1 | /* |
1 | /* |
2 | * static char *rcsid_config_h = |
2 | * static char *rcsid_config_h = |
3 | * "$Id: config.h,v 1.1 2006/02/03 07:12:48 root Exp $"; |
3 | * "$Id: config.h,v 1.12 2006/04/07 22:44:11 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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74 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
74 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
75 | * PARTY_KILL_LOG - stores party kill information |
75 | * PARTY_KILL_LOG - stores party kill information |
76 | * WATCHDOG - allows use of an external watchdog program |
76 | * WATCHDOG - allows use of an external watchdog program |
77 | * |
77 | * |
78 | ***********************************************************************/ |
78 | ***********************************************************************/ |
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79 | |
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80 | /* Use a very easy, non-challenging server? |
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81 | * Defining the COZY_SERVER will make the server much less challenging: |
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82 | * no stats loss on death, much less experience loss, and party members |
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83 | * are treated by pet monsters as the owner itself when moving "through" them. |
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84 | */ |
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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 |
79 | |
91 | |
80 | /* Use balanced stat loss code? |
92 | /* Use balanced stat loss code? |
81 | * 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 |
82 | * 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 |
83 | * 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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107 | * this gets more offset as the stat gets more depleted. |
119 | * this gets more offset as the stat gets more depleted. |
108 | * |
120 | * |
109 | */ |
121 | */ |
110 | /* GD */ |
122 | /* GD */ |
111 | |
123 | |
112 | #define BALSL_LOSS_CHANCE_RATIO 4 |
124 | #define BALSL_LOSS_CHANCE_RATIO 100 |
113 | #define BALSL_NUMBER_LOSSES_RATIO 6 |
125 | #define BALSL_NUMBER_LOSSES_RATIO 100 |
114 | #define BALSL_MAX_LOSS_RATIO 2 |
126 | #define BALSL_MAX_LOSS_RATIO 100 |
115 | |
127 | |
116 | |
128 | |
117 | /* 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 |
118 | Simply the defaults. */ |
130 | Simply the defaults. */ |
119 | |
131 | |
120 | #define BALANCED_STAT_LOSS FALSE |
132 | #define BALANCED_STAT_LOSS FALSE |
121 | #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 |
122 | #define SET_TITLE TRUE |
136 | #define SET_TITLE TRUE |
123 | #define SIMPLE_EXP TRUE |
137 | #define SIMPLE_EXP TRUE |
124 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
138 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
125 | #define SPELL_ENCUMBRANCE TRUE |
139 | #define SPELL_ENCUMBRANCE TRUE |
126 | #define SPELL_FAILURE_EFFECTS FALSE |
140 | #define SPELL_FAILURE_EFFECTS FALSE |
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197 | * maps at that point. |
211 | * maps at that point. |
198 | * |
212 | * |
199 | * MSW 2001-05-28 |
213 | * MSW 2001-05-28 |
200 | */ |
214 | */ |
201 | |
215 | |
202 | #define MAP_CLIENT_X 25 |
216 | #define MAP_CLIENT_X 63 |
203 | #define MAP_CLIENT_Y 25 |
217 | #define MAP_CLIENT_Y 63 |
204 | |
218 | |
205 | /* |
219 | /* |
206 | * If you feel the game is too fast or too slow, change MAX_TIME. |
220 | * If you feel the game is too fast or too slow, change MAX_TIME. |
207 | * You can experiment with the 'speed <new_max_time> command first. |
221 | * You can experiment with the 'speed <new_max_time> command first. |
208 | * The length of a tick is MAX_TIME microseconds. During a tick, |
222 | * The length of a tick is MAX_TIME microseconds. During a tick, |
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221 | /* This determine how many entries are stored in the kill log. You |
235 | /* This determine how many entries are stored in the kill log. You |
222 | * can see this information with the 'party kills' command. More entries |
236 | * can see this information with the 'party kills' command. More entries |
223 | * mean slower performance and more memory. IF this is not defined, then |
237 | * mean slower performance and more memory. IF this is not defined, then |
224 | * this feature is disabled. |
238 | * this feature is disabled. |
225 | */ |
239 | */ |
226 | /* |
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227 | #define PARTY_KILL_LOG 20 |
240 | #define PARTY_KILL_LOG 20 |
228 | */ |
