ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/config.h
Revision: 1.1.1.1 (vendor branch)
Committed: Fri Feb 3 07:12:48 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_02_22, UPSTREAM_2006_02_03
Changes since 1.1: +0 -0 lines
Log Message:
initial import

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_config_h =
3     * "$Id: config.h,v 1.69 2005/10/29 09:34:02 ryo_saeba Exp $";
4     */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     /* This file contains various #defines that select various options.
30     * Some may not be desirable, and some just may not work.
31     *
32     * There are some options that are not selectable in this file which
33     * may not always be undesirable. An example would be certain
34     * treasures that you may not want to have available. To remove the
35     * activation code would make these items worthless - instead remove
36     * these from the treasure file. Some things to look for are:
37     *
38     * prepare_weapon, improve_*: Allow characters to enchant their own
39     * weapons
40     * ench_armour: Allow characters to enchant their armor.
41     *
42     * In theory, most of the values here should just be defaults, and
43     * everything here should just be selectable by different run time
44     * flags However, for some things, that would just be too messy.
45     */
46    
47     /* There are 4 main sections to this file-
48     * Section 1 is feature selection (enabling/disabling certain features)
49     *
50     * Section 2 is compiler/machine dependant section (stuff that just
51     * makes the program compile and run properly, but don't change the
52     * behavior)
53     *
54     * Section 3 is location of certain files and other defaults. Things in
55     * this section generally do not need to be changed, and generally do
56     * not alter the play as perceived by players. However, you may
57     * have your own values you want to set here.
58     *
59     * Section 4 deals with save file related options.
60     */
61    
62     /*******************************************************************
63     * SECTION 1 - FEATURES
64     *
65     * You don't have to change anything here to get a working program, but
66     * you may want to on personal preferance. Items are arranged
67     * alphabetically.
68     *
69     * Short list of features, and what to search for:
70     * CS_LOGSTATS - log various new client/server data.
71     * DEBUG - more verbose message logging?
72     * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive
73     * MAX_TIME - how long an internal tick is in microseconds
74     * MANY_CORES - generate core dumps on gross errors instead of continuing?
75     * PARTY_KILL_LOG - stores party kill information
76     * WATCHDOG - allows use of an external watchdog program
77     *
78     ***********************************************************************/
79    
80     /* Use balanced stat loss code?
81     * This code is a little more merciful with repeated stat loss at lower
82     * levels. Basically, the more stats you have lost, the less likely that
83     * you will lose more. Additionally, lower level characters are shown
84     * a lot more mercy (there are caps on how much of a stat you can lose too).
85     * On the nasty side, if you are higher level, you can lose mutiple stats
86     * _at_once_ and are shown less mercy when you die. But when you're higher
87     * level, it is much easier to buy back your stats with potions.
88     * Turn this on if you want death-based stat loss to be more merciful
89     * at low levels and more cruel at high levels.
90     * Only works when stats are depleted rather than lost. This option has
91     * no effect if you are using genuine stat loss.
92     *
93     * The BALSL_.. values control this behaviour.
94     * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose.
95     * the character level is divided by that value, and that is how many
96     * stats are lost.
97     *
98     * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
99     * basically, level/max_loss_ratio is the most a stat can be depleted.
100     *
101     * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
102     * The chance not to lose a stat is
103     * depleteness^2 / (depletedness^2+ level/ratio).
104     * ie, if the stats current depleted value is 2 and the character is level
105     * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the
106     * level, the more likely it is a stat can get really depleted, but
107     * this gets more offset as the stat gets more depleted.
108     *
109     */
110     /* GD */
111    
112     #define BALSL_LOSS_CHANCE_RATIO 4
113     #define BALSL_NUMBER_LOSSES_RATIO 6
114     #define BALSL_MAX_LOSS_RATIO 2
115    
116    
117     /* Don't edit these values. They are configured in lib/settings. These are
118     Simply the defaults. */
119    
120     #define BALANCED_STAT_LOSS FALSE
121     #define USE_PERMANENT_EXPERIENCE FALSE
122     #define SET_TITLE TRUE
123     #define SIMPLE_EXP TRUE
124     #define SPELLPOINT_LEVEL_DEPEND TRUE
125     #define SPELL_ENCUMBRANCE TRUE
126     #define SPELL_FAILURE_EFFECTS FALSE
127     #define REAL_WIZ TRUE
128     #define RECYCLE_TMP_MAPS FALSE
129     #define RESURRECTION FALSE
130     #define SEARCH_ITEMS TRUE
131     #define NOT_PERMADETH TRUE
132     #define EXPLORE_MODE FALSE
133     #define STAT_LOSS_ON_DEATH FALSE
134     #define PK_LUCK_PENALTY 1
135     #define CASTING_TIME FALSE
136     #define SET_FRIENDLY_FIRE 5
137     #define ARMOR_MAX_ENCHANT 5
138     #define ARMOR_WEIGHT_REDUCTION 10
139     #define ARMOR_WEIGHT_LINEAR TRUE
140     #define ARMOR_SPEED_IMPROVEMENT 10
141     #define ARMOR_SPEED_LINEAR TRUE
142    
143     /* you can edit the ones below */
144    
145    
146     /* CS_LOGSTATS will cause the server to log various usage stats
147     * (number of connections, amount of data sent, amount of data received,
148     * and so on.) This can be very useful if you are trying to measure
149     * server/bandwidth usage. It will periodially dump out information
150     * which contains usage stats for the last X amount of time.
151     * CS_LOGTIME is how often it will print out stats.
152     */
153     #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
154     #define CS_LOGSTATS
155     #endif
156     #ifdef CS_LOGSTATS
157     #define CS_LOGTIME 600
158     #endif
159    
160     /* DEBUG generates copious amounts of output. I tend to change the CC options
161     * in the crosssite.def file if I want this. By default, you probably
162     * dont want this defined.
163     */
164     #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
165     #ifndef DEBUG
166     #define DEBUG
167     #endif
168     #endif
169     /*
170     * This option creates more core files. In some areas, there are certain
171     * checks done to try and make the program more stable (ie, check
172     * parameter for null, return if it is). These checks are being done
173     * for things that should not happen (ie, being supplied a null parameter).
174     * What MANY_CORES does, is if one of these checks is true, it will
175     * dump core at that time, allowing for fairly easy tracking down of the
176     * problem. Better to fix problems than create thousands of checks.
177     */
178    
179     #define MANY_CORES
180    
181     /*
182     * This determines the maximum map size the client can request (and
183     * thus what the server will send to the client.
184     * Client can still request a smaller map size (for bandwidth reasons
185     * or display size of whatever else).
186     * The larger this number, the more cpu time and memory the server will
187     * need to spend to figure this out in addition to bandwidth needs.
188     * The server cpu time should be pretty trivial.
189     * There may be reasons to keep it smaller for the 'classic' crossfire
190     * experience which was 11x11. Big maps will likely make the same at
191     * least somewhat easier, but client will need to worry about lag
192     * more.
193     * I put support in for non square map updates in the define, but
194     * there very well might be things that break horribly if this is
195     * used. I figure it is easier to fix that if needed than go back
196     * at the future and have to redo a lot of stuff to support rectangular
197     * maps at that point.
198     *
199     * MSW 2001-05-28
200     */
201    
202     #define MAP_CLIENT_X 25
203     #define MAP_CLIENT_Y 25
204    
205     /*
206     * If you feel the game is too fast or too slow, change MAX_TIME.
207     * You can experiment with the 'speed <new_max_time> command first.
208     * The length of a tick is MAX_TIME microseconds. During a tick,
209     * players, monsters, or items with speed 1 can do one thing.
210     */
211    
212     #define MAX_TIME 120000
213    
214     /* Polymorph as it currently stands is unbalancing, so by default
215     * we have it disabled. It can be enabled and it works, but
216     * it can be abused in various ways.
217     */
218     #define NO_POLYMORPH
219    
220    
221     /* This determine how many entries are stored in the kill log. You
222     * can see this information with the 'party kills' command. More entries
223     * mean slower performance and more memory. IF this is not defined, then
224     * this feature is disabled.
225     */
226     /*
227     #define PARTY_KILL_LOG 20
228     */
229    
230     /* Use permanent experience code?
231     * This code allows players to build up a small amount of 'permanent
232     * experience' which reduces the effect of large experience drains, such as
233     * death. This makes multiple frequent deaths less devastating, and also
234     * ensures that any character will make some gradual progress even if they
235     * die all of the time.
236     * A nice option if your keep dying due to massive client/server lags despite
237     * playing well... or you like to swim well outside of your depth. :)
238     *
239     * The PERM_EXP values adjust the behaviour of this option - if
240     * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it
241     * is on, the minimum ratio is the minimum amount of permanent exp relative
242     * to the total exp in the skill (ie, at a default of .25, if you had 100
243     * experience, at least 25 of it would be permanent). The gain ratio
244     * is how much of experienced experience goes to the permanent value.
