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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 1.21 by root, Sun Nov 26 19:48:49 2006 UTC

1/*
2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.2 2006/02/03 07:25:25 root Exp $";
4 */
5
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
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 ***********************************************************************/
74
75/* Use a very easy, non-challenging server?
76 * Defining the COZY_SERVER will make the server much less challenging:
77 * no stats loss on death, much less experience loss, and party members
78 * are treated by pet monsters as the owner itself when moving "through" them.
79 */
80#define COZY_SERVER 1
81
82/*
83 * Make it impossible to pk outside the arena.
84 */
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
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
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
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
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,
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
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 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
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
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
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.
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
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
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 */
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
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
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).
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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