ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/config.h
(Generate patch)

Comparing deliantra/server/include/config.h (file contents):
Revision 1.5 by root, Tue Mar 7 13:44:43 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 1.5 2006/03/07 13:44:43 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
123 123
124/* 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
125 Simply the defaults. */ 125 Simply the defaults. */
126 126
127#define BALANCED_STAT_LOSS FALSE 127#define BALANCED_STAT_LOSS FALSE
128#define USE_PERMANENT_EXPERIENCE FALSE 128#define PERMANENT_EXPERIENCE_RATIO 25
129#define DEATH_PENALTY_RATIO 20
130#define DEATH_PENALTY_LEVEL 3
129#define SET_TITLE TRUE 131#define SET_TITLE TRUE
130#define SIMPLE_EXP TRUE 132#define SIMPLE_EXP TRUE
131#define SPELLPOINT_LEVEL_DEPEND TRUE 133#define SPELLPOINT_LEVEL_DEPEND TRUE
132#define SPELL_ENCUMBRANCE TRUE 134#define SPELL_ENCUMBRANCE TRUE
133#define SPELL_FAILURE_EFFECTS FALSE 135#define SPELL_FAILURE_EFFECTS FALSE
230 * 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
231 * this feature is disabled. 233 * this feature is disabled.
232 */ 234 */
233#define PARTY_KILL_LOG 20 235#define PARTY_KILL_LOG 20
234 236
235/* Use permanent experience code? 237/*
236 * This code allows players to build up a small amount of 'permanent
237 * experience' which reduces the effect of large experience drains, such as
238 * death. This makes multiple frequent deaths less devastating, and also
239 * ensures that any character will make some gradual progress even if they
240 * die all of the time.
241 * A nice option if your keep dying due to massive client/server lags despite
242 * playing well... or you like to swim well outside of your depth. :)
243 *
244 * The PERM_EXP values adjust the behaviour of this option - if 238 * The PERM_EXP values adjust the behaviour of permenent experience. - if
245 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it 239 * the setting permanent_experience_percentage is zero, these values have
246 * 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
247 * 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,
248 * 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
249 * is how much of experienced experience goes to the permanent value. 243 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
250 * 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
251 * 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
252 * 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
253 * in any one hit - this is calculated as total exp - perm exp * loss ratio. 247 * 10 to the permanent value).
254 * 248 *
255 * A few thoughts on these default value (by MSW) 249 * A few thoughts on these default value (by MSW)
256 * 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
257 * that poin, the minimum ratio will be used. 251 * that poin, the value in the settings file will be used.
258 * 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
259 * 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
260 * 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
261 * 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
262 * will occur. 256 * will occur.
263 */ 257 */
264/* GD */ 258/* GD */
265 259
266#define PERM_EXP_MINIMUM_RATIO 0.25f
267#define PERM_EXP_GAIN_RATIO 0.10f 260#define PERM_EXP_GAIN_RATIO 0.10f
268#define PERM_EXP_MAX_LOSS_RATIO 0.50f 261#define PERM_EXP_MAX_LOSS_RATIO 0.50f
269 262
270/* 263/*
271 * WATCHDOG lets sends datagrams to port 13325 on localhost 264 * WATCHDOG lets sends datagrams to port 13325 on localhost
612#define STARTMAX 500 /* How big array of objects to start with */ 605#define STARTMAX 500 /* How big array of objects to start with */
613#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 */
614 607
615#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 608#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
616 609
617#define ARCHTABLE 5003 /* Used when hashing archetypes */ 610#define ARCHTABLE 16384 /* Arch hashtable size */
618#define MAXSTRING 20 611#define MAXSTRING 20
619 612
620#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 :) */
621 614
622 615
694 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE 687 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
695 * to disable emergency saves. This actually does 688 * to disable emergency saves. This actually does
696 * prevent emergency saves now (Version 0.90.5). 689 * prevent emergency saves now (Version 0.90.5).
697 */ 690 */
698 691
699//#define NO_EMERGENCY_SAVE 692#define NO_EMERGENCY_SAVE
700 693
701/* By selecting the following, whenever a player does a backup save (with 694/* By selecting the following, whenever a player does a backup save (with
702 * the 'save command), the player will be saved at home (EMERGENCY_MAP_* 695 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
703 * information that is specified later). IF this is not set, the player 696 * information that is specified later). IF this is not set, the player
704 * will be saved at his present location. 697 * will be saved at his present location.
705 */ 698 */
706 699
707/*#define BACKUP_SAVE_AT_HOME*/ 700/*#define BACKUP_SAVE_AT_HOME*/
708 701
709/* 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
710 * 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,
711 * this feature is disabled (player will resume where ever he was 704 * this feature is disabled (player will resume where ever he was
712 * 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,
713 * it will prevent players from camping out in treasure rooms. 706 * it will prevent players from camping out in treasure rooms.
714 * 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
715 * comment this out, the program will not compile. 708 * comment this out, the program will not compile.

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines