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 1.18 2006/06/30 00:47:56 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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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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137 | #define ARMOR_MAX_ENCHANT 5 |
151 | #define ARMOR_MAX_ENCHANT 5 |
138 | #define ARMOR_WEIGHT_REDUCTION 10 |
152 | #define ARMOR_WEIGHT_REDUCTION 10 |
139 | #define ARMOR_WEIGHT_LINEAR TRUE |
153 | #define ARMOR_WEIGHT_LINEAR TRUE |
140 | #define ARMOR_SPEED_IMPROVEMENT 10 |
154 | #define ARMOR_SPEED_IMPROVEMENT 10 |
141 | #define ARMOR_SPEED_LINEAR TRUE |
155 | #define ARMOR_SPEED_LINEAR TRUE |
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156 | #define CREATE_HOME_PORTALS FALSE |
142 | |
157 | |
143 | /* you can edit the ones below */ |
158 | /* you can edit the ones below */ |
144 | |
159 | |
145 | |
160 | |
146 | /* 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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197 | * maps at that point. |
212 | * maps at that point. |
198 | * |
213 | * |
199 | * MSW 2001-05-28 |
214 | * MSW 2001-05-28 |
200 | */ |
215 | */ |
201 | |
216 | |
202 | #define MAP_CLIENT_X 25 |
217 | #define MAP_CLIENT_X 31 |
203 | #define MAP_CLIENT_Y 25 |
218 | #define MAP_CLIENT_Y 31 |
204 | |
219 | |
205 | /* |
220 | /* |
206 | * 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. |
207 | * You can experiment with the 'speed <new_max_time> command first. |
222 | * You can experiment with the 'speed <new_max_time> command first. |
208 | * 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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221 | /* This determine how many entries are stored in the kill log. You |
236 | /* This determine how many entries are stored in the kill log. You |
222 | * can see this information with the 'party kills' command. More entries |
237 | * can see this information with the 'party kills' command. More entries |
223 | * 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 |
224 | * this feature is disabled. |
239 | * this feature is disabled. |
225 | */ |
240 | */ |
226 | /* |
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227 | #define PARTY_KILL_LOG 20 |
241 | #define PARTY_KILL_LOG 20 |
228 | */ |
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229 | |
242 | |
230 | /* Use permanent experience code? |
243 | /* |
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 |
244 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
240 | * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it |
245 | * the setting permanent_experience_percentage is zero, these values have |
241 | * 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 |
242 | * 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, |
243 | * 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 |
244 | * is how much of experienced experience goes to the permanent value. |
249 | * 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, |
250 | * 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). |
251 | * 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 |
252 | * 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. |
253 | * 10 to the permanent value). |
249 | * |
254 | * |
250 | * A few thoughts on these default value (by MSW) |
255 | * A few thoughts on these default value (by MSW) |
251 | * 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 |
252 | * that poin, the minimum ratio will be used. |
257 | * 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 |
258 | * 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 |
259 | * 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 |
260 | * 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 |
261 | * exp that can be lost has been lost, and after that, only minor loss |
257 | * will occur. |
262 | * will occur. |
258 | */ |
263 | */ |
259 | /* GD */ |
264 | /* GD */ |
260 | |
265 | |
261 | #define PERM_EXP_MINIMUM_RATIO 0.25f |
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262 | #define PERM_EXP_GAIN_RATIO 0.10f |
266 | #define PERM_EXP_GAIN_RATIO 0.10f |
263 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
267 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
264 | |
268 | |
265 | /* |
269 | /* |
266 | * WATCHDOG lets sends datagrams to port 13325 on localhost |
270 | * WATCHDOG lets sends datagrams to port 13325 on localhost |
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409 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
413 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
410 | * maps. |
414 | * maps. |
411 | */ |
415 | */ |
412 | |
416 | |
413 | /* How many ticks till maps are swapped out */ |
417 | /* How many ticks till maps are swapped out */ |
414 | #define MAP_MAXTIMEOUT 1000 |
418 | #define MAP_MAXTIMEOUT 300 |
415 | /* At least that many ticks before swapout */ |
419 | /* At least that many ticks before swapout */ |
416 | #define MAP_MINTIMEOUT 500 |
420 | #define MAP_MINTIMEOUT 300 |
417 | |
421 | |
418 | /* |
422 | /* |
419 | * 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 |
420 | * 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 |
421 | * 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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429 | */ |
433 | */ |
430 | |
434 | |
431 | /* Maximum time to reset. */ |
435 | /* Maximum time to reset. */ |
432 | #define MAP_MAXRESET 7200 |
436 | #define MAP_MAXRESET 7200 |
