1 | /* |
1 | /* |
2 | * static char *rcsid_config_h = |
2 | * static char *rcsid_config_h = |
3 | * "$Id: config.h,v 1.6 2006/03/07 13:59:57 root Exp $"; |
3 | * "$Id: config.h,v 1.17 2006/05/31 23:30:56 root Exp $"; |
4 | */ |
4 | */ |
5 | |
5 | |
6 | /* |
6 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
7 | CrossFire, A Multiplayer game for X-windows |
8 | |
8 | |
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81 | * Defining the COZY_SERVER will make the server much less challenging: |
81 | * Defining the COZY_SERVER will make the server much less challenging: |
82 | * no stats loss on death, much less experience loss, and party members |
82 | * no stats loss on death, much less experience loss, and party members |
83 | * are treated by pet monsters as the owner itself when moving "through" them. |
83 | * are treated by pet monsters as the owner itself when moving "through" them. |
84 | */ |
84 | */ |
85 | #define COZY_SERVER 1 |
85 | #define COZY_SERVER 1 |
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86 | |
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87 | /* |
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88 | * Make it impossible to pk outside the arena. |
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89 | */ |
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90 | #define PROHIBIT_PLAYERKILL 1 |
86 | |
91 | |
87 | /* Use balanced stat loss code? |
92 | /* Use balanced stat loss code? |
88 | * This code is a little more merciful with repeated stat loss at lower |
93 | * This code is a little more merciful with repeated stat loss at lower |
89 | * levels. Basically, the more stats you have lost, the less likely that |
94 | * levels. Basically, the more stats you have lost, the less likely that |
90 | * you will lose more. Additionally, lower level characters are shown |
95 | * you will lose more. Additionally, lower level characters are shown |
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123 | |
128 | |
124 | /* Don't edit these values. They are configured in lib/settings. These are |
129 | /* Don't edit these values. They are configured in lib/settings. These are |
125 | Simply the defaults. */ |
130 | Simply the defaults. */ |
126 | |
131 | |
127 | #define BALANCED_STAT_LOSS FALSE |
132 | #define BALANCED_STAT_LOSS FALSE |
128 | #define USE_PERMANENT_EXPERIENCE FALSE |
133 | #define PERMANENT_EXPERIENCE_RATIO 25 |
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134 | #define DEATH_PENALTY_RATIO 20 |
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135 | #define DEATH_PENALTY_LEVEL 3 |
129 | #define SET_TITLE TRUE |
136 | #define SET_TITLE TRUE |
130 | #define SIMPLE_EXP TRUE |
137 | #define SIMPLE_EXP TRUE |
131 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
138 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
132 | #define SPELL_ENCUMBRANCE TRUE |
139 | #define SPELL_ENCUMBRANCE TRUE |
133 | #define SPELL_FAILURE_EFFECTS FALSE |
140 | #define SPELL_FAILURE_EFFECTS FALSE |
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144 | #define ARMOR_MAX_ENCHANT 5 |
151 | #define ARMOR_MAX_ENCHANT 5 |
145 | #define ARMOR_WEIGHT_REDUCTION 10 |
152 | #define ARMOR_WEIGHT_REDUCTION 10 |
146 | #define ARMOR_WEIGHT_LINEAR TRUE |
153 | #define ARMOR_WEIGHT_LINEAR TRUE |
147 | #define ARMOR_SPEED_IMPROVEMENT 10 |
154 | #define ARMOR_SPEED_IMPROVEMENT 10 |
148 | #define ARMOR_SPEED_LINEAR TRUE |
155 | #define ARMOR_SPEED_LINEAR TRUE |
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156 | #define CREATE_HOME_PORTALS FALSE |
149 | |
157 | |
150 | /* you can edit the ones below */ |
158 | /* you can edit the ones below */ |
151 | |
159 | |
152 | |
160 | |
153 | /* CS_LOGSTATS will cause the server to log various usage stats |
161 | /* CS_LOGSTATS will cause the server to log various usage stats |
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204 | * maps at that point. |
212 | * maps at that point. |
205 | * |
213 | * |
206 | * MSW 2001-05-28 |
214 | * MSW 2001-05-28 |
207 | */ |
215 | */ |
208 | |
216 | |
209 | #define MAP_CLIENT_X 25 |
217 | #define MAP_CLIENT_X 31 |
210 | #define MAP_CLIENT_Y 25 |
218 | #define MAP_CLIENT_Y 31 |
211 | |
219 | |
212 | /* |
220 | /* |
213 | * If you feel the game is too fast or too slow, change MAX_TIME. |
221 | * If you feel the game is too fast or too slow, change MAX_TIME. |
214 | * You can experiment with the 'speed <new_max_time> command first. |
222 | * You can experiment with the 'speed <new_max_time> command first. |
215 | * The length of a tick is MAX_TIME microseconds. During a tick, |
223 | * The length of a tick is MAX_TIME microseconds. During a tick, |
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230 | * mean slower performance and more memory. IF this is not defined, then |
238 | * mean slower performance and more memory. IF this is not defined, then |
231 | * this feature is disabled. |