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229 | |
241 | |
230 | /* Use permanent experience code? |
242 | /* |
231 | * This code allows players to build up a small amount of 'permanent |
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232 | * experience' which reduces the effect of large experience drains, such as |
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233 | * death. This makes multiple frequent deaths less devastating, and also |
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234 | * ensures that any character will make some gradual progress even if they |
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235 | * die all of the time. |
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236 | * A nice option if your keep dying due to massive client/server lags despite |
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237 | * playing well... or you like to swim well outside of your depth. :) |
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238 | * |
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239 | * The PERM_EXP values adjust the behaviour of this option - if |
243 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
240 | * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it |
244 | * the setting permanent_experience_percentage is zero, these values have |
241 | * is on, the minimum ratio is the minimum amount of permanent exp relative |
245 | * no meaning. The value in the settings file is the percentage of the |
242 | * to the total exp in the skill (ie, at a default of .25, if you had 100 |
246 | * experience that is permenent, the rest could be lost on death. When dying, |
243 | * experience, at least 25 of it would be permanent). The gain ratio |
247 | * the greatest amount of non-permenent exp it is possible to lose at one time |
244 | * is how much of experienced experience goes to the permanent value. |
248 | * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as |
245 | * This does not detract from total exp gain (ie, if you gained 100 exp, |
249 | * total exp - perm exp * loss ratio. The gain ratio is how much of experienced |
246 | * 100 would go to the skill total and 10 to the permanent value). |
250 | * experience goes to the permanent value. This does not detract from total |
247 | * the loss ratio is the maximum amount of experience that can be lost |
251 | * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and |
248 | * in any one hit - this is calculated as total exp - perm exp * loss ratio. |
252 | * 10 to the permanent value). |
249 | * |
253 | * |
250 | * A few thoughts on these default value (by MSW) |
254 | * A few thoughts on these default value (by MSW) |
251 | * gain ratio is pretty much meaningless until exp has been lost, as until |
255 | * gain ratio is pretty much meaningless until exp has been lost, as until |
252 | * that poin, the minimum ratio will be used. |
256 | * that poin, the value in the settings file will be used. |
253 | * It is also impossible for the exp to actually be reduced to the permanent |
257 | * It is also impossible for the exp to actually be reduced to the permanent |
254 | * exp ratio - since the loss ratio is .5, it will just get closer and |
258 | * exp ratio - since the loss ratio is .5, it will just get closer and |
255 | * closer. However, after about half a dozen hits, pretty much all the |
259 | * closer. However, after about half a dozen hits, pretty much all the |
256 | * exp that can be lost has been lost, and after that, only minor loss |
260 | * exp that can be lost has been lost, and after that, only minor loss |
257 | * will occur. |
261 | * will occur. |
258 | */ |
262 | */ |
259 | /* GD */ |
263 | /* GD */ |
260 | |
264 | |
261 | #define PERM_EXP_MINIMUM_RATIO 0.25f |
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262 | #define PERM_EXP_GAIN_RATIO 0.10f |
265 | #define PERM_EXP_GAIN_RATIO 0.10f |
263 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
266 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
264 | |
267 | |
265 | /* |
268 | /* |
266 | * WATCHDOG lets sends datagrams to port 13325 on localhost |
269 | * WATCHDOG lets sends datagrams to port 13325 on localhost |
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607 | #define STARTMAX 500 /* How big array of objects to start with */ |
610 | #define STARTMAX 500 /* How big array of objects to start with */ |
608 | #define OBJ_EXPAND 100 /* How big steps to use when expanding array */ |
611 | #define OBJ_EXPAND 100 /* How big steps to use when expanding array */ |
609 | |
612 | |
610 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
613 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
