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Comparing deliantra/server/include/config.h (file contents):
Revision 1.11 by root, Fri Mar 24 06:06:22 2006 UTC vs.
Revision 1.21 by root, Sun Nov 26 19:48:49 2006 UTC

1/*
2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.11 2006/03/24 06:06:22 root Exp $";
4 */
5
6/* 1/*
7 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
8 3
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 5 Copyright (C) 1992 Frank Tore Johansen
151#define ARMOR_MAX_ENCHANT 5 146#define ARMOR_MAX_ENCHANT 5
152#define ARMOR_WEIGHT_REDUCTION 10 147#define ARMOR_WEIGHT_REDUCTION 10
153#define ARMOR_WEIGHT_LINEAR TRUE 148#define ARMOR_WEIGHT_LINEAR TRUE
154#define ARMOR_SPEED_IMPROVEMENT 10 149#define ARMOR_SPEED_IMPROVEMENT 10
155#define ARMOR_SPEED_LINEAR TRUE 150#define ARMOR_SPEED_LINEAR TRUE
151#define CREATE_HOME_PORTALS FALSE
156 152
157/* you can edit the ones below */ 153/* you can edit the ones below */
158 154
159 155
160/* CS_LOGSTATS will cause the server to log various usage stats 156/* CS_LOGSTATS will cause the server to log various usage stats
211 * maps at that point. 207 * maps at that point.
212 * 208 *
213 * MSW 2001-05-28 209 * MSW 2001-05-28
214 */ 210 */
215 211
216#define MAP_CLIENT_X 25 212#define MAP_CLIENT_X 31
217#define MAP_CLIENT_Y 25 213#define MAP_CLIENT_Y 31
218 214
219/* 215/*
220 * If you feel the game is too fast or too slow, change MAX_TIME. 216 * If you feel the game is too fast or too slow, change MAX_TIME.
221 * You can experiment with the 'speed <new_max_time> command first. 217 * You can experiment with the 'speed <new_max_time> command first.
222 * The length of a tick is MAX_TIME microseconds. During a tick, 218 * The length of a tick is MAX_TIME microseconds. During a tick,
412 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all 408 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
413 * maps. 409 * maps.
414 */ 410 */
415 411
416/* How many ticks till maps are swapped out */ 412/* How many ticks till maps are swapped out */
417#define MAP_MAXTIMEOUT 1000 413#define MAP_MAXTIMEOUT 300
418/* At least that many ticks before swapout */ 414/* At least that many ticks before swapout */
419#define MAP_MINTIMEOUT 500 415#define MAP_MINTIMEOUT 300
420 416
421/* 417/*
422 * MAP_MAXRESET is the maximum time a map can have before being reset. It 418 * MAP_MAXRESET is the maximum time a map can have before being reset. It
423 * will override the time value set in the map, if that time is longer than 419 * will override the time value set in the map, if that time is longer than
424 * MAP_MAXRESET. This value is in seconds. If you are low on space on the 420 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
432 */ 428 */
433 429
434/* Maximum time to reset. */ 430/* Maximum time to reset. */
435#define MAP_MAXRESET 7200 431#define MAP_MAXRESET 7200
436/* Default time to reset. */ 432/* Default time to reset. */
437#define MAP_DEFAULTRESET 7200 433#define MAP_DEFAULTRESET 3600
438 434
439/* 435/*
440 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire 436 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
441 * will look for maps which are already scheldued for swapping, and 437 * will look for maps which are already scheldued for swapping, and
442 * promptly swap them out before new maps are being loaded. 438 * promptly swap them out before new maps are being loaded.
448 * consumes more memory. If you have gobs of free memory, a high number 444 * consumes more memory. If you have gobs of free memory, a high number
449 * might not be a bad idea. Each object is around 350 bytes right now. 445 * might not be a bad idea. Each object is around 350 bytes right now.
450 * 25000 is about 8.5 MB 446 * 25000 is about 8.5 MB
451 */ 447 */
452 448
453#define MAX_OBJECTS 100000 449#define MAX_OBJECTS 400000
454 450
455/* 451/*
456 * Max objects low water mark (lwm). If defined, the map swapping strategy 452 * Max objects low water mark (lwm). If defined, the map swapping strategy
457 * is a bit different: 453 * is a bit different:
458 * 1) We only start swapping maps if the number of objects in use is 454 * 1) We only start swapping maps if the number of objects in use is
531 * will drop the client connection for falling too far behind. So if 527 * will drop the client connection for falling too far behind. So if
532 * you have very slow client connections, a larger value may be 528 * you have very slow client connections, a larger value may be
533 * warranted. 529 * warranted.
534 */ 530 */
535 531
536#define SOCKETBUFSIZE 128*1024 532#define SOCKETBUFSIZE 256*1024
537 533
538/* 534/*
539 * Your tmp-directory should be large enough to hold the uncompressed 535 * Your tmp-directory should be large enough to hold the uncompressed
540 * map-files for all who are playing. 536 * map-files for all who are playing.
541 * It ought to be locally mounted, since the function used to generate 537 * It ought to be locally mounted, since the function used to generate
605#define HIGHSCORE "highscore" 601#define HIGHSCORE "highscore"
606#define TREASURES "treasures" 602#define TREASURES "treasures"
607#define BANISHFILE "banish_file" 603#define BANISHFILE "banish_file"
608 604
609#define MAX_ERRORS 25 /* Bail out if more are received during tick */ 605#define MAX_ERRORS 25 /* Bail out if more are received during tick */
610#define STARTMAX 500 /* How big array of objects to start with */
611#define OBJ_EXPAND 100 /* How big steps to use when expanding array */ 606#define OBJ_EXPAND 5000 /* How big steps to use when expanding array */
612 607
613#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 608#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
614 609
615#define ARCHTABLE 16384 /* Arch hashtable size */ 610#define ARCHTABLE 16384 /* Arch hashtable size */
616#define MAXSTRING 20 611#define MAXSTRING 20
684 * may not be large enough to save all of them.) As it is now, it will 679 * may not be large enough to save all of them.) As it is now, it will
685 * just set the base tick of when they log on, which should keep the 680 * just set the base tick of when they log on, which should keep the
686 * saves pretty well spread out (in a fairly random fashion.) 681 * saves pretty well spread out (in a fairly random fashion.)
687 */ 682 */
688 683
689#define AUTOSAVE 500 684#define AUTOSAVE 1000
690 685
691/* Often, emergency save fails because the memory corruption that caused 686/* Often, emergency save fails because the memory corruption that caused
692 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE 687 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
693 * to disable emergency saves. This actually does 688 * to disable emergency saves. This actually does
694 * prevent emergency saves now (Version 0.90.5). 689 * prevent emergency saves now (Version 0.90.5).

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