--- deliantra/server/include/config.h 2006/03/15 15:35:50 1.9 +++ deliantra/server/include/config.h 2006/09/04 11:07:59 1.19 @@ -84,6 +84,11 @@ */ #define COZY_SERVER 1 +/* + * Make it impossible to pk outside the arena. + */ +#define PROHIBIT_PLAYERKILL 1 + /* Use balanced stat loss code? * This code is a little more merciful with repeated stat loss at lower * levels. Basically, the more stats you have lost, the less likely that @@ -148,6 +153,7 @@ #define ARMOR_WEIGHT_LINEAR TRUE #define ARMOR_SPEED_IMPROVEMENT 10 #define ARMOR_SPEED_LINEAR TRUE +#define CREATE_HOME_PORTALS FALSE /* you can edit the ones below */ @@ -208,8 +214,8 @@ * MSW 2001-05-28 */ -#define MAP_CLIENT_X 25 -#define MAP_CLIENT_Y 25 +#define MAP_CLIENT_X 31 +#define MAP_CLIENT_Y 31 /* * If you feel the game is too fast or too slow, change MAX_TIME. @@ -409,9 +415,9 @@ */ /* How many ticks till maps are swapped out */ -#define MAP_MAXTIMEOUT 1000 +#define MAP_MAXTIMEOUT 300 /* At least that many ticks before swapout */ -#define MAP_MINTIMEOUT 500 +#define MAP_MINTIMEOUT 300 /* * MAP_MAXRESET is the maximum time a map can have before being reset. It @@ -429,7 +435,7 @@ /* Maximum time to reset. */ #define MAP_MAXRESET 7200 /* Default time to reset. */ -#define MAP_DEFAULTRESET 7200 +#define MAP_DEFAULTRESET 3600 /* * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire @@ -445,7 +451,7 @@ * 25000 is about 8.5 MB */ -#define MAX_OBJECTS 100000 +#define MAX_OBJECTS 400000 /* * Max objects low water mark (lwm). If defined, the map swapping strategy @@ -602,8 +608,7 @@ #define BANISHFILE "banish_file" #define MAX_ERRORS 25 /* Bail out if more are received during tick */ -#define STARTMAX 500 /* How big array of objects to start with */ -#define OBJ_EXPAND 100 /* How big steps to use when expanding array */ +#define OBJ_EXPAND 5000 /* How big steps to use when expanding array */ #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ @@ -681,7 +686,7 @@ * saves pretty well spread out (in a fairly random fashion.) */ -#define AUTOSAVE 500 +#define AUTOSAVE 1000 /* Often, emergency save fails because the memory corruption that caused * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE @@ -700,7 +705,7 @@ /*#define BACKUP_SAVE_AT_HOME*/ /* RESET_LOCATION_TIME is the number of seconds that must elapse before - * we fill return the player to his savebed location. If this is zero, + * we will return the player to his savebed location. If this is zero, * this feature is disabled (player will resume where ever he was * when he last logged off). If this is set to less than two hours, * it will prevent players from camping out in treasure rooms.