1 | /* |
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2 | * static char *rcsid_config_h = |
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3 | * "$Id: config.h,v 1.2 2006/02/03 07:25:25 root Exp $"; |
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4 | */ |
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5 | |
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6 | /* |
1 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
8 | |
3 | |
9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
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74 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
69 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
75 | * PARTY_KILL_LOG - stores party kill information |
70 | * PARTY_KILL_LOG - stores party kill information |
76 | * WATCHDOG - allows use of an external watchdog program |
71 | * WATCHDOG - allows use of an external watchdog program |
77 | * |
72 | * |
78 | ***********************************************************************/ |
73 | ***********************************************************************/ |
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74 | |
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75 | /* Use a very easy, non-challenging server? |
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76 | * Defining the COZY_SERVER will make the server much less challenging: |
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77 | * no stats loss on death, much less experience loss, and party members |
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78 | * are treated by pet monsters as the owner itself when moving "through" them. |
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79 | */ |
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80 | #define COZY_SERVER 1 |
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81 | |
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82 | /* |
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83 | * Make it impossible to pk outside the arena. |
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84 | */ |
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85 | #define PROHIBIT_PLAYERKILL 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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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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137 | #define ARMOR_MAX_ENCHANT 5 |
146 | #define ARMOR_MAX_ENCHANT 5 |
138 | #define ARMOR_WEIGHT_REDUCTION 10 |
147 | #define ARMOR_WEIGHT_REDUCTION 10 |
139 | #define ARMOR_WEIGHT_LINEAR TRUE |
148 | #define ARMOR_WEIGHT_LINEAR TRUE |
140 | #define ARMOR_SPEED_IMPROVEMENT 10 |
149 | #define ARMOR_SPEED_IMPROVEMENT 10 |
141 | #define ARMOR_SPEED_LINEAR TRUE |
150 | #define ARMOR_SPEED_LINEAR TRUE |
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151 | #define CREATE_HOME_PORTALS FALSE |
142 | |
152 | |
143 | /* you can edit the ones below */ |
153 | /* you can edit the ones below */ |
144 | |
154 | |
145 | |
155 | |
146 | /* CS_LOGSTATS will cause the server to log various usage stats |
156 | /* CS_LOGSTATS will cause the server to log various usage stats |
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197 | * maps at that point. |
207 | * maps at that point. |
198 | * |
208 | * |
199 | * MSW 2001-05-28 |
209 | * MSW 2001-05-28 |
200 | */ |
210 | */ |
201 | |
211 | |
202 | #define MAP_CLIENT_X 25 |
212 | #define MAP_CLIENT_X 31 |
203 | #define MAP_CLIENT_Y 25 |
213 | #define MAP_CLIENT_Y 31 |
204 | |
214 | |
205 | /* |
215 | /* |
206 | * If you feel the game is too fast or too slow, change MAX_TIME. |
216 | * 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. |
217 | * You can experiment with the 'speed <new_max_time> command first. |
208 | * The length of a tick is MAX_TIME microseconds. During a tick, |
218 | * The length of a tick is MAX_TIME microseconds. During a tick, |
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223 | * mean slower performance and more memory. IF this is not defined, then |
233 | * mean slower performance and more memory. IF this is not defined, then |
224 | * this feature is disabled. |
234 | * this feature is disabled. |
225 | */ |
235 | */ |
226 | #define PARTY_KILL_LOG 20 |
236 | #define PARTY_KILL_LOG 20 |
227 | |
237 | |
228 | /* Use permanent experience code? |
238 | /* |
229 | * This code allows players to build up a small amount of 'permanent |
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230 | * experience' which reduces the effect of large experience drains, such as |
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231 | * death. This makes multiple frequent deaths less devastating, and also |
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232 | * ensures that any character will make some gradual progress even if they |
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233 | * die all of the time. |
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234 | * A nice option if your keep dying due to massive client/server lags despite |
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235 | * playing well... or you like to swim well outside of your depth. :) |
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236 | * |
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237 | * The PERM_EXP values adjust the behaviour of this option - if |
239 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
238 | * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it |
240 | * the setting permanent_experience_percentage is zero, these values have |
239 | * is on, the minimum ratio is the minimum amount of permanent exp relative |
