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/cvs/deliantra/server/include/config.h
Revision: 1.1.1.2 (vendor branch)
Committed: Wed Mar 15 14:04:53 2006 UTC (18 years, 2 months ago) by elmex
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_03_15
Changes since 1.1.1.1: +16 -23 lines
Log Message:
cvs -z9 -d:ext:elmex@cvs.schmorp.de:/schmorpforge import cf.schmorp.de UPSTREAM UPSTREAM_2006_03_15

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_config_h =
3 elmex 1.1.1.2 * "$Id: config.h,v 1.70 2006/03/07 18:46:25 cavesomething Exp $";
4 root 1.1 */
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 elmex 1.1.1.2 #define PERMANENT_EXPERIENCE_RATIO 25
122     #define DEATH_PENALTY_RATIO 20
123     #define DEATH_PENALTY_LEVEL 3
124 root 1.1 #define SET_TITLE TRUE
125     #define SIMPLE_EXP TRUE
126     #define SPELLPOINT_LEVEL_DEPEND TRUE
127     #define SPELL_ENCUMBRANCE TRUE
128     #define SPELL_FAILURE_EFFECTS FALSE
129     #define REAL_WIZ TRUE
130     #define RECYCLE_TMP_MAPS FALSE
131     #define RESURRECTION FALSE
132     #define SEARCH_ITEMS TRUE
133     #define NOT_PERMADETH TRUE
134     #define EXPLORE_MODE FALSE
135     #define STAT_LOSS_ON_DEATH FALSE
136     #define PK_LUCK_PENALTY 1
137     #define CASTING_TIME FALSE
138     #define SET_FRIENDLY_FIRE 5
139     #define ARMOR_MAX_ENCHANT 5
140     #define ARMOR_WEIGHT_REDUCTION 10
141     #define ARMOR_WEIGHT_LINEAR TRUE
142     #define ARMOR_SPEED_IMPROVEMENT 10
143     #define ARMOR_SPEED_LINEAR TRUE
144    
145     /* you can edit the ones below */
146    
147    
148     /* CS_LOGSTATS will cause the server to log various usage stats
149     * (number of connections, amount of data sent, amount of data received,
150     * and so on.) This can be very useful if you are trying to measure
151     * server/bandwidth usage. It will periodially dump out information
152     * which contains usage stats for the last X amount of time.
153     * CS_LOGTIME is how often it will print out stats.
154     */
155     #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
156     #define CS_LOGSTATS
157     #endif
158     #ifdef CS_LOGSTATS
159     #define CS_LOGTIME 600
160     #endif
161    
162     /* DEBUG generates copious amounts of output. I tend to change the CC options
163     * in the crosssite.def file if I want this. By default, you probably
164     * dont want this defined.
165     */
166     #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
167     #ifndef DEBUG
168     #define DEBUG
169     #endif
170     #endif
171     /*
172     * This option creates more core files. In some areas, there are certain
173     * checks done to try and make the program more stable (ie, check
174     * parameter for null, return if it is). These checks are being done
175     * for things that should not happen (ie, being supplied a null parameter).
176     * What MANY_CORES does, is if one of these checks is true, it will
177     * dump core at that time, allowing for fairly easy tracking down of the
178     * problem. Better to fix problems than create thousands of checks.
179     */
180    
181     #define MANY_CORES
182    
183     /*
184     * This determines the maximum map size the client can request (and
185     * thus what the server will send to the client.
186     * Client can still request a smaller map size (for bandwidth reasons
187     * or display size of whatever else).
188     * The larger this number, the more cpu time and memory the server will
189     * need to spend to figure this out in addition to bandwidth needs.
190     * The server cpu time should be pretty trivial.
191     * There may be reasons to keep it smaller for the 'classic' crossfire
192     * experience which was 11x11. Big maps will likely make the same at
193     * least somewhat easier, but client will need to worry about lag
194     * more.
195     * I put support in for non square map updates in the define, but
196     * there very well might be things that break horribly if this is
197     * used. I figure it is easier to fix that if needed than go back
198     * at the future and have to redo a lot of stuff to support rectangular
199     * maps at that point.
200     *
201     * MSW 2001-05-28
202     */
203    
204     #define MAP_CLIENT_X 25
205     #define MAP_CLIENT_Y 25
206    
207     /*
208     * 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     * The length of a tick is MAX_TIME microseconds. During a tick,
211     * players, monsters, or items with speed 1 can do one thing.
