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/cvs/deliantra/server/include/config.h
Revision: 1.15
Committed: Sat Apr 22 15:01:47 2006 UTC (18 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.14: +1 -1 lines
Log Message:
more users, more maps

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_config_h =
3 root 1.5 * "$Id$";
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 root 1.3 /* Use a very easy, non-challenging server?
81     * Defining the COZY_SERVER will make the server much less challenging:
82 root 1.4 * 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.
84 root 1.3 */
85     #define COZY_SERVER 1
86    
87 root 1.11 /*
88     * Make it impossible to pk outside the arena.
89     */
90     #define PROHIBIT_PLAYERKILL 1
91    
92 root 1.1 /* Use balanced stat loss code?
93     * This code is a little more merciful with repeated stat loss at lower
94     * levels. Basically, the more stats you have lost, the less likely that
95     * you will lose more. Additionally, lower level characters are shown
96     * a lot more mercy (there are caps on how much of a stat you can lose too).
97     * On the nasty side, if you are higher level, you can lose mutiple stats
98     * _at_once_ and are shown less mercy when you die. But when you're higher
99     * level, it is much easier to buy back your stats with potions.
100     * Turn this on if you want death-based stat loss to be more merciful
101     * at low levels and more cruel at high levels.
102     * Only works when stats are depleted rather than lost. This option has
103     * no effect if you are using genuine stat loss.
104     *
105     * The BALSL_.. values control this behaviour.
106     * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose.
107     * the character level is divided by that value, and that is how many
108     * stats are lost.
109     *
110     * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
111     * basically, level/max_loss_ratio is the most a stat can be depleted.
112     *
113     * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
114     * The chance not to lose a stat is
115     * depleteness^2 / (depletedness^2+ level/ratio).
116     * ie, if the stats current depleted value is 2 and the character is level
117     * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the
118     * level, the more likely it is a stat can get really depleted, but
119     * this gets more offset as the stat gets more depleted.
120     *
121     */
122     /* GD */
123    
124 root 1.2 #define BALSL_LOSS_CHANCE_RATIO 100
125     #define BALSL_NUMBER_LOSSES_RATIO 100
126     #define BALSL_MAX_LOSS_RATIO 100
127 root 1.1
128    
129     /* Don't edit these values. They are configured in lib/settings. These are
130     Simply the defaults. */
131    
132     #define BALANCED_STAT_LOSS FALSE
133 elmex 1.9 #define PERMANENT_EXPERIENCE_RATIO 25
134     #define DEATH_PENALTY_RATIO 20
135     #define DEATH_PENALTY_LEVEL 3
136 root 1.1 #define SET_TITLE TRUE
137     #define SIMPLE_EXP TRUE
138     #define SPELLPOINT_LEVEL_DEPEND TRUE
139     #define SPELL_ENCUMBRANCE TRUE
140     #define SPELL_FAILURE_EFFECTS FALSE
141     #define REAL_WIZ TRUE
142     #define RECYCLE_TMP_MAPS FALSE
143     #define RESURRECTION FALSE
144     #define SEARCH_ITEMS TRUE
145     #define NOT_PERMADETH TRUE
146     #define EXPLORE_MODE FALSE
147     #define STAT_LOSS_ON_DEATH FALSE
148     #define PK_LUCK_PENALTY 1
149     #define CASTING_TIME FALSE
150     #define SET_FRIENDLY_FIRE 5
151     #define ARMOR_MAX_ENCHANT 5
152     #define ARMOR_WEIGHT_REDUCTION 10
153     #define ARMOR_WEIGHT_LINEAR TRUE
154     #define ARMOR_SPEED_IMPROVEMENT 10
155     #define ARMOR_SPEED_LINEAR TRUE
156    
157     /* you can edit the ones below */
158    
159    
160     /* CS_LOGSTATS will cause the server to log various usage stats
161     * (number of connections, amount of data sent, amount of data received,
162     * and so on.) This can be very useful if you are trying to measure
163     * server/bandwidth usage. It will periodially dump out information
164     * which contains usage stats for the last X amount of time.
