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 1.9 2006/03/15 15:35:50 elmex 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 |
79 | |
86 | |
80 | /* Use balanced stat loss code? |
87 | /* Use balanced stat loss code? |
81 | * This code is a little more merciful with repeated stat loss at lower |
88 | * 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 |
89 | * levels. Basically, the more stats you have lost, the less likely that |
83 | * you will lose more. Additionally, lower level characters are shown |
90 | * 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. |
114 | * this gets more offset as the stat gets more depleted. |
108 | * |
115 | * |
109 | */ |
116 | */ |
110 | /* GD */ |
117 | /* GD */ |
111 | |
118 | |
112 | #define BALSL_LOSS_CHANCE_RATIO 4 |
119 | #define BALSL_LOSS_CHANCE_RATIO 100 |
113 | #define BALSL_NUMBER_LOSSES_RATIO 6 |
120 | #define BALSL_NUMBER_LOSSES_RATIO 100 |
114 | #define BALSL_MAX_LOSS_RATIO 2 |
121 | #define BALSL_MAX_LOSS_RATIO 100 |
115 | |
122 | |
116 | |
123 | |
117 | /* Don't edit these values. They are configured in lib/settings. These are |
124 | /* Don't edit these values. They are configured in lib/settings. These are |
118 | Simply the defaults. */ |
125 | Simply the defaults. */ |
119 | |
126 | |
120 | #define BALANCED_STAT_LOSS FALSE |
127 | #define BALANCED_STAT_LOSS FALSE |
121 | #define USE_PERMANENT_EXPERIENCE FALSE |
128 | #define PERMANENT_EXPERIENCE_RATIO 25 |
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129 | #define DEATH_PENALTY_RATIO 20 |
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130 | #define DEATH_PENALTY_LEVEL 3 |
122 | #define SET_TITLE TRUE |
131 | #define SET_TITLE TRUE |
123 | #define SIMPLE_EXP TRUE |
132 | #define SIMPLE_EXP TRUE |
124 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
133 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
125 | #define SPELL_ENCUMBRANCE TRUE |
134 | #define SPELL_ENCUMBRANCE TRUE |
126 | #define SPELL_FAILURE_EFFECTS FALSE |
135 | #define SPELL_FAILURE_EFFECTS FALSE |
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221 | /* This determine how many entries are stored in the kill log. You |
230 | /* This determine how many entries are stored in the kill log. You |
222 | * can see this information with the 'party kills' command. More entries |
231 | * can see this information with the 'party kills' command. More entries |
223 | * mean slower performance and more memory. IF this is not defined, then |
232 | * mean slower performance and more memory. IF this is not defined, then |
224 | * this feature is disabled. |
233 | * this feature is disabled. |
225 | */ |
234 | */ |
226 | /* |
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227 | #define PARTY_KILL_LOG 20 |
235 | #define PARTY_KILL_LOG 20 |
228 | */ |
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229 | |
236 | |
230 | /* Use permanent experience code? |
237 | /* |
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 |
238 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
240 | * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it |
239 | * the setting permanent_experience_percentage is zero, these values have |
241 | * is on, the minimum ratio is the minimum amount of permanent exp relative |
240 | * 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 |
241 | * 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 |
242 | * 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. |
243 | * 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, |
244 | * 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). |
245 | * 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 |
246 | * 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. |
247 | * 10 to the permanent value). |
249 | * |
248 | * |
250 | * A few thoughts on these default value (by MSW) |
249 | * A few thoughts on these default value (by MSW) |
251 | * gain ratio is pretty much meaningless until exp has been lost, as until |
250 | * gain ratio is pretty much meaningless until exp has been lost, as until |
252 | * that poin, the minimum ratio will be used. |
251 | * 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 |
252 | * 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 |
253 | * 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 |
254 | * 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 |
255 | * exp that can be lost has been lost, and after that, only minor loss |
257 | * will occur. |
256 | * will occur. |
258 | */ |
257 | */ |
259 | /* GD */ |
258 | /* GD */ |
260 | |
259 | |
261 | #define PERM_EXP_MINIMUM_RATIO 0.25f |
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262 | #define PERM_EXP_GAIN_RATIO 0.10f |
260 | #define PERM_EXP_GAIN_RATIO 0.10f |
263 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
261 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
264 | |
262 | |
265 | /* |
263 | /* |
266 | * WATCHDOG lets sends datagrams to port 13325 on localhost |
264 | * 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 */ |
605 | #define STARTMAX 500 /* How big array of objects to start with */ |
608 | #define OBJ_EXPAND 100 /* How big steps to use when expanding array */ |
606 | #define OBJ_EXPAND 100 /* How big steps to use when expanding array */ |
609 | |
607 | |
610 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
608 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
611 | |
609 | |
612 | #define ARCHTABLE 5003 /* Used when hashing archetypes */ |
610 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
613 | #define MAXSTRING 20 |
611 | #define MAXSTRING 20 |
614 | |
612 | |
615 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
613 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
616 | |
614 | |
617 | |
615 | |
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648 | * thus requiring that the server be setuid/setgid, and more generous |
646 | * thus requiring that the server be setuid/setgid, and more generous |
649 | * permisisons needed. |
647 | * permisisons needed. |
650 | * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission |
648 | * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission |
651 | * for nay directories created. |
649 | * for nay directories created. |
652 | */ |
650 | */ |
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651 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
653 | #define SAVE_MODE 0660 |
652 | #define SAVE_MODE 0660 |
654 | #define SAVE_DIR_MODE 0770 |
653 | #define SAVE_DIR_MODE 0770 |
655 | |
654 | |
656 | /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really |
655 | /* 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, |
656 | * 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 |
666 | * environment, you may want to set this to a higher value, so that |
668 | * you are not spending too much time saving the characters. |
667 | * you are not spending too much time saving the characters. |
669 | * This option should now work (Crossfire 0.90.5) |
668 | * This option should now work (Crossfire 0.90.5) |
670 | */ |
669 | */ |
671 | |
670 | |
672 | /*#define SAVE_INTERVAL 300*/ |
671 | //#define SAVE_INTERVAL 60 |
673 | |
672 | |
674 | /* |
673 | /* |
675 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
674 | * 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 |
675 | * 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 |
676 | * 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 |
679 | * 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 |
680 | * 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.) |
681 | * saves pretty well spread out (in a fairly random fashion.) |
683 | */ |
682 | */ |
684 | |
683 | |
685 | #define AUTOSAVE 5000 |
684 | #define AUTOSAVE 500 |
686 | |
685 | |
687 | /* Often, emergency save fails because the memory corruption that caused |
686 | /* Often, emergency save fails because the memory corruption that caused |
688 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
687 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
689 | * to disable emergency saves. This actually does |
688 | * to disable emergency saves. This actually does |
690 | * prevent emergency saves now (Version 0.90.5). |
689 | * prevent emergency saves now (Version 0.90.5). |