212     */
213    
214     #define MAX_TIME 120000
215    
216     /* Polymorph as it currently stands is unbalancing, so by default
217     * we have it disabled. It can be enabled and it works, but
218     * it can be abused in various ways.
219     */
220     #define NO_POLYMORPH
221    
222    
223     /* 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     * mean slower performance and more memory. IF this is not defined, then
226     * this feature is disabled.
227     */
228     /*
229     #define PARTY_KILL_LOG 20
230     */
231    
232 elmex 1.1.1.2 /*
233     * The PERM_EXP values adjust the behaviour of permenent experience. - if
234     * the setting permanent_experience_percentage is zero, these values have
235     * no meaning. The value in the settings file is the percentage of the
236     * experience that is permenent, the rest could be lost on death. When dying,
237     * the greatest amount of non-permenent exp it is possible to lose at one time
238     * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
239     * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
240     * experience goes to the permanent value. This does not detract from total
241     * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
242     * 10 to the permanent value).
243 root 1.1 *
244     * A few thoughts on these default value (by MSW)
245     * gain ratio is pretty much meaningless until exp has been lost, as until
246 elmex 1.1.1.2 * that poin, the value in the settings file will be used.
247 root 1.1 * It is also impossible for the exp to actually be reduced to the permanent
248     * exp ratio - since the loss ratio is .5, it will just get closer and
249     * closer. However, after about half a dozen hits, pretty much all the
250     * exp that can be lost has been lost, and after that, only minor loss
251     * will occur.
252     */
253     /* GD */
254    
255     #define PERM_EXP_GAIN_RATIO 0.10f
256     #define PERM_EXP_MAX_LOSS_RATIO 0.50f
257    
258     /*
259     * WATCHDOG lets sends datagrams to port 13325 on localhost
260     * in (more-or-less) regular intervals, so an external watchdog
261     * program can kill the server if it hangs (for whatever reason).
262     * It shouldn't hurt anyone if this is defined but you don't
263     * have an watchdog program.
264     */
265     #ifndef WIN32 /* ***win32 disable watchdog as win32 default */
266     #define WATCHDOG
267     #endif
268    
269    
270     /* Enable the new material code - it needs some work. You can
271     * enable this, and things will work, just you'll see a whole
272     * bunch more materials show up, and thus a whole bunch more materials
273     * in your inventory, and the sorting for them isn't really good.
274     */
275    
276     /*
277     #define NEW_MATERIAL_CODE
278     */
279    
280     /***********************************************************************
281     * SECTION 2 - Machine/Compiler specific stuff.
282     *
283     * Short list of items:
284     * COMPRESS_SUFFIX - selection of compression programs
285     * O_NDELAY - If you don't have O_NDELAY, uncomment it.
286     *
287     ***********************************************************************/
288    
289     /*
290     * If you compress your files to save space, set the COMPRESS_SUFFIX below
291     * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
292     * should already find the program to use. If you set the suffix to
293     * something that autoconf did not find, you are likely to have serious
294     * problems, so make sure you have the appropriate compression tool installed
295     * before you set this. You can look at the autoconf.h file to see
296     * what compression tools it found (search for COMPRESS).
297     * Note that this is used when saving files. Crossfire will search all
298     * methods when loading a file to see if it finds a match
299     */
300    
301     #ifndef COMPRESS_SUFFIX
302     /* #define COMPRESS_SUFFIX ".Z" */
303     #endif
304    
305     /* If you get a complaint about O_NDELAY not being known/undefined, try
306     * uncommenting this.
307     * This may cause problems - O_NONBLOCK will return -1 on blocking writes
308     * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
309     * can be written - otherwise, the number of bytes written will be returned
310     * for both modes.
311     */
312    
313     /*
314     #define O_NDELAY O_NONBLOCK
315     */
316    
317    
318     /***********************************************************************
319     * Section 3
320     *
321     * General file and other defaults that don't need to be changed, and
322     * do not change gameplay as percieved by players much. Some options
323     * may affect memory consumption however.
324     *
325     * Values:
326     *
327     * BANFILE - ban certain users/hosts.
328     * CSPORT - port to use for new client/server
329     * DMFILE - file with dm/wizard access lists
330     * LOGFILE - where to log if using -daemon option
331     * MAP_ - various map timeout and swapping parameters
332     * MAX_OBJECTS - how many objects to keep in memory.
333     * MAX_OBJECTS_LWM - only swap maps out if below that value
334     * MOTD - message of the day - printed each time someone joins the game
335     * PERM_FILE - limit play times
336     * SHUTDOWN - used when shutting down the server
337     * SOCKETBUFSIZE - size of buffer used internally by the server for storing
338     * backlogged messages.