241 | * no meaning. The value in the settings file is the percentage of the |
240 | * to the total exp in the skill (ie, at a default of .25, if you had 100 |
242 | * experience that is permenent, the rest could be lost on death. When dying, |
241 | * experience, at least 25 of it would be permanent). The gain ratio |
243 | * the greatest amount of non-permenent exp it is possible to lose at one time |
242 | * is how much of experienced experience goes to the permanent value. |
244 | * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as |
243 | * This does not detract from total exp gain (ie, if you gained 100 exp, |
245 | * total exp - perm exp * loss ratio. The gain ratio is how much of experienced |
244 | * 100 would go to the skill total and 10 to the permanent value). |
246 | * experience goes to the permanent value. This does not detract from total |
245 | * the loss ratio is the maximum amount of experience that can be lost |
247 | * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and |
246 | * in any one hit - this is calculated as total exp - perm exp * loss ratio. |
248 | * 10 to the permanent value). |
247 | * |
249 | * |
248 | * A few thoughts on these default value (by MSW) |
250 | * A few thoughts on these default value (by MSW) |
249 | * gain ratio is pretty much meaningless until exp has been lost, as until |
251 | * gain ratio is pretty much meaningless until exp has been lost, as until |
250 | * that poin, the minimum ratio will be used. |
252 | * that poin, the value in the settings file will be used. |
251 | * It is also impossible for the exp to actually be reduced to the permanent |
253 | * It is also impossible for the exp to actually be reduced to the permanent |
252 | * exp ratio - since the loss ratio is .5, it will just get closer and |
254 | * exp ratio - since the loss ratio is .5, it will just get closer and |
253 | * closer. However, after about half a dozen hits, pretty much all the |
255 | * closer. However, after about half a dozen hits, pretty much all the |
254 | * exp that can be lost has been lost, and after that, only minor loss |
256 | * exp that can be lost has been lost, and after that, only minor loss |
255 | * will occur. |
257 | * will occur. |
256 | */ |
258 | */ |
257 | /* GD */ |
259 | /* GD */ |
258 | |
260 | |
259 | #define PERM_EXP_MINIMUM_RATIO 0.25f |
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260 | #define PERM_EXP_GAIN_RATIO 0.10f |
261 | #define PERM_EXP_GAIN_RATIO 0.10f |
261 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
262 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
262 | |
263 | |
263 | /* |
264 | /* |
264 | * WATCHDOG lets sends datagrams to port 13325 on localhost |
265 | * WATCHDOG lets sends datagrams to port 13325 on localhost |
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407 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
408 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
408 | * maps. |
409 | * maps. |
409 | */ |
410 | */ |
410 | |
411 | |
411 | /* How many ticks till maps are swapped out */ |
412 | /* How many ticks till maps are swapped out */ |
412 | #define MAP_MAXTIMEOUT 1000 |
413 | #define MAP_MAXTIMEOUT 300 |
413 | /* At least that many ticks before swapout */ |
414 | /* At least that many ticks before swapout */ |
414 | #define MAP_MINTIMEOUT 500 |
415 | #define MAP_MINTIMEOUT 300 |
415 | |
416 | |
416 | /* |
417 | /* |
417 | * MAP_MAXRESET is the maximum time a map can have before being reset. It |
418 | * MAP_MAXRESET is the maximum time a map can have before being reset. It |
418 | * will override the time value set in the map, if that time is longer than |
419 | * will override the time value set in the map, if that time is longer than |
419 | * MAP_MAXRESET. This value is in seconds. If you are low on space on the |
420 | * MAP_MAXRESET. This value is in seconds. If you are low on space on the |
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427 | */ |
428 | */ |
428 | |
429 | |
429 | /* Maximum time to reset. */ |
430 | /* Maximum time to reset. */ |
430 | #define MAP_MAXRESET 7200 |
431 | #define MAP_MAXRESET 7200 |
431 | /* Default time to reset. */ |
432 | /* Default time to reset. */ |
432 | #define MAP_DEFAULTRESET 7200 |
433 | #define MAP_DEFAULTRESET 3600 |
433 | |
434 | |
434 | /* |
435 | /* |
435 | * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
436 | * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
436 | * will look for maps which are already scheldued for swapping, and |
437 | * will look for maps which are already scheldued for swapping, and |
437 | * promptly swap them out before new maps are being loaded. |
438 | * promptly swap them out before new maps are being loaded. |
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443 | * consumes more memory. If you have gobs of free memory, a high number |
444 | * consumes more memory. If you have gobs of free memory, a high number |
444 | * might not be a bad idea. Each object is around 350 bytes right now. |
445 | * might not be a bad idea. Each object is around 350 bytes right now. |
445 | * 25000 is about 8.5 MB |
446 | * 25000 is about 8.5 MB |
446 | */ |
447 | */ |
447 | |
448 | |
448 | #define MAX_OBJECTS 100000 |
449 | #define MAX_OBJECTS 400000 |
449 | |
450 | |
450 | /* |
451 | /* |
451 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
452 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
452 | * is a bit different: |
453 | * is a bit different: |
453 | * 1) We only start swapping maps if the number of objects in use is |
454 | * 1) We only start swapping maps if the number of objects in use is |
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526 | * will drop the client connection for falling too far behind. So if |
