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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 1.20 by root, Sat Sep 16 22:06:17 2006 UTC

1/*
2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.3 2006/02/09 02:11:26 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
77 * 72 *
78 ***********************************************************************/ 73 ***********************************************************************/
79 74
80/* Use a very easy, non-challenging server? 75/* Use a very easy, non-challenging server?
81 * Defining the COZY_SERVER will make the server much less challenging: 76 * Defining the COZY_SERVER will make the server much less challenging:
82 * no stats loss on death, much less experience loss. 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.
83 */ 79 */
84#define COZY_SERVER 1 80#define COZY_SERVER 1
81
82/*
83 * Make it impossible to pk outside the arena.
84 */
85#define PROHIBIT_PLAYERKILL 1
85 86
86/* Use balanced stat loss code? 87/* Use balanced stat loss code?
87 * 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
88 * 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
89 * you will lose more. Additionally, lower level characters are shown 90 * you will lose more. Additionally, lower level characters are shown
122 123
123/* 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
124 Simply the defaults. */ 125 Simply the defaults. */
125 126
126#define BALANCED_STAT_LOSS FALSE 127#define BALANCED_STAT_LOSS FALSE
127#define USE_PERMANENT_EXPERIENCE FALSE 128#define PERMANENT_EXPERIENCE_RATIO 25
129#define DEATH_PENALTY_RATIO 20
130#define DEATH_PENALTY_LEVEL 3
128#define SET_TITLE TRUE 131#define SET_TITLE TRUE
129#define SIMPLE_EXP TRUE 132#define SIMPLE_EXP TRUE
130#define SPELLPOINT_LEVEL_DEPEND TRUE 133#define SPELLPOINT_LEVEL_DEPEND TRUE
131#define SPELL_ENCUMBRANCE TRUE 134#define SPELL_ENCUMBRANCE TRUE
132#define SPELL_FAILURE_EFFECTS FALSE 135#define SPELL_FAILURE_EFFECTS FALSE
143#define ARMOR_MAX_ENCHANT 5 146#define ARMOR_MAX_ENCHANT 5
144#define ARMOR_WEIGHT_REDUCTION 10 147#define ARMOR_WEIGHT_REDUCTION 10
145#define ARMOR_WEIGHT_LINEAR TRUE 148#define ARMOR_WEIGHT_LINEAR TRUE
146#define ARMOR_SPEED_IMPROVEMENT 10 149#define ARMOR_SPEED_IMPROVEMENT 10
147#define ARMOR_SPEED_LINEAR TRUE 150#define ARMOR_SPEED_LINEAR TRUE
151#define CREATE_HOME_PORTALS FALSE
148 152
149/* you can edit the ones below */ 153/* you can edit the ones below */
150 154
151 155
152/* CS_LOGSTATS will cause the server to log various usage stats 156/* CS_LOGSTATS will cause the server to log various usage stats
203 * maps at that point. 207 * maps at that point.
204 * 208 *
205 * MSW 2001-05-28 209 * MSW 2001-05-28
206 */ 210 */
207 211
208#define MAP_CLIENT_X 25 212#define MAP_CLIENT_X 31
209#define MAP_CLIENT_Y 25 213#define MAP_CLIENT_Y 31
210 214
211/* 215/*
212 * 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.
213 * You can experiment with the 'speed <new_max_time> command first. 217 * You can experiment with the 'speed <new_max_time> command first.
214 * 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,
229 * 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
230 * this feature is disabled. 234 * this feature is disabled.
231 */ 235 */
232#define PARTY_KILL_LOG 20 236#define PARTY_KILL_LOG 20
233 237
234/* Use permanent experience code? 238/*
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 239 * The PERM_EXP values adjust the behaviour of permenent experience. - if
244 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it 240 * the setting permanent_experience_percentage is zero, these values have
245 * 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
246 * 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,
247 * 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
248 * is how much of experienced experience goes to the permanent value. 244 * 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, 245 * 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). 246 * 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 247 * 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. 248 * 10 to the permanent value).
253 * 249 *
254 * A few thoughts on these default value (by MSW) 250 * A few thoughts on these default value (by MSW)
255 * 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
256 * that poin, the minimum ratio will be used. 252 * 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 253 * 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 254 * 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 255 * 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 256 * exp that can be lost has been lost, and after that, only minor loss
261 * will occur. 257 * will occur.