339     * TMPDIR - directory to use for temp files
340     * UNIQUE_DIR - directory to put unique item files into
341     * USE_CALLOC for some memory requests
342     ***********************************************************************
343     */
344    
345     /*
346     * BANFILE - file used to ban certain sites from playing. See the example
347     * ban_file for examples.
348     */
349    
350     #ifndef BANFILE
351     #define BANFILE "ban_file"
352     #endif
353    
354     /* CSPORT is the port used for the new client/server code. Change
355     * if desired. Only of relevance if ERIC_SERVER is set above
356     */
357    
358     #define CSPORT 13327 /* old port + 1 */
359    
360    
361     /*
362     * DMFILE
363     * A file containing valid names that can be dm, one on each line. See
364     * example dm_file for syntax help.
365     */
366    
367     #ifndef DMFILE
368     #define DMFILE "dm_file"
369     #endif
370    
371    
372     /* LOGFILE specifies which file to log to when playing with the
373     * -daemon option.
374     */
375    
376     #ifndef LOGFILE
377     #ifdef WIN32 /* change define path */
378     #define LOGFILE "var\\crossfire.log"
379     #else
380     #define LOGFILE "/var/log/crossfire/logfile"
381     #endif
382     #endif
383    
384     /*
385     * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
386     * after a player has left it. If it is set to 0, maps are
387     * swapped out the instant the last player leaves it.
388     * If you are low on memory, you should set this to 0.
389     * Note that depending on the map timeout variable, the number of
390     * objects can get quite high. This is because depending on the maps,
391     * a player could be having the objects of several maps in memory
392     * (the map he is in right now, and the ones he left recently.)
393     * Each map has it's own TIMEOUT value and value field and it is
394     * defaulted to 300
395     *
396     * Having a nonzero value can be useful: If a player leaves a map (and thus
397     * is on a new map), and realizes they want to go back pretty quickly, the
398     * old map is still in memory, so don't need to go disk and get it.
399     *
400     * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
401     * to swap out in less than that many ticks, we use the MINTIMEOUT value
402     * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
403     * maps.
404     */
405    
406     /* How many ticks till maps are swapped out */
407     #define MAP_MAXTIMEOUT 1000
408     /* At least that many ticks before swapout */
409     #define MAP_MINTIMEOUT 500
410    
411     /*
412     * MAP_MAXRESET is the maximum time a map can have before being reset. It
413     * will override the time value set in the map, if that time is longer than
414     * MAP_MAXRESET. This value is in seconds. If you are low on space on the
415     * TMPDIR device, set this value to somethign small. The default
416     * value in the map object is MAP_DEFAULTRESET (given in seconds.)
417     * I personally like 1 hour myself, for solo play. It is long enough that
418     * maps won't be resetting as a solve a quest, but short enough that some
419     * maps (like shops and inns) will be reset during the time I play.
420     * Comment out MAP_MAXRESET time if you always want to use the value
421     * in the map archetype.
422     */
423    
424     /* Maximum time to reset. */
425     #define MAP_MAXRESET 7200
426     /* Default time to reset. */
427     #define MAP_DEFAULTRESET 7200
428    
429     /*
430     * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
431     * will look for maps which are already scheldued for swapping, and
432     * promptly swap them out before new maps are being loaded.
433     * If playing only by yourself, this number can probably be as low as
434     * 3000. If in server mode, probably figure about 1000-2000 objects per
435     * active player (if they typically play on different maps), for some guess
436     * on how many to define. If it is too low, maps just get swapped out
437     * immediately, causing a performance hit. If it is too high, the program
438     * consumes more memory. If you have gobs of free memory, a high number
439     * might not be a bad idea. Each object is around 350 bytes right now.
440     * 25000 is about 8.5 MB
441     */
442    
443     #define MAX_OBJECTS 100000
444    
445     /*
446     * Max objects low water mark (lwm). If defined, the map swapping strategy
447     * is a bit different:
448     * 1) We only start swapping maps if the number of objects in use is
449     * greater than MAX_OBJECTS above.
450     * 2) We keep swapping maps until there are no more maps to swap or the number
451     * of used objects drop below this low water mark value.
452     *
453     * If this is not defined, maps are swapped out on the timeout value above,
454     * or if the number of objects used is greater than MAX_OBJECTS above.
455     *
456     * Note: While this will prevent the pauses noticed when saving maps, there
457     * can instead be cpu performance penalties - any objects in memory get
458     * processed. So if there are 4000 objects in memory, and 1000 of them
459     * are living objects, the system will process all 1000 objects each tick.