245     * This does not detract from total exp gain (ie, if you gained 100 exp,
246     * 100 would go to the skill total and 10 to the permanent value).
247     * the loss ratio is the maximum amount of experience that can be lost
248     * in any one hit - this is calculated as total exp - perm exp * loss ratio.
249     *
250     * A few thoughts on these default value (by MSW)
251     * gain ratio is pretty much meaningless until exp has been lost, as until
252     * that poin, the minimum ratio will be used.
253     * It is also impossible for the exp to actually be reduced to the permanent
254     * exp ratio - since the loss ratio is .5, it will just get closer and
255     * closer. However, after about half a dozen hits, pretty much all the
256     * exp that can be lost has been lost, and after that, only minor loss
257     * will occur.
258     */
259     /* GD */
260    
261     #define PERM_EXP_MINIMUM_RATIO 0.25f
262     #define PERM_EXP_GAIN_RATIO 0.10f
263     #define PERM_EXP_MAX_LOSS_RATIO 0.50f
264    
265     /*
266     * WATCHDOG lets sends datagrams to port 13325 on localhost
267     * in (more-or-less) regular intervals, so an external watchdog
268     * program can kill the server if it hangs (for whatever reason).
269     * It shouldn't hurt anyone if this is defined but you don't
270     * have an watchdog program.
271     */
272     #ifndef WIN32 /* ***win32 disable watchdog as win32 default */
273     #define WATCHDOG
274     #endif
275    
276    
277     /* Enable the new material code - it needs some work. You can
278     * enable this, and things will work, just you'll see a whole
279     * bunch more materials show up, and thus a whole bunch more materials
280     * in your inventory, and the sorting for them isn't really good.
281     */
282    
283     /*
284     #define NEW_MATERIAL_CODE
285     */
286    
287     /***********************************************************************
288     * SECTION 2 - Machine/Compiler specific stuff.
289     *
290     * Short list of items:
291     * COMPRESS_SUFFIX - selection of compression programs
292     * O_NDELAY - If you don't have O_NDELAY, uncomment it.
293     *
294     ***********************************************************************/
295    
296     /*
297     * If you compress your files to save space, set the COMPRESS_SUFFIX below
298     * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
299     * should already find the program to use. If you set the suffix to
300     * something that autoconf did not find, you are likely to have serious
301     * problems, so make sure you have the appropriate compression tool installed
302     * before you set this. You can look at the autoconf.h file to see
303     * what compression tools it found (search for COMPRESS).
304     * Note that this is used when saving files. Crossfire will search all
305     * methods when loading a file to see if it finds a match
306     */
307    
308     #ifndef COMPRESS_SUFFIX
309     /* #define COMPRESS_SUFFIX ".Z" */
310     #endif
311    
312     /* If you get a complaint about O_NDELAY not being known/undefined, try
313     * uncommenting this.
314     * This may cause problems - O_NONBLOCK will return -1 on blocking writes
315     * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
316     * can be written - otherwise, the number of bytes written will be returned
317     * for both modes.
318     */
319    
320     /*
321     #define O_NDELAY O_NONBLOCK
322     */
323    
324    
325     /***********************************************************************
326     * Section 3
327     *
328     * General file and other defaults that don't need to be changed, and
329     * do not change gameplay as percieved by players much. Some options
330     * may affect memory consumption however.
331     *
332     * Values:
333     *
334     * BANFILE - ban certain users/hosts.
335     * CSPORT - port to use for new client/server
336     * DMFILE - file with dm/wizard access lists
337     * LOGFILE - where to log if using -daemon option
338     * MAP_ - various map timeout and swapping parameters
339     * MAX_OBJECTS - how many objects to keep in memory.
340     * MAX_OBJECTS_LWM - only swap maps out if below that value
341     * MOTD - message of the day - printed each time someone joins the game
342     * PERM_FILE - limit play times
343     * SHUTDOWN - used when shutting down the server
344     * SOCKETBUFSIZE - size of buffer used internally by the server for storing
345     * backlogged messages.
346     * TMPDIR - directory to use for temp files
347     * UNIQUE_DIR - directory to put unique item files into
348     * USE_CALLOC for some memory requests
349     ***********************************************************************
350     */
351    
352     /*
353     * BANFILE - file used to ban certain sites from playing. See the example
354     * ban_file for examples.
