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 1.8 by root, Wed Mar 15 14:25:47 2006 UTC vs.
Revision 1.12 by root, Fri Apr 7 22:44:11 2006 UTC

1/* 1/*
2 * static char *rcsid_config_h = 2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.8 2006/03/15 14:25:47 root Exp $"; 3 * "$Id: config.h,v 1.12 2006/04/07 22:44:11 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
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, and party members 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 * are treated by pet monsters as the owner itself when moving "through" them.
84 */ 84 */
85#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
86 91
87/* Use balanced stat loss code? 92/* Use balanced stat loss code?
88 * 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
89 * 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
90 * you will lose more. Additionally, lower level characters are shown 95 * you will lose more. Additionally, lower level characters are shown
123 128
124/* 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
125 Simply the defaults. */ 130 Simply the defaults. */
126 131
127#define BALANCED_STAT_LOSS FALSE 132#define BALANCED_STAT_LOSS FALSE
128#define USE_PERMANENT_EXPERIENCE FALSE 133#define PERMANENT_EXPERIENCE_RATIO 25
134#define DEATH_PENALTY_RATIO 20
135#define DEATH_PENALTY_LEVEL 3
129#define SET_TITLE TRUE 136#define SET_TITLE TRUE
130#define SIMPLE_EXP TRUE 137#define SIMPLE_EXP TRUE
131#define SPELLPOINT_LEVEL_DEPEND TRUE 138#define SPELLPOINT_LEVEL_DEPEND TRUE
132#define SPELL_ENCUMBRANCE TRUE 139#define SPELL_ENCUMBRANCE TRUE
133#define SPELL_FAILURE_EFFECTS FALSE 140#define SPELL_FAILURE_EFFECTS FALSE
204 * maps at that point. 211 * maps at that point.
205 * 212 *
206 * MSW 2001-05-28 213 * MSW 2001-05-28
207 */ 214 */
208 215
209#define MAP_CLIENT_X 25 216#define MAP_CLIENT_X 63
210#define MAP_CLIENT_Y 25 217#define MAP_CLIENT_Y 63
211 218
212/* 219/*
213 * If you feel the game is too fast or too slow, change MAX_TIME. 220 * If you feel the game is too fast or too slow, change MAX_TIME.
214 * You can experiment with the 'speed <new_max_time> command first. 221 * You can experiment with the 'speed <new_max_time> command first.
215 * The length of a tick is MAX_TIME microseconds. During a tick, 222 * The length of a tick is MAX_TIME microseconds. During a tick,
230 * mean slower performance and more memory. IF this is not defined, then 237 * mean slower performance and more memory. IF this is not defined, then
231 * this feature is disabled. 238 * this feature is disabled.
232 */ 239 */
233#define PARTY_KILL_LOG 20 240#define PARTY_KILL_LOG 20
234 241
235/* Use permanent experience code? 242/*
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 243 * The PERM_EXP values adjust the behaviour of permenent experience. - if
245 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it 244 * the setting permanent_experience_percentage is zero, these values have
246 * is on, the minimum ratio is the minimum amount of permanent exp relative 245 * 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 100 246 * 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 247 * 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. 248 * 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, 249 * 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). 250 * 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 251 * 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. 252 * 10 to the permanent value).
254 * 253 *
255 * A few thoughts on these default value (by MSW) 254 * A few thoughts on these default value (by MSW)
256 * gain ratio is pretty much meaningless until exp has been lost, as until 255 * gain ratio is pretty much meaningless until exp has been lost, as until
257 * that poin, the minimum ratio will be used. 256 * 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 257 * 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 258 * 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 259 * 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 260 * exp that can be lost has been lost, and after that, only minor loss
262 * will occur. 261 * will occur.
263 */ 262 */
264/* GD */ 263/* GD */
265 264
266#define PERM_EXP_MINIMUM_RATIO 0.25f
267#define PERM_EXP_GAIN_RATIO 0.10f 265#define PERM_EXP_GAIN_RATIO 0.10f
268#define PERM_EXP_MAX_LOSS_RATIO 0.50f 266#define PERM_EXP_MAX_LOSS_RATIO 0.50f
269 267
270/* 268/*
271 * WATCHDOG lets sends datagrams to port 13325 on localhost 269 * WATCHDOG lets sends datagrams to port 13325 on localhost
705 */ 703 */
706 704
707/*#define BACKUP_SAVE_AT_HOME*/ 705/*#define BACKUP_SAVE_AT_HOME*/
708 706
709/* RESET_LOCATION_TIME is the number of seconds that must elapse before 707/* 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, 708 * 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 709 * 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, 710 * 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. 711 * it will prevent players from camping out in treasure rooms.
714 * Do not comment this out - it must be set to something - if you 712 * Do not comment this out - it must be set to something - if you
715 * comment this out, the program will not compile. 713 * comment this out, the program will not compile.

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines