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Comparing deliantra/server/include/config.h (file contents):
Revision 1.1 by root, Fri Feb 3 07:12:48 2006 UTC vs.
Revision 1.9 by elmex, Wed Mar 15 15:35:50 2006 UTC

1/* 1/*
2 * static char *rcsid_config_h = 2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.1 2006/02/03 07:12:48 root Exp $"; 3 * "$Id: config.h,v 1.9 2006/03/15 15:35:50 elmex 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
74 * MANY_CORES - generate core dumps on gross errors instead of continuing? 74 * MANY_CORES - generate core dumps on gross errors instead of continuing?
75 * PARTY_KILL_LOG - stores party kill information 75 * PARTY_KILL_LOG - stores party kill information
76 * WATCHDOG - allows use of an external watchdog program 76 * WATCHDOG - allows use of an external watchdog program
77 * 77 *
78 ***********************************************************************/ 78 ***********************************************************************/
79
80/* Use a very easy, non-challenging server?
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
83 * are treated by pet monsters as the owner itself when moving "through" them.
84 */
85#define COZY_SERVER 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
107 * this gets more offset as the stat gets more depleted. 114 * this gets more offset as the stat gets more depleted.
108 * 115 *
109 */ 116 */
110/* GD */ 117/* GD */
111 118
112#define BALSL_LOSS_CHANCE_RATIO 4 119#define BALSL_LOSS_CHANCE_RATIO 100
113#define BALSL_NUMBER_LOSSES_RATIO 6 120#define BALSL_NUMBER_LOSSES_RATIO 100
114#define BALSL_MAX_LOSS_RATIO 2 121#define BALSL_MAX_LOSS_RATIO 100
115 122
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
221/* This determine how many entries are stored in the kill log. You 230/* This determine how many entries are stored in the kill log. You
222 * can see this information with the 'party kills' command. More entries 231 * can see this information with the 'party kills' command. More entries
223 * 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
224 * this feature is disabled. 233 * this feature is disabled.
225 */ 234 */
226/*
227#define PARTY_KILL_LOG 20 235#define PARTY_KILL_LOG 20
228*/
229 236
230/* Use permanent experience code? 237/*
231 * This code allows players to build up a small amount of 'permanent
232 * experience' which reduces the effect of large experience drains, such as
233 * death. This makes multiple frequent deaths less devastating, and also
234 * ensures that any character will make some gradual progress even if they
235 * die all of the time.
236 * A nice option if your keep dying due to massive client/server lags despite
237 * playing well... or you like to swim well outside of your depth. :)
238 *
239 * The PERM_EXP values adjust the behaviour of this option - if 238 * The PERM_EXP values adjust the behaviour of permenent experience. - if
240 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it 239 * the setting permanent_experience_percentage is zero, these values have
241 * 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
242 * 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,
243 * 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
244 * is how much of experienced experience goes to the permanent value. 243 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
245 * 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
246 * 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
247 * 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
248 * in any one hit - this is calculated as total exp - perm exp * loss ratio. 247 * 10 to the permanent value).
249 * 248 *
250 * A few thoughts on these default value (by MSW) 249 * A few thoughts on these default value (by MSW)
251 * 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
252 * that poin, the minimum ratio will be used. 251 * that poin, the value in the settings file will be used.
253 * 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
254 * 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
255 * 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
256 * 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
257 * will occur. 256 * will occur.
258 */ 257 */
259/* GD */ 258/* GD */
260 259
261#define PERM_EXP_MINIMUM_RATIO 0.25f
262#define PERM_EXP_GAIN_RATIO 0.10f 260#define PERM_EXP_GAIN_RATIO 0.10f
263#define PERM_EXP_MAX_LOSS_RATIO 0.50f 261#define PERM_EXP_MAX_LOSS_RATIO 0.50f
264 262
265/* 263/*
266 * WATCHDOG lets sends datagrams to port 13325 on localhost 264 * WATCHDOG lets sends datagrams to port 13325 on localhost
607#define STARTMAX 500 /* How big array of objects to start with */ 605#define STARTMAX 500 /* How big array of objects to start with */
608#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 */
609 607
610#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 608#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
611 609
612#define ARCHTABLE 5003 /* Used when hashing archetypes */ 610#define ARCHTABLE 16384 /* Arch hashtable size */
613#define MAXSTRING 20 611#define MAXSTRING 20
614 612
615#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 :) */
616 614
617 615
648 * thus requiring that the server be setuid/setgid, and more generous 646 * thus requiring that the server be setuid/setgid, and more generous
649 * permisisons needed. 647 * permisisons needed.
650 * 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
651 * for nay directories created. 649 * for nay directories created.
652 */ 650 */
651/* IMPORTANT: there is a race during saving, where the umask is being applied */
653#define SAVE_MODE 0660 652#define SAVE_MODE 0660
654#define SAVE_DIR_MODE 0770 653#define SAVE_DIR_MODE 0770
655 654
656/* 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
657 * 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,
667 * 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
668 * you are not spending too much time saving the characters. 667 * you are not spending too much time saving the characters.
669 * This option should now work (Crossfire 0.90.5) 668 * This option should now work (Crossfire 0.90.5)
670 */ 669 */
671 670
672/*#define SAVE_INTERVAL 300*/ 671//#define SAVE_INTERVAL 60
673 672
674/* 673/*
675 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 674 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
676 * 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
677 * saved every 10 minutes. Some effort should probably be made to 676 * saved every 10 minutes. Some effort should probably be made to
680 * 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
681 * 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
682 * saves pretty well spread out (in a fairly random fashion.) 681 * saves pretty well spread out (in a fairly random fashion.)
683 */ 682 */
684 683
685#define AUTOSAVE 5000 684#define AUTOSAVE 500
686 685
687/* Often, emergency save fails because the memory corruption that caused 686/* Often, emergency save fails because the memory corruption that caused
688 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE 687 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
689 * to disable emergency saves. This actually does 688 * to disable emergency saves. This actually does
690 * prevent emergency saves now (Version 0.90.5). 689 * prevent emergency saves now (Version 0.90.5).

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