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Comparing deliantra/server/include/config.h (file contents):
Revision 1.3 by root, Thu Feb 9 02:11:26 2006 UTC vs.
Revision 1.16 by pippijn, Fri Apr 28 13:56:26 2006 UTC

1/* 1/*
2 * static char *rcsid_config_h = 2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.3 2006/02/09 02:11:26 root Exp $"; 3 * "$Id: config.h,v 1.16 2006/04/28 13:56:26 pippijn 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
77 * 77 *
78 ***********************************************************************/ 78 ***********************************************************************/
79 79
80/* Use a very easy, non-challenging server? 80/* Use a very easy, non-challenging server?
81 * Defining the COZY_SERVER will make the server much less challenging: 81 * Defining the COZY_SERVER will make the server much less challenging:
82 * no stats loss on death, much less experience loss. 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.
83 */ 84 */
84#define COZY_SERVER 1 85#define COZY_SERVER 1
86
87/*
88 * Make it impossible to pk outside the arena.
89 */
90#define PROHIBIT_PLAYERKILL 1
85 91
86/* Use balanced stat loss code? 92/* Use balanced stat loss code?
87 * 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
88 * 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
89 * you will lose more. Additionally, lower level characters are shown 95 * you will lose more. Additionally, lower level characters are shown
122 128
123/* 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
124 Simply the defaults. */ 130 Simply the defaults. */
125 131
126#define BALANCED_STAT_LOSS FALSE 132#define BALANCED_STAT_LOSS FALSE
127#define USE_PERMANENT_EXPERIENCE FALSE 133#define PERMANENT_EXPERIENCE_RATIO 25
134#define DEATH_PENALTY_RATIO 20
135#define DEATH_PENALTY_LEVEL 3
128#define SET_TITLE TRUE 136#define SET_TITLE TRUE
129#define SIMPLE_EXP TRUE 137#define SIMPLE_EXP TRUE
130#define SPELLPOINT_LEVEL_DEPEND TRUE 138#define SPELLPOINT_LEVEL_DEPEND TRUE
131#define SPELL_ENCUMBRANCE TRUE 139#define SPELL_ENCUMBRANCE TRUE
132#define SPELL_FAILURE_EFFECTS FALSE 140#define SPELL_FAILURE_EFFECTS FALSE
143#define ARMOR_MAX_ENCHANT 5 151#define ARMOR_MAX_ENCHANT 5
144#define ARMOR_WEIGHT_REDUCTION 10 152#define ARMOR_WEIGHT_REDUCTION 10
145#define ARMOR_WEIGHT_LINEAR TRUE 153#define ARMOR_WEIGHT_LINEAR TRUE
146#define ARMOR_SPEED_IMPROVEMENT 10 154#define ARMOR_SPEED_IMPROVEMENT 10
147#define ARMOR_SPEED_LINEAR TRUE 155#define ARMOR_SPEED_LINEAR TRUE
156#define CREATE_HOME_PORTALS FALSE
148 157
149/* you can edit the ones below */ 158/* you can edit the ones below */
150 159
151 160
152/* CS_LOGSTATS will cause the server to log various usage stats 161/* CS_LOGSTATS will cause the server to log various usage stats
203 * maps at that point. 212 * maps at that point.
204 * 213 *
205 * MSW 2001-05-28 214 * MSW 2001-05-28
206 */ 215 */
207 216
208#define MAP_CLIENT_X 25 217#define MAP_CLIENT_X 31
209#define MAP_CLIENT_Y 25 218#define MAP_CLIENT_Y 31
210 219
211/* 220/*
212 * If you feel the game is too fast or too slow, change MAX_TIME. 221 * If you feel the game is too fast or too slow, change MAX_TIME.
213 * You can experiment with the 'speed <new_max_time> command first. 222 * You can experiment with the 'speed <new_max_time> command first.
214 * The length of a tick is MAX_TIME microseconds. During a tick, 223 * The length of a tick is MAX_TIME microseconds. During a tick,
229 * mean slower performance and more memory. IF this is not defined, then 238 * mean slower performance and more memory. IF this is not defined, then
230 * this feature is disabled. 239 * this feature is disabled.
231 */ 240 */
232#define PARTY_KILL_LOG 20 241#define PARTY_KILL_LOG 20
233 242
234/* Use permanent experience code? 243/*
235 * This code allows players to build up a small amount of 'permanent
236 * experience' which reduces the effect of large experience drains, such as
237 * death. This makes multiple frequent deaths less devastating, and also
238 * ensures that any character will make some gradual progress even if they
239 * die all of the time.
240 * A nice option if your keep dying due to massive client/server lags despite
241 * playing well... or you like to swim well outside of your depth. :)
242 *
243 * The PERM_EXP values adjust the behaviour of this option - if 244 * The PERM_EXP values adjust the behaviour of permenent experience. - if
244 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it 245 * the setting permanent_experience_percentage is zero, these values have
245 * is on, the minimum ratio is the minimum amount of permanent exp relative 246 * no meaning. The value in the settings file is the percentage of the
246 * to the total exp in the skill (ie, at a default of .25, if you had 100 247 * experience that is permenent, the rest could be lost on death. When dying,
247 * experience, at least 25 of it would be permanent). The gain ratio 248 * the greatest amount of non-permenent exp it is possible to lose at one time
248 * is how much of experienced experience goes to the permanent value. 249 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
249 * This does not detract from total exp gain (ie, if you gained 100 exp, 250 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
250 * 100 would go to the skill total and 10 to the permanent value). 251 * experience goes to the permanent value. This does not detract from total
251 * the loss ratio is the maximum amount of experience that can be lost 252 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
252 * in any one hit - this is calculated as total exp - perm exp * loss ratio. 253 * 10 to the permanent value).
