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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 1.9 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 1.3 2006/02/09 02:11:26 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
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
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
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
229 * 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
230 * this feature is disabled. 233 * this feature is disabled.
231 */ 234 */
232#define PARTY_KILL_LOG 20 235#define PARTY_KILL_LOG 20
233 236
234/* Use permanent experience code? 237/*
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 238 * The PERM_EXP values adjust the behaviour of permenent experience. - if
244 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it 239 * the setting permanent_experience_percentage is zero, these values have
245 * 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
246 * 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,
247 * 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
248 * is how much of experienced experience goes to the permanent value. 243 * 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, 244 * 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). 245 * 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 246 * 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. 247 * 10 to the permanent value).
253 * 248 *
254 * A few thoughts on these default value (by MSW) 249 * A few thoughts on these default value (by MSW)
255 * 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
256 * that poin, the minimum ratio will be used. 251 * 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 252 * 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 253 * 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 254 * 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 255 * exp that can be lost has been lost, and after that, only minor loss
261 * will occur. 256 * will occur.
262 */ 257 */
263/* GD */ 258/* GD */
264 259
265#define PERM_EXP_MINIMUM_RATIO 0.25f
266#define PERM_EXP_GAIN_RATIO 0.10f 260#define PERM_EXP_GAIN_RATIO 0.10f
267#define PERM_EXP_MAX_LOSS_RATIO 0.50f 261#define PERM_EXP_MAX_LOSS_RATIO 0.50f
268 262
269/* 263/*
270 * WATCHDOG lets sends datagrams to port 13325 on localhost 264 * WATCHDOG lets sends datagrams to port 13325 on localhost
611#define STARTMAX 500 /* How big array of objects to start with */ 605#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 100 /* 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

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