/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992 Frank Tore Johansen
*
* Deliantra is free software: you can redistribute it and/or modify it under
* the terms of the Affero GNU General Public License as published by the
* Free Software Foundation, either version 3 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the Affero GNU General Public License
* and the GNU General Public License along with this program. If not, see
* .
*
* The authors can be reached via e-mail to
*/
/* This file contains various #defines that select various options.
* Some may not be desirable, and some just may not work.
*
* There are some options that are not selectable in this file which
* may not always be undesirable. An example would be certain
* treasures that you may not want to have available. To remove the
* activation code would make these items worthless - instead remove
* these from the treasure file. Some things to look for are:
*
* prepare_weapon, improve_*: Allow characters to enchant their own
* weapons
* ench_armour: Allow characters to enchant their armor.
*
* In theory, most of the values here should just be defaults, and
* everything here should just be selectable by different run time
* flags However, for some things, that would just be too messy.
*/
/* There are 4 main sections to this file-
* Section 1 is feature selection (enabling/disabling certain features)
*
* Section 2 is compiler/machine dependant section (stuff that just
* makes the program compile and run properly, but don't change the
* behavior)
*
* Section 3 is location of certain files and other defaults. Things in
* this section generally do not need to be changed, and generally do
* not alter the play as perceived by players. However, you may
* have your own values you want to set here.
*
* Section 4 deals with save file related options.
*/
/*******************************************************************
* SECTION 1 - FEATURES
*
* You don't have to change anything here to get a working program, but
* you may want to on personal preferance. Items are arranged
* alphabetically.
*
* Short list of features, and what to search for:
* DEBUG - more verbose message logging?
* MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive
* MAX_TIME - how long an internal tick is in microseconds
* MANY_CORES - generate core dumps on gross errors instead of continuing?
* PARTY_KILL_LOG - stores party kill information
*
***********************************************************************/
/* Use a very easy, non-challenging server?
* Defining the COZY_SERVER will make the server much less challenging:
* no stats loss on death, much less experience loss.
*/
#define COZY_SERVER 1
/* Use balanced stat loss code?
* This code is a little more merciful with repeated stat loss at lower
* levels. Basically, the more stats you have lost, the less likely that
* you will lose more. Additionally, lower level characters are shown
* a lot more mercy (there are caps on how much of a stat you can lose too).
* On the nasty side, if you are higher level, you can lose mutiple stats
* _at_once_ and are shown less mercy when you die. But when you're higher
* level, it is much easier to buy back your stats with potions.
* Turn this on if you want death-based stat loss to be more merciful
* at low levels and more cruel at high levels.
* Only works when stats are depleted rather than lost. This option has
* no effect if you are using genuine stat loss.
*
* The BALSL_.. values control this behaviour.
* BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose.
* the character level is divided by that value, and that is how many
* stats are lost.
*
* BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
* basically, level/max_loss_ratio is the most a stat can be depleted.
*
* BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
* The chance not to lose a stat is
* depleteness^2 / (depletedness^2+ level/ratio).
* ie, if the stats current depleted value is 2 and the character is level
* 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the
* level, the more likely it is a stat can get really depleted, but
* this gets more offset as the stat gets more depleted.
