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/cvs/deliantra/server/include/config.h
Revision: 1.54
Committed: Mon Oct 12 14:00:58 2009 UTC (14 years, 7 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: rel-2_81
Changes since 1.53: +7 -6 lines
Log Message:
clarify license

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 it under
9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
21 *
22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */
24
25 /* This file contains various #defines that select various options.
26 * Some may not be desirable, and some just may not work.
27 *
28 * There are some options that are not selectable in this file which
29 * may not always be undesirable. An example would be certain
30 * treasures that you may not want to have available. To remove the
31 * activation code would make these items worthless - instead remove
32 * these from the treasure file. Some things to look for are:
33 *
34 * prepare_weapon, improve_*: Allow characters to enchant their own
35 * weapons
36 * ench_armour: Allow characters to enchant their armor.
37 *
38 * In theory, most of the values here should just be defaults, and
39 * everything here should just be selectable by different run time
40 * flags However, for some things, that would just be too messy.
41 */
42
43 /* There are 4 main sections to this file-
44 * Section 1 is feature selection (enabling/disabling certain features)
45 *
46 * Section 2 is compiler/machine dependant section (stuff that just
47 * makes the program compile and run properly, but don't change the
48 * behavior)
49 *
50 * Section 3 is location of certain files and other defaults. Things in
51 * this section generally do not need to be changed, and generally do
52 * not alter the play as perceived by players. However, you may
53 * have your own values you want to set here.
54 *
55 * Section 4 deals with save file related options.
56 */
57
58 /*******************************************************************
59 * SECTION 1 - FEATURES
60 *
61 * 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
63 * alphabetically.
64 *
65 * Short list of features, and what to search for:
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.
77 */
78 #define COZY_SERVER 1
79
80 /* Use balanced stat loss code?
81 * This code is a little more merciful with repeated stat loss at lower
82 * levels. Basically, the more stats you have lost, the less likely that
83 * you will lose more. Additionally, lower level characters are shown
84 * a lot more mercy (there are caps on how much of a stat you can lose too).
85 * On the nasty side, if you are higher level, you can lose mutiple stats
86 * _at_once_ and are shown less mercy when you die. But when you're higher
87 * level, it is much easier to buy back your stats with potions.
88 * Turn this on if you want death-based stat loss to be more merciful
89 * at low levels and more cruel at high levels.
90 * Only works when stats are depleted rather than lost. This option has
91 * no effect if you are using genuine stat loss.
92 *
93 * The BALSL_.. values control this behaviour.
94 * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose.
95 * the character level is divided by that value, and that is how many
96 * stats are lost.
97 *
98 * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
99 * basically, level/max_loss_ratio is the most a stat can be depleted.
100 *
101 * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
102 * The chance not to lose a stat is
103 * depleteness^2 / (depletedness^2+ level/ratio).
104 * ie, if the stats current depleted value is 2 and the character is level
105 * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the
106 * level, the more likely it is a stat can get really depleted, but
107 * this gets more offset as the stat gets more depleted.
108 *
109 */
110 /* GD */
111
112 #define BALSL_LOSS_CHANCE_RATIO 100
113 #define BALSL_NUMBER_LOSSES_RATIO 100
114 #define BALSL_MAX_LOSS_RATIO 100
115
116
117 /* Don't edit these values. They are configured in lib/settings. These are
118 Simply the defaults. */
119
120 #define BALANCED_STAT_LOSS FALSE
121 #define PERMANENT_EXPERIENCE_RATIO 25
122 #define DEATH_PENALTY_RATIO 20
123 #define DEATH_PENALTY_LEVEL 3
124 #define SET_TITLE TRUE
125 #define SIMPLE_EXP TRUE
126 #define SPELLPOINT_LEVEL_DEPEND TRUE
127 #define SPELL_ENCUMBRANCE TRUE
128 #define SPELL_FAILURE_EFFECTS FALSE
129 #define RESURRECTION FALSE
130 #define SEARCH_ITEMS TRUE
131 #define NOT_PERMADETH TRUE
132 #define EXPLORE_MODE FALSE
133 #define STAT_LOSS_ON_DEATH FALSE
134 #define PK_LUCK_PENALTY 1
135 #define SET_FRIENDLY_FIRE 5
136 #define ARMOR_MAX_ENCHANT 5
137 #define ARMOR_WEIGHT_REDUCTION 10
138 #define ARMOR_WEIGHT_LINEAR TRUE
139 #define ARMOR_SPEED_IMPROVEMENT 10
140 #define ARMOR_SPEED_LINEAR TRUE
141 #define CREATE_HOME_PORTALS FALSE
142
143 /* you can edit the ones below */
144
145 /* DEBUG generates copious amounts of output. I tend to change the CC options
146 * in the crosssite.def file if I want this. By default, you probably
147 * dont want this defined.
