/* * static char *rcsid_config_h = * "$Id: config.h,v 1.56 2003/08/27 00:00:45 temitchell Exp $"; */ /* CrossFire, A Multiplayer game for X-windows Copyright (C) 2002 Mark Wedel & Crossfire Development Team Copyright (C) 1992 Frank Tore Johansen This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 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 GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. The authors can be reached via e-mail at crossfire-devel@real-time.com */ /* 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: * CS_LOGSTATS - log various new client/server data. * 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 * WATCHDOG - allows use of an external watchdog program * ***********************************************************************/ /* 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 4 #define BALSL_NUMBER_LOSSES_RATIO 6 #define BALSL_MAX_LOSS_RATIO 2 /* Don't edit these values. They are configured in lib/settings. These are Simply the defaults. */ #define BALANCED_STAT_LOSS FALSE #define USE_PERMANENT_EXPERIENCE FALSE #define SET_TITLE TRUE #define SIMPLE_EXP TRUE #define SPELLPOINT_LEVEL_DEPEND TRUE #define SPELL_ENCUMBRANCE TRUE #define SPELL_FAILURE_EFFECTS FALSE #define REAL_WIZ TRUE #define RECYCLE_TMP_MAPS FALSE #define RESURRECTION FALSE #define SEARCH_ITEMS TRUE #define NOT_PERMADETH TRUE #define EXPLORE_MODE FALSE #define STAT_LOSS_ON_DEATH FALSE #define CASTING_TIME FALSE #define SET_FRIENDLY_FIRE 5 /* you can edit the ones below */ /* CS_LOGSTATS will cause the server to log various usage stats * (number of connections, amount of data sent, amount of data received, * and so on.) This can be very useful if you are trying to measure * server/bandwidth usage. It will periodially dump out information * which contains usage stats for the last X amount of time. * CS_LOGTIME is how often it will print out stats. */ #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ #define CS_LOGSTATS #endif #ifdef CS_LOGSTATS #define CS_LOGTIME 600 #endif /* 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 WIN32 /* ***win32 we set the following stuff in the IDE */ #ifndef DEBUG #define DEBUG #endif #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 */ #define MAP_CLIENT_X 25 #define MAP_CLIENT_Y 25 /* * 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 /* 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. IF this is not defined, then * this feature is disabled. */ /* #define PARTY_KILL_LOG 20 */ /* Use permanent experience code? * This code allows players to build up a small amount of 'permanent * experience' which reduces the effect of large experience drains, such as * death. This makes multiple frequent deaths less devastating, and also * ensures that any character will make some gradual progress even if they * die all of the time. * A nice option if your keep dying due to massive client/server lags despite * playing well... or you like to swim well outside of your depth. :) * * The PERM_EXP values adjust the behaviour of this option - if * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it * is on, the minimum ratio is the minimum amount of permanent exp relative * to the total exp in the skill (ie, at a default of .25, if you had 100 * experience, at least 25 of it would be permanent). 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). * the loss ratio is the maximum amount of experience that can be lost * in any one hit - this is calculated as total exp - perm exp * loss ratio. * * 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 minimum ratio 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_MINIMUM_RATIO 0.25f #define PERM_EXP_GAIN_RATIO 0.10f #define PERM_EXP_MAX_LOSS_RATIO 0.50f /* * WATCHDOG lets sends datagrams to port 13325 on localhost * in (more-or-less) regular intervals, so an external watchdog * program can kill the server if it hangs (for whatever reason). * It shouldn't hurt anyone if this is defined but you don't * have an watchdog program. */ #ifndef WIN32 /* ***win32 disable watchdog as win32 default */ #define WATCHDOG #endif /* Enable the new material code - it needs some work. You can * enable this, and things will work, just you'll see a whole * bunch more materials show up, and thus a whole bunch more materials * in your inventory, and the sorting for them isn't really good. */ /* #define NEW_MATERIAL_CODE */ /*********************************************************************** * SECTION 2 - Machine/Compiler specific stuff. * * Short list of items: * COMPRESS_SUFFIX - selection of compression programs * O_NDELAY - If you don't have O_NDELAY, uncomment it. * ***********************************************************************/ /* * If you compress your files to save space, set the COMPRESS_SUFFIX below * to the compression suffix you want (.Z, .gz, .bz2). The autoconf * should already find the program to use. If you set the suffix to * something that autoconf did not find, you are likely to have serious * problems, so make sure you have the appropriate compression tool installed * before you set this. You can look at the autoconf.h file to see * what compression tools it found (search for COMPRESS). * Note that this is used when saving files. Crossfire will search all * methods when loading a file to see if it finds a match */ #ifndef COMPRESS_SUFFIX /* #define COMPRESS_SUFFIX ".Z" */ #endif /* If you get a complaint about O_NDELAY not being known/undefined, try * uncommenting this. * This may cause