1 |
/* |
2 |
* This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 |
* |
4 |
* Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
5 |
* Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team |
6 |
* Copyright (©) 1992,2007 Frank Tore Johansen |
7 |
* |
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 |
10 |
* the Free Software Foundation, either version 3 of the License, or |
11 |
* (at your option) any later version. |
12 |
* |
13 |
* 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 |
* |
18 |
* 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 |
* |
21 |
* The authors can be reached via e-mail to <support@deliantra.net> |
22 |
*/ |
23 |
|
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 |
/* Use a very easy, non-challenging server? |
74 |
* Defining the COZY_SERVER will make the server much less challenging: |
75 |
* no stats loss on death, much less experience loss. |
76 |
*/ |
77 |
#define COZY_SERVER 1 |
78 |
|
79 |
/* 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 |
#define BALSL_LOSS_CHANCE_RATIO 100 |
112 |
#define BALSL_NUMBER_LOSSES_RATIO 100 |
113 |
#define BALSL_MAX_LOSS_RATIO 100 |
114 |
|
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 |
#define PERMANENT_EXPERIENCE_RATIO 25 |
121 |
#define DEATH_PENALTY_RATIO 20 |
122 |
#define DEATH_PENALTY_LEVEL 3 |
123 |
#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 |
#define CREATE_HOME_PORTALS FALSE |
141 |
|
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 |
# define DEBUG |
150 |
#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 |
// both must be 2**n |
185 |
#define MAP_CLIENT_X 32 |
186 |
#define MAP_CLIENT_Y 32 |
187 |
|
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 |
|
198 |
/* |
199 |
* MAX_ITEM_PER_DROP defines how many items a player can drop at once. |
200 |
* (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 |
#define MAX_ITEM_PER_DROP 100 |
205 |
|
206 |
/* 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 |
* can see this information with the 'party kills' command. More entries |
215 |
* mean slower performance and more memory. |
216 |
*/ |
217 |
#define PARTY_KILL_LOG 40 |
218 |
|
219 |
/* |
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 |
* |
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 |
* that poin, the value in the settings file will be used. |
234 |
* 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 |
* MOTD - message of the day - printed each time someone joins the game |
261 |
* PERM_FILE - limit play times |
262 |
* SHUTDOWN - used when shutting down the server |
263 |
* SOCKETBUFSIZE - size of buffer used internally by the server for storing |
264 |
* backlogged messages. |
265 |
* TMPDIR - directory to use for temp files |
266 |
* UNIQUE_DIR - directory to put unique item files into |
267 |
*********************************************************************** |
268 |
*/ |
269 |
|
270 |
/* CSPORT is the port used for the new client/server code. Change |
271 |
* if desired. Only of relevance if ERIC_SERVER is set above |
272 |
*/ |
273 |
#define CSPORT 13327 /* old port + 1 */ |
274 |
|
275 |
/* |
276 |
* DMFILE |
277 |
* A file containing valid names that can be dm, one on each line. See |
278 |
* example dm_file for syntax help. |
279 |
*/ |
280 |
#ifndef DMFILE |
281 |
#define DMFILE "dm_file" |
282 |
#endif |
283 |
|
284 |
/* LOGFILE specifies which file to log to when playing with the |
285 |
* -daemon option. |
286 |
*/ |
287 |
#ifndef LOGFILE |
288 |
#define LOGFILE "/var/log/deliantra/logfile" |
289 |
#endif |
290 |
|
291 |
/* |
292 |
* If you want to have a Message Of The Day file, define MOTD to be |
293 |
* the file with the message. If the file doesn't exist or if it |
294 |
* is empty, no message will be displayed. |
295 |
* (It resides in the CONFDIR directory) |
296 |
*/ |
297 |
#define MOTD "motd" |
298 |
|
299 |
/* |
300 |
* You can restrict playing in certain times by creating a PERMIT_FILE |
301 |
* in CONFDIR. See the sample for usage notes. |
