODE 0770 |
469 | |
386 | |
470 | /* |
387 | /* |
471 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
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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 | * |
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491 | * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player |
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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 | |
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500 | #define RESET_LOCATION_TIME 3600 |
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501 | |
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502 | /* |
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503 | * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on). |
388 | * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on). |
504 | */ |
389 | */ |
505 | #define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies." |
390 | #define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies." |
506 | |
391 | |