*
*/
/* GD */
#define BALSL_LOSS_CHANCE_RATIO 100
#define BALSL_NUMBER_LOSSES_RATIO 100
#define BALSL_MAX_LOSS_RATIO 100
/* Don't edit these values. They are configured in lib/settings. These are
Simply the defaults. */
#define BALANCED_STAT_LOSS TRUE
#define PERMANENT_EXPERIENCE_RATIO 30
#define DEATH_PENALTY_RATIO 10
#define DEATH_PENALTY_LEVEL 2
#define SET_TITLE TRUE
#define SIMPLE_EXP TRUE
#define SPELLPOINT_LEVEL_DEPEND TRUE
#define SPELL_ENCUMBRANCE FALSE
#define SPELL_FAILURE_EFFECTS FALSE
#define RESURRECTION FALSE
#define SEARCH_ITEMS TRUE
#define NOT_PERMADETH TRUE
#define STAT_LOSS_ON_DEATH FALSE
#define PK_LUCK_PENALTY 0
#define SET_FRIENDLY_FIRE 0
#define ARMOR_MAX_ENCHANT 5
#define ARMOR_WEIGHT_REDUCTION 10
#define ARMOR_WEIGHT_LINEAR TRUE
#define ARMOR_SPEED_IMPROVEMENT 10
#define ARMOR_SPEED_LINEAR TRUE
#define CREATE_HOME_PORTALS FALSE
/* you can edit the ones below */
/* DEBUG generates copious amounts of output. I tend to change the CC options
* in the crosssite.def file if I want this. By default, you probably
* dont want this defined.
*/
#ifndef DEBUG
# define DEBUG
#endif
/*
* This option creates more core files. In some areas, there are certain
* checks done to try and make the program more stable (ie, check
* parameter for null, return if it is). These checks are being done
* for things that should not happen (ie, being supplied a null parameter).
* What MANY_CORES does, is if one of these checks is true, it will
* dump core at that time, allowing for fairly easy tracking down of the
* problem. Better to fix problems than create thousands of checks.
*/
#define MANY_CORES
/*
* This determines the maximum map size the client can request (and
* thus what the server will send to the client.
* Client can still request a smaller map size (for bandwidth reasons
* or display size of whatever else).
* The larger this number, the more cpu time and memory the server will
* need to spend to figure this out in addition to bandwidth needs.
* The server cpu time should be pretty trivial.
* There may be reasons to keep it smaller for the 'classic' crossfire
* experience which was 11x11. Big maps will likely make the same at
* least somewhat easier, but client will need to worry about lag
* more.
* I put support in for non square map updates in the define, but
* there very well might be things that break horribly if this is
* used. I figure it is easier to fix that if needed than go back
* at the future and have to redo a lot of stuff to support rectangular
* maps at that point.
*
* MSW 2001-05-28
*/
// both must be 2**n
#define MAP_CLIENT_X 32
#define MAP_CLIENT_Y 32
/*
* If you feel the game is too fast or too slow, change MAX_TIME.
* You can experiment with the 'speed command first.
* The length of a tick is MAX_TIME microseconds. During a tick,
* players, monsters, or items with speed 1 can do one thing.
*/
#define MAX_TIME 120000
/*
* MAX_ITEM_PER_ACTION defines how many items a player can drop/take etc. at once.
* (be careful to set this to high values, as dropping lots of things
* can be a performance problem (for which a fix is worked on)).
*/
#define MAX_ITEM_PER_ACTION 100
/* Polymorph as it currently stands is unbalancing, so by default
* we have it disabled. It can be enabled and it works, but
* it can be abused in various ways.
*/
#define NO_POLYMORPH
/* This determine how many entries are stored in the kill log. You
* can see this information with the 'party kills' command. More entries
* mean slower performance and more memory.
*/
#define PARTY_KILL_LOG 40
/*
* The PERM_EXP values adjust the behaviour of permenent experience. - if
* the setting permanent_experience_percentage is zero, these values have
* no meaning. The value in the settings file is the percentage of the
* experience that is permenent, the rest could be lost on death. When dying,
* the greatest amount of non-permenent exp it is possible to lose at one time
* is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
* total exp - perm exp * loss ratio. The gain ratio is how much of experienced
* experience goes to the permanent value. This does not detract from total
* exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
* 10 to the permanent value).
*
* A few thoughts on these default value (by MSW)
* gain ratio is pretty much meaningless until exp has been lost, as until
* that poin, the value in the settings file will be used.
* It is also impossible for the exp to actually be reduced to the permanent
* exp ratio - since the loss ratio is .5, it will just get closer and
* closer. However, after about half a dozen hits, pretty much all the
* exp that can be lost has been lost, and after that, only minor loss
* will occur.
