1 | /* |
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2 | * static char *rcsid_config_h = |
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3 | * "$Id: config.h,v 1.10 2006/03/20 06:16:14 root Exp $"; |
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4 | */ |
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5 | |
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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 |
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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, and party members |
77 | * 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. |
78 | * are treated by pet monsters as the owner itself when moving "through" them. |
84 | */ |
79 | */ |
85 | #define COZY_SERVER 1 |
80 | #define COZY_SERVER 1 |
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81 | |
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82 | /* |
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83 | * Make it impossible to pk outside the arena. |
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84 | */ |
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85 | #define PROHIBIT_PLAYERKILL 1 |
86 | |
86 | |
87 | /* Use balanced stat loss code? |
87 | /* Use balanced stat loss code? |
88 | * 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 |
89 | * 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 |
90 | * you will lose more. Additionally, lower level characters are shown |
90 | * you will lose more. Additionally, lower level characters are shown |
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146 | #define ARMOR_MAX_ENCHANT 5 |
146 | #define ARMOR_MAX_ENCHANT 5 |
147 | #define ARMOR_WEIGHT_REDUCTION 10 |
147 | #define ARMOR_WEIGHT_REDUCTION 10 |
148 | #define ARMOR_WEIGHT_LINEAR TRUE |
148 | #define ARMOR_WEIGHT_LINEAR TRUE |
149 | #define ARMOR_SPEED_IMPROVEMENT 10 |
149 | #define ARMOR_SPEED_IMPROVEMENT 10 |
150 | #define ARMOR_SPEED_LINEAR TRUE |
150 | #define ARMOR_SPEED_LINEAR TRUE |
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151 | #define CREATE_HOME_PORTALS FALSE |
151 | |
152 | |
152 | /* you can edit the ones below */ |
153 | /* you can edit the ones below */ |
153 | |
154 | |
154 | |
155 | |
155 | /* CS_LOGSTATS will cause the server to log various usage stats |
156 | /* CS_LOGSTATS will cause the server to log various usage stats |
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206 | * maps at that point. |
207 | * maps at that point. |
207 | * |
208 | * |
208 | * MSW 2001-05-28 |
209 | * MSW 2001-05-28 |
209 | */ |
210 | */ |
210 | |
211 | |
211 | #define MAP_CLIENT_X 25 |
212 | #define MAP_CLIENT_X 31 |
212 | #define MAP_CLIENT_Y 25 |
213 | #define MAP_CLIENT_Y 31 |
213 | |
214 | |
214 | /* |
215 | /* |
215 | * 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. |
216 | * You can experiment with the 'speed <new_max_time> command first. |
217 | * You can experiment with the 'speed <new_max_time> command first. |
217 | * 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, |
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407 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
408 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
408 | * maps. |
409 | * maps. |
409 | */ |
410 | */ |
410 | |
411 | |
411 | /* How many ticks till maps are swapped out */ |
412 | /* How many ticks till maps are swapped out */ |
412 | #define MAP_MAXTIMEOUT 1000 |
413 | #define MAP_MAXTIMEOUT 300 |
413 | /* At least that many ticks before swapout */ |
414 | /* At least that many ticks before swapout */ |
414 | #define MAP_MINTIMEOUT 500 |
415 | #define MAP_MINTIMEOUT 300 |
415 | |
416 | |
416 | /* |
417 | /* |
417 | * 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 |
418 | * 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 |
419 | * 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 |
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427 | */ |
428 | */ |
428 | |
429 | |
429 | /* Maximum time to reset. */ |
430 | /* Maximum time to reset. */ |
430 | #define MAP_MAXRESET 7200 |
431 | #define MAP_MAXRESET 7200 |
431 | /* Default time to reset. */ |
432 | /* Default time to reset. */ |
432 | #define MAP_DEFAULTRESET 7200 |
433 | #define MAP_DEFAULTRESET 3600 |
433 | |
434 | |
434 | /* |
435 | /* |
435 | * 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 |
436 | * will look for maps which are already scheldued for swapping, and |
437 | * will look for maps which are already scheldued for swapping, and |
437 | * promptly swap them out before new maps are being loaded. |
438 | * promptly swap them out before new maps are being loaded. |
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443 | * 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 |
444 | * 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. |
445 | * 25000 is about 8.5 MB |
446 | * 25000 is about 8.5 MB |
446 | */ |
447 | */ |
447 | |
448 | |
448 | #define MAX_OBJECTS 100000 |
449 | #define MAX_OBJECTS 400000 |
449 | |
450 | |
450 | /* |
451 | /* |
451 | * 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 |
452 | * is a bit different: |
453 | * is a bit different: |
453 | * 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 |
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600 | #define HIGHSCORE "highscore" |
601 | #define HIGHSCORE "highscore" |
601 | #define TREASURES "treasures" |
602 | #define TREASURES "treasures" |
602 | #define BANISHFILE "banish_file" |
603 | #define BANISHFILE "banish_file" |
603 | |
604 | |
604 | #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 */ |
605 | #define STARTMAX 500 /* How big array of objects to start with */ |
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606 | #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 */ |
607 | |
607 | |
608 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
608 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
609 | |
609 | |
610 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
610 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
611 | #define MAXSTRING 20 |
611 | #define MAXSTRING 20 |
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679 | * 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 |
680 | * 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 |
681 | * saves pretty well spread out (in a fairly random fashion.) |
681 | * saves pretty well spread out (in a fairly random fashion.) |
682 | */ |
682 | */ |
683 | |
683 | |
684 | #define AUTOSAVE 500 |
684 | #define AUTOSAVE 1000 |
685 | |
685 | |
686 | /* Often, emergency save fails because the memory corruption that caused |
686 | /* Often, emergency save fails because the memory corruption that caused |
687 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
687 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
688 | * to disable emergency saves. This actually does |
688 | * to disable emergency saves. This actually does |
689 | * prevent emergency saves now (Version 0.90.5). |
689 | * prevent emergency saves now (Version 0.90.5). |