1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * This file is part of Deliantra, the Roguelike Realtime MMORPG. |
3 | |
3 | * |
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4 | * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (©) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (©) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * Deliantra is free software: you can redistribute it and/or modify it under |
8 | it under the terms of the GNU General Public License as published by |
9 | * the terms of the Affero GNU General Public License as published by the |
9 | the Free Software Foundation; either version 2 of the License, or |
10 | * Free Software Foundation, either version 3 of the License, or (at your |
10 | (at your option) any later version. |
11 | * option) 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, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License 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 Affero GNU General Public License |
18 | along with this program; if not, write to the Free Software |
19 | * and the GNU General Public License along with this program. If not, see |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * <http://www.gnu.org/licenses/>. |
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 <support@deliantra.net> |
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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32 | * |
33 | * |
33 | * prepare_weapon, improve_*: Allow characters to enchant their own |
34 | * prepare_weapon, improve_*: Allow characters to enchant their own |
34 | * weapons |
35 | * weapons |
35 | * ench_armour: Allow characters to enchant their armor. |
36 | * ench_armour: Allow characters to enchant their armor. |
36 | * |
37 | * |
37 | * In theory, most of the values here should just be defaults, and |
38 | * In theory, most of the values here should just be defaults, and |
38 | * everything here should just be selectable by different run time |
39 | * everything here should just be selectable by different run time |
39 | * flags However, for some things, that would just be too messy. |
40 | * flags However, for some things, that would just be too messy. |
40 | */ |
41 | */ |
41 | |
42 | |
42 | /* There are 4 main sections to this file- |
43 | /* There are 4 main sections to this file- |
… | |
… | |
60 | * You don't have to change anything here to get a working program, but |
61 | * 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 | * you may want to on personal preferance. Items are arranged |
62 | * alphabetically. |
63 | * alphabetically. |
63 | * |
64 | * |
64 | * Short list of features, and what to search for: |
65 | * Short list of features, and what to search for: |
65 | * CS_LOGSTATS - log various new client/server data. |
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66 | * DEBUG - more verbose message logging? |
66 | * DEBUG - more verbose message logging? |
67 | * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive |
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 |
68 | * MAX_TIME - how long an internal tick is in microseconds |
69 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
69 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
70 | * PARTY_KILL_LOG - stores party kill information |
70 | * PARTY_KILL_LOG - stores party kill information |
71 | * |
71 | * |
72 | ***********************************************************************/ |
72 | ***********************************************************************/ |
73 | |
73 | |
74 | /* Use a very easy, non-challenging server? |
74 | /* Use a very easy, non-challenging server? |
75 | * Defining the COZY_SERVER will make the server much less challenging: |
75 | * Defining the COZY_SERVER will make the server much less challenging: |
76 | * no stats loss on death, much less experience loss, and party members |
76 | * 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 | */ |
77 | */ |
79 | #define COZY_SERVER 1 |
78 | #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 | |
79 | |
86 | /* Use balanced stat loss code? |
80 | /* Use balanced stat loss code? |
87 | * This code is a little more merciful with repeated stat loss at lower |
81 | * 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 |
82 | * levels. Basically, the more stats you have lost, the less likely that |
89 | * you will lose more. Additionally, lower level characters are shown |
83 | * you will lose more. Additionally, lower level characters are shown |
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99 | * The BALSL_.. values control this behaviour. |
93 | * The BALSL_.. values control this behaviour. |
100 | * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose. |
94 | * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose. |
101 | * the character level is divided by that value, and that is how many |
95 | * the character level is divided by that value, and that is how many |
102 | * stats are lost. |
96 | * stats are lost. |
103 | * |
97 | * |
104 | * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat - |
98 | * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat - |
105 | * basically, level/max_loss_ratio is the most a stat can be depleted. |
99 | * basically, level/max_loss_ratio is the most a stat can be depleted. |
106 | * |
100 | * |
