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Revision: 1.69
Committed: Sat Nov 17 23:40:00 2018 UTC (5 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
CVS Tags: HEAD
Changes since 1.68: +1 -0 lines
Log Message:
copyright update 2018

File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7 * Copyright (©) 1992 Frank Tore Johansen
8 *
9 * Deliantra is free software: you can redistribute it and/or modify it under
10 * the terms of the Affero GNU General Public License as published by the
11 * Free Software Foundation, either version 3 of the License, or (at your
12 * option) any later version.
13 *
14 * This program is distributed in the hope that it will be useful,
15 * but WITHOUT ANY WARRANTY; without even the implied warranty of
16 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 * GNU General Public License for more details.
18 *
19 * You should have received a copy of the Affero GNU General Public License
20 * and the GNU General Public License along with this program. If not, see
21 * <http://www.gnu.org/licenses/>.
22 *
23 * The authors can be reached via e-mail to <support@deliantra.net>
24 */
25
26 /* This file contains various #defines that select various options.
27 * Some may not be desirable, and some just may not work.
28 *
29 * There are some options that are not selectable in this file which
30 * may not always be undesirable. An example would be certain
31 * treasures that you may not want to have available. To remove the
32 * activation code would make these items worthless - instead remove
33 * these from the treasure file. Some things to look for are:
34 *
35 * prepare_weapon, improve_*: Allow characters to enchant their own
36 * weapons
37 * ench_armour: Allow characters to enchant their armor.
38 *
39 * In theory, most of the values here should just be defaults, and
40 * everything here should just be selectable by different run time
41 * flags However, for some things, that would just be too messy.
42 */
43
44 /* There are 4 main sections to this file-
45 * Section 1 is feature selection (enabling/disabling certain features)
46 *
47 * Section 2 is compiler/machine dependant section (stuff that just
48 * makes the program compile and run properly, but don't change the
49 * behavior)
50 *
51 * Section 3 is location of certain files and other defaults. Things in
52 * this section generally do not need to be changed, and generally do
53 * not alter the play as perceived by players. However, you may
54 * have your own values you want to set here.
55 *
56 * Section 4 deals with save file related options.
57 */
58
59 /*******************************************************************
60 * SECTION 1 - FEATURES
61 *
62 * You don't have to change anything here to get a working program, but
63 * you may want to on personal preferance. Items are arranged
64 * alphabetically.
65 *
66 * Short list of features, and what to search for:
67 * DEBUG - more verbose message logging?
68 * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive
69 * MAX_TIME - how long an internal tick is in microseconds
70 * MANY_CORES - generate core dumps on gross errors instead of continuing?
71 * PARTY_KILL_LOG - stores party kill information
72 *
73 ***********************************************************************/
74
75 /* Use a very easy, non-challenging server?
76 * Defining the COZY_SERVER will make the server much less challenging:
77 * no stats loss on death, much less experience loss.
78 */
79 #define COZY_SERVER 1
80
81 /* Use balanced stat loss code?
82 * This code is a little more merciful with repeated stat loss at lower
83 * levels. Basically, the more stats you have lost, the less likely that
84 * you will lose more. Additionally, lower level characters are shown
85 * a lot more mercy (there are caps on how much of a stat you can lose too).
86 * On the nasty side, if you are higher level, you can lose mutiple stats
87 * _at_once_ and are shown less mercy when you die. But when you're higher
88 * level, it is much easier to buy back your stats with potions.
89 * Turn this on if you want death-based stat loss to be more merciful
90 * at low levels and more cruel at high levels.
91 * Only works when stats are depleted rather than lost. This option has
92 * no effect if you are using genuine stat loss.
93 *
94 * The BALSL_.. values control this behaviour.
95 * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose.
96 * the character level is divided by that value, and that is how many
97 * stats are lost.
98 *
99 * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
100 * basically, level/max_loss_ratio is the most a stat can be depleted.
101 *
102 * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
103 * The chance not to lose a stat is
104 * depleteness^2 / (depletedness^2+ level/ratio).
105 * ie, if the stats current depleted value is 2 and the character is level
106 * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the
107 * level, the more likely it is a stat can get really depleted, but
108 * this gets more offset as the stat gets more depleted.
