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/cvs/deliantra/server/include/config.h
Revision: 1.53
Committed: Tue Dec 23 22:03:06 2008 UTC (15 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_80, rel-2_76, rel-2_77, rel-2_74, rel-2_75, rel-2_79, rel-2_78
Changes since 1.52: +1 -0 lines
Log Message:
improve los, fix bugs

File Contents

# Content
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