165     * CS_LOGTIME is how often it will print out stats.
166     */
167     #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
168     #define CS_LOGSTATS
169     #endif
170     #ifdef CS_LOGSTATS
171     #define CS_LOGTIME 600
172     #endif
173    
174     /* DEBUG generates copious amounts of output. I tend to change the CC options
175     * in the crosssite.def file if I want this. By default, you probably
176     * dont want this defined.
177     */
178     #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
179     #ifndef DEBUG
180     #define DEBUG
181     #endif
182     #endif
183     /*
184     * This option creates more core files. In some areas, there are certain
185     * checks done to try and make the program more stable (ie, check
186     * parameter for null, return if it is). These checks are being done
187     * for things that should not happen (ie, being supplied a null parameter).
188     * What MANY_CORES does, is if one of these checks is true, it will
189     * dump core at that time, allowing for fairly easy tracking down of the
190     * problem. Better to fix problems than create thousands of checks.
191     */
192    
193     #define MANY_CORES
194    
195     /*
196     * This determines the maximum map size the client can request (and
197     * thus what the server will send to the client.
198     * Client can still request a smaller map size (for bandwidth reasons
199     * or display size of whatever else).
200     * The larger this number, the more cpu time and memory the server will
201     * need to spend to figure this out in addition to bandwidth needs.
202     * The server cpu time should be pretty trivial.
203     * There may be reasons to keep it smaller for the 'classic' crossfire
204     * experience which was 11x11. Big maps will likely make the same at
205     * least somewhat easier, but client will need to worry about lag
206     * more.
207     * I put support in for non square map updates in the define, but
208     * there very well might be things that break horribly if this is
209     * used. I figure it is easier to fix that if needed than go back
210     * at the future and have to redo a lot of stuff to support rectangular
211     * maps at that point.
212     *
213     * MSW 2001-05-28
214     */
215    
216 root 1.14 #define MAP_CLIENT_X 31
217     #define MAP_CLIENT_Y 31
218 root 1.1
219     /*
220     * 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.
222     * The length of a tick is MAX_TIME microseconds. During a tick,
223     * players, monsters, or items with speed 1 can do one thing.
224     */
225    
226     #define MAX_TIME 120000
227    
228     /* Polymorph as it currently stands is unbalancing, so by default
229     * we have it disabled. It can be enabled and it works, but
230     * it can be abused in various ways.
231     */
232     #define NO_POLYMORPH
233    
234    
235     /* This determine how many entries are stored in the kill log. You
236     * can see this information with the 'party kills' command. More entries
237     * mean slower performance and more memory. IF this is not defined, then
238     * this feature is disabled.
239     */
240     #define PARTY_KILL_LOG 20
241    
242 elmex 1.9 /*
243     * The PERM_EXP values adjust the behaviour of permenent experience. - if
244     * the setting permanent_experience_percentage is zero, these values have
245     * no meaning. The value in the settings file is the percentage of the
246     * experience that is permenent, the rest could be lost on death. When dying,
247     * the greatest amount of non-permenent exp it is possible to lose at one time
248     * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
249     * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
250     * experience goes to the permanent value. This does not detract from total
251     * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
252     * 10 to the permanent value).
253 root 1.1 *
254     * A few thoughts on these default value (by MSW)
255     * gain ratio is pretty much meaningless until exp has been lost, as until
256 elmex 1.9 * that poin, the value in the settings file will be used.
257 root 1.1 * It is also impossible for the exp to actually be reduced to the permanent
258     * exp ratio - since the loss ratio is .5, it will just get closer and
259     * closer. However, after about half a dozen hits, pretty much all the
260     * exp that can be lost has been lost, and after that, only minor loss
261     * will occur.
262     */
263     /* GD */
264    
265     #define PERM_EXP_GAIN_RATIO 0.10f
266     #define PERM_EXP_MAX_LOSS_RATIO 0.50f
267    
268     /*
269     * WATCHDOG lets sends datagrams to port 13325 on localhost
270     * in (more-or-less) regular intervals, so an external watchdog
271     * program can kill the server if it hangs (for whatever reason).
