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Comparing deliantra/server/include/config.h (file contents):
Revision 1.40 by elmex, Fri Feb 16 21:38:18 2007 UTC vs.
Revision 1.48 by root, Thu Nov 8 19:43:24 2007 UTC

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.
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 */
153 143
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
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
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
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/***********************************************************************
267 * SECTION 2 - Machine/Compiler specific stuff.
268 *
269 * Short list of items:
270 * COMPRESS_SUFFIX - selection of compression programs
271 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
272 *
273 ***********************************************************************/
274
275/*
276 * If you compress your files to save space, set the COMPRESS_SUFFIX below
277 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
278 * should already find the program to use. If you set the suffix to
279 * something that autoconf did not find, you are likely to have serious
280 * problems, so make sure you have the appropriate compression tool installed
281 * before you set this. You can look at the autoconf.h file to see
282 * what compression tools it found (search for COMPRESS).
283 * Note that this is used when saving files. Crossfire will search all
284 * methods when loading a file to see if it finds a match
285 */
286
287#ifndef COMPRESS_SUFFIX
288/* #define COMPRESS_SUFFIX ".Z" */
289#endif
290
291/* If you get a complaint about O_NDELAY not being known/undefined, try
292 * uncommenting this.
293 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
294 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
295 * can be written - otherwise, the number of bytes written will be returned
296 * for both modes.
297 */
298
299/*
300#define O_NDELAY O_NONBLOCK
301*/
302
303
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.
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.
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/*
331 * BANFILE - file used to ban certain sites from playing. See the example
332 * ban_file for examples.
333 */
334#ifndef BANFILE
335#define BANFILE "ban_file"
336#endif
337
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
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
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
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
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).
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
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"
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"
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
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
472 * 5000 with MAX_TIME set at 120,000 means that the player will be
473 * saved every 10 minutes. Some effort should probably be made to
474 * spread out these saves, but that might be more effort than it is
475 * worth (Depending on the spacing, if enough players log on, the spacing
476 * may not be large enough to save all of them.) As it is now, it will
477 * just set the base tick of when they log on, which should keep the
478 * saves pretty well spread out (in a fairly random fashion.)
479 */
480
481#define AUTOSAVE 1000
482
483/* RESET_LOCATION_TIME is the number of seconds that must elapse before
484 * we will return the player to his savebed location. If this is zero,
485 * this feature is disabled (player will resume where ever he was
486 * when he last logged off). If this is set to less than two hours,
487 * it will prevent players from camping out in treasure rooms.
488 * Do not comment this out - it must be set to something - if you
489 * comment this out, the program will not compile.
490 *
491 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player
492 * where appear under what conditions is a little complicated depending
493 * on how the player exited the game. But if the elapsed time is greater than
494 * the value below, player will always get returned to savebed location
495 * location.
496 *
497 * Set to one hour as default
498 */
499
500#define RESET_LOCATION_TIME 3600
501
502/*
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

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