1 | /* |
1 | /* |
2 | * static char *rcsid_config_h = |
2 | * static char *rcsid_config_h = |
3 | * "$Id: config.h,v 1.1.1.2 2006/03/15 14:04:53 elmex Exp $"; |
3 | * "$Id: config.h,v 1.13 2006/04/14 22:10:45 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 | |
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199 | * maps at that point. |
211 | * maps at that point. |
200 | * |
212 | * |
201 | * MSW 2001-05-28 |
213 | * MSW 2001-05-28 |
202 | */ |
214 | */ |
203 | |
215 | |
204 | #define MAP_CLIENT_X 25 |
216 | #define MAP_CLIENT_X 40 |
205 | #define MAP_CLIENT_Y 25 |
217 | #define MAP_CLIENT_Y 40 |
206 | |
218 | |
207 | /* |
219 | /* |
208 | * 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. |
209 | * You can experiment with the 'speed <new_max_time> command first. |
221 | * You can experiment with the 'speed <new_max_time> command first. |
210 | * 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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223 | /* 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 |
224 | * can see this information with the 'party kills' command. More entries |
236 | * can see this information with the 'party kills' command. More entries |
225 | * 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 |
226 | * this feature is disabled. |
238 | * this feature is disabled. |
227 | */ |
239 | */ |
228 | /* |
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229 | #define PARTY_KILL_LOG 20 |
240 | #define PARTY_KILL_LOG 20 |
230 | */ |
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231 | |
241 | |
232 | /* |
242 | /* |
233 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
243 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
234 | * the setting permanent_experience_percentage is zero, these values have |
244 | * the setting permanent_experience_percentage is zero, these values have |
235 | * no meaning. The value in the settings file is the percentage of the |
245 | * no meaning. The value in the settings file is the percentage of the |
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600 | #define STARTMAX 500 /* How big array of objects to start with */ |
610 | #define STARTMAX 500 /* How big array of objects to start with */ |
601 | #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 */ |
602 | |
612 | |
603 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
613 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
604 | |
614 | |
605 | #define ARCHTABLE 5003 /* Used when hashing archetypes */ |
615 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
606 | #define MAXSTRING 20 |
616 | #define MAXSTRING 20 |
607 | |
617 | |
608 | #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 :) */ |
609 | |
619 | |
610 | |
620 | |
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641 | * thus requiring that the server be setuid/setgid, and more generous |
651 | * thus requiring that the server be setuid/setgid, and more generous |
642 | * permisisons needed. |
652 | * permisisons needed. |
643 | * 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 |
644 | * for nay directories created. |
654 | * for nay directories created. |
645 | */ |
655 | */ |
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656 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
646 | #define SAVE_MODE 0660 |
657 | #define SAVE_MODE 0660 |
647 | #define SAVE_DIR_MODE 0770 |
658 | #define SAVE_DIR_MODE 0770 |
648 | |
659 | |
649 | /* 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 |
650 | * 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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660 | * 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 |
661 | * you are not spending too much time saving the characters. |
672 | * you are not spending too much time saving the characters. |
662 | * This option should now work (Crossfire 0.90.5) |
673 | * This option should now work (Crossfire 0.90.5) |
663 | */ |
674 | */ |
664 | |
675 | |
665 | /*#define SAVE_INTERVAL 300*/ |
676 | //#define SAVE_INTERVAL 60 |
666 | |
677 | |
667 | /* |
678 | /* |
668 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
679 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
669 | * 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 |
670 | * 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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673 | * 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 |
674 | * 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 |
675 | * saves pretty well spread out (in a fairly random fashion.) |
686 | * saves pretty well spread out (in a fairly random fashion.) |
676 | */ |
687 | */ |
677 | |
688 | |
678 | #define AUTOSAVE 5000 |
689 | #define AUTOSAVE 500 |
679 | |
690 | |
680 | /* Often, emergency save fails because the memory corruption that caused |
691 | /* Often, emergency save fails because the memory corruption that caused |
681 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
692 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
682 | * to disable emergency saves. This actually does |
693 | * to disable emergency saves. This actually does |
683 | * prevent emergency saves now (Version 0.90.5). |
694 | * prevent emergency saves now (Version 0.90.5). |
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692 | */ |
703 | */ |
693 | |
704 | |
694 | /*#define BACKUP_SAVE_AT_HOME*/ |
705 | /*#define BACKUP_SAVE_AT_HOME*/ |
695 | |
706 | |
696 | /* 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 |
697 | * 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, |
698 | * this feature is disabled (player will resume where ever he was |
709 | * this feature is disabled (player will resume where ever he was |
699 | * 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, |
700 | * it will prevent players from camping out in treasure rooms. |
711 | * it will prevent players from camping out in treasure rooms. |
701 | * 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 |
702 | * comment this out, the program will not compile. |
713 | * comment this out, the program will not compile. |