1 | /* |
1 | /* |
2 | * static char *rcsid_config_h = |
2 | * static char *rcsid_config_h = |
3 | * "$Id: config.h,v 1.9 2006/03/15 15:35:50 elmex Exp $"; |
3 | * "$Id: config.h,v 1.16 2006/04/28 13:56:26 pippijn 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 | |
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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 |
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86 | |
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87 | /* |
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88 | * Make it impossible to pk outside the arena. |
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89 | */ |
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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 |
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146 | #define ARMOR_MAX_ENCHANT 5 |
151 | #define ARMOR_MAX_ENCHANT 5 |
147 | #define ARMOR_WEIGHT_REDUCTION 10 |
152 | #define ARMOR_WEIGHT_REDUCTION 10 |
148 | #define ARMOR_WEIGHT_LINEAR TRUE |
153 | #define ARMOR_WEIGHT_LINEAR TRUE |
149 | #define ARMOR_SPEED_IMPROVEMENT 10 |
154 | #define ARMOR_SPEED_IMPROVEMENT 10 |
150 | #define ARMOR_SPEED_LINEAR TRUE |
155 | #define ARMOR_SPEED_LINEAR TRUE |
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156 | #define CREATE_HOME_PORTALS FALSE |
151 | |
157 | |
152 | /* you can edit the ones below */ |
158 | /* you can edit the ones below */ |
153 | |
159 | |
154 | |
160 | |
155 | /* CS_LOGSTATS will cause the server to log various usage stats |
161 | /* CS_LOGSTATS will cause the server to log various usage stats |
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206 | * maps at that point. |
212 | * maps at that point. |
207 | * |
213 | * |
208 | * MSW 2001-05-28 |
214 | * MSW 2001-05-28 |
209 | */ |
215 | */ |
210 | |
216 | |
211 | #define MAP_CLIENT_X 25 |
217 | #define MAP_CLIENT_X 31 |
212 | #define MAP_CLIENT_Y 25 |
218 | #define MAP_CLIENT_Y 31 |
213 | |
219 | |
214 | /* |
220 | /* |
215 | * If you feel the game is too fast or too slow, change MAX_TIME. |
221 | * 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. |
222 | * You can experiment with the 'speed <new_max_time> command first. |
217 | * The length of a tick is MAX_TIME microseconds. During a tick, |
223 | * The length of a tick is MAX_TIME microseconds. During a tick, |
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443 | * consumes more memory. If you have gobs of free memory, a high number |
449 | * 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. |
450 | * might not be a bad idea. Each object is around 350 bytes right now. |
445 | * 25000 is about 8.5 MB |
451 | * 25000 is about 8.5 MB |
446 | */ |
452 | */ |
447 | |
453 | |
448 | #define MAX_OBJECTS 100000 |
454 | #define MAX_OBJECTS 200000 |
449 | |
455 | |
450 | /* |
456 | /* |
451 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
457 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
452 | * is a bit different: |
458 | * is a bit different: |
453 | * 1) We only start swapping maps if the number of objects in use is |
459 | * 1) We only start swapping maps if the number of objects in use is |
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698 | */ |
704 | */ |
699 | |
705 | |
700 | /*#define BACKUP_SAVE_AT_HOME*/ |
706 | /*#define BACKUP_SAVE_AT_HOME*/ |
701 | |
707 | |
702 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
708 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
703 | * we fill return the player to his savebed location. If this is zero, |
709 | * we will return the player to his savebed location. If this is zero, |
704 | * this feature is disabled (player will resume where ever he was |
710 | * this feature is disabled (player will resume where ever he was |
705 | * when he last logged off). If this is set to less than two hours, |
711 | * when he last logged off). If this is set to less than two hours, |
706 | * it will prevent players from camping out in treasure rooms. |
712 | * it will prevent players from camping out in treasure rooms. |
707 | * Do not comment this out - it must be set to something - if you |
713 | * Do not comment this out - it must be set to something - if you |
708 | * comment this out, the program will not compile. |
714 | * comment this out, the program will not compile. |