355     */
356    
357     #ifndef BANFILE
358     #define BANFILE "ban_file"
359     #endif
360    
361     /* CSPORT is the port used for the new client/server code. Change
362     * if desired. Only of relevance if ERIC_SERVER is set above
363     */
364    
365     #define CSPORT 13327 /* old port + 1 */
366    
367    
368     /*
369     * DMFILE
370     * A file containing valid names that can be dm, one on each line. See
371     * example dm_file for syntax help.
372     */
373    
374     #ifndef DMFILE
375     #define DMFILE "dm_file"
376     #endif
377    
378    
379     /* LOGFILE specifies which file to log to when playing with the
380     * -daemon option.
381     */
382    
383     #ifndef LOGFILE
384     #ifdef WIN32 /* change define path */
385     #define LOGFILE "var\\crossfire.log"
386     #else
387     #define LOGFILE "/var/log/crossfire/logfile"
388     #endif
389     #endif
390    
391     /*
392     * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
393     * after a player has left it. If it is set to 0, maps are
394     * swapped out the instant the last player leaves it.
395     * If you are low on memory, you should set this to 0.
396     * Note that depending on the map timeout variable, the number of
397     * objects can get quite high. This is because depending on the maps,
398     * a player could be having the objects of several maps in memory
399     * (the map he is in right now, and the ones he left recently.)
400     * Each map has it's own TIMEOUT value and value field and it is
401     * defaulted to 300
402     *
403     * Having a nonzero value can be useful: If a player leaves a map (and thus
404     * is on a new map), and realizes they want to go back pretty quickly, the
405     * old map is still in memory, so don't need to go disk and get it.
406     *
407     * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
408     * to swap out in less than that many ticks, we use the MINTIMEOUT value
409     * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
410     * maps.
411     */
412    
413     /* How many ticks till maps are swapped out */
414     #define MAP_MAXTIMEOUT 1000
415     /* At least that many ticks before swapout */
416     #define MAP_MINTIMEOUT 500
417    
418     /*
419     * MAP_MAXRESET is the maximum time a map can have before being reset. It
420     * will override the time value set in the map, if that time is longer than
421     * MAP_MAXRESET. This value is in seconds. If you are low on space on the
422     * TMPDIR device, set this value to somethign small. The default
423     * value in the map object is MAP_DEFAULTRESET (given in seconds.)
424     * I personally like 1 hour myself, for solo play. It is long enough that
425     * maps won't be resetting as a solve a quest, but short enough that some
426     * maps (like shops and inns) will be reset during the time I play.
427     * Comment out MAP_MAXRESET time if you always want to use the value
428     * in the map archetype.
429     */
430    
431     /* Maximum time to reset. */
432     #define MAP_MAXRESET 7200
433     /* Default time to reset. */
434     #define MAP_DEFAULTRESET 7200
435    
436     /*
437     * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
438     * will look for maps which are already scheldued for swapping, and
439     * promptly swap them out before new maps are being loaded.
440     * If playing only by yourself, this number can probably be as low as
441     * 3000. If in server mode, probably figure about 1000-2000 objects per
442     * active player (if they typically play on different maps), for some guess
443     * on how many to define. If it is too low, maps just get swapped out
444     * immediately, causing a performance hit. If it is too high, the program
445     * consumes more memory. If you have gobs of free memory, a high number
446     * might not be a bad idea. Each object is around 350 bytes right now.
447     * 25000 is about 8.5 MB
448     */
449    
450     #define MAX_OBJECTS 100000
451    
452     /*
453     * Max objects low water mark (lwm). If defined, the map swapping strategy
454     * is a bit different:
455     * 1) We only start swapping maps if the number of objects in use is
456     * greater than MAX_OBJECTS above.
457     * 2) We keep swapping maps until there are no more maps to swap or the number
458     * of used objects drop below this low water mark value.
459     *
460     * If this is not defined, maps are swapped out on the timeout value above,
461     * or if the number of objects used is greater than MAX_OBJECTS above.
462     *
463     * Note: While this will prevent the pauses noticed when saving maps, there
464     * can instead be cpu performance penalties - any objects in memory get
465     * processed. So if there are 4000 objects in memory, and 1000 of them
466     * are living objects, the system will process all 1000 objects each tick.
467     * With swapping enable, maybe 600 of the objects would have gotten swapped
468     * out. This is less likely a problem with a smaller number of MAX_OBJECTS
469     * than if it is very large.