460     * With swapping enable, maybe 600 of the objects would have gotten swapped
461     * out. This is less likely a problem with a smaller number of MAX_OBJECTS
462     * than if it is very large.
463     * Also, the pauses you do get can be worse, as if you enter a map with
464     * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
465     * many maps to get below the low water mark.
466     */
467    
468     /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
469    
470     /*
471     * Turning on MEMORY_DEBUG slows down execution, but makes it easier
472     * to find memory corruption and leaks. Currently, the main thing
473     * that happens with this activated is that one malloc is done for
474     * each object - thus whatever debugging mechanism the malloc library
475     * (or other debugging tool provides, like purify), it can track this
476     * individual malloc. Default behaviour when turned off is that
477     * enough memory is malloced for a large group of objects so malloc does
478     * not need to be called as often.
479     * This should only be turned on if some form of memory debugging tool
480     * is being used - otherwise, turning this on will cause some performance
481     * hit with no useful advantage.
482     */
483    
484     /*#define MEMORY_DEBUG*/
485    
486    
487     /*
488     * If you want to have a Message Of The Day file, define MOTD to be
489     * the file with the message. If the file doesn't exist or if it
490     * is empty, no message will be displayed.
491     * (It resides in the CONFDIR directory)
492     */
493    
494     #define MOTD "motd"
495    
496     /*
497     * You can restrict playing in certain times by creating a PERMIT_FILE
498     * in CONFDIR. See the sample for usage notes.
499     */
500    
501     #define PERM_FILE "forbid"
502    
503     /*
504     * If you want to take the game down while installing new versions, or
505     * for other reasons, put a message into the SHUTDOWN_FILE file.
506     * Remember to delete it when you open the game again.
507     * (It resides in the CONFDIR directory)
508     */
509    
510     #ifndef SHUTDOWN_FILE
511     #define SHUTDOWN_FILE "shutdown"
512     #endif
513    
514    
515     /*
516     * SOCKETBUFSIZE is the size of the buffer used internally by the server for
517     * storing backlogged messages for the client. This is not operating system
518     * buffers or the like. This amount is used per connection (client).
519     * This buffer is in addition to OS buffers, so it may not need to be very
520     * large. When the OS buffer and this buffer is exhausted, the server
521     * will drop the client connection for falling too far behind. So if
522     * you have very slow client connections, a larger value may be
523     * warranted.
524     */
525    
526     #define SOCKETBUFSIZE 128*1024
527    
528     /*
529     * Your tmp-directory should be large enough to hold the uncompressed
530     * map-files for all who are playing.
531     * It ought to be locally mounted, since the function used to generate
532     * unique temporary filenames isn't guaranteed to work over NFS or AFS
533     * On the other hand, if you know that only one crossfire server will be
534     * running using this temporary directory, it is likely to be safe to use
535     * something that is NFS mounted (but performance may suffer as NFS is
536     * slower than local disk)
537     */
538    
539     /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
540     #ifdef WIN32 /* change define path tmp */
541     #define TMPDIR "tmp"
542     #else
543     #define TMPDIR "/tmp"
544     #endif
545    
546    
547     /* Directory to use for unique items. This is placed into the 'lib'
548     * directory. Changing this will cause any old unique items file
549     * not to be used.
550     */
551     #define UNIQUE_DIR "unique-items"
552    
553     /*
554     * If undefined, malloc is always used.
555     * It looks like this can be oboleted. However, it can be useful to
556     * track down some bugs, as it will make sure that the entire data structure
557     * is set to 0, at the expense of speed.
558     * Rupert Goldie has run Purify against the code, and if this is disabled,
559     * apparantly there are a lot of uninitialized memory reads - I haven't
560     * seen any problem (maybe the memory reads are copies, and the destination
561     * doesn't actually use the garbage values either?), but the impact on speed
562     * of using this probably isn't great, and should make things more stable.
563     * Msw 8-9-97
564     */
565     #define USE_CALLOC
566    
567    
568     /*
569     * These define the players starting map and location on that map, and where
570     * emergency saves are defined. This should be left as is unless you make
571     * major changes to the map.
572     */
573    
574     #ifdef WIN32 /* change define path city */
575    
576     # define EMERGENCY_MAPPATH "\\city\\city"
577     # define EMERGENCY_X 15
578     # define EMERGENCY_Y 19
579     #else
580     # define EMERGENCY_MAPPATH "/city/city"
581     # define EMERGENCY_X 15
582     # define EMERGENCY_Y 19
583     #endif
584    
585    
586     /*
587     * These defines tells where, relative to LIBDIR, the maps, the map-index,
588     * archetypes highscore and treaures files and directories can be found.