148 */
149 #ifndef DEBUG
150 # define DEBUG
151 #endif
152 /*
153 * This option creates more core files. In some areas, there are certain
154 * checks done to try and make the program more stable (ie, check
155 * parameter for null, return if it is). These checks are being done
156 * for things that should not happen (ie, being supplied a null parameter).
157 * What MANY_CORES does, is if one of these checks is true, it will
158 * dump core at that time, allowing for fairly easy tracking down of the
159 * problem. Better to fix problems than create thousands of checks.
160 */
161
162 #define MANY_CORES
163
164 /*
165 * This determines the maximum map size the client can request (and
166 * thus what the server will send to the client.
167 * Client can still request a smaller map size (for bandwidth reasons
168 * or display size of whatever else).
169 * The larger this number, the more cpu time and memory the server will
170 * need to spend to figure this out in addition to bandwidth needs.
171 * The server cpu time should be pretty trivial.
172 * There may be reasons to keep it smaller for the 'classic' crossfire
173 * experience which was 11x11. Big maps will likely make the same at
174 * least somewhat easier, but client will need to worry about lag
175 * more.
176 * I put support in for non square map updates in the define, but
177 * there very well might be things that break horribly if this is
178 * used. I figure it is easier to fix that if needed than go back
179 * at the future and have to redo a lot of stuff to support rectangular
180 * maps at that point.
181 *
182 * MSW 2001-05-28
183 */
184
185 // both must be 2**n
186 #define MAP_CLIENT_X 32
187 #define MAP_CLIENT_Y 32
188
189 /*
190 * If you feel the game is too fast or too slow, change MAX_TIME.
191 * You can experiment with the 'speed <new_max_time> command first.
192 * The length of a tick is MAX_TIME microseconds. During a tick,
193 * players, monsters, or items with speed 1 can do one thing.
194 */
195
196 #define MAX_TIME 120000
197
198
199 /*
200 * MAX_ITEM_PER_DROP defines how many items a player can drop at once.
201 * (be careful to set this to high values, as dropping lots of things
202 * can be a performance problem (for which a fix is worked on)).
203 */
204
205 #define MAX_ITEM_PER_DROP 100
206
207 /* Polymorph as it currently stands is unbalancing, so by default
208 * we have it disabled. It can be enabled and it works, but
209 * it can be abused in various ways.
210 */
211 #define NO_POLYMORPH
212
213
214 /* This determine how many entries are stored in the kill log. You
215 * can see this information with the 'party kills' command. More entries
216 * mean slower performance and more memory.
217 */
218 #define PARTY_KILL_LOG 40
219
220 /*
221 * The PERM_EXP values adjust the behaviour of permenent experience. - if
222 * the setting permanent_experience_percentage is zero, these values have
223 * no meaning. The value in the settings file is the percentage of the
224 * experience that is permenent, the rest could be lost on death. When dying,
225 * the greatest amount of non-permenent exp it is possible to lose at one time
226 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
227 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
228 * experience goes to the permanent value. This does not detract from total
229 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
230 * 10 to the permanent value).
231 *
232 * A few thoughts on these default value (by MSW)
233 * gain ratio is pretty much meaningless until exp has been lost, as until
234 * that poin, the value in the settings file will be used.
235 * It is also impossible for the exp to actually be reduced to the permanent
236 * exp ratio - since the loss ratio is .5, it will just get closer and
237 * closer. However, after about half a dozen hits, pretty much all the
238 * exp that can be lost has been lost, and after that, only minor loss
239 * will occur.
240 */
241 /* GD */
242
243 #define PERM_EXP_GAIN_RATIO 0.10f
244 #define PERM_EXP_MAX_LOSS_RATIO 0.50f
245
246 /***********************************************************************
247 * Section 3
248 *
249 * General file and other defaults that don't need to be changed, and
250 * do not change gameplay as percieved by players much. Some options
251 * may affect memory consumption however.
252 *
253 * Values:
254 *
255 * CSPORT - port to use for new client/server
256 * DMFILE - file with dm/wizard access lists
257 * LOGFILE - where to log if using -daemon option
258 * MAP_ - various map timeout and swapping parameters
259 * MAX_OBJECTS - how many objects to keep in memory.