253 * 254 *
254 * A few thoughts on these default value (by MSW) 255 * A few thoughts on these default value (by MSW)
255 * gain ratio is pretty much meaningless until exp has been lost, as until 256 * gain ratio is pretty much meaningless until exp has been lost, as until
256 * that poin, the minimum ratio will be used. 257 * that poin, the value in the settings file will be used.
257 * It is also impossible for the exp to actually be reduced to the permanent 258 * It is also impossible for the exp to actually be reduced to the permanent
258 * exp ratio - since the loss ratio is .5, it will just get closer and 259 * exp ratio - since the loss ratio is .5, it will just get closer and
259 * closer. However, after about half a dozen hits, pretty much all the 260 * closer. However, after about half a dozen hits, pretty much all the
260 * exp that can be lost has been lost, and after that, only minor loss 261 * exp that can be lost has been lost, and after that, only minor loss
261 * will occur. 262 * will occur.
262 */ 263 */
263/* GD */ 264/* GD */
264 265
265#define PERM_EXP_MINIMUM_RATIO 0.25f
266#define PERM_EXP_GAIN_RATIO 0.10f 266#define PERM_EXP_GAIN_RATIO 0.10f
267#define PERM_EXP_MAX_LOSS_RATIO 0.50f 267#define PERM_EXP_MAX_LOSS_RATIO 0.50f
268 268
269/* 269/*
270 * WATCHDOG lets sends datagrams to port 13325 on localhost 270 * WATCHDOG lets sends datagrams to port 13325 on localhost
449 * consumes more memory. If you have gobs of free memory, a high number 449 * consumes more memory. If you have gobs of free memory, a high number
450 * might not be a bad idea. Each object is around 350 bytes right now. 450 * might not be a bad idea. Each object is around 350 bytes right now.
451 * 25000 is about 8.5 MB 451 * 25000 is about 8.5 MB
452 */ 452 */
453 453
454#define MAX_OBJECTS 100000 454#define MAX_OBJECTS 200000
455 455
456/* 456/*
457 * Max objects low water mark (lwm). If defined, the map swapping strategy 457 * Max objects low water mark (lwm). If defined, the map swapping strategy
458 * is a bit different: 458 * is a bit different:
459 * 1) We only start swapping maps if the number of objects in use is 459 * 1) We only start swapping maps if the number of objects in use is
611#define STARTMAX 500 /* How big array of objects to start with */ 611#define STARTMAX 500 /* How big array of objects to start with */
612#define OBJ_EXPAND 100 /* How big steps to use when expanding array */ 612#define OBJ_EXPAND 100 /* How big steps to use when expanding array */
613 613
614#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 614#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
615 615
616#define ARCHTABLE 5003 /* Used when hashing archetypes */ 616#define ARCHTABLE 16384 /* Arch hashtable size */
617#define MAXSTRING 20 617#define MAXSTRING 20
618 618
619#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 619#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
620 620
621 621
652 * thus requiring that the server be setuid/setgid, and more generous 652 * thus requiring that the server be setuid/setgid, and more generous
653 * permisisons needed. 653 * permisisons needed.
654 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission 654 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
655 * for nay directories created. 655 * for nay directories created.
656 */ 656 */
657/* IMPORTANT: there is a race during saving, where the umask is being applied */
657#define SAVE_MODE 0660 658#define SAVE_MODE 0660
658#define SAVE_DIR_MODE 0770 659#define SAVE_DIR_MODE 0770
659 660
660/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really 661/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
661 * needs to be selected. You can set both, and things will work fine, 662 * needs to be selected. You can set both, and things will work fine,
671 * environment, you may want to set this to a higher value, so that 672 * environment, you may want to set this to a higher value, so that
672 * you are not spending too much time saving the characters. 673 * you are not spending too much time saving the characters.
673 * This option should now work (Crossfire 0.90.5) 674 * This option should now work (Crossfire 0.90.5)
674 */ 675 */
675 676
676#define SAVE_INTERVAL 60 677//#define SAVE_INTERVAL 60
677 678
678/* 679/*
679 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 680 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
680 * 5000 with MAX_TIME set at 120,000 means that the player will be 681 * 5000 with MAX_TIME set at 120,000 means that the player will be
681 * saved every 10 minutes. Some effort should probably be made to 682 * saved every 10 minutes. Some effort should probably be made to
703 */ 704 */
704 705
705/*#define BACKUP_SAVE_AT_HOME*/ 706/*#define BACKUP_SAVE_AT_HOME*/
706 707
707/* RESET_LOCATION_TIME is the number of seconds that must elapse before 708/* RESET_LOCATION_TIME is the number of seconds that must elapse before
708 * we fill return the player to his savebed location. If this is zero, 709 * we will return the player to his savebed location. If this is zero,
709 * this feature is disabled (player will resume where ever he was 710 * this feature is disabled (player will resume where ever he was
710 * when he last logged off). If this is set to less than two hours, 711 * when he last logged off). If this is set to less than two hours,
711 * it will prevent players from camping out in treasure rooms. 712 * it will prevent players from camping out in treasure rooms.
712 * Do not comment this out - it must be set to something - if you 713 * Do not comment this out - it must be set to something - if you
713 * comment this out, the program will not compile. 714 * comment this out, the program will not compile.

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