109 *
110 */
111 /* GD */
112
113 #define BALSL_LOSS_CHANCE_RATIO 100
114 #define BALSL_NUMBER_LOSSES_RATIO 100
115 #define BALSL_MAX_LOSS_RATIO 100
116
117
118 /* Don't edit these values. They are configured in lib/settings. These are
119 Simply the defaults. */
120
121 #define BALANCED_STAT_LOSS TRUE
122 #define PERMANENT_EXPERIENCE_RATIO 30
123 #define DEATH_PENALTY_RATIO 10
124 #define DEATH_PENALTY_LEVEL 2
125 #define SET_TITLE TRUE
126 #define SIMPLE_EXP TRUE
127 #define SPELLPOINT_LEVEL_DEPEND TRUE
128 #define SPELL_ENCUMBRANCE FALSE
129 #define SPELL_FAILURE_EFFECTS FALSE
130 #define RESURRECTION FALSE
131 #define SEARCH_ITEMS TRUE
132 #define NOT_PERMADETH TRUE
133 #define STAT_LOSS_ON_DEATH FALSE
134 #define PK_LUCK_PENALTY 0
135 #define SET_FRIENDLY_FIRE 0
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 * MAX_ITEM_PER_ACTION defines how many items a player can drop/take etc. 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_ACTION 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 * DMFILE - file with dm/wizard access lists
255 * LOGFILE - where to log if using -daemon option
256 * MAP_ - various map timeout and swapping parameters
257 * MAX_OBJECTS - how many objects to keep in memory.
258 * MAX_OBJECTS_LWM - only swap maps out if below that value
259 * PERM_FILE - limit play times
260 * SHUTDOWN - used when shutting down the server
261 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
262 * backlogged messages.
263 * TMPDIR - directory to use for temp files
264 * UNIQUE_DIR - directory to put unique item files into
265 ***********************************************************************
266 */
267
268 /*
269 * DMFILE
270 * A file containing valid names that can be dm, one on each line. See
271 * example dm_file for syntax help.
272 */
273 #ifndef DMFILE
274 #define DMFILE "dm_file"
275 #endif
276
277 /* LOGFILE specifies which file to log to when playing with the
278 * -daemon option.
279 */
280 #ifndef LOGFILE
281 #define LOGFILE "/var/log/deliantra/logfile"
282 #endif
283
284 /*
285 * You can restrict playing in certain times by creating a PERMIT_FILE
286 * in CONFDIR. See the sample for usage notes.
287 */
288 #define PERM_FILE "forbid"
289
290 /*
291 * If you want to take the game down while installing new versions, or
292 * for other reasons, put a message into the SHUTDOWN_FILE file.
293 * Remember to delete it when you open the game again.
294 * (It resides in the CONFDIR directory)
295 */
296 #ifndef SHUTDOWN_FILE
297 #define SHUTDOWN_FILE "shutdown"
298 #endif
299
300 /*
301 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
302 * storing backlogged messages for the client. This is not operating system
303 * buffers or the like. This amount is used per connection (client).
304 * This buffer is in addition to OS buffers, so it may not need to be very
305 * large. When the OS buffer and this buffer is exhausted, the server
306 * will drop the client connection for falling too far behind. So if
307 * you have very slow client connections, a larger value may be
308 * warranted.
309 */
310 #define SOCKETBUFSIZE 256*1024
311
312 /*
313 * Your tmp-directory should be large enough to hold the uncompressed
314 * map-files for all who are playing. Local to 'lib' directory.
315 */
316 #define TMPDIR "tmp"
317
318 /* Directory to use for unique items. This is placed into the 'lib'
319 * directory. Changing this will cause any old unique items file
320 * not to be used.
321 */
322 #define UNIQUE_DIR "unique-items"
323
324 /*
325 * These defines tells where, relative to LIBDIR, the maps, the map-index,
326 * archetypes highscore and treaures files and directories can be found.
327 */
328 #define MAPDIR "maps"
329
330 #define MAXSTRING 20
331
332 #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
333
334
335
336 /***********************************************************************
337 * Section 4 - save player options.
338 *
339 * There are a lot of things that deal with the save files, and what
340 * gets saved with them, so I put them in there own section.
341 *
342 ***********************************************************************/
343
344 /*
345 * If you want the players to be able to save their characters between
346 * games, define SAVE_PLAYER and set PLAYERDIR to the directories
347 * where the player-files will be put.
348 * Remember to create the directory (make install will do that though).
349 *
350 * If you intend to run a central server, and not allow the players to
351 * start their own crossfire, you won't need to define this.
352 *
353 */
354
355 #ifndef PLAYERDIR
356 # define PLAYERDIR "players"
357 #endif
358
359 /*
360 * If you have defined SAVE_PLAYER, you might want to change this, too.
361 * This is the access rights for the players savefiles.
362 * Given that crossfire runs in a client/server model, there should
363 * be no issue setting these to be quite restrictive (600 and 700).
364 * Before client/server, multiple people might run the executable,
365 * thus requiring that the server be setuid/setgid, and more generous
366 * permisisons needed.
367 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
368 * for nay directories created.
369 */
370 /* IMPORTANT: there is a race during saving, where the umask is being applied */
371 #define SAVE_MODE 0660
372 #define SAVE_DIR_MODE 0770
373
374 /*
375 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
376 */
377 #define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
378