problems - O_NONBLOCK will return -1 on blocking writes * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes * can be written - otherwise, the number of bytes written will be returned * for both modes. */ /* #define O_NDELAY O_NONBLOCK */ /*********************************************************************** * 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: * * BANFILE - ban certain users/hosts. * CSPORT - port to use for new client/server * 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 * MOTD - message of the day - printed each time someone joins the game * 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 * USE_CALLOC for some memory requests *********************************************************************** */ /* * BANFILE - file used to ban certain sites from playing. See the example * ban_file for examples. */ #ifndef BANFILE #define BANFILE "ban_file" #endif /* CSPORT is the port used for the new client/server code. Change * if desired. Only of relevance if ERIC_SERVER is set above */ #define CSPORT 13327 /* old port + 1 */ /* * 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 #ifdef WIN32 /* change define path */ #define LOGFILE "tmp\\cross.log" #else #define LOGFILE "/tmp/cross.log" #endif #endif /* * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out * after a player has left it. If it is set to 0, maps are * swapped out the instant the last player leaves it. * If you are low on memory, you should set this to 0. * Note that depending on the map timeout variable, the number of * objects can get quite high. This is because depending on the maps, * a player could be having the objects of several maps in memory * (the map he is in right now, and the ones he left recently.) * Each map has it's own TIMEOUT value and value field and it is * defaulted to 300 * * Having a nonzero value can be useful: If a player leaves a map (and thus * is on a new map), and realizes they want to go back pretty quickly, the * old map is still in memory, so don't need to go disk and get it. * * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set * to swap out in less than that many ticks, we use the MINTIMEOUT value * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all * maps. */ /* How many ticks till maps are swapped out */ #define MAP_MAXTIMEOUT 1000 /* At least that many ticks before swapout */ #define MAP_MINTIMEOUT 500 /* * MAP_MAXRESET is the maximum time a map can have before being reset. It * will override the time value set in the map, if that time is longer than * MAP_MAXRESET. This value is in seconds. If you are low on space on the * TMPDIR device, set this value to somethign small. The default * value in the map object is 7200 (2 hours) * I personally like 1 hour myself, for solo play. It is long enough that * maps won't be resetting as a solve a quest, but short enough that some * maps (like shops and inns) will be reset during the time I play. * Comment out MAP_MAXRESET time if you always want to use the value * in the map archetype. */ #define MAP_MAXRESET 7200 /* * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire * will look for maps which are already scheldued for swapping, and * promptly swap them out before new maps are being loaded. * If playing only by yourself, this number can probably be as low as * 3000. If in server mode, probably figure about 1000-2000 objects per * active player (if they typically play on different maps), for some guess * on how many to define. If it is too low, maps just get swapped out * immediately, causing a performance hit. If it is too high, the program * consumes more memory. If you have gobs of free memory, a high number * might not be a bad idea. Each object is around 350 bytes right now. * 25000 is about 8.5 MB */ #define MAX_OBJECTS 100000 /* * Max objects low water mark (lwm). If defined, the map swapping strategy * is a bit different: * 1) We only start swapping maps if the number of objects in use is * greater than MAX_OBJECTS above. * 2) We keep swapping maps until there are no more maps to swap or the number * of used objects drop below this low water mark value. * * If this is not defined, maps are swapped out on the timeout value above, * or if the number of objects used is greater than MAX_OBJECTS above. * * Note: While this will prevent the pauses noticed when saving maps, there * can instead be cpu performance penalties - any objects in memory get * processed. So if there are 4000 objects in memory, and 1000 of them * are living objects, the system will process all 1000 objects each tick. * With swapping enable, maybe 600 of the objects would have gotten swapped * out. This is less likely a problem with a smaller number of MAX_OBJECTS * than if it is very large. * Also, the pauses you do get can be worse, as if you enter a map with * a lot of new objects and go above MAX_OBJECTS, it may have to swap out * many maps to get below the low water mark. */ /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/ /* * Turning on MEMORY_DEBUG slows down execution, but makes it easier * to find memory corruption and leaks. Currently, the main thing * that happens with this activated is that one malloc is done for * each object - thus whatever debugging mechanism the malloc library * (or other debugging tool provides, like purify), it can track this * individual malloc. Default behaviour when turned off is that * enough memory is malloced for a large group of objects so malloc does * not need to be called as