611 | |
614 | |
612 | #define ARCHTABLE 5003 /* Used when hashing archetypes */ |
615 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
613 | #define MAXSTRING 20 |
616 | #define MAXSTRING 20 |
614 | |
617 | |
615 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
618 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
616 | |
619 | |
617 | |
620 | |
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648 | * thus requiring that the server be setuid/setgid, and more generous |
651 | * thus requiring that the server be setuid/setgid, and more generous |
649 | * permisisons needed. |
652 | * permisisons needed. |
650 | * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission |
653 | * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission |
651 | * for nay directories created. |
654 | * for nay directories created. |
652 | */ |
655 | */ |
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656 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
653 | #define SAVE_MODE 0660 |
657 | #define SAVE_MODE 0660 |
654 | #define SAVE_DIR_MODE 0770 |
658 | #define SAVE_DIR_MODE 0770 |
655 | |
659 | |
656 | /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really |
660 | /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really |
657 | * needs to be selected. You can set both, and things will work fine, |
661 | * needs to be selected. You can set both, and things will work fine, |
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667 | * environment, you may want to set this to a higher value, so that |
671 | * environment, you may want to set this to a higher value, so that |
668 | * you are not spending too much time saving the characters. |
672 | * you are not spending too much time saving the characters. |
669 | * This option should now work (Crossfire 0.90.5) |
673 | * This option should now work (Crossfire 0.90.5) |
670 | */ |
674 | */ |
671 | |
675 | |
672 | /*#define SAVE_INTERVAL 300*/ |
676 | //#define SAVE_INTERVAL 60 |
673 | |
677 | |
674 | /* |
678 | /* |
675 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
679 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
676 | * 5000 with MAX_TIME set at 120,000 means that the player will be |
680 | * 5000 with MAX_TIME set at 120,000 means that the player will be |
677 | * saved every 10 minutes. Some effort should probably be made to |
681 | * saved every 10 minutes. Some effort should probably be made to |
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680 | * may not be large enough to save all of them.) As it is now, it will |
684 | * may not be large enough to save all of them.) As it is now, it will |
681 | * just set the base tick of when they log on, which should keep the |
685 | * just set the base tick of when they log on, which should keep the |
682 | * saves pretty well spread out (in a fairly random fashion.) |
686 | * saves pretty well spread out (in a fairly random fashion.) |
683 | */ |
687 | */ |
684 | |
688 | |
685 | #define AUTOSAVE 5000 |
689 | #define AUTOSAVE 500 |
686 | |
690 | |
687 | /* Often, emergency save fails because the memory corruption that caused |
691 | /* Often, emergency save fails because the memory corruption that caused |
688 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
692 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
689 | * to disable emergency saves. This actually does |
693 | * to disable emergency saves. This actually does |
690 | * prevent emergency saves now (Version 0.90.5). |
694 | * prevent emergency saves now (Version 0.90.5). |
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699 | */ |
703 | */ |
700 | |
704 | |
701 | /*#define BACKUP_SAVE_AT_HOME*/ |
705 | /*#define BACKUP_SAVE_AT_HOME*/ |
702 | |
706 | |
703 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
707 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
704 | * we fill return the player to his savebed location. If this is zero, |
708 | * we will return the player to his savebed location. If this is zero, |
705 | * this feature is disabled (player will resume where ever he was |
709 | * this feature is disabled (player will resume where ever he was |
706 | * when he last logged off). If this is set to less than two hours, |
710 | * when he last logged off). If this is set to less than two hours, |
707 | * it will prevent players from camping out in treasure rooms. |
711 | * it will prevent players from camping out in treasure rooms. |
708 | * Do not comment this out - it must be set to something - if you |
712 | * Do not comment this out - it must be set to something - if you |
709 | * comment this out, the program will not compile. |
713 | * comment this out, the program will not compile. |