272     * It shouldn't hurt anyone if this is defined but you don't
273     * have an watchdog program.
274     */
275     #ifndef WIN32 /* ***win32 disable watchdog as win32 default */
276     #define WATCHDOG
277     #endif
278    
279    
280     /* Enable the new material code - it needs some work. You can
281     * enable this, and things will work, just you'll see a whole
282     * bunch more materials show up, and thus a whole bunch more materials
283     * in your inventory, and the sorting for them isn't really good.
284     */
285    
286     /*
287     #define NEW_MATERIAL_CODE
288     */
289    
290     /***********************************************************************
291     * SECTION 2 - Machine/Compiler specific stuff.
292     *
293     * Short list of items:
294     * COMPRESS_SUFFIX - selection of compression programs
295     * O_NDELAY - If you don't have O_NDELAY, uncomment it.
296     *
297     ***********************************************************************/
298    
299     /*
300     * If you compress your files to save space, set the COMPRESS_SUFFIX below
301     * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
302     * should already find the program to use. If you set the suffix to
303     * something that autoconf did not find, you are likely to have serious
304     * problems, so make sure you have the appropriate compression tool installed
305     * before you set this. You can look at the autoconf.h file to see
306     * what compression tools it found (search for COMPRESS).
307     * Note that this is used when saving files. Crossfire will search all
308     * methods when loading a file to see if it finds a match
309     */
310    
311     #ifndef COMPRESS_SUFFIX
312     /* #define COMPRESS_SUFFIX ".Z" */
313     #endif
314    
315     /* If you get a complaint about O_NDELAY not being known/undefined, try
316     * uncommenting this.
317     * This may cause problems - O_NONBLOCK will return -1 on blocking writes
318     * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
319     * can be written - otherwise, the number of bytes written will be returned
320     * for both modes.
321     */
322    
323     /*
324     #define O_NDELAY O_NONBLOCK
325     */
326    
327    
328     /***********************************************************************
329     * Section 3
330     *
331     * General file and other defaults that don't need to be changed, and
332     * do not change gameplay as percieved by players much. Some options
333     * may affect memory consumption however.
334     *
335     * Values:
336     *
337     * BANFILE - ban certain users/hosts.
338     * CSPORT - port to use for new client/server
339     * DMFILE - file with dm/wizard access lists
340     * LOGFILE - where to log if using -daemon option
341     * MAP_ - various map timeout and swapping parameters
342     * MAX_OBJECTS - how many objects to keep in memory.
343     * MAX_OBJECTS_LWM - only swap maps out if below that value
344     * MOTD - message of the day - printed each time someone joins the game
345     * PERM_FILE - limit play times
346     * SHUTDOWN - used when shutting down the server
347     * SOCKETBUFSIZE - size of buffer used internally by the server for storing
348     * backlogged messages.
349     * TMPDIR - directory to use for temp files
350     * UNIQUE_DIR - directory to put unique item files into
351     * USE_CALLOC for some memory requests
352     ***********************************************************************
353     */
354    
355     /*
356     * BANFILE - file used to ban certain sites from playing. See the example
357     * ban_file for examples.
358     */
359    
360     #ifndef BANFILE
361     #define BANFILE "ban_file"
362     #endif
363    
364     /* CSPORT is the port used for the new client/server code. Change
365     * if desired. Only of relevance if ERIC_SERVER is set above
366     */
367    
368     #define CSPORT 13327 /* old port + 1 */
369    
370    
371     /*
372     * DMFILE
373     * A file containing valid names that can be dm, one on each line. See
374     * example dm_file for syntax help.
375     */
376    
377     #ifndef DMFILE
378     #define DMFILE "dm_file"
379     #endif
380    
381    
382     /* LOGFILE specifies which file to log to when playing with the
383     * -daemon option.
