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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 1.20 by root, Sat Sep 16 22:06:17 2006 UTC

1/*
2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.9 2006/03/15 15:35:50 elmex 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
81 * Defining the COZY_SERVER will make the server much less challenging: 76 * Defining the COZY_SERVER will make the server much less challenging:
82 * no stats loss on death, much less experience loss, and party members 77 * 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. 78 * are treated by pet monsters as the owner itself when moving "through" them.
84 */ 79 */
85#define COZY_SERVER 1 80#define COZY_SERVER 1
81
82/*
83 * Make it impossible to pk outside the arena.
84 */
85#define PROHIBIT_PLAYERKILL 1
86 86
87/* Use balanced stat loss code? 87/* Use balanced stat loss code?
88 * 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
89 * 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
90 * you will lose more. Additionally, lower level characters are shown 90 * you will lose more. Additionally, lower level characters are shown
146#define ARMOR_MAX_ENCHANT 5 146#define ARMOR_MAX_ENCHANT 5
147#define ARMOR_WEIGHT_REDUCTION 10 147#define ARMOR_WEIGHT_REDUCTION 10
148#define ARMOR_WEIGHT_LINEAR TRUE 148#define ARMOR_WEIGHT_LINEAR TRUE
149#define ARMOR_SPEED_IMPROVEMENT 10 149#define ARMOR_SPEED_IMPROVEMENT 10
150#define ARMOR_SPEED_LINEAR TRUE 150#define ARMOR_SPEED_LINEAR TRUE
151#define CREATE_HOME_PORTALS FALSE
151 152
152/* you can edit the ones below */ 153/* you can edit the ones below */
153 154
154 155
155/* CS_LOGSTATS will cause the server to log various usage stats 156/* CS_LOGSTATS will cause the server to log various usage stats
206 * maps at that point. 207 * maps at that point.
207 * 208 *
208 * MSW 2001-05-28 209 * MSW 2001-05-28
209 */ 210 */
210 211
211#define MAP_CLIENT_X 25 212#define MAP_CLIENT_X 31
212#define MAP_CLIENT_Y 25 213#define MAP_CLIENT_Y 31
213 214
214/* 215/*
215 * 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.
216 * You can experiment with the 'speed <new_max_time> command first. 217 * You can experiment with the 'speed <new_max_time> command first.
217 * 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,
407 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all 408 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
408 * maps. 409 * maps.
409 */ 410 */
410 411
411/* How many ticks till maps are swapped out */ 412/* How many ticks till maps are swapped out */
412#define MAP_MAXTIMEOUT 1000 413#define MAP_MAXTIMEOUT 300
413/* At least that many ticks before swapout */ 414/* At least that many ticks before swapout */
414#define MAP_MINTIMEOUT 500 415#define MAP_MINTIMEOUT 300
415 416
416/* 417/*
417 * 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
418 * 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
419 * 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
427 */ 428 */
428 429
429/* Maximum time to reset. */ 430/* Maximum time to reset. */
430#define MAP_MAXRESET 7200 431#define MAP_MAXRESET 7200
431/* Default time to reset. */ 432/* Default time to reset. */
432#define MAP_DEFAULTRESET 7200 433#define MAP_DEFAULTRESET 3600
433 434
434/* 435/*
435 * 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
436 * will look for maps which are already scheldued for swapping, and 437 * will look for maps which are already scheldued for swapping, and
437 * promptly swap them out before new maps are being loaded. 438 * promptly swap them out before new maps are being loaded.
443 * 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
444 * 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.
445 * 25000 is about 8.5 MB 446 * 25000 is about 8.5 MB
446 */ 447 */
447 448
448#define MAX_OBJECTS 100000 449#define MAX_OBJECTS 400000
449 450
450/* 451/*
451 * 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
452 * is a bit different: 453 * is a bit different:
453 * 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
600#define HIGHSCORE "highscore" 601#define HIGHSCORE "highscore"
601#define TREASURES "treasures" 602#define TREASURES "treasures"
602#define BANISHFILE "banish_file" 603#define BANISHFILE "banish_file"
603 604
604#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 */
605#define STARTMAX 500 /* How big array of objects to start with */
606#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 */
607 607
608#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ 608#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
609 609
610#define ARCHTABLE 16384 /* Arch hashtable size */ 610#define ARCHTABLE 16384 /* Arch hashtable size */
611#define MAXSTRING 20 611#define MAXSTRING 20
679 * 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
680 * 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
681 * saves pretty well spread out (in a fairly random fashion.) 681 * saves pretty well spread out (in a fairly random fashion.)
682 */ 682 */
683 683
684#define AUTOSAVE 500 684#define AUTOSAVE 1000
685 685
686/* Often, emergency save fails because the memory corruption that caused 686/* Often, emergency save fails because the memory corruption that caused
687 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE 687 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
688 * to disable emergency saves. This actually does 688 * to disable emergency saves. This actually does
689 * prevent emergency saves now (Version 0.90.5). 689 * prevent emergency saves now (Version 0.90.5).
698 */ 698 */
699 699
700/*#define BACKUP_SAVE_AT_HOME*/ 700/*#define BACKUP_SAVE_AT_HOME*/
701 701
702/* RESET_LOCATION_TIME is the number of seconds that must elapse before 702/* 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, 703 * 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 704 * 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, 705 * 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. 706 * it will prevent players from camping out in treasure rooms.
707 * Do not comment this out - it must be set to something - if you 707 * Do not comment this out - it must be set to something - if you
708 * comment this out, the program will not compile. 708 * comment this out, the program will not compile.

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