262 */ 258 */
263/* GD */ 259/* GD */
264 260
265#define PERM_EXP_MINIMUM_RATIO 0.25f
266#define PERM_EXP_GAIN_RATIO 0.10f 261#define PERM_EXP_GAIN_RATIO 0.10f
267#define PERM_EXP_MAX_LOSS_RATIO 0.50f 262#define PERM_EXP_MAX_LOSS_RATIO 0.50f
268 263
269/* 264/*
270 * WATCHDOG lets sends datagrams to port 13325 on localhost 265 * WATCHDOG lets sends datagrams to port 13325 on localhost
413 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all 408 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
414 * maps. 409 * maps.
415 */ 410 */
416 411
417/* How many ticks till maps are swapped out */ 412/* How many ticks till maps are swapped out */
418#define MAP_MAXTIMEOUT 1000 413#define MAP_MAXTIMEOUT 300
419/* At least that many ticks before swapout */ 414/* At least that many ticks before swapout */
420#define MAP_MINTIMEOUT 500 415#define MAP_MINTIMEOUT 300
421 416
422/* 417/*
423 * 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
424 * 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
425 * 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
433 */ 428 */
434 429
435/* Maximum time to reset. */ 430/* Maximum time to reset. */
436#define MAP_MAXRESET 7200 431#define MAP_MAXRESET 7200
437/* Default time to reset. */ 432/* Default time to reset. */
438#define MAP_DEFAULTRESET 7200 433#define MAP_DEFAULTRESET 3600
439 434
440/* 435/*
441 * 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
442 * will look for maps which are already scheldued for swapping, and 437 * will look for maps which are already scheldued for swapping, and
443 * promptly swap them out before new maps are being loaded. 438 * promptly swap them out before new maps are being loaded.
449 * 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
450 * 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.
451 * 25000 is about 8.5 MB 446 * 25000 is about 8.5 MB
452 */ 447 */
453 448
454#define MAX_OBJECTS 100000 449#define MAX_OBJECTS 400000
455 450
456/* 451/*
457 * 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
458 * is a bit different: 453 * is a bit different:
459 * 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
606#define HIGHSCORE "highscore" 601#define HIGHSCORE "highscore"
607#define TREASURES "treasures" 602#define TREASURES "treasures"
608#define BANISHFILE "banish_file" 603#define BANISHFILE "banish_file"
609 604
610#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 */
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 */ 606#define OBJ_EXPAND 5000 /* How big steps to use when expanding array */
613 607
614#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 608#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
615 609
616#define ARCHTABLE 5003 /* Used when hashing archetypes */ 610#define ARCHTABLE 16384 /* Arch hashtable size */
617#define MAXSTRING 20 611#define MAXSTRING 20
618 612
619#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 :) */
620 614
621 615
652 * thus requiring that the server be setuid/setgid, and more generous 646 * thus requiring that the server be setuid/setgid, and more generous
653 * permisisons needed. 647 * permisisons needed.
654 * 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
655 * for nay directories created. 649 * for nay directories created.
656 */ 650 */
651/* IMPORTANT: there is a race during saving, where the umask is being applied */
657#define SAVE_MODE 0660 652#define SAVE_MODE 0660
658#define SAVE_DIR_MODE 0770 653#define SAVE_DIR_MODE 0770
659 654
660/* 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
661 * 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,
671 * 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
672 * you are not spending too much time saving the characters. 667 * you are not spending too much time saving the characters.
673 * This option should now work (Crossfire 0.90.5) 668 * This option should now work (Crossfire 0.90.5)
674 */ 669 */
675 670
676#define SAVE_INTERVAL 60 671//#define SAVE_INTERVAL 60
677 672
678/* 673/*
679 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 674 * 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 675 * 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 676 * saved every 10 minutes. Some effort should probably be made to
684 * 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
685 * 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
686 * saves pretty well spread out (in a fairly random fashion.) 681 * saves pretty well spread out (in a fairly random fashion.)
687 */ 682 */
688 683
689#define AUTOSAVE 500 684#define AUTOSAVE 1000
690 685
691/* Often, emergency save fails because the memory corruption that caused 686/* Often, emergency save fails because the memory corruption that caused
692 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE 687 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
693 * to disable emergency saves. This actually does 688 * to disable emergency saves. This actually does
694 * prevent emergency saves now (Version 0.90.5). 689 * prevent emergency saves now (Version 0.90.5).
703 */ 698 */
704 699
705/*#define BACKUP_SAVE_AT_HOME*/ 700/*#define BACKUP_SAVE_AT_HOME*/
706 701
707/* 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
708 * 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,
709 * this feature is disabled (player will resume where ever he was 704 * 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, 705 * 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. 706 * it will prevent players from camping out in treasure rooms.
712 * 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
713 * comment this out, the program will not compile. 708 * comment this out, the program will not compile.

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