often. * This should only be turned on if some form of memory debugging tool * is being used - otherwise, turning this on will cause some performance * hit with no useful advantage. */ /*#define MEMORY_DEBUG*/ /* * If you want to have a Message Of The Day file, define MOTD to be * the file with the message. If the file doesn't exist or if it * is empty, no message will be displayed. * (It resides in the CONFDIR directory) */ #define MOTD "motd" /* * 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 128*1024 /* * Your tmp-directory should be large enough to hold the uncompressed * map-files for all who are playing. * It ought to be locally mounted, since the function used to generate * unique temporary filenames isn't guaranteed to work over NFS or AFS * On the other hand, if you know that only one crossfire server will be * running using this temporary directory, it is likely to be safe to use * something that is NFS mounted (but performance may suffer as NFS is * slower than local disk) */ /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ #ifdef WIN32 /* change define path tmp */ #define TMPDIR "tmp" #else #define TMPDIR "/tmp" #endif /* 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" /* * If undefined, malloc is always used. * It looks like this can be oboleted. However, it can be useful to * track down some bugs, as it will make sure that the entire data structure * is set to 0, at the expense of speed. * Rupert Goldie has run Purify against the code, and if this is disabled, * apparantly there are a lot of uninitialized memory reads - I haven't * seen any problem (maybe the memory reads are copies, and the destination * doesn't actually use the garbage values either?), but the impact on speed * of using this probably isn't great, and should make things more stable. * Msw 8-9-97 */ #define USE_CALLOC /* * These define the players starting map and location on that map, and where * emergency saves are defined. This should be left as is unless you make * major changes to the map. */ #ifdef WIN32 /* change define path city */ # define EMERGENCY_MAPPATH "\\city\\city" # define EMERGENCY_X 15 # define EMERGENCY_Y 19 #else # define EMERGENCY_MAPPATH "/city/city" # define EMERGENCY_X 15 # define EMERGENCY_Y 19 #endif /* * 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 ARCHETYPES "archetypes" #define HIGHSCORE "highscore" #define TREASURES "treasures" #define BANISHFILE "banish_file" #define MAX_ERRORS 25 /* Bail out if more are received during tick */ #define STARTMAX 500 /* How big array of objects to start with */ #define OBJ_EXPAND 100 /* How big steps to use when expanding array */ #define HIGHSCORE_LENGTH 10 /* How many entries there are room for */ #define ARCHTABLE 5003 /* Used when hashing archetypes */ #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. */ #define SAVE_MODE 0660 #define SAVE_DIR_MODE 0770 /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really * needs to be selected. You can set both, and things will work fine, * however, it just means that a lot more saving will be done, which * can slow things down some. */ /* How often (in seconds) the player is saved if he drops things. If it is * set to 0, the player will be saved for every item he drops. Otherwise, * if the player drops and item, and the last time he was saved * due to item drop is longer * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing * environment, you may want to set this to a higher value, so that * you are not spending too much time saving the characters. * This option should now work (Crossfire 0.90.5) */ /*#define SAVE_INTERVAL 300*/ /* * AUTOSAVE saves the player every AUTOSAVE ticks. A value of * 5000 with MAX_TIME set at 120,000 means that the player will be * saved every 10 minutes. Some effort should probably be made to * spread out these saves, but that might be more effort than it is * worth (Depending on the spacing, if enough players log on, the spacing * may not be large enough to save all of them.) As it is now, it will * just set the base tick of when they log on, which should keep the * saves pretty well spread out (in a fairly random fashion.) */ #define AUTOSAVE 5000 /* Often, emergency save fails because the memory corruption that caused * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE * to disable emergency saves. This actually does * prevent emergency saves now (Version 0.90.5). */ #define NO_EMERGENCY_SAVE /* By selecting the following, whenever a player does a backup save (with * the 'save command), the player will be saved at home (EMERGENCY_MAP_* * information that is specified later). IF this is not set, the player * will be saved at his present location. */ /*#define BACKUP_SAVE_AT_HOME*/ /* RESET_LOCATION_TIME is the number of seconds that must elapse before * we fill return the player to his savebed location. If this is zero, * this feature is disabled (player will resume where ever he was * when he last logged off). If this is set to less than two hours, * it will prevent players from camping out in treasure rooms. * Do not comment this out - it must be set to something - if you * comment this out, the program will not compile. * * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player * where appear under what conditions is a little complicated depending * on how the player exited the game. But if the elapsed time is greater than * the value below, player will always get returned to savebed location * location. */ #define RESET_LOCATION_TIME 0