*/
/* GD */
#define PERM_EXP_GAIN_RATIO 0.10f
#define PERM_EXP_MAX_LOSS_RATIO 0.50f
/***********************************************************************
* Section 3
*
* General file and other defaults that don't need to be changed, and
* do not change gameplay as percieved by players much. Some options
* may affect memory consumption however.
*
* Values:
*
* DMFILE - file with dm/wizard access lists
* LOGFILE - where to log if using -daemon option
* MAP_ - various map timeout and swapping parameters
* MAX_OBJECTS - how many objects to keep in memory.
* MAX_OBJECTS_LWM - only swap maps out if below that value
* PERM_FILE - limit play times
* SHUTDOWN - used when shutting down the server
* SOCKETBUFSIZE - size of buffer used internally by the server for storing
* backlogged messages.
* TMPDIR - directory to use for temp files
* UNIQUE_DIR - directory to put unique item files into
***********************************************************************
*/
/*
* DMFILE
* A file containing valid names that can be dm, one on each line. See
* example dm_file for syntax help.
*/
#ifndef DMFILE
#define DMFILE "dm_file"
#endif
/* LOGFILE specifies which file to log to when playing with the
* -daemon option.
*/
#ifndef LOGFILE
#define LOGFILE "/var/log/deliantra/logfile"
#endif
/*
* You can restrict playing in certain times by creating a PERMIT_FILE
* in CONFDIR. See the sample for usage notes.
*/
#define PERM_FILE "forbid"
/*
* If you want to take the game down while installing new versions, or
* for other reasons, put a message into the SHUTDOWN_FILE file.
* Remember to delete it when you open the game again.
* (It resides in the CONFDIR directory)
*/
#ifndef SHUTDOWN_FILE
#define SHUTDOWN_FILE "shutdown"
#endif
/*
* SOCKETBUFSIZE is the size of the buffer used internally by the server for
* storing backlogged messages for the client. This is not operating system
* buffers or the like. This amount is used per connection (client).
* This buffer is in addition to OS buffers, so it may not need to be very
* large. When the OS buffer and this buffer is exhausted, the server
* will drop the client connection for falling too far behind. So if
* you have very slow client connections, a larger value may be
* warranted.
*/
#define SOCKETBUFSIZE 256*1024
/*
* Your tmp-directory should be large enough to hold the uncompressed
* map-files for all who are playing. Local to 'lib' directory.
*/
#define TMPDIR "tmp"
/* Directory to use for unique items. This is placed into the 'lib'
* directory. Changing this will cause any old unique items file
* not to be used.
*/
#define UNIQUE_DIR "unique-items"
/*
* These defines tells where, relative to LIBDIR, the maps, the map-index,
* archetypes highscore and treaures files and directories can be found.
*/
#define MAPDIR "maps"
#define MAXSTRING 20
#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
/***********************************************************************
* Section 4 - save player options.
*
* There are a lot of things that deal with the save files, and what
* gets saved with them, so I put them in there own section.
*
***********************************************************************/
/*
* If you want the players to be able to save their characters between
* games, define SAVE_PLAYER and set PLAYERDIR to the directories
* where the player-files will be put.
* Remember to create the directory (make install will do that though).
*
* If you intend to run a central server, and not allow the players to
* start their own crossfire, you won't need to define this.
*
*/
#ifndef PLAYERDIR
# define PLAYERDIR "players"
#endif
/*
* If you have defined SAVE_PLAYER, you might want to change this, too.
* This is the access rights for the players savefiles.
* Given that crossfire runs in a client/server model, there should
* be no issue setting these to be quite restrictive (600 and 700).
* Before client/server, multiple people might run the executable,
* thus requiring that the server be setuid/setgid, and more generous
* permisisons needed.
* SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
* for nay directories created.
*/
/* IMPORTANT: there is a race during saving, where the umask is being applied */
#define SAVE_MODE 0660
#define SAVE_DIR_MODE 0770
/*
* The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
*/
#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."