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/cvs/deliantra/server/include/config.h
Revision: 1.33
Committed: Tue Jan 2 11:08:36 2007 UTC (17 years, 4 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.32: +0 -18 lines
Log Message:
add some robustness checks, add map find/load locking

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at crossfire@schmorp.de
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 * CS_LOGSTATS - log various new client/server data.
66 * DEBUG - more verbose message logging?
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
69 * MANY_CORES - generate core dumps on gross errors instead of continuing?
70 * PARTY_KILL_LOG - stores party kill information
71 *
72 ***********************************************************************/
73
74 /* Use a very easy, non-challenging server?
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
77 * are treated by pet monsters as the owner itself when moving "through" them.
78 */
79 #define COZY_SERVER 1
80
81 /*
82 * Make it impossible to pk outside the arena.
83 */
84 #define PROHIBIT_PLAYERKILL 1
85
86 /* Use balanced stat loss code?
87 * 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
89 * you will lose more. Additionally, lower level characters are shown
90 * a lot more mercy (there are caps on how much of a stat you can lose too).
91 * On the nasty side, if you are higher level, you can lose mutiple stats
92 * _at_once_ and are shown less mercy when you die. But when you're higher
93 * level, it is much easier to buy back your stats with potions.
94 * Turn this on if you want death-based stat loss to be more merciful
95 * at low levels and more cruel at high levels.
96 * Only works when stats are depleted rather than lost. This option has
97 * no effect if you are using genuine stat loss.
98 *
99 * The BALSL_.. values control this behaviour.
100 * 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
102 * stats are lost.
103 *
104 * 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.
106 *
107 * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
108 * The chance not to lose a stat is
109 * depleteness^2 / (depletedness^2+ level/ratio).
110 * 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
112 * level, the more likely it is a stat can get really depleted, but
113 * this gets more offset as the stat gets more depleted.
114 *
115 */
116 /* GD */
117
118 #define BALSL_LOSS_CHANCE_RATIO 100
119 #define BALSL_NUMBER_LOSSES_RATIO 100
120 #define BALSL_MAX_LOSS_RATIO 100
121
122
123 /* Don't edit these values. They are configured in lib/settings. These are
124 Simply the defaults. */
125
126 #define BALANCED_STAT_LOSS FALSE
127 #define PERMANENT_EXPERIENCE_RATIO 25
128 #define DEATH_PENALTY_RATIO 20
129 #define DEATH_PENALTY_LEVEL 3
130 #define SET_TITLE TRUE
131 #define SIMPLE_EXP TRUE
132 #define SPELLPOINT_LEVEL_DEPEND TRUE
133 #define SPELL_ENCUMBRANCE TRUE
134 #define SPELL_FAILURE_EFFECTS FALSE
135 #define REAL_WIZ TRUE
136 #define RESURRECTION FALSE
137 #define SEARCH_ITEMS TRUE
138 #define NOT_PERMADETH TRUE
139 #define EXPLORE_MODE FALSE
140 #define STAT_LOSS_ON_DEATH FALSE
141 #define PK_LUCK_PENALTY 1
142 #define CASTING_TIME FALSE
143 #define SET_FRIENDLY_FIRE 5
144 #define ARMOR_MAX_ENCHANT 5
145 #define ARMOR_WEIGHT_REDUCTION 10
146 #define ARMOR_WEIGHT_LINEAR TRUE
147 #define ARMOR_SPEED_IMPROVEMENT 10
148 #define ARMOR_SPEED_LINEAR TRUE
149 #define CREATE_HOME_PORTALS FALSE
150
151 /* you can edit the ones below */
152
153
154 /* CS_LOGSTATS will cause the server to log various usage stats
155 * (number of connections, amount of data sent, amount of data received,
156 * and so on.) This can be very useful if you are trying to measure
157 * server/bandwidth usage. It will periodially dump out information
158 * which contains usage stats for the last X amount of time.
159 * CS_LOGTIME is how often it will print out stats.
160 */
161 #define CS_LOGSTATS
162 #define CS_LOGTIME 600
163
164 /* 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
166 * dont want this defined.
167 */
168 #ifndef DEBUG
169 #define DEBUG
170 #endif
171 /*
172 * 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
174 * parameter for null, return if it is). These checks are being done
175 * for things that should not happen (ie, being supplied a null parameter).
176 * What MANY_CORES does, is if one of these checks is true, it will
177 * dump core at that time, allowing for fairly easy tracking down of the
178 * problem. Better to fix problems than create thousands of checks.