384     */
385    
386     #ifndef LOGFILE
387     #ifdef WIN32 /* change define path */
388     #define LOGFILE "var\\crossfire.log"
389     #else
390     #define LOGFILE "/var/log/crossfire/logfile"
391     #endif
392     #endif
393    
394     /*
395     * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
396     * after a player has left it. If it is set to 0, maps are
397     * swapped out the instant the last player leaves it.
398     * If you are low on memory, you should set this to 0.
399     * Note that depending on the map timeout variable, the number of
400     * objects can get quite high. This is because depending on the maps,
401     * a player could be having the objects of several maps in memory
402     * (the map he is in right now, and the ones he left recently.)
403     * Each map has it's own TIMEOUT value and value field and it is
404     * defaulted to 300
405     *
406     * Having a nonzero value can be useful: If a player leaves a map (and thus
407     * is on a new map), and realizes they want to go back pretty quickly, the
408     * old map is still in memory, so don't need to go disk and get it.
409     *
410     * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
411     * to swap out in less than that many ticks, we use the MINTIMEOUT value
412     * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
413     * maps.
414     */
415    
416     /* How many ticks till maps are swapped out */
417     #define MAP_MAXTIMEOUT 1000
418     /* At least that many ticks before swapout */
419     #define MAP_MINTIMEOUT 500
420    
421     /*
422     * 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
424     * MAP_MAXRESET. This value is in seconds. If you are low on space on the
425     * TMPDIR device, set this value to somethign small. The default
426     * value in the map object is MAP_DEFAULTRESET (given in seconds.)
427     * I personally like 1 hour myself, for solo play. It is long enough that
428     * maps won't be resetting as a solve a quest, but short enough that some
429     * maps (like shops and inns) will be reset during the time I play.
430     * Comment out MAP_MAXRESET time if you always want to use the value
431     * in the map archetype.
432     */
433    
434     /* Maximum time to reset. */
435     #define MAP_MAXRESET 7200
436     /* Default time to reset. */
437     #define MAP_DEFAULTRESET 7200
438    
439     /*
440     * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
441     * will look for maps which are already scheldued for swapping, and
442     * promptly swap them out before new maps are being loaded.
443     * If playing only by yourself, this number can probably be as low as
444     * 3000. If in server mode, probably figure about 1000-2000 objects per
445     * active player (if they typically play on different maps), for some guess
446     * on how many to define. If it is too low, maps just get swapped out
447     * immediately, causing a performance hit. If it is too high, the program
448     * 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.
450     * 25000 is about 8.5 MB
451     */
452    
453 root 1.15 #define MAX_OBJECTS 200000
454 root 1.1
455     /*
456     * Max objects low water mark (lwm). If defined, the map swapping strategy
457     * is a bit different:
458     * 1) We only start swapping maps if the number of objects in use is
459     * greater than MAX_OBJECTS above.
460     * 2) We keep swapping maps until there are no more maps to swap or the number
461     * of used objects drop below this low water mark value.
462     *
463     * If this is not defined, maps are swapped out on the timeout value above,
464     * or if the number of objects used is greater than MAX_OBJECTS above.
465     *
466     * Note: While this will prevent the pauses noticed when saving maps, there
467     * can instead be cpu performance penalties - any objects in memory get
468     * processed. So if there are 4000 objects in memory, and 1000 of them
469     * are living objects, the system will process all 1000 objects each tick.
470     * With swapping enable, maybe 600 of the objects would have gotten swapped
471     * out. This is less likely a problem with a smaller number of MAX_OBJECTS
472     * than if it is very large.
473     * Also, the pauses you do get can be worse, as if you enter a map with
474     * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
475     * many maps to get below the low water mark.
476     */
477    
478     /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
479    
480     /*
481     * Turning on MEMORY_DEBUG slows down execution, but makes it easier
482     * to find memory corruption and leaks. Currently, the main thing
483     * that happens with this activated is that one malloc is done for
484     * each object - thus whatever debugging mechanism the malloc library
485     * (or other debugging tool provides, like purify), it can track this
486     * individual malloc. Default behaviour when turned off is that
487     * enough memory is malloced for a large group of objects so malloc does
488     * not need to be called as often.