527 | * will drop the client connection for falling too far behind. So if |
527 | * you have very slow client connections, a larger value may be |
528 | * you have very slow client connections, a larger value may be |
528 | * warranted. |
529 | * warranted. |
529 | */ |
530 | */ |
530 | |
531 | |
531 | #define SOCKETBUFSIZE 128*1024 |
532 | #define SOCKETBUFSIZE 256*1024 |
532 | |
533 | |
533 | /* |
534 | /* |
534 | * Your tmp-directory should be large enough to hold the uncompressed |
535 | * Your tmp-directory should be large enough to hold the uncompressed |
535 | * map-files for all who are playing. |
536 | * map-files for all who are playing. |
536 | * It ought to be locally mounted, since the function used to generate |
537 | * It ought to be locally mounted, since the function used to generate |
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600 | #define HIGHSCORE "highscore" |
601 | #define HIGHSCORE "highscore" |
601 | #define TREASURES "treasures" |
602 | #define TREASURES "treasures" |
602 | #define BANISHFILE "banish_file" |
603 | #define BANISHFILE "banish_file" |
603 | |
604 | |
604 | #define MAX_ERRORS 25 /* Bail out if more are received during tick */ |
605 | #define MAX_ERRORS 25 /* Bail out if more are received during tick */ |
605 | #define STARTMAX 500 /* How big array of objects to start with */ |
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606 | #define OBJ_EXPAND 100 /* How big steps to use when expanding array */ |
606 | #define OBJ_EXPAND 5000 /* How big steps to use when expanding array */ |
607 | |
607 | |
608 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
608 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
609 | |
609 | |
610 | #define ARCHTABLE 5003 /* Used when hashing archetypes */ |
610 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
611 | #define MAXSTRING 20 |
611 | #define MAXSTRING 20 |
612 | |
612 | |
613 | #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 :) */ |
614 | |
614 | |
615 | |
615 | |
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646 | * thus requiring that the server be setuid/setgid, and more generous |
646 | * thus requiring that the server be setuid/setgid, and more generous |
647 | * permisisons needed. |
647 | * permisisons needed. |
648 | * 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 |
649 | * for nay directories created. |
649 | * for nay directories created. |
650 | */ |
650 | */ |
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651 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
651 | #define SAVE_MODE 0660 |
652 | #define SAVE_MODE 0660 |
652 | #define SAVE_DIR_MODE 0770 |
653 | #define SAVE_DIR_MODE 0770 |
653 | |
654 | |
654 | /* 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 |
655 | * 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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665 | * 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 |
666 | * you are not spending too much time saving the characters. |
667 | * you are not spending too much time saving the characters. |
667 | * This option should now work (Crossfire 0.90.5) |
668 | * This option should now work (Crossfire 0.90.5) |
668 | */ |
669 | */ |
669 | |
670 | |
670 | #define SAVE_INTERVAL 60 |
671 | //#define SAVE_INTERVAL 60 |
671 | |
672 | |
672 | /* |
673 | /* |
673 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
674 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
674 | * 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 |
675 | * 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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678 | * 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 |
679 | * 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 |
680 | * saves pretty well spread out (in a fairly random fashion.) |
681 | * saves pretty well spread out (in a fairly random fashion.) |
681 | */ |
682 | */ |
682 | |
683 | |
683 | #define AUTOSAVE 500 |
684 | #define AUTOSAVE 1000 |
684 | |
685 | |
685 | /* Often, emergency save fails because the memory corruption that caused |
686 | /* Often, emergency save fails because the memory corruption that caused |
686 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
687 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
687 | * to disable emergency saves. This actually does |
688 | * to disable emergency saves. This actually does |
688 | * prevent emergency saves now (Version 0.90.5). |
689 | * prevent emergency saves now (Version 0.90.5). |
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697 | */ |
698 | */ |
698 | |
699 | |
699 | /*#define BACKUP_SAVE_AT_HOME*/ |
700 | /*#define BACKUP_SAVE_AT_HOME*/ |
700 | |
701 | |
701 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
702 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
702 | * we fill return the player to his savebed location. If this is zero, |
703 | * we will return the player to his savebed location. If this is zero, |
703 | * this feature is disabled (player will resume where ever he was |
704 | * this feature is disabled (player will resume where ever he was |
704 | * when he last logged off). If this is set to less than two hours, |
705 | * when he last logged off). If this is set to less than two hours, |
705 | * it will prevent players from camping out in treasure rooms. |
706 | * it will prevent players from camping out in treasure rooms. |
706 | * Do not comment this out - it must be set to something - if you |
707 | * Do not comment this out - it must be set to something - if you |
707 | * comment this out, the program will not compile. |
708 | * comment this out, the program will not compile. |