239 | * this feature is disabled. |
232 | */ |
240 | */ |
233 | #define PARTY_KILL_LOG 20 |
241 | #define PARTY_KILL_LOG 20 |
234 | |
242 | |
235 | /* Use permanent experience code? |
243 | /* |
236 | * This code allows players to build up a small amount of 'permanent |
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237 | * experience' which reduces the effect of large experience drains, such as |
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238 | * death. This makes multiple frequent deaths less devastating, and also |
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239 | * ensures that any character will make some gradual progress even if they |
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240 | * die all of the time. |
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241 | * A nice option if your keep dying due to massive client/server lags despite |
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242 | * playing well... or you like to swim well outside of your depth. :) |
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243 | * |
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244 | * The PERM_EXP values adjust the behaviour of this option - if |
244 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
245 | * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it |
245 | * the setting permanent_experience_percentage is zero, these values have |
246 | * is on, the minimum ratio is the minimum amount of permanent exp relative |
246 | * no meaning. The value in the settings file is the percentage of the |
247 | * to the total exp in the skill (ie, at a default of .25, if you had 100 |
247 | * experience that is permenent, the rest could be lost on death. When dying, |
248 | * experience, at least 25 of it would be permanent). The gain ratio |
248 | * the greatest amount of non-permenent exp it is possible to lose at one time |
249 | * is how much of experienced experience goes to the permanent value. |
249 | * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as |
250 | * This does not detract from total exp gain (ie, if you gained 100 exp, |
250 | * total exp - perm exp * loss ratio. The gain ratio is how much of experienced |
251 | * 100 would go to the skill total and 10 to the permanent value). |
251 | * experience goes to the permanent value. This does not detract from total |
252 | * the loss ratio is the maximum amount of experience that can be lost |
252 | * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and |
253 | * in any one hit - this is calculated as total exp - perm exp * loss ratio. |
253 | * 10 to the permanent value). |
254 | * |
254 | * |
255 | * A few thoughts on these default value (by MSW) |
255 | * A few thoughts on these default value (by MSW) |
256 | * gain ratio is pretty much meaningless until exp has been lost, as until |
256 | * gain ratio is pretty much meaningless until exp has been lost, as until |
257 | * that poin, the minimum ratio will be used. |
257 | * that poin, the value in the settings file will be used. |
258 | * It is also impossible for the exp to actually be reduced to the permanent |
258 | * It is also impossible for the exp to actually be reduced to the permanent |
259 | * exp ratio - since the loss ratio is .5, it will just get closer and |
259 | * exp ratio - since the loss ratio is .5, it will just get closer and |
260 | * closer. However, after about half a dozen hits, pretty much all the |
260 | * closer. However, after about half a dozen hits, pretty much all the |
261 | * exp that can be lost has been lost, and after that, only minor loss |
261 | * exp that can be lost has been lost, and after that, only minor loss |
262 | * will occur. |
262 | * will occur. |
263 | */ |
263 | */ |
264 | /* GD */ |
264 | /* GD */ |
265 | |
265 | |
266 | #define PERM_EXP_MINIMUM_RATIO 0.25f |
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267 | #define PERM_EXP_GAIN_RATIO 0.10f |
266 | #define PERM_EXP_GAIN_RATIO 0.10f |
268 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
267 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
269 | |
268 | |
270 | /* |
269 | /* |
271 | * WATCHDOG lets sends datagrams to port 13325 on localhost |
270 | * WATCHDOG lets sends datagrams to port 13325 on localhost |
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414 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
413 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
415 | * maps. |
414 | * maps. |
416 | */ |
415 | */ |
417 | |
416 | |
418 | /* How many ticks till maps are swapped out */ |
417 | /* How many ticks till maps are swapped out */ |
419 | #define MAP_MAXTIMEOUT 1000 |
418 | #define MAP_MAXTIMEOUT 500 |
420 | /* At least that many ticks before swapout */ |
419 | /* At least that many ticks before swapout */ |
421 | #define MAP_MINTIMEOUT 500 |
420 | #define MAP_MINTIMEOUT 300 |
422 | |
421 | |
423 | /* |
422 | /* |