489     * This should only be turned on if some form of memory debugging tool
490     * is being used - otherwise, turning this on will cause some performance
491     * hit with no useful advantage.
492     */
493    
494     /*#define MEMORY_DEBUG*/
495    
496    
497     /*
498     * If you want to have a Message Of The Day file, define MOTD to be
499     * the file with the message. If the file doesn't exist or if it
500     * is empty, no message will be displayed.
501     * (It resides in the CONFDIR directory)
502     */
503    
504     #define MOTD "motd"
505    
506     /*
507     * You can restrict playing in certain times by creating a PERMIT_FILE
508     * in CONFDIR. See the sample for usage notes.
509     */
510    
511     #define PERM_FILE "forbid"
512    
513     /*
514     * If you want to take the game down while installing new versions, or
515     * for other reasons, put a message into the SHUTDOWN_FILE file.
516     * Remember to delete it when you open the game again.
517     * (It resides in the CONFDIR directory)
518     */
519    
520     #ifndef SHUTDOWN_FILE
521     #define SHUTDOWN_FILE "shutdown"
522     #endif
523    
524    
525     /*
526     * SOCKETBUFSIZE is the size of the buffer used internally by the server for
527     * storing backlogged messages for the client. This is not operating system
528     * buffers or the like. This amount is used per connection (client).
529     * This buffer is in addition to OS buffers, so it may not need to be very
530     * large. When the OS buffer and this buffer is exhausted, the server
531     * will drop the client connection for falling too far behind. So if
532     * you have very slow client connections, a larger value may be
533     * warranted.
534     */
535    
536     #define SOCKETBUFSIZE 128*1024
537    
538     /*
539     * Your tmp-directory should be large enough to hold the uncompressed
540     * map-files for all who are playing.
541     * It ought to be locally mounted, since the function used to generate
542     * unique temporary filenames isn't guaranteed to work over NFS or AFS
543     * On the other hand, if you know that only one crossfire server will be
544     * running using this temporary directory, it is likely to be safe to use
545     * something that is NFS mounted (but performance may suffer as NFS is
546     * slower than local disk)
547     */
548    
549     /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
550     #ifdef WIN32 /* change define path tmp */
551     #define TMPDIR "tmp"
552     #else
553     #define TMPDIR "/tmp"
554     #endif
555    
556    
557     /* Directory to use for unique items. This is placed into the 'lib'
558     * directory. Changing this will cause any old unique items file
559     * not to be used.
560     */
561     #define UNIQUE_DIR "unique-items"
562    
563     /*
564     * If undefined, malloc is always used.
565     * It looks like this can be oboleted. However, it can be useful to
566     * track down some bugs, as it will make sure that the entire data structure
567     * is set to 0, at the expense of speed.
568     * Rupert Goldie has run Purify against the code, and if this is disabled,
569     * apparantly there are a lot of uninitialized memory reads - I haven't
570     * seen any problem (maybe the memory reads are copies, and the destination
571     * doesn't actually use the garbage values either?), but the impact on speed
572     * of using this probably isn't great, and should make things more stable.
573     * Msw 8-9-97
574     */
575     #define USE_CALLOC
576    
577    
578     /*
579     * These define the players starting map and location on that map, and where
580     * emergency saves are defined. This should be left as is unless you make
581     * major changes to the map.
582     */
583    
584     #ifdef WIN32 /* change define path city */
585    
586     # define EMERGENCY_MAPPATH "\\city\\city"
587     # define EMERGENCY_X 15
588     # define EMERGENCY_Y 19
589     #else
590     # define EMERGENCY_MAPPATH "/city/city"
591     # define EMERGENCY_X 15
592     # define EMERGENCY_Y 19
593     #endif
594    
595    
596     /*
597     * These defines tells where, relative to LIBDIR, the maps, the map-index,
598     * archetypes highscore and treaures files and directories can be found.
