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Revision: 1.69
Committed: Sat Nov 17 23:40:00 2018 UTC (5 years, 6 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

# User Rev Content
1 root 1.1 /*
2 root 1.48 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.66 *
4 root 1.69 * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
5 root 1.67 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
6 root 1.59 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
7     * Copyright (©) 1992 Frank Tore Johansen
8 root 1.66 *
9 root 1.54 * 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 root 1.66 *
14 root 1.46 * 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 root 1.66 *
19 root 1.54 * 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 root 1.66 *
23 root 1.48 * The authors can be reached via e-mail to <support@deliantra.net>
24 pippijn 1.37 */
25 root 1.1
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 root 1.68 * In theory, most of the values here should just be defaults, and
40 root 1.1 * 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 root 1.3 /* Use a very easy, non-challenging server?
76     * Defining the COZY_SERVER will make the server much less challenging:
77 root 1.43 * no stats loss on death, much less experience loss.
78 root 1.3 */
79     #define COZY_SERVER 1
80    
81 root 1.1 /* 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 root 1.68 * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
100 root 1.1 * 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 root 1.68 * The chance not to lose a stat is
104 root 1.1 * 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 root 1.66 *
110 root 1.1 */
111     /* GD */
112    
113 root 1.2 #define BALSL_LOSS_CHANCE_RATIO 100
114     #define BALSL_NUMBER_LOSSES_RATIO 100
115     #define BALSL_MAX_LOSS_RATIO 100
116 root 1.1
117    
118     /* Don't edit these values. They are configured in lib/settings. These are
119     Simply the defaults. */
120    
121 root 1.61 #define BALANCED_STAT_LOSS TRUE
122     #define PERMANENT_EXPERIENCE_RATIO 30
123     #define DEATH_PENALTY_RATIO 10
124     #define DEATH_PENALTY_LEVEL 2
125 root 1.1 #define SET_TITLE TRUE
126     #define SIMPLE_EXP TRUE
127     #define SPELLPOINT_LEVEL_DEPEND TRUE
128 root 1.61 #define SPELL_ENCUMBRANCE FALSE
129 root 1.1 #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 root 1.61 #define PK_LUCK_PENALTY 0
135     #define SET_FRIENDLY_FIRE 0
136 root 1.1 #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 pippijn 1.16 #define CREATE_HOME_PORTALS FALSE
142 root 1.1
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 root 1.41 # define DEBUG
151 root 1.1 #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 root 1.53 // both must be 2**n
186 root 1.52 #define MAP_CLIENT_X 32
187     #define MAP_CLIENT_Y 32
188 root 1.1
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 elmex 1.49 /*
199 root 1.56 * MAX_ITEM_PER_ACTION defines how many items a player can drop/take etc. at once.
200 elmex 1.49 * (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 root 1.57 #define MAX_ITEM_PER_ACTION 100
205 elmex 1.49
206 root 1.1 /* 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 root 1.32 * can see this information with the 'party kills' command. More entries
215     * mean slower performance and more memory.
216 root 1.1 */
217 root 1.32 #define PARTY_KILL_LOG 40
218 root 1.1
219 elmex 1.9 /*
220     * The PERM_EXP values adjust the behaviour of permenent experience. - if
221 root 1.68 * 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 elmex 1.9 * 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 root 1.68 * 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 root 1.1 *
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 elmex 1.9 * that poin, the value in the settings file will be used.
234 root 1.1 * 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 root 1.51 #define LOGFILE "/var/log/deliantra/logfile"
282 root 1.1 #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 root 1.68 * you have very slow client connections, a larger value may be
308 root 1.1 * warranted.
309     */
310 root 1.21 #define SOCKETBUFSIZE 256*1024
311 root 1.1
312     /*
313     * Your tmp-directory should be large enough to hold the uncompressed
314 root 1.31 * map-files for all who are playing. Local to 'lib' directory.
315 root 1.1 */
316 root 1.31 #define TMPDIR "tmp"
317 root 1.1
318 root 1.68 /* Directory to use for unique items. This is placed into the 'lib'
319 root 1.1 * 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 root 1.36 # define PLAYERDIR "players"
357 root 1.1 #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 root 1.5 /* IMPORTANT: there is a race during saving, where the umask is being applied */
371 root 1.1 #define SAVE_MODE 0660
372     #define SAVE_DIR_MODE 0770
373    
374     /*
375 root 1.34 * 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