1 | /* |
1 | /* |
2 | * CrossFire, A Multiplayer game |
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 (©) 2005,2006,2007,2008 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. |
|
|
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 | * |
… | |
… | |
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. |
|
|
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. |
|
|
79 | */ |
76 | */ |
80 | #define COZY_SERVER 1 |
77 | #define COZY_SERVER 1 |
81 | |
|
|
82 | /* |
|
|
83 | * Make it impossible to pk outside the arena. |
|
|
84 | */ |
|
|
85 | #define PROHIBIT_PLAYERKILL 1 |
|
|
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 |
… | |
… | |
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 |
|
|
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 |
|
|
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 | |
|
|
154 | |
|
|
155 | /* CS_LOGSTATS will cause the server to log various usage stats |
|
|
156 | * (number of connections, amount of data sent, amount of data received, |
|
|
157 | * and so on.) This can be very useful if you are trying to measure |
|
|
158 | * server/bandwidth usage. It will periodially dump out information |
|
|
159 | * which contains usage stats for the last X amount of time. |
|
|
160 | * CS_LOGTIME is how often it will print out stats. |
|
|
161 | */ |
|
|
162 | #define CS_LOGSTATS |
|
|
163 | #define CS_LOGTIME 600 |
|
|
164 | |
143 | |
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 | */ |
… | |
… | |
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 31 |
184 | #define MAP_CLIENT_X 32 |
206 | #define MAP_CLIENT_Y 31 |
185 | #define MAP_CLIENT_Y 32 |
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, |
212 | * players, monsters, or items with speed 1 can do one thing. |
191 | * players, monsters, or items with speed 1 can do one thing. |
213 | */ |
192 | */ |
214 | |
193 | |
215 | #define MAX_TIME 120000 |
194 | #define MAX_TIME 120000 |
|
|
195 | |
|
|
196 | |
|
|
197 | /* |
|
|
198 | * MAX_ITEM_PER_DROP defines how many items a player can drop at once. |
|
|
199 | * (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 | #define MAX_ITEM_PER_DROP 100 |
216 | |
204 | |
217 | /* Polymorph as it currently stands is unbalancing, so by default |
205 | /* Polymorph as it currently stands is unbalancing, so by default |
218 | * we have it disabled. It can be enabled and it works, but |
206 | * we have it disabled. It can be enabled and it works, but |
219 | * it can be abused in various ways. |
207 | * it can be abused in various ways. |
220 | */ |
208 | */ |
… | |
… | |
250 | */ |
238 | */ |
251 | /* GD */ |
239 | /* GD */ |
252 | |
240 | |
253 | #define PERM_EXP_GAIN_RATIO 0.10f |
241 | #define PERM_EXP_GAIN_RATIO 0.10f |
254 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
242 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
255 | |
|
|
256 | /* Enable the new material code - it needs some work. You can |
|
|
257 | * enable this, and things will work, just you'll see a whole |
|
|
258 | * bunch more materials show up, and thus a whole bunch more materials |
|
|
259 | * in your inventory, and the sorting for them isn't really good. |
|
|
260 | */ |
|
|
261 | |
|
|
262 | /* |
|
|
263 | #define NEW_MATERIAL_CODE |
|
|
264 | */ |
|
|
265 | |
|
|
266 | |
243 | |
267 | /*********************************************************************** |
244 | /*********************************************************************** |
268 | * Section 3 |
245 | * Section 3 |
269 | * |
246 | * |
270 | * General file and other defaults that don't need to be changed, and |
247 | * General file and other defaults that don't need to be changed, and |
… | |
… | |
305 | |
282 | |
306 | /* LOGFILE specifies which file to log to when playing with the |
283 | /* LOGFILE specifies which file to log to when playing with the |
307 | * -daemon option. |
284 | * -daemon option. |
308 | */ |
285 | */ |
309 | #ifndef LOGFILE |
286 | #ifndef LOGFILE |
310 | #define LOGFILE "/var/log/crossfire/logfile" |
287 | #define LOGFILE "/var/log/deliantra/logfile" |
311 | #endif |
288 | #endif |
312 | |
289 | |
313 | /* |
290 | /* |
314 | * If you want to have a Message Of The Day file, define MOTD to be |
291 | * If you want to have a Message Of The Day file, define MOTD to be |
315 | * the file with the message. If the file doesn't exist or if it |
292 | * the file with the message. If the file doesn't exist or if it |