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Comparing deliantra/server/include/config.h (file contents):
Revision 1.2 by root, Fri Feb 3 07:25:25 2006 UTC vs.
Revision 1.7 by root, Mon Mar 13 20:45:30 2006 UTC

1/* 1/*
2 * static char *rcsid_config_h = 2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.2 2006/02/03 07:25:25 root Exp $"; 3 * "$Id: config.h,v 1.7 2006/03/13 20:45:30 root 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
605#define STARTMAX 500 /* How big array of objects to start with */ 612#define STARTMAX 500 /* How big array of objects to start with */
606#define OBJ_EXPAND 100 /* How big steps to use when expanding array */ 613#define OBJ_EXPAND 100 /* How big steps to use when expanding array */
607 614
608#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 615#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
609 616
610#define ARCHTABLE 5003 /* Used when hashing archetypes */ 617#define ARCHTABLE 32749 /* Used when hashing archetypes */
611#define MAXSTRING 20 618#define MAXSTRING 20
612 619
613#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 620#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
614 621
615 622
646 * thus requiring that the server be setuid/setgid, and more generous 653 * thus requiring that the server be setuid/setgid, and more generous
647 * permisisons needed. 654 * permisisons needed.
648 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission 655 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
649 * for nay directories created. 656 * for nay directories created.
650 */ 657 */
658/* IMPORTANT: there is a race during saving, where the umask is being applied */
651#define SAVE_MODE 0660 659#define SAVE_MODE 0660
652#define SAVE_DIR_MODE 0770 660#define SAVE_DIR_MODE 0770
653 661
654/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really 662/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
655 * needs to be selected. You can set both, and things will work fine, 663 * needs to be selected. You can set both, and things will work fine,
665 * environment, you may want to set this to a higher value, so that 673 * environment, you may want to set this to a higher value, so that
666 * you are not spending too much time saving the characters. 674 * you are not spending too much time saving the characters.
667 * This option should now work (Crossfire 0.90.5) 675 * This option should now work (Crossfire 0.90.5)
668 */ 676 */
669 677
670#define SAVE_INTERVAL 60 678//#define SAVE_INTERVAL 60
671 679
672/* 680/*
673 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 681 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
674 * 5000 with MAX_TIME set at 120,000 means that the player will be 682 * 5000 with MAX_TIME set at 120,000 means that the player will be
675 * saved every 10 minutes. Some effort should probably be made to 683 * saved every 10 minutes. Some effort should probably be made to

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