470     * Also, the pauses you do get can be worse, as if you enter a map with
471     * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
472     * many maps to get below the low water mark.
473     */
474    
475     /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
476    
477     /*
478     * Turning on MEMORY_DEBUG slows down execution, but makes it easier
479     * to find memory corruption and leaks. Currently, the main thing
480     * that happens with this activated is that one malloc is done for
481     * each object - thus whatever debugging mechanism the malloc library
482     * (or other debugging tool provides, like purify), it can track this
483     * individual malloc. Default behaviour when turned off is that
484     * enough memory is malloced for a large group of objects so malloc does
485     * not need to be called as often.
486     * This should only be turned on if some form of memory debugging tool
487     * is being used - otherwise, turning this on will cause some performance
488     * hit with no useful advantage.
489     */
490    
491     /*#define MEMORY_DEBUG*/
492    
493    
494     /*
495     * If you want to have a Message Of The Day file, define MOTD to be
496     * the file with the message. If the file doesn't exist or if it
497     * is empty, no message will be displayed.
498     * (It resides in the CONFDIR directory)
499     */
500    
501     #define MOTD "motd"
502    
503     /*
504     * You can restrict playing in certain times by creating a PERMIT_FILE
505     * in CONFDIR. See the sample for usage notes.
506     */
507    
508     #define PERM_FILE "forbid"
509    
510     /*
511     * If you want to take the game down while installing new versions, or
512     * for other reasons, put a message into the SHUTDOWN_FILE file.
513     * Remember to delete it when you open the game again.
514     * (It resides in the CONFDIR directory)
515     */
516    
517     #ifndef SHUTDOWN_FILE
518     #define SHUTDOWN_FILE "shutdown"
519     #endif
520    
521    
522     /*
523     * SOCKETBUFSIZE is the size of the buffer used internally by the server for
524     * storing backlogged messages for the client. This is not operating system
525     * buffers or the like. This amount is used per connection (client).
526     * This buffer is in addition to OS buffers, so it may not need to be very
527     * large. When the OS buffer and this buffer is exhausted, the server
528     * will drop the client connection for falling too far behind. So if
529     * you have very slow client connections, a larger value may be
530     * warranted.
531     */
532    
533     #define SOCKETBUFSIZE 128*1024
534    
535     /*
536     * Your tmp-directory should be large enough to hold the uncompressed
537     * map-files for all who are playing.
538     * It ought to be locally mounted, since the function used to generate
539     * unique temporary filenames isn't guaranteed to work over NFS or AFS
540     * On the other hand, if you know that only one crossfire server will be
541     * running using this temporary directory, it is likely to be safe to use
542     * something that is NFS mounted (but performance may suffer as NFS is
543     * slower than local disk)
544     */
545    
546     /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
547     #ifdef WIN32 /* change define path tmp */
548     #define TMPDIR "tmp"
549     #else
550     #define TMPDIR "/tmp"
551     #endif
552    
553    
554     /* Directory to use for unique items. This is placed into the 'lib'
555     * directory. Changing this will cause any old unique items file
556     * not to be used.
557     */
558     #define UNIQUE_DIR "unique-items"
559    
560     /*
561     * If undefined, malloc is always used.
562     * It looks like this can be oboleted. However, it can be useful to
563     * track down some bugs, as it will make sure that the entire data structure
564     * is set to 0, at the expense of speed.
565     * Rupert Goldie has run Purify against the code, and if this is disabled,
566     * apparantly there are a lot of uninitialized memory reads - I haven't
567     * seen any problem (maybe the memory reads are copies, and the destination
568     * doesn't actually use the garbage values either?), but the impact on speed
569     * of using this probably isn't great, and should make things more stable.
570     * Msw 8-9-97
571     */
572     #define USE_CALLOC
573    
574    
575     /*
576     * These define the players starting map and location on that map, and where
577     * emergency saves are defined. This should be left as is unless you make
578     * major changes to the map.
579     */
580    
581     #ifdef WIN32 /* change define path city */
582    
583     # define EMERGENCY_MAPPATH "\\city\\city"
584     # define EMERGENCY_X 15
585     # define EMERGENCY_Y 19
586     #else
587     # define EMERGENCY_MAPPATH "/city/city"
588     # define EMERGENCY_X 15
589     # define EMERGENCY_Y 19
590     #endif
591    
592    
593     /*
594     * These defines tells where, relative to LIBDIR, the maps, the map-index,
595     * archetypes highscore and treaures files and directories can be found.
