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Comparing deliantra/server/include/config.h (file contents):
Revision 1.10 by root, Mon Mar 20 06:16:14 2006 UTC vs.
Revision 1.15 by root, Sat Apr 22 15:01:47 2006 UTC

1/* 1/*
2 * static char *rcsid_config_h = 2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.10 2006/03/20 06:16:14 root Exp $"; 3 * "$Id: config.h,v 1.15 2006/04/22 15:01:47 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
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
86
87/*
88 * Make it impossible to pk outside the arena.
89 */
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
206 * maps at that point. 211 * maps at that point.
207 * 212 *
208 * MSW 2001-05-28 213 * MSW 2001-05-28
209 */ 214 */
210 215
211#define MAP_CLIENT_X 25 216#define MAP_CLIENT_X 31
212#define MAP_CLIENT_Y 25 217#define MAP_CLIENT_Y 31
213 218
214/* 219/*
215 * If you feel the game is too fast or too slow, change MAX_TIME. 220 * 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. 221 * You can experiment with the 'speed <new_max_time> command first.
217 * The length of a tick is MAX_TIME microseconds. During a tick, 222 * The length of a tick is MAX_TIME microseconds. During a tick,
443 * consumes more memory. If you have gobs of free memory, a high number 448 * 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. 449 * might not be a bad idea. Each object is around 350 bytes right now.
445 * 25000 is about 8.5 MB 450 * 25000 is about 8.5 MB
446 */ 451 */
447 452
448#define MAX_OBJECTS 100000 453#define MAX_OBJECTS 200000
449 454
450/* 455/*
451 * Max objects low water mark (lwm). If defined, the map swapping strategy 456 * Max objects low water mark (lwm). If defined, the map swapping strategy
452 * is a bit different: 457 * is a bit different:
453 * 1) We only start swapping maps if the number of objects in use is 458 * 1) We only start swapping maps if the number of objects in use is

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