424 | * MAP_MAXRESET is the maximum time a map can have before being reset. It |
423 | * MAP_MAXRESET is the maximum time a map can have before being reset. It |
425 | * will override the time value set in the map, if that time is longer than |
424 | * will override the time value set in the map, if that time is longer than |
426 | * MAP_MAXRESET. This value is in seconds. If you are low on space on the |
425 | * MAP_MAXRESET. This value is in seconds. If you are low on space on the |
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450 | * consumes more memory. If you have gobs of free memory, a high number |
449 | * consumes more memory. If you have gobs of free memory, a high number |
451 | * might not be a bad idea. Each object is around 350 bytes right now. |
450 | * might not be a bad idea. Each object is around 350 bytes right now. |
452 | * 25000 is about 8.5 MB |
451 | * 25000 is about 8.5 MB |
453 | */ |
452 | */ |
454 | |
453 | |
455 | #define MAX_OBJECTS 100000 |
454 | #define MAX_OBJECTS 200000 |
456 | |
455 | |
457 | /* |
456 | /* |
458 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
457 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
459 | * is a bit different: |
458 | * is a bit different: |
460 | * 1) We only start swapping maps if the number of objects in use is |
459 | * 1) We only start swapping maps if the number of objects in use is |
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607 | #define HIGHSCORE "highscore" |
606 | #define HIGHSCORE "highscore" |
608 | #define TREASURES "treasures" |
607 | #define TREASURES "treasures" |
609 | #define BANISHFILE "banish_file" |
608 | #define BANISHFILE "banish_file" |
610 | |
609 | |
611 | #define MAX_ERRORS 25 /* Bail out if more are received during tick */ |
610 | #define MAX_ERRORS 25 /* Bail out if more are received during tick */ |
612 | #define STARTMAX 500 /* How big array of objects to start with */ |
611 | #define STARTMAX 4000 /* How big array of objects to start with */ |
613 | #define OBJ_EXPAND 100 /* How big steps to use when expanding array */ |
612 | #define OBJ_EXPAND 500 /* How big steps to use when expanding array */ |
614 | |
613 | |
615 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
614 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
616 | |
615 | |
617 | #define ARCHTABLE 5003 /* Used when hashing archetypes */ |
616 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
618 | #define MAXSTRING 20 |
617 | #define MAXSTRING 20 |
619 | |
618 | |
620 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
619 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
621 | |
620 | |
622 | |
621 | |
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686 | * may not be large enough to save all of them.) As it is now, it will |
685 | * may not be large enough to save all of them.) As it is now, it will |
687 | * just set the base tick of when they log on, which should keep the |
686 | * just set the base tick of when they log on, which should keep the |
688 | * saves pretty well spread out (in a fairly random fashion.) |
687 | * saves pretty well spread out (in a fairly random fashion.) |
689 | */ |
688 | */ |
690 | |
689 | |
691 | #define AUTOSAVE 500 |
690 | #define AUTOSAVE 1000 |
692 | |
691 | |
693 | /* Often, emergency save fails because the memory corruption that caused |
692 | /* Often, emergency save fails because the memory corruption that caused |
694 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
693 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
695 | * to disable emergency saves. This actually does |
694 | * to disable emergency saves. This actually does |
696 | * prevent emergency saves now (Version 0.90.5). |
695 | * prevent emergency saves now (Version 0.90.5). |
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705 | */ |
704 | */ |
706 | |
705 | |
707 | /*#define BACKUP_SAVE_AT_HOME*/ |
706 | /*#define BACKUP_SAVE_AT_HOME*/ |
708 | |
707 | |
709 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
708 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
710 | * we fill return the player to his savebed location. If this is zero, |
709 | * we will return the player to his savebed location. If this is zero, |
711 | * this feature is disabled (player will resume where ever he was |
710 | * this feature is disabled (player will resume where ever he was |
712 | * when he last logged off). If this is set to less than two hours, |
711 | * when he last logged off). If this is set to less than two hours, |
713 | * it will prevent players from camping out in treasure rooms. |
712 | * it will prevent players from camping out in treasure rooms. |
714 | * Do not comment this out - it must be set to something - if you |
713 | * Do not comment this out - it must be set to something - if you |
715 | * comment this out, the program will not compile. |
714 | * comment this out, the program will not compile. |