596     */
597    
598     #define MAPDIR "maps"
599     #define TEMPLATE_DIR "template-maps"
600     #define ARCHETYPES "archetypes"
601     #define REGIONS "regions"
602     #define HIGHSCORE "highscore"
603     #define TREASURES "treasures"
604     #define BANISHFILE "banish_file"
605    
606     #define MAX_ERRORS 25 /* Bail out if more are received during tick */
607     #define STARTMAX 500 /* How big array of objects to start with */
608     #define OBJ_EXPAND 100 /* How big steps to use when expanding array */
609    
610     #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
611    
612     #define ARCHTABLE 5003 /* Used when hashing archetypes */
613     #define MAXSTRING 20
614    
615     #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
616    
617    
618    
619     /***********************************************************************
620     * Section 4 - save player options.
621     *
622     * There are a lot of things that deal with the save files, and what
623     * gets saved with them, so I put them in there own section.
624     *
625     ***********************************************************************/
626    
627     /*
628     * If you want the players to be able to save their characters between
629     * games, define SAVE_PLAYER and set PLAYERDIR to the directories
630     * where the player-files will be put.
631     * Remember to create the directory (make install will do that though).
632     *
633     * If you intend to run a central server, and not allow the players to
634     * start their own crossfire, you won't need to define this.
635     *
636     */
637    
638     #ifndef PLAYERDIR
639     #define PLAYERDIR "players"
640     #endif
641    
642     /*
643     * If you have defined SAVE_PLAYER, you might want to change this, too.
644     * This is the access rights for the players savefiles.
645     * Given that crossfire runs in a client/server model, there should
646     * be no issue setting these to be quite restrictive (600 and 700).
647     * Before client/server, multiple people might run the executable,
648     * thus requiring that the server be setuid/setgid, and more generous
649     * permisisons needed.
650     * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
651     * for nay directories created.
652     */
653     #define SAVE_MODE 0660
654     #define SAVE_DIR_MODE 0770
655    
656     /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
657     * needs to be selected. You can set both, and things will work fine,
658     * however, it just means that a lot more saving will be done, which
659     * can slow things down some.
660     */
661    
662     /* How often (in seconds) the player is saved if he drops things. If it is
663     * set to 0, the player will be saved for every item he drops. Otherwise,
664     * if the player drops and item, and the last time he was saved
665     * due to item drop is longer
666     * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
667     * environment, you may want to set this to a higher value, so that
668     * you are not spending too much time saving the characters.
669     * This option should now work (Crossfire 0.90.5)
670     */
671    
672     /*#define SAVE_INTERVAL 300*/
673    
674     /*
675     * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
676     * 5000 with MAX_TIME set at 120,000 means that the player will be
677     * saved every 10 minutes. Some effort should probably be made to
678     * spread out these saves, but that might be more effort than it is
679     * worth (Depending on the spacing, if enough players log on, the spacing
680     * may not be large enough to save all of them.) As it is now, it will
681     * just set the base tick of when they log on, which should keep the
682     * saves pretty well spread out (in a fairly random fashion.)
683     */
684    
685     #define AUTOSAVE 5000
686    
687     /* Often, emergency save fails because the memory corruption that caused
688     * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
689     * to disable emergency saves. This actually does
690     * prevent emergency saves now (Version 0.90.5).
691     */
692    
693     #define NO_EMERGENCY_SAVE
694    
695     /* By selecting the following, whenever a player does a backup save (with
696     * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
697     * information that is specified later). IF this is not set, the player
698     * will be saved at his present location.
699     */
700    
701     /*#define BACKUP_SAVE_AT_HOME*/
702    
703     /* RESET_LOCATION_TIME is the number of seconds that must elapse before
704     * we fill return the player to his savebed location. If this is zero,
705     * this feature is disabled (player will resume where ever he was
706     * when he last logged off). If this is set to less than two hours,
707     * it will prevent players from camping out in treasure rooms.
708     * Do not comment this out - it must be set to something - if you
709     * comment this out, the program will not compile.
710     *
711     * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player
712     * where appear under what conditions is a little complicated depending
713     * on how the player exited the game. But if the elapsed time is greater than
714     * the value below, player will always get returned to savebed location
715     * location.
716     *
717     * Set to one hour as default
718     */
719    
720     #define RESET_LOCATION_TIME 3600
721