179 */
180
181 #define MANY_CORES
182
183 /*
184 * This determines the maximum map size the client can request (and
185 * thus what the server will send to the client.
186 * Client can still request a smaller map size (for bandwidth reasons
187 * or display size of whatever else).
188 * The larger this number, the more cpu time and memory the server will
189 * need to spend to figure this out in addition to bandwidth needs.
190 * The server cpu time should be pretty trivial.
191 * There may be reasons to keep it smaller for the 'classic' crossfire
192 * experience which was 11x11. Big maps will likely make the same at
193 * least somewhat easier, but client will need to worry about lag
194 * more.
195 * I put support in for non square map updates in the define, but
196 * there very well might be things that break horribly if this is
197 * used. I figure it is easier to fix that if needed than go back
198 * at the future and have to redo a lot of stuff to support rectangular
199 * maps at that point.
200 *
201 * MSW 2001-05-28
202 */
203
204 #define MAP_CLIENT_X 31
205 #define MAP_CLIENT_Y 31
206
207 /*
208 * 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.
210 * The length of a tick is MAX_TIME microseconds. During a tick,
211 * players, monsters, or items with speed 1 can do one thing.
212 */
213
214 #define MAX_TIME 120000
215
216 /* Polymorph as it currently stands is unbalancing, so by default
217 * we have it disabled. It can be enabled and it works, but
218 * it can be abused in various ways.
219 */
220 #define NO_POLYMORPH
221
222
223 /* This determine how many entries are stored in the kill log. You
224 * can see this information with the 'party kills' command. More entries
225 * mean slower performance and more memory.
226 */
227 #define PARTY_KILL_LOG 40
228
229 /*
230 * The PERM_EXP values adjust the behaviour of permenent experience. - if
231 * the setting permanent_experience_percentage is zero, these values have
232 * 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,
234 * 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
236 * 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
238 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
239 * 10 to the permanent value).
240 *
241 * A few thoughts on these default value (by MSW)
242 * 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.
244 * It is also impossible for the exp to actually be reduced to the permanent
245 * exp ratio - since the loss ratio is .5, it will just get closer and
246 * closer. However, after about half a dozen hits, pretty much all the
247 * exp that can be lost has been lost, and after that, only minor loss
248 * will occur.
249 */
250 /* GD */
251
252 #define PERM_EXP_GAIN_RATIO 0.10f
253 #define PERM_EXP_MAX_LOSS_RATIO 0.50f
254
255 /* Enable the new material code - it needs some work. You can
256 * enable this, and things will work, just you'll see a whole
257 * bunch more materials show up, and thus a whole bunch more materials
258 * in your inventory, and the sorting for them isn't really good.
259 */
260
261 /*
262 #define NEW_MATERIAL_CODE
263 */
264
265 /***********************************************************************
266 * SECTION 2 - Machine/Compiler specific stuff.
267 *
268 * Short list of items:
269 * COMPRESS_SUFFIX - selection of compression programs
270 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
271 *
272 ***********************************************************************/
273
274 /*
275 * If you compress your files to save space, set the COMPRESS_SUFFIX below
276 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
277 * should already find the program to use. If you set the suffix to
278 * something that autoconf did not find, you are likely to have serious
279 * problems, so make sure you have the appropriate compression tool installed
280 * before you set this. You can look at the autoconf.h file to see
281 * what compression tools it found (search for COMPRESS).
282 * Note that this is used when saving files. Crossfire will search all
283 * methods when loading a file to see if it finds a match
284 */
285
286 #ifndef COMPRESS_SUFFIX
287 /* #define COMPRESS_SUFFIX ".Z" */
288 #endif
289
290 /* If you get a complaint about O_NDELAY not being known/undefined, try
291 * uncommenting this.
292 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
293 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
294 * can be written - otherwise, the number of bytes written will be returned
295 * for both modes.
296 */
297
298 /*
299 #define O_NDELAY O_NONBLOCK
300 */
301
302
303 /***********************************************************************
304 * Section 3
305 *
306 * 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
308 * may affect memory consumption however.
309 *
310 * Values:
311 *
312 * BANFILE - ban certain users/hosts.
313 * CSPORT - port to use for new client/server
314 * DMFILE - file with dm/wizard access lists
315 * LOGFILE - where to log if using -daemon option
316 * MAP_ - various map timeout and swapping parameters
317 * MAX_OBJECTS - how many objects to keep in memory.
318 * MAX_OBJECTS_LWM - only swap maps out if below that value
319 * MOTD - message of the day - printed each time someone joins the game
320 * PERM_FILE - limit play times
321 * SHUTDOWN - used when shutting down the server
322 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
323 * backlogged messages.