589     */
590    
591     #define MAPDIR "maps"
592     #define TEMPLATE_DIR "template-maps"
593     #define ARCHETYPES "archetypes"
594     #define REGIONS "regions"
595     #define HIGHSCORE "highscore"
596     #define TREASURES "treasures"
597     #define BANISHFILE "banish_file"
598    
599     #define MAX_ERRORS 25 /* Bail out if more are received during tick */
600     #define STARTMAX 500 /* How big array of objects to start with */
601     #define OBJ_EXPAND 100 /* How big steps to use when expanding array */
602    
603     #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
604    
605     #define ARCHTABLE 5003 /* Used when hashing archetypes */
606     #define MAXSTRING 20
607    
608     #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
609    
610    
611    
612     /***********************************************************************
613     * Section 4 - save player options.
614     *
615     * There are a lot of things that deal with the save files, and what
616     * gets saved with them, so I put them in there own section.
617     *
618     ***********************************************************************/
619    
620     /*
621     * If you want the players to be able to save their characters between
622     * games, define SAVE_PLAYER and set PLAYERDIR to the directories
623     * where the player-files will be put.
624     * Remember to create the directory (make install will do that though).
625     *
626     * If you intend to run a central server, and not allow the players to
627     * start their own crossfire, you won't need to define this.
628     *
629     */
630    
631     #ifndef PLAYERDIR
632     #define PLAYERDIR "players"
633     #endif
634    
635     /*
636     * If you have defined SAVE_PLAYER, you might want to change this, too.
637     * This is the access rights for the players savefiles.
638     * Given that crossfire runs in a client/server model, there should
639     * be no issue setting these to be quite restrictive (600 and 700).
640     * Before client/server, multiple people might run the executable,
641     * thus requiring that the server be setuid/setgid, and more generous
642     * permisisons needed.
643     * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
644     * for nay directories created.
645     */
646     #define SAVE_MODE 0660
647     #define SAVE_DIR_MODE 0770
648    
649     /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
650     * needs to be selected. You can set both, and things will work fine,
651     * however, it just means that a lot more saving will be done, which
652     * can slow things down some.
653     */
654    
655     /* How often (in seconds) the player is saved if he drops things. If it is
656     * set to 0, the player will be saved for every item he drops. Otherwise,
657     * if the player drops and item, and the last time he was saved
658     * due to item drop is longer
659     * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
660     * environment, you may want to set this to a higher value, so that
661     * you are not spending too much time saving the characters.
662     * This option should now work (Crossfire 0.90.5)
663     */
664    
665     /*#define SAVE_INTERVAL 300*/
666    
667     /*
668     * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
669     * 5000 with MAX_TIME set at 120,000 means that the player will be
670     * saved every 10 minutes. Some effort should probably be made to
671     * spread out these saves, but that might be more effort than it is
672     * worth (Depending on the spacing, if enough players log on, the spacing
673     * may not be large enough to save all of them.) As it is now, it will
674     * just set the base tick of when they log on, which should keep the
675     * saves pretty well spread out (in a fairly random fashion.)
676     */
677    
678     #define AUTOSAVE 5000
679    
680     /* Often, emergency save fails because the memory corruption that caused
681     * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
682     * to disable emergency saves. This actually does
683     * prevent emergency saves now (Version 0.90.5).
684     */
685    
686     #define NO_EMERGENCY_SAVE
687    
688     /* By selecting the following, whenever a player does a backup save (with
689     * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
690     * information that is specified later). IF this is not set, the player
691     * will be saved at his present location.
692     */
693    
694     /*#define BACKUP_SAVE_AT_HOME*/
695    
696     /* RESET_LOCATION_TIME is the number of seconds that must elapse before
697     * we fill return the player to his savebed location. If this is zero,
698     * this feature is disabled (player will resume where ever he was
699     * when he last logged off). If this is set to less than two hours,
700     * it will prevent players from camping out in treasure rooms.
701     * Do not comment this out - it must be set to something - if you
702     * comment this out, the program will not compile.
703     *
704     * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player
705     * where appear under what conditions is a little complicated depending
706     * on how the player exited the game. But if the elapsed time is greater than
707     * the value below, player will always get returned to savebed location
708     * location.
709     *
710     * Set to one hour as default
711     */
712    
713     #define RESET_LOCATION_TIME 3600
714