599     */
600    
601     #define MAPDIR "maps"
602     #define TEMPLATE_DIR "template-maps"
603     #define ARCHETYPES "archetypes"
604     #define REGIONS "regions"
605     #define HIGHSCORE "highscore"
606     #define TREASURES "treasures"
607     #define BANISHFILE "banish_file"
608    
609     #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 */
612    
613     #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
614    
615 root 1.8 #define ARCHTABLE 16384 /* Arch hashtable size */
616 root 1.1 #define MAXSTRING 20
617    
618     #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
619    
620    
621    
622     /***********************************************************************
623     * Section 4 - save player options.
624     *
625     * There are a lot of things that deal with the save files, and what
626     * gets saved with them, so I put them in there own section.
627     *
628     ***********************************************************************/
629    
630     /*
631     * If you want the players to be able to save their characters between
632     * games, define SAVE_PLAYER and set PLAYERDIR to the directories
633     * where the player-files will be put.
634     * Remember to create the directory (make install will do that though).
635     *
636     * If you intend to run a central server, and not allow the players to
637     * start their own crossfire, you won't need to define this.
638     *
639     */
640    
641     #ifndef PLAYERDIR
642     #define PLAYERDIR "players"
643     #endif
644    
645     /*
646     * If you have defined SAVE_PLAYER, you might want to change this, too.
647     * This is the access rights for the players savefiles.
648     * Given that crossfire runs in a client/server model, there should
649     * be no issue setting these to be quite restrictive (600 and 700).
650     * Before client/server, multiple people might run the executable,
651     * thus requiring that the server be setuid/setgid, and more generous
652     * permisisons needed.
653     * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
654     * for nay directories created.
655     */
656 root 1.5 /* IMPORTANT: there is a race during saving, where the umask is being applied */
657 root 1.1 #define SAVE_MODE 0660
658     #define SAVE_DIR_MODE 0770
659    
660     /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
661     * needs to be selected. You can set both, and things will work fine,
662     * however, it just means that a lot more saving will be done, which
663     * can slow things down some.
664     */
665    
666     /* How often (in seconds) the player is saved if he drops things. If it is
667     * set to 0, the player will be saved for every item he drops. Otherwise,
668     * if the player drops and item, and the last time he was saved
669     * due to item drop is longer
670     * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
671     * environment, you may want to set this to a higher value, so that
672     * you are not spending too much time saving the characters.
673     * This option should now work (Crossfire 0.90.5)
674     */
675    
676 root 1.5 //#define SAVE_INTERVAL 60
677 root 1.1
678     /*
679     * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
680     * 5000 with MAX_TIME set at 120,000 means that the player will be
681     * saved every 10 minutes. Some effort should probably be made to
682     * spread out these saves, but that might be more effort than it is
683     * worth (Depending on the spacing, if enough players log on, the spacing
684     * 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
686     * saves pretty well spread out (in a fairly random fashion.)
687     */
688    
689 root 1.2 #define AUTOSAVE 500
690 root 1.1
691     /* Often, emergency save fails because the memory corruption that caused
692     * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
693     * to disable emergency saves. This actually does
694     * prevent emergency saves now (Version 0.90.5).
695     */
696    
697 root 1.6 #define NO_EMERGENCY_SAVE
698 root 1.1
699     /* By selecting the following, whenever a player does a backup save (with
700     * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
701     * information that is specified later). IF this is not set, the player
702     * will be saved at his present location.
703     */
704    
705     /*#define BACKUP_SAVE_AT_HOME*/
706    
707     /* RESET_LOCATION_TIME is the number of seconds that must elapse before
708 root 1.10 * we will return the player to his savebed location. If this is zero,
709 root 1.1 * this feature is disabled (player will resume where ever he was
710     * when he last logged off). If this is set to less than two hours,
711     * it will prevent players from camping out in treasure rooms.
712     * Do not comment this out - it must be set to something - if you
713     * comment this out, the program will not compile.
714     *
715     * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player
716     * where appear under what conditions is a little complicated depending
717     * on how the player exited the game. But if the elapsed time is greater than
718     * the value below, player will always get returned to savebed location
719     * location.
720     *
721     * Set to one hour as default
722     */
723    
724     #define RESET_LOCATION_TIME 3600
725