260 * MAX_OBJECTS_LWM - only swap maps out if below that value
261 * MOTD - message of the day - printed each time someone joins the game
262 * PERM_FILE - limit play times
263 * SHUTDOWN - used when shutting down the server
264 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
265 * backlogged messages.
266 * TMPDIR - directory to use for temp files
267 * UNIQUE_DIR - directory to put unique item files into
268 ***********************************************************************
269 */
270
271 /* CSPORT is the port used for the new client/server code. Change
272 * if desired. Only of relevance if ERIC_SERVER is set above
273 */
274 #define CSPORT 13327 /* old port + 1 */
275
276 /*
277 * DMFILE
278 * A file containing valid names that can be dm, one on each line. See
279 * example dm_file for syntax help.
280 */
281 #ifndef DMFILE
282 #define DMFILE "dm_file"
283 #endif
284
285 /* LOGFILE specifies which file to log to when playing with the
286 * -daemon option.
287 */
288 #ifndef LOGFILE
289 #define LOGFILE "/var/log/deliantra/logfile"
290 #endif
291
292 /*
293 * If you want to have a Message Of The Day file, define MOTD to be
294 * the file with the message. If the file doesn't exist or if it
295 * is empty, no message will be displayed.
296 * (It resides in the CONFDIR directory)
297 */
298 #define MOTD "motd"
299
300 /*
301 * You can restrict playing in certain times by creating a PERMIT_FILE
302 * in CONFDIR. See the sample for usage notes.
303 */
304 #define PERM_FILE "forbid"
305
306 /*
307 * If you want to take the game down while installing new versions, or
308 * for other reasons, put a message into the SHUTDOWN_FILE file.
309 * Remember to delete it when you open the game again.
310 * (It resides in the CONFDIR directory)
311 */
312 #ifndef SHUTDOWN_FILE
313 #define SHUTDOWN_FILE "shutdown"
314 #endif
315
316 /*
317 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
318 * storing backlogged messages for the client. This is not operating system
319 * buffers or the like. This amount is used per connection (client).
320 * This buffer is in addition to OS buffers, so it may not need to be very
321 * large. When the OS buffer and this buffer is exhausted, the server
322 * will drop the client connection for falling too far behind. So if
323 * you have very slow client connections, a larger value may be
324 * warranted.
325 */
326 #define SOCKETBUFSIZE 256*1024
327
328 /*
329 * Your tmp-directory should be large enough to hold the uncompressed
330 * map-files for all who are playing. Local to 'lib' directory.
331 */
332 #define TMPDIR "tmp"
333
334 /* Directory to use for unique items. This is placed into the 'lib'
335 * directory. Changing this will cause any old unique items file
336 * not to be used.
337 */
338 #define UNIQUE_DIR "unique-items"
339
340 /*
341 * These defines tells where, relative to LIBDIR, the maps, the map-index,
342 * archetypes highscore and treaures files and directories can be found.
343 */
344
345 #define MAPDIR "maps"
346 #define TEMPLATE_DIR "template-maps"
347 #define ARCHETYPES "archetypes"
348 #define REGIONS "regions"
349 #define HIGHSCORE "highscore"
350 #define TREASURES "treasures"
351
352 #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
353
354 #define MAXSTRING 20
355
356 #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
357
358
359
360 /***********************************************************************
361 * Section 4 - save player options.
362 *
363 * There are a lot of things that deal with the save files, and what
364 * gets saved with them, so I put them in there own section.
365 *
366 ***********************************************************************/
367
368 /*
369 * If you want the players to be able to save their characters between
370 * games, define SAVE_PLAYER and set PLAYERDIR to the directories
371 * where the player-files will be put.
372 * Remember to create the directory (make install will do that though).
373 *
374 * If you intend to run a central server, and not allow the players to
375 * start their own crossfire, you won't need to define this.
376 *
377 */
378
379 #ifndef PLAYERDIR
380 # define PLAYERDIR "players"
381 #endif
382
383 /*
384 * If you have defined SAVE_PLAYER, you might want to change this, too.
385 * This is the access rights for the players savefiles.
386 * Given that crossfire runs in a client/server model, there should
387 * be no issue setting these to be quite restrictive (600 and 700).
388 * Before client/server, multiple people might run the executable,
389 * thus requiring that the server be setuid/setgid, and more generous
390 * permisisons needed.
391 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
392 * for nay directories created.
393 */
394 /* IMPORTANT: there is a race during saving, where the umask is being applied */
395 #define SAVE_MODE 0660
396 #define SAVE_DIR_MODE 0770
397
398 /*
399 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
400 */
401 #define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
402