107 | * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted. |
101 | * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted. |
108 | * The chance not to lose a stat is |
102 | * The chance not to lose a stat is |
109 | * depleteness^2 / (depletedness^2+ level/ratio). |
103 | * depleteness^2 / (depletedness^2+ level/ratio). |
110 | * ie, if the stats current depleted value is 2 and the character is level |
104 | * ie, if the stats current depleted value is 2 and the character is level |
111 | * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the |
105 | * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the |
112 | * level, the more likely it is a stat can get really depleted, but |
106 | * level, the more likely it is a stat can get really depleted, but |
113 | * this gets more offset as the stat gets more depleted. |
107 | * this gets more offset as the stat gets more depleted. |
114 | * |
108 | * |
115 | */ |
109 | */ |
116 | /* GD */ |
110 | /* GD */ |
117 | |
111 | |
118 | #define BALSL_LOSS_CHANCE_RATIO 100 |
112 | #define BALSL_LOSS_CHANCE_RATIO 100 |
119 | #define BALSL_NUMBER_LOSSES_RATIO 100 |
113 | #define BALSL_NUMBER_LOSSES_RATIO 100 |
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121 | |
115 | |
122 | |
116 | |
123 | /* Don't edit these values. They are configured in lib/settings. These are |
117 | /* Don't edit these values. They are configured in lib/settings. These are |
124 | Simply the defaults. */ |
118 | Simply the defaults. */ |
125 | |
119 | |
126 | #define BALANCED_STAT_LOSS FALSE |
120 | #define BALANCED_STAT_LOSS TRUE |
127 | #define PERMANENT_EXPERIENCE_RATIO 25 |
121 | #define PERMANENT_EXPERIENCE_RATIO 30 |
128 | #define DEATH_PENALTY_RATIO 20 |
122 | #define DEATH_PENALTY_RATIO 10 |
129 | #define DEATH_PENALTY_LEVEL 3 |
123 | #define DEATH_PENALTY_LEVEL 2 |
130 | #define SET_TITLE TRUE |
124 | #define SET_TITLE TRUE |
131 | #define SIMPLE_EXP TRUE |
125 | #define SIMPLE_EXP TRUE |
132 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
126 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
133 | #define SPELL_ENCUMBRANCE TRUE |
127 | #define SPELL_ENCUMBRANCE FALSE |
134 | #define SPELL_FAILURE_EFFECTS FALSE |
128 | #define SPELL_FAILURE_EFFECTS FALSE |
135 | #define REAL_WIZ TRUE |
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136 | #define RESURRECTION FALSE |
129 | #define RESURRECTION FALSE |
137 | #define SEARCH_ITEMS TRUE |
130 | #define SEARCH_ITEMS TRUE |
138 | #define NOT_PERMADETH TRUE |
131 | #define NOT_PERMADETH TRUE |
139 | #define EXPLORE_MODE FALSE |
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140 | #define STAT_LOSS_ON_DEATH FALSE |
132 | #define STAT_LOSS_ON_DEATH FALSE |
141 | #define PK_LUCK_PENALTY 1 |
133 | #define PK_LUCK_PENALTY 0 |
142 | #define CASTING_TIME FALSE |
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143 | #define SET_FRIENDLY_FIRE 5 |
134 | #define SET_FRIENDLY_FIRE 0 |
144 | #define ARMOR_MAX_ENCHANT 5 |
135 | #define ARMOR_MAX_ENCHANT 5 |
145 | #define ARMOR_WEIGHT_REDUCTION 10 |
136 | #define ARMOR_WEIGHT_REDUCTION 10 |
146 | #define ARMOR_WEIGHT_LINEAR TRUE |
137 | #define ARMOR_WEIGHT_LINEAR TRUE |
147 | #define ARMOR_SPEED_IMPROVEMENT 10 |
138 | #define ARMOR_SPEED_IMPROVEMENT 10 |
148 | #define ARMOR_SPEED_LINEAR TRUE |
139 | #define ARMOR_SPEED_LINEAR TRUE |
149 | #define CREATE_HOME_PORTALS FALSE |
140 | #define CREATE_HOME_PORTALS FALSE |
150 | |
141 | |
151 | /* you can edit the ones below */ |
142 | /* you can edit the ones below */ |
152 | |
143 | |
153 | |
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154 | /* CS_LOGSTATS will cause the server to log various usage stats |
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155 | * (number of connections, amount of data sent, amount of data received, |
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156 | * and so on.) This can be very useful if you are trying to measure |
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157 | * server/bandwidth usage. It will periodially dump out information |
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158 | * which contains usage stats for the last X amount of time. |
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159 | * CS_LOGTIME is how often it will print out stats. |
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160 | */ |
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161 | #define CS_LOGSTATS |
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162 | #define CS_LOGTIME 600 |
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163 | |
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164 | /* 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 |
165 | * 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 |
166 | * dont want this defined. |
146 | * dont want this defined. |
167 | */ |
147 | */ |
168 | #ifndef DEBUG |
148 | #ifndef DEBUG |
169 | #define DEBUG |
149 | # define DEBUG |
170 | #endif |
150 | #endif |
171 | /* |
151 | /* |
172 | * 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 |
173 | * 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 |
174 | * 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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199 | * maps at that point. |
179 | * maps at that point. |
200 | * |
180 | * |
201 | * MSW 2001-05-28 |
181 | * MSW 2001-05-28 |
