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Comparing deliantra/server/include/config.h (file contents):
Revision 1.9 by elmex, Wed Mar 15 15:35:50 2006 UTC vs.
Revision 1.18 by root, Fri Jun 30 00:47:56 2006 UTC

1/* 1/*
2 * static char *rcsid_config_h = 2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.9 2006/03/15 15:35:50 elmex Exp $"; 3 * "$Id: config.h,v 1.18 2006/06/30 00:47:56 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
146#define ARMOR_MAX_ENCHANT 5 151#define ARMOR_MAX_ENCHANT 5
147#define ARMOR_WEIGHT_REDUCTION 10 152#define ARMOR_WEIGHT_REDUCTION 10
148#define ARMOR_WEIGHT_LINEAR TRUE 153#define ARMOR_WEIGHT_LINEAR TRUE
149#define ARMOR_SPEED_IMPROVEMENT 10 154#define ARMOR_SPEED_IMPROVEMENT 10
150#define ARMOR_SPEED_LINEAR TRUE 155#define ARMOR_SPEED_LINEAR TRUE
156#define CREATE_HOME_PORTALS FALSE
151 157
152/* you can edit the ones below */ 158/* you can edit the ones below */
153 159
154 160
155/* CS_LOGSTATS will cause the server to log various usage stats 161/* CS_LOGSTATS will cause the server to log various usage stats
206 * maps at that point. 212 * maps at that point.
207 * 213 *
208 * MSW 2001-05-28 214 * MSW 2001-05-28
209 */ 215 */
210 216
211#define MAP_CLIENT_X 25 217#define MAP_CLIENT_X 31
212#define MAP_CLIENT_Y 25 218#define MAP_CLIENT_Y 31
213 219
214/* 220/*
215 * If you feel the game is too fast or too slow, change MAX_TIME. 221 * 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. 222 * You can experiment with the 'speed <new_max_time> command first.
217 * The length of a tick is MAX_TIME microseconds. During a tick, 223 * The length of a tick is MAX_TIME microseconds. During a tick,
407 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all 413 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
408 * maps. 414 * maps.
409 */ 415 */
410 416
411/* How many ticks till maps are swapped out */ 417/* How many ticks till maps are swapped out */
412#define MAP_MAXTIMEOUT 1000 418#define MAP_MAXTIMEOUT 300
413/* At least that many ticks before swapout */ 419/* At least that many ticks before swapout */
414#define MAP_MINTIMEOUT 500 420#define MAP_MINTIMEOUT 300
415 421
416/* 422/*
417 * MAP_MAXRESET is the maximum time a map can have before being reset. It 423 * MAP_MAXRESET is the maximum time a map can have before being reset. It
418 * will override the time value set in the map, if that time is longer than 424 * will override the time value set in the map, if that time is longer than
419 * MAP_MAXRESET. This value is in seconds. If you are low on space on the 425 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
427 */ 433 */
428 434
429/* Maximum time to reset. */ 435/* Maximum time to reset. */
430#define MAP_MAXRESET 7200 436#define MAP_MAXRESET 7200
431/* Default time to reset. */ 437/* Default time to reset. */
432#define MAP_DEFAULTRESET 7200 438#define MAP_DEFAULTRESET 3600
433 439
434/* 440/*
435 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire 441 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
436 * will look for maps which are already scheldued for swapping, and 442 * will look for maps which are already scheldued for swapping, and
437 * promptly swap them out before new maps are being loaded. 443 * promptly swap them out before new maps are being loaded.
443 * consumes more memory. If you have gobs of free memory, a high number 449 * 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. 450 * might not be a bad idea. Each object is around 350 bytes right now.
445 * 25000 is about 8.5 MB 451 * 25000 is about 8.5 MB
446 */ 452 */
447 453
448#define MAX_OBJECTS 100000 454#define MAX_OBJECTS 400000
449 455
450/* 456/*
451 * Max objects low water mark (lwm). If defined, the map swapping strategy 457 * Max objects low water mark (lwm). If defined, the map swapping strategy
452 * is a bit different: 458 * is a bit different:
453 * 1) We only start swapping maps if the number of objects in use is 459 * 1) We only start swapping maps if the number of objects in use is
600#define HIGHSCORE "highscore" 606#define HIGHSCORE "highscore"
601#define TREASURES "treasures" 607#define TREASURES "treasures"
602#define BANISHFILE "banish_file" 608#define BANISHFILE "banish_file"
603 609
604#define MAX_ERRORS 25 /* Bail out if more are received during tick */ 610#define MAX_ERRORS 25 /* Bail out if more are received during tick */
605#define STARTMAX 500 /* How big array of objects to start with */ 611#define STARTMAX 4000 /* How big array of objects to start with */
606#define OBJ_EXPAND 100 /* How big steps to use when expanding array */ 612#define OBJ_EXPAND 500 /* How big steps to use when expanding array */
607 613
608#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 614#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
609 615
610#define ARCHTABLE 16384 /* Arch hashtable size */ 616#define ARCHTABLE 16384 /* Arch hashtable size */
611#define MAXSTRING 20 617#define MAXSTRING 20
679 * may not be large enough to save all of them.) As it is now, it will 685 * may not be large enough to save all of them.) As it is now, it will
680 * just set the base tick of when they log on, which should keep the 686 * just set the base tick of when they log on, which should keep the
681 * saves pretty well spread out (in a fairly random fashion.) 687 * saves pretty well spread out (in a fairly random fashion.)
682 */ 688 */
683 689
684#define AUTOSAVE 500 690#define AUTOSAVE 1000
685 691
686/* Often, emergency save fails because the memory corruption that caused 692/* Often, emergency save fails because the memory corruption that caused
687 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE 693 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
688 * to disable emergency saves. This actually does 694 * to disable emergency saves. This actually does
689 * prevent emergency saves now (Version 0.90.5). 695 * prevent emergency saves now (Version 0.90.5).
698 */ 704 */
699 705
700/*#define BACKUP_SAVE_AT_HOME*/ 706/*#define BACKUP_SAVE_AT_HOME*/
701 707
702/* RESET_LOCATION_TIME is the number of seconds that must elapse before 708/* RESET_LOCATION_TIME is the number of seconds that must elapse before
703 * we fill return the player to his savebed location. If this is zero, 709 * we will return the player to his savebed location. If this is zero,
704 * this feature is disabled (player will resume where ever he was 710 * this feature is disabled (player will resume where ever he was
705 * when he last logged off). If this is set to less than two hours, 711 * when he last logged off). If this is set to less than two hours,
706 * it will prevent players from camping out in treasure rooms. 712 * it will prevent players from camping out in treasure rooms.
707 * Do not comment this out - it must be set to something - if you 713 * Do not comment this out - it must be set to something - if you
708 * comment this out, the program will not compile. 714 * comment this out, the program will not compile.

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