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Comparing deliantra/server/include/config.h (file contents):
Revision 1.2 by root, Fri Feb 3 07:25:25 2006 UTC vs.
Revision 1.10 by root, Mon Mar 20 06:16:14 2006 UTC

1/* 1/*
2 * static char *rcsid_config_h = 2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.2 2006/02/03 07:25:25 root Exp $"; 3 * "$Id: config.h,v 1.10 2006/03/20 06:16:14 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
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 ***********************************************************************/
79
80/* Use a very easy, non-challenging server?
81 * Defining the COZY_SERVER will make the server much less challenging:
82 * no stats loss on death, much less experience loss, and party members
83 * are treated by pet monsters as the owner itself when moving "through" them.
84 */
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
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
129#define DEATH_PENALTY_RATIO 20
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
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#define PARTY_KILL_LOG 20 235#define PARTY_KILL_LOG 20
227 236
228/* Use permanent experience code? 237/*
229 * This code allows players to build up a small amount of 'permanent
230 * experience' which reduces the effect of large experience drains, such as
231 * death. This makes multiple frequent deaths less devastating, and also
232 * ensures that any character will make some gradual progress even if they
233 * die all of the time.
234 * A nice option if your keep dying due to massive client/server lags despite
235 * playing well... or you like to swim well outside of your depth. :)
236 *
237 * The PERM_EXP values adjust the behaviour of this option - if 238 * The PERM_EXP values adjust the behaviour of permenent experience. - if
238 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it 239 * the setting permanent_experience_percentage is zero, these values have
239 * 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
240 * 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,
241 * 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
242 * is how much of experienced experience goes to the permanent value. 243 * 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, 244 * 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). 245 * 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 246 * 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. 247 * 10 to the permanent value).
247 * 248 *
248 * A few thoughts on these default value (by MSW) 249 * A few thoughts on these default value (by MSW)
249 * 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
250 * that poin, the minimum ratio will be used. 251 * 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 252 * 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 253 * 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 254 * 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 255 * exp that can be lost has been lost, and after that, only minor loss
255 * will occur. 256 * will occur.
256 */ 257 */
257/* GD */ 258/* GD */
258 259
259#define PERM_EXP_MINIMUM_RATIO 0.25f
260#define PERM_EXP_GAIN_RATIO 0.10f 260#define PERM_EXP_GAIN_RATIO 0.10f
261#define PERM_EXP_MAX_LOSS_RATIO 0.50f 261#define PERM_EXP_MAX_LOSS_RATIO 0.50f
262 262
263/* 263/*
264 * WATCHDOG lets sends datagrams to port 13325 on localhost 264 * WATCHDOG lets sends datagrams to port 13325 on localhost
605#define STARTMAX 500 /* How big array of objects to start with */ 605#define STARTMAX 500 /* How big array of objects to start with */
606#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 */
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
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 */
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,
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
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.

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