202 | */ |
182 | */ |
203 | |
183 | |
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184 | // both must be 2**n |
204 | #define MAP_CLIENT_X 31 |
185 | #define MAP_CLIENT_X 32 |
205 | #define MAP_CLIENT_Y 31 |
186 | #define MAP_CLIENT_Y 32 |
206 | |
187 | |
207 | /* |
188 | /* |
208 | * If you feel the game is too fast or too slow, change MAX_TIME. |
189 | * If you feel the game is too fast or too slow, change MAX_TIME. |
209 | * You can experiment with the 'speed <new_max_time> command first. |
190 | * You can experiment with the 'speed <new_max_time> command first. |
210 | * The length of a tick is MAX_TIME microseconds. During a tick, |
191 | * The length of a tick is MAX_TIME microseconds. During a tick, |
211 | * players, monsters, or items with speed 1 can do one thing. |
192 | * players, monsters, or items with speed 1 can do one thing. |
212 | */ |
193 | */ |
213 | |
194 | |
214 | #define MAX_TIME 120000 |
195 | #define MAX_TIME 120000 |
215 | |
196 | |
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197 | /* |
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198 | * MAX_ITEM_PER_ACTION defines how many items a player can drop/take etc. at once. |
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199 | * (be careful to set this to high values, as dropping lots of things |
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200 | * can be a performance problem (for which a fix is worked on)). |
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201 | */ |
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202 | |
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203 | #define MAX_ITEM_PER_ACTION 100 |
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204 | |
216 | /* Polymorph as it currently stands is unbalancing, so by default |
205 | /* Polymorph as it currently stands is unbalancing, so by default |
217 | * 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 |
218 | * it can be abused in various ways. |
207 | * it can be abused in various ways. |
219 | */ |
208 | */ |
220 | #define NO_POLYMORPH |
209 | #define NO_POLYMORPH |
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226 | */ |
215 | */ |
227 | #define PARTY_KILL_LOG 40 |
216 | #define PARTY_KILL_LOG 40 |
228 | |
217 | |
229 | /* |
218 | /* |
230 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
219 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
231 | * the setting permanent_experience_percentage is zero, these values have |
220 | * the setting permanent_experience_percentage is zero, these values have |
232 | * no meaning. The value in the settings file is the percentage of the |
221 | * no meaning. The value in the settings file is the percentage of the |
233 | * experience that is permenent, the rest could be lost on death. When dying, |
222 | * experience that is permenent, the rest could be lost on death. When dying, |
234 | * the greatest amount of non-permenent exp it is possible to lose at one time |
223 | * the greatest amount of non-permenent exp it is possible to lose at one time |
235 | * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as |
224 | * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as |
236 | * total exp - perm exp * loss ratio. The gain ratio is how much of experienced |
225 | * total exp - perm exp * loss ratio. The gain ratio is how much of experienced |
237 | * experience goes to the permanent value. This does not detract from total |
226 | * experience goes to the permanent value. This does not detract from total |
238 | * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and |
227 | * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and |
239 | * 10 to the permanent value). |
228 | * 10 to the permanent value). |
240 | * |
229 | * |
241 | * A few thoughts on these default value (by MSW) |
230 | * A few thoughts on these default value (by MSW) |
242 | * gain ratio is pretty much meaningless until exp has been lost, as until |
231 | * gain ratio is pretty much meaningless until exp has been lost, as until |
243 | * that poin, the value in the settings file will be used. |
232 | * that poin, the value in the settings file will be used. |
244 | * It is also impossible for the exp to actually be reduced to the permanent |
233 | * It is also impossible for the exp to actually be reduced to the permanent |
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250 | /* GD */ |
239 | /* GD */ |
251 | |
240 | |
252 | #define PERM_EXP_GAIN_RATIO 0.10f |
241 | #define PERM_EXP_GAIN_RATIO 0.10f |
253 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
242 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
254 | |
243 | |
255 | /* Enable the new material code - it needs some work. You can |
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256 | * enable this, and things will work, just you'll see a whole |
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257 | * bunch more materials show up, and thus a whole bunch more materials |
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258 | * in your inventory, and the sorting for them isn't really good. |
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259 | */ |
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260 | |
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261 | /* |
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262 | #define NEW_MATERIAL_CODE |