302 |
*/ |
303 |
#define PERM_FILE "forbid" |
304 |
|
305 |
/* |
306 |
* If you want to take the game down while installing new versions, or |
307 |
* for other reasons, put a message into the SHUTDOWN_FILE file. |
308 |
* Remember to delete it when you open the game again. |
309 |
* (It resides in the CONFDIR directory) |
310 |
*/ |
311 |
#ifndef SHUTDOWN_FILE |
312 |
#define SHUTDOWN_FILE "shutdown" |
313 |
#endif |
314 |
|
315 |
/* |
316 |
* SOCKETBUFSIZE is the size of the buffer used internally by the server for |
317 |
* storing backlogged messages for the client. This is not operating system |
318 |
* buffers or the like. This amount is used per connection (client). |
319 |
* This buffer is in addition to OS buffers, so it may not need to be very |
320 |
* large. When the OS buffer and this buffer is exhausted, the server |
321 |
* will drop the client connection for falling too far behind. So if |
322 |
* you have very slow client connections, a larger value may be |
323 |
* warranted. |
324 |
*/ |
325 |
#define SOCKETBUFSIZE 256*1024 |
326 |
|
327 |
/* |
328 |
* Your tmp-directory should be large enough to hold the uncompressed |
329 |
* map-files for all who are playing. Local to 'lib' directory. |
330 |
*/ |
331 |
#define TMPDIR "tmp" |
332 |
|
333 |
/* Directory to use for unique items. This is placed into the 'lib' |
334 |
* directory. Changing this will cause any old unique items file |
335 |
* not to be used. |
336 |
*/ |
337 |
#define UNIQUE_DIR "unique-items" |
338 |
|
339 |
/* |
340 |
* These defines tells where, relative to LIBDIR, the maps, the map-index, |
341 |
* archetypes highscore and treaures files and directories can be found. |
342 |
*/ |
343 |
|
344 |
#define MAPDIR "maps" |
345 |
#define TEMPLATE_DIR "template-maps" |
346 |
#define ARCHETYPES "archetypes" |
347 |
#define REGIONS "regions" |
348 |
#define HIGHSCORE "highscore" |
349 |
#define TREASURES "treasures" |
350 |
|
351 |
#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
352 |
|
353 |
#define MAXSTRING 20 |
354 |
|
355 |
#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
356 |
|
357 |
|
358 |
|
359 |
/*********************************************************************** |
360 |
* Section 4 - save player options. |
361 |
* |
362 |
* There are a lot of things that deal with the save files, and what |
363 |
* gets saved with them, so I put them in there own section. |
364 |
* |
365 |
***********************************************************************/ |
366 |
|
367 |
/* |
368 |
* If you want the players to be able to save their characters between |
369 |
* games, define SAVE_PLAYER and set PLAYERDIR to the directories |
370 |
* where the player-files will be put. |
371 |
* Remember to create the directory (make install will do that though). |
372 |
* |
373 |
* If you intend to run a central server, and not allow the players to |
374 |
* start their own crossfire, you won't need to define this. |
375 |
* |
376 |
*/ |
377 |
|
378 |
#ifndef PLAYERDIR |
379 |
# define PLAYERDIR "players" |
380 |
#endif |
381 |
|
382 |
/* |
383 |
* If you have defined SAVE_PLAYER, you might want to change this, too. |
384 |
* This is the access rights for the players savefiles. |
385 |
* Given that crossfire runs in a client/server model, there should |
386 |
* be no issue setting these to be quite restrictive (600 and 700). |
387 |
* Before client/server, multiple people might run the executable, |
388 |
* thus requiring that the server be setuid/setgid, and more generous |
389 |
* permisisons needed. |
390 |
* SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission |
391 |
* for nay directories created. |
392 |
*/ |
393 |
/* IMPORTANT: there is a race during saving, where the umask is being applied */ |
394 |
#define SAVE_MODE 0660 |
395 |
#define SAVE_DIR_MODE 0770 |
396 |
|
397 |
/* |
398 |
* The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on). |
399 |
*/ |
400 |
#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies." |
401 |
|