324 * TMPDIR - directory to use for temp files
325 * UNIQUE_DIR - directory to put unique item files into
326 ***********************************************************************
327 */
328
329 /*
330 * BANFILE - file used to ban certain sites from playing. See the example
331 * ban_file for examples.
332 */
333 #ifndef BANFILE
334 #define BANFILE "ban_file"
335 #endif
336
337 /* CSPORT is the port used for the new client/server code. Change
338 * if desired. Only of relevance if ERIC_SERVER is set above
339 */
340 #define CSPORT 13327 /* old port + 1 */
341
342
343 /*
344 * DMFILE
345 * A file containing valid names that can be dm, one on each line. See
346 * example dm_file for syntax help.
347 */
348 #ifndef DMFILE
349 #define DMFILE "dm_file"
350 #endif
351
352
353 /* LOGFILE specifies which file to log to when playing with the
354 * -daemon option.
355 */
356 #ifndef LOGFILE
357 #define LOGFILE "/var/log/crossfire/logfile"
358 #endif
359
360 /*
361 * If you want to have a Message Of The Day file, define MOTD to be
362 * the file with the message. If the file doesn't exist or if it
363 * is empty, no message will be displayed.
364 * (It resides in the CONFDIR directory)
365 */
366 #define MOTD "motd"
367
368 /*
369 * You can restrict playing in certain times by creating a PERMIT_FILE
370 * in CONFDIR. See the sample for usage notes.
371 */
372 #define PERM_FILE "forbid"
373
374 /*
375 * If you want to take the game down while installing new versions, or
376 * for other reasons, put a message into the SHUTDOWN_FILE file.
377 * Remember to delete it when you open the game again.
378 * (It resides in the CONFDIR directory)
379 */
380 #ifndef SHUTDOWN_FILE
381 #define SHUTDOWN_FILE "shutdown"
382 #endif
383
384
385 /*
386 * 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
388 * 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
390 * 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
392 * you have very slow client connections, a larger value may be
393 * warranted.
394 */
395 #define SOCKETBUFSIZE 256*1024
396
397 /*
398 * Your tmp-directory should be large enough to hold the uncompressed
399 * map-files for all who are playing. Local to 'lib' directory.
400 */
401 #define TMPDIR "tmp"
402
403
404 /* Directory to use for unique items. This is placed into the 'lib'
405 * directory. Changing this will cause any old unique items file
406 * not to be used.
407 */
408 #define UNIQUE_DIR "unique-items"
409
410 /*
411 * These defines tells where, relative to LIBDIR, the maps, the map-index,
412 * archetypes highscore and treaures files and directories can be found.
413 */
414
415 #define MAPDIR "maps"
416 #define TEMPLATE_DIR "template-maps"
417 #define ARCHETYPES "archetypes"
418 #define REGIONS "regions"
419 #define HIGHSCORE "highscore"
420 #define TREASURES "treasures"
421 #define BANISHFILE "banish_file"
422
423 #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
424
425 #define ARCHTABLE 16384 /* Arch hashtable size */
426 #define MAXSTRING 20
427
428 #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
429
430
431
432 /***********************************************************************
433 * Section 4 - save player options.
434 *
435 * There are a lot of things that deal with the save files, and what
436 * gets saved with them, so I put them in there own section.
437 *
438 ***********************************************************************/
439
440 /*
441 * If you want the players to be able to save their characters between
442 * games, define SAVE_PLAYER and set PLAYERDIR to the directories
443 * where the player-files will be put.
444 * Remember to create the directory (make install will do that though).
445 *
446 * If you intend to run a central server, and not allow the players to
447 * start their own crossfire, you won't need to define this.
448 *
449 */
450
451 #ifndef PLAYERDIR
452 #define PLAYERDIR "players"
453 #endif
454
455 /*
456 * If you have defined SAVE_PLAYER, you might want to change this, too.
457 * This is the access rights for the players savefiles.
458 * Given that crossfire runs in a client/server model, there should
459 * be no issue setting these to be quite restrictive (600 and 700).
460 * Before client/server, multiple people might run the executable,
461 * thus requiring that the server be setuid/setgid, and more generous
462 * permisisons needed.
463 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
464 * for nay directories created.
465 */
466 /* IMPORTANT: there is a race during saving, where the umask is being applied */
467 #define SAVE_MODE 0660
468 #define SAVE_DIR_MODE 0770
469
470 /*
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