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263 | */ |
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264 | |
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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 | |
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303 | /*********************************************************************** |
244 | /*********************************************************************** |
304 | * Section 3 |
245 | * Section 3 |
305 | * |
246 | * |
306 | * 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 |
307 | * do not change gameplay as percieved by players much. Some options |
248 | * do not change gameplay as percieved by players much. Some options |
308 | * may affect memory consumption however. |
249 | * may affect memory consumption however. |
309 | * |
250 | * |
310 | * Values: |
251 | * Values: |
311 | * |
252 | * |
312 | * BANFILE - ban certain users/hosts. |
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313 | * CSPORT - port to use for new client/server |
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314 | * DMFILE - file with dm/wizard access lists |
253 | * DMFILE - file with dm/wizard access lists |
315 | * LOGFILE - where to log if using -daemon option |
254 | * LOGFILE - where to log if using -daemon option |
316 | * MAP_ - various map timeout and swapping parameters |
255 | * MAP_ - various map timeout and swapping parameters |
317 | * MAX_OBJECTS - how many objects to keep in memory. |
256 | * MAX_OBJECTS - how many objects to keep in memory. |
318 | * MAX_OBJECTS_LWM - only swap maps out if below that value |
257 | * MAX_OBJECTS_LWM - only swap maps out if below that value |
319 | * MOTD - message of the day - printed each time someone joins the game |
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320 | * PERM_FILE - limit play times |
258 | * PERM_FILE - limit play times |
321 | * SHUTDOWN - used when shutting down the server |
259 | * SHUTDOWN - used when shutting down the server |
322 | * SOCKETBUFSIZE - size of buffer used internally by the server for storing |
260 | * SOCKETBUFSIZE - size of buffer used internally by the server for storing |
323 | * backlogged messages. |
261 | * backlogged messages. |
324 | * TMPDIR - directory to use for temp files |
262 | * TMPDIR - directory to use for temp files |
325 | * UNIQUE_DIR - directory to put unique item files into |
263 | * UNIQUE_DIR - directory to put unique item files into |
326 | *********************************************************************** |
264 | *********************************************************************** |
327 | */ |
265 | */ |
328 | |
266 | |
329 | /* |
267 | /* |
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 |
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338 | * if desired. Only of relevance if ERIC_SERVER is set above |
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339 | */ |
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340 | #define CSPORT 13327 /* old port + 1 */ |
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341 | |
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342 | |
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343 | /* |
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344 | * DMFILE |
268 | * DMFILE |
345 | * A file containing valid names that can be dm, one on each line. See |
269 | * A file containing valid names that can be dm, one on each line. See |
346 | * example dm_file for syntax help. |
270 | * example dm_file for syntax help. |
347 | */ |
271 | */ |
348 | #ifndef DMFILE |
272 | #ifndef DMFILE |
349 | #define DMFILE "dm_file" |
273 | #define DMFILE "dm_file" |
350 | #endif |
274 | #endif |
351 | |
275 | |
352 | |
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353 | /* LOGFILE specifies which file to log to when playing with the |
276 | /* LOGFILE specifies which file to log to when playing with the |
354 | * -daemon option. |
277 | * -daemon option. |
355 | */ |
278 | */ |
356 | #ifndef LOGFILE |
279 | #ifndef LOGFILE |
357 | #define LOGFILE "/var/log/crossfire/logfile" |
280 | #define LOGFILE "/var/log/deliantra/logfile" |
358 | #endif |
281 | #endif |
359 | |
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360 | /* |
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361 | * If you want to have a Message Of The Day file, define MOTD to be |
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362 | * the file with the message. If the file doesn't exist or if it |
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363 | * is empty, no message will be displayed. |
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364 | * (It resides in the CONFDIR directory) |
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365 | */ |
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366 | #define MOTD "motd" |
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367 | |
282 | |
368 | /* |
283 | /* |
369 | * You can restrict playing in certain times by creating a PERMIT_FILE |
284 | * You can restrict playing in certain times by creating a PERMIT_FILE |
370 | * in CONFDIR. See the sample for usage notes. |
285 | * in CONFDIR. See the sample for usage notes. |
371 | */ |
286 | */ |
… | |
… | |
378 | * (It resides in the CONFDIR directory) |
