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Comparing deliantra/server/include/config.h (file contents):
Revision 1.31 by root, Sat Dec 30 15:07:59 2006 UTC vs.
Revision 1.39 by root, Thu Feb 15 16:22:50 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 23 */
23 24
24/* This file contains various #defines that select various options. 25/* This file contains various #defines that select various options.
25 * Some may not be desirable, and some just may not work. 26 * Some may not be desirable, and some just may not work.
26 * 27 *
27 * There are some options that are not selectable in this file which 28 * There are some options that are not selectable in this file which
199 * maps at that point. 200 * maps at that point.
200 * 201 *
201 * MSW 2001-05-28 202 * MSW 2001-05-28
202 */ 203 */
203 204
204#define MAP_CLIENT_X 31 205#define MAP_CLIENT_X 32
205#define MAP_CLIENT_Y 31 206#define MAP_CLIENT_Y 32
206 207
207/* 208/*
208 * If you feel the game is too fast or too slow, change MAX_TIME. 209 * If you feel the game is too fast or too slow, change MAX_TIME.
209 * You can experiment with the 'speed <new_max_time> command first. 210 * You can experiment with the 'speed <new_max_time> command first.
210 * The length of a tick is MAX_TIME microseconds. During a tick, 211 * The length of a tick is MAX_TIME microseconds. During a tick,
219 */ 220 */
220#define NO_POLYMORPH 221#define NO_POLYMORPH
221 222
222 223
223/* This determine how many entries are stored in the kill log. You 224/* This determine how many entries are stored in the kill log. You
224 * can see this information with the 'party kills' command. More entries 225 * can see this information with the 'party kills' command. More entries
225 * mean slower performance and more memory. IF this is not defined, then 226 * mean slower performance and more memory.
226 * this feature is disabled.
227 */ 227 */
228#define PARTY_KILL_LOG 20 228#define PARTY_KILL_LOG 40
229 229
230/* 230/*
231 * The PERM_EXP values adjust the behaviour of permenent experience. - if 231 * The PERM_EXP values adjust the behaviour of permenent experience. - if
232 * the setting permanent_experience_percentage is zero, these values have 232 * the setting permanent_experience_percentage is zero, these values have
233 * no meaning. The value in the settings file is the percentage of the 233 * no meaning. The value in the settings file is the percentage of the
421#define TREASURES "treasures" 421#define TREASURES "treasures"
422#define BANISHFILE "banish_file" 422#define BANISHFILE "banish_file"
423 423
424#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 424#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
425 425
426#define ARCHTABLE 16384 /* Arch hashtable size */
427#define MAXSTRING 20 426#define MAXSTRING 20
428 427
429#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 428#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
430 429
431 430
448 * start their own crossfire, you won't need to define this. 447 * start their own crossfire, you won't need to define this.
449 * 448 *
450 */ 449 */
451 450
452#ifndef PLAYERDIR 451#ifndef PLAYERDIR
453#define PLAYERDIR "players" 452# define PLAYERDIR "players"
454#endif 453#endif
455 454
456/* 455/*
457 * If you have defined SAVE_PLAYER, you might want to change this, too. 456 * If you have defined SAVE_PLAYER, you might want to change this, too.
458 * This is the access rights for the players savefiles. 457 * This is the access rights for the players savefiles.
466 */ 465 */
467/* IMPORTANT: there is a race during saving, where the umask is being applied */ 466/* IMPORTANT: there is a race during saving, where the umask is being applied */
468#define SAVE_MODE 0660 467#define SAVE_MODE 0660
469#define SAVE_DIR_MODE 0770 468#define SAVE_DIR_MODE 0770
470 469
471/* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
472 * needs to be selected. You can set both, and things will work fine,
473 * however, it just means that a lot more saving will be done, which
474 * can slow things down some.
475 */
476
477/* How often (in seconds) the player is saved if he drops things. If it is
478 * set to 0, the player will be saved for every item he drops. Otherwise,
479 * if the player drops and item, and the last time he was saved
480 * due to item drop is longer
481 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
482 * environment, you may want to set this to a higher value, so that
483 * you are not spending too much time saving the characters.
484 * This option should now work (Crossfire 0.90.5)
485 */
486
487//#define SAVE_INTERVAL 60
488
489/* 470/*
490 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of 471 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
491 * 5000 with MAX_TIME set at 120,000 means that the player will be 472 * 5000 with MAX_TIME set at 120,000 means that the player will be
492 * saved every 10 minutes. Some effort should probably be made to 473 * saved every 10 minutes. Some effort should probably be made to
493 * spread out these saves, but that might be more effort than it is 474 * spread out these saves, but that might be more effort than it is
516 * Set to one hour as default 497 * Set to one hour as default
517 */ 498 */
518 499
519#define RESET_LOCATION_TIME 3600 500#define RESET_LOCATION_TIME 3600
520 501
502/*
503 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
504 */
505#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
506

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