433 | /* Default time to reset. */ |
437 | /* Default time to reset. */ |
434 | #define MAP_DEFAULTRESET 7200 |
438 | #define MAP_DEFAULTRESET 3600 |
435 | |
439 | |
436 | /* |
440 | /* |
437 | * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
441 | * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
438 | * will look for maps which are already scheldued for swapping, and |
442 | * will look for maps which are already scheldued for swapping, and |
439 | * promptly swap them out before new maps are being loaded. |
443 | * promptly swap them out before new maps are being loaded. |
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445 | * 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 |
446 | * 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. |
447 | * 25000 is about 8.5 MB |
451 | * 25000 is about 8.5 MB |
448 | */ |
452 | */ |
449 | |
453 | |
450 | #define MAX_OBJECTS 100000 |
454 | #define MAX_OBJECTS 400000 |
451 | |
455 | |
452 | /* |
456 | /* |
453 | * 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 |
454 | * is a bit different: |
458 | * is a bit different: |
455 | * 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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602 | #define HIGHSCORE "highscore" |
606 | #define HIGHSCORE "highscore" |
603 | #define TREASURES "treasures" |
607 | #define TREASURES "treasures" |
604 | #define BANISHFILE "banish_file" |
608 | #define BANISHFILE "banish_file" |
605 | |
609 | |
606 | #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 */ |
607 | #define STARTMAX 500 /* How big array of objects to start with */ |
611 | #define STARTMAX 4000 /* How big array of objects to start with */ |
608 | #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 */ |
609 | |
613 | |
610 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
614 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
611 | |
615 | |
612 | #define ARCHTABLE 5003 /* Used when hashing archetypes */ |
616 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
613 | #define MAXSTRING 20 |
617 | #define MAXSTRING 20 |
614 | |
618 | |
615 | #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 :) */ |
616 | |
620 | |
617 | |
621 | |
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648 | * thus requiring that the server be setuid/setgid, and more generous |
652 | * thus requiring that the server be setuid/setgid, and more generous |
649 | * permisisons needed. |
653 | * permisisons needed. |
650 | * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission |
654 | * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission |
651 | * for nay directories created. |
655 | * for nay directories created. |
652 | */ |
656 | */ |
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657 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
653 | #define SAVE_MODE 0660 |
658 | #define SAVE_MODE 0660 |
654 | #define SAVE_DIR_MODE 0770 |
659 | #define SAVE_DIR_MODE 0770 |
655 | |
660 | |
656 | /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really |
661 | /* 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, |
662 | * 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 |
672 | * environment, you may want to set this to a higher value, so that |
668 | * you are not spending too much time saving the characters. |
673 | * you are not spending too much time saving the characters. |
669 | * This option should now work (Crossfire 0.90.5) |
674 | * This option should now work (Crossfire 0.90.5) |
670 | */ |
675 | */ |
671 | |
676 | |
672 | /*#define SAVE_INTERVAL 300*/ |
677 | //#define SAVE_INTERVAL 60 |
673 | |
678 | |
674 | /* |
679 | /* |
675 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
680 | * 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 |
681 | * 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 |
682 | * 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 |
685 | * 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 |
686 | * 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.) |
687 | * saves pretty well spread out (in a fairly random fashion.) |
683 | */ |
688 | */ |
684 | |
689 | |
685 | #define AUTOSAVE 5000 |
690 | #define AUTOSAVE 1000 |
686 | |
691 | |
687 | /* Often, emergency save fails because the memory corruption that caused |
692 | /* Often, emergency save fails because the memory corruption that caused |
688 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
693 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
689 | * to disable emergency saves. This actually does |
694 | * to disable emergency saves. This actually does |
690 | * prevent emergency saves now (Version 0.90.5). |
695 | * prevent emergency saves now (Version 0.90.5). |
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699 | */ |
704 | */ |
700 | |
705 | |
701 | /*#define BACKUP_SAVE_AT_HOME*/ |
706 | /*#define BACKUP_SAVE_AT_HOME*/ |
702 | |
707 | |
703 | /* 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 |
704 | * 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, |
705 | * this feature is disabled (player will resume where ever he was |
710 | * 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, |
711 | * 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. |
712 | * it will prevent players from camping out in treasure rooms. |
708 | * 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 |
709 | * comment this out, the program will not compile. |
714 | * comment this out, the program will not compile. |