1 | /* |
1 | /* |
2 | * static char *rcsid_config_h = |
2 | * static char *rcsid_config_h = |
3 | * "$Id: config.h,v 1.3 2006/02/09 02:11:26 root Exp $"; |
3 | * "$Id: config.h,v 1.14 2006/04/14 22:19:52 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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77 | * |
77 | * |
78 | ***********************************************************************/ |
78 | ***********************************************************************/ |
79 | |
79 | |
80 | /* Use a very easy, non-challenging server? |
80 | /* Use a very easy, non-challenging server? |
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. |
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. |
83 | */ |
84 | */ |
84 | #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 |
85 | |
91 | |
86 | /* Use balanced stat loss code? |
92 | /* Use balanced stat loss code? |
87 | * 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 |
88 | * 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 |
89 | * 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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122 | |
128 | |
123 | /* 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 |
124 | Simply the defaults. */ |
130 | Simply the defaults. */ |
125 | |
131 | |
126 | #define BALANCED_STAT_LOSS FALSE |
132 | #define BALANCED_STAT_LOSS FALSE |
127 | #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 |
128 | #define SET_TITLE TRUE |
136 | #define SET_TITLE TRUE |
129 | #define SIMPLE_EXP TRUE |
137 | #define SIMPLE_EXP TRUE |
130 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
138 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
131 | #define SPELL_ENCUMBRANCE TRUE |
139 | #define SPELL_ENCUMBRANCE TRUE |
132 | #define SPELL_FAILURE_EFFECTS FALSE |
140 | #define SPELL_FAILURE_EFFECTS FALSE |
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203 | * maps at that point. |
211 | * maps at that point. |
204 | * |
212 | * |
205 | * MSW 2001-05-28 |
213 | * MSW 2001-05-28 |
206 | */ |
214 | */ |
207 | |
215 | |
208 | #define MAP_CLIENT_X 25 |
216 | #define MAP_CLIENT_X 31 |
209 | #define MAP_CLIENT_Y 25 |
217 | #define MAP_CLIENT_Y 31 |
210 | |
218 | |
211 | /* |
219 | /* |
212 | * 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. |
213 | * You can experiment with the 'speed <new_max_time> command first. |
221 | * You can experiment with the 'speed <new_max_time> command first. |
214 | * 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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229 | * 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 |
230 | * this feature is disabled. |
238 | * this feature is disabled. |
231 | */ |
239 | */ |
232 | #define PARTY_KILL_LOG 20 |
240 | #define PARTY_KILL_LOG 20 |
233 | |
241 | |
234 | /* Use permanent experience code? |
242 | /* |
235 | * This code allows players to build up a small amount of 'permanent |
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236 | * experience' which reduces the effect of large experience drains, such as |
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237 | * death. This makes multiple frequent deaths less devastating, and also |
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238 | * ensures that any character will make some gradual progress even if they |
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239 | * die all of the time. |
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240 | * A nice option if your keep dying due to massive client/server lags despite |
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241 | * playing well... or you like to swim well outside of your depth. :) |
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242 | * |
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243 | * The PERM_EXP values adjust the behaviour of this option - if |
243 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
244 | * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it |
244 | * the setting permanent_experience_percentage is zero, these values have |
245 | * 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 |
246 | * 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, |
247 | * 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 |
248 | * is how much of experienced experience goes to the permanent value. |
248 | * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as |
249 | * 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 |
250 | * 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 |
251 | * 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 |
252 | * in any one hit - this is calculated as total exp - perm exp * loss ratio. |
252 | * 10 to the permanent value). |
253 | * |
253 | * |
254 | * A few thoughts on these default value (by MSW) |
254 | * A few thoughts on these default value (by MSW) |
255 | * 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 |
256 | * that poin, the minimum ratio will be used. |
256 | * that poin, the value in the settings file will be used. |
257 | * 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 |
258 | * 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 |
259 | * 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 |
260 | * 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 |
261 | * will occur. |
261 | * will occur. |
262 | */ |
262 | */ |
263 | /* GD */ |
263 | /* GD */ |
264 | |
264 | |
265 | #define PERM_EXP_MINIMUM_RATIO 0.25f |
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266 | #define PERM_EXP_GAIN_RATIO 0.10f |
265 | #define PERM_EXP_GAIN_RATIO 0.10f |
267 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
266 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
268 | |
267 | |
269 | /* |
268 | /* |
270 | * WATCHDOG lets sends datagrams to port 13325 on localhost |
269 | * WATCHDOG lets sends datagrams to port 13325 on localhost |
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611 | #define STARTMAX 500 /* How big array of objects to start with */ |
610 | #define STARTMAX 500 /* How big array of objects to start with */ |
612 | #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 */ |
613 | |
612 | |
614 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
613 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
615 | |
614 | |
616 | #define ARCHTABLE 5003 /* Used when hashing archetypes */ |
615 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
617 | #define MAXSTRING 20 |
616 | #define MAXSTRING 20 |
618 | |
617 | |
619 | #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 :) */ |
620 | |
619 | |
621 | |
620 | |
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652 | * thus requiring that the server be setuid/setgid, and more generous |
651 | * thus requiring that the server be setuid/setgid, and more generous |
653 | * permisisons needed. |
652 | * permisisons needed. |
654 | * 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 |
655 | * for nay directories created. |
654 | * for nay directories created. |
656 | */ |
655 | */ |
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656 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
657 | #define SAVE_MODE 0660 |
657 | #define SAVE_MODE 0660 |
658 | #define SAVE_DIR_MODE 0770 |
658 | #define SAVE_DIR_MODE 0770 |
659 | |
659 | |
660 | /* 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 |
661 | * 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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671 | * 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 |
672 | * you are not spending too much time saving the characters. |
672 | * you are not spending too much time saving the characters. |
673 | * This option should now work (Crossfire 0.90.5) |
673 | * This option should now work (Crossfire 0.90.5) |
674 | */ |
674 | */ |
675 | |
675 | |
676 | #define SAVE_INTERVAL 60 |
676 | //#define SAVE_INTERVAL 60 |
677 | |
677 | |
678 | /* |
678 | /* |
679 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
679 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
680 | * 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 |
681 | * 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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703 | */ |
703 | */ |
704 | |
704 | |
705 | /*#define BACKUP_SAVE_AT_HOME*/ |
705 | /*#define BACKUP_SAVE_AT_HOME*/ |
706 | |
706 | |
707 | /* 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 |
708 | * 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, |
709 | * this feature is disabled (player will resume where ever he was |
709 | * this feature is disabled (player will resume where ever he was |
710 | * 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, |
711 | * it will prevent players from camping out in treasure rooms. |
711 | * it will prevent players from camping out in treasure rooms. |
712 | * 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 |
713 | * comment this out, the program will not compile. |
713 | * comment this out, the program will not compile. |