293 | * (It resides in the CONFDIR directory) |
379 | */ |
294 | */ |
380 | #ifndef SHUTDOWN_FILE |
295 | #ifndef SHUTDOWN_FILE |
381 | #define SHUTDOWN_FILE "shutdown" |
296 | #define SHUTDOWN_FILE "shutdown" |
382 | #endif |
297 | #endif |
383 | |
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384 | |
298 | |
385 | /* |
299 | /* |
386 | * SOCKETBUFSIZE is the size of the buffer used internally by the server for |
300 | * 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 |
301 | * storing backlogged messages for the client. This is not operating system |
388 | * buffers or the like. This amount is used per connection (client). |
302 | * buffers or the like. This amount is used per connection (client). |
389 | * This buffer is in addition to OS buffers, so it may not need to be very |
303 | * This buffer is in addition to OS buffers, so it may not need to be very |
390 | * large. When the OS buffer and this buffer is exhausted, the server |
304 | * large. When the OS buffer and this buffer is exhausted, the server |
391 | * will drop the client connection for falling too far behind. So if |
305 | * will drop the client connection for falling too far behind. So if |
392 | * you have very slow client connections, a larger value may be |
306 | * you have very slow client connections, a larger value may be |
393 | * warranted. |
307 | * warranted. |
394 | */ |
308 | */ |
395 | #define SOCKETBUFSIZE 256*1024 |
309 | #define SOCKETBUFSIZE 256*1024 |
396 | |
310 | |
397 | /* |
311 | /* |
398 | * Your tmp-directory should be large enough to hold the uncompressed |
312 | * Your tmp-directory should be large enough to hold the uncompressed |
399 | * map-files for all who are playing. Local to 'lib' directory. |
313 | * map-files for all who are playing. Local to 'lib' directory. |
400 | */ |
314 | */ |
401 | #define TMPDIR "tmp" |
315 | #define TMPDIR "tmp" |
402 | |
316 | |
403 | |
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404 | /* Directory to use for unique items. This is placed into the 'lib' |
317 | /* Directory to use for unique items. This is placed into the 'lib' |
405 | * directory. Changing this will cause any old unique items file |
318 | * directory. Changing this will cause any old unique items file |
406 | * not to be used. |
319 | * not to be used. |
407 | */ |
320 | */ |
408 | #define UNIQUE_DIR "unique-items" |
321 | #define UNIQUE_DIR "unique-items" |
409 | |
322 | |
410 | /* |
323 | /* |
411 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
324 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
412 | * archetypes highscore and treaures files and directories can be found. |
325 | * archetypes highscore and treaures files and directories can be found. |
413 | */ |
326 | */ |
414 | |
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415 | #define MAPDIR "maps" |
327 | #define MAPDIR "maps" |
416 | #define TEMPLATE_DIR "template-maps" |
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417 | #define ARCHETYPES "archetypes" |
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418 | #define REGIONS "regions" |
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419 | #define HIGHSCORE "highscore" |
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420 | #define TREASURES "treasures" |
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421 | #define BANISHFILE "banish_file" |
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422 | |
328 | |
423 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
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424 | |
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425 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
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426 | #define MAXSTRING 20 |
329 | #define MAXSTRING 20 |
427 | |
330 | |
428 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
331 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
429 | |
332 | |
430 | |
333 | |
… | |
… | |
447 | * start their own crossfire, you won't need to define this. |
350 | * start their own crossfire, you won't need to define this. |
448 | * |
351 | * |
449 | */ |
352 | */ |
450 | |
353 | |
451 | #ifndef PLAYERDIR |
354 | #ifndef PLAYERDIR |
452 | #define PLAYERDIR "players" |
355 | # define PLAYERDIR "players" |
453 | #endif |
356 | #endif |
454 | |
357 | |
455 | /* |
358 | /* |
456 | * If you have defined SAVE_PLAYER, you might want to change this, too. |
359 | * If you have defined SAVE_PLAYER, you might want to change this, too. |
457 | * This is the access rights for the players savefiles. |
360 | * This is the access rights for the players savefiles. |
… | |
… | |
466 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
369 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
467 | #define SAVE_MODE 0660 |
370 | #define SAVE_MODE 0660 |
468 | #define SAVE_DIR_MODE 0770 |
371 | #define SAVE_DIR_MODE 0770 |
469 | |
372 | |
470 | /* |
373 | /* |
471 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
374 | * 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 | * |
375 | */ |
491 | * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player |
376 | #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 | |
377 | |
500 | #define RESET_LOCATION_TIME 3600 |
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501 | |
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