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/cvs/deliantra/server/include/config.h
Revision: 1.2
Committed: Fri Feb 3 07:25:25 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.1: +6 -8 lines
Log Message:
initial cfperl/cf.schmorp.de import

File Contents

# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_config_h =
3 root 1.2 * "$Id: config.h,v 1.1.1.1 2006/02/03 07:12:48 root 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 root 1.2 #define BALSL_LOSS_CHANCE_RATIO 100
113     #define BALSL_NUMBER_LOSSES_RATIO 100
114     #define BALSL_MAX_LOSS_RATIO 100
115 root 1.1
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     #define PARTY_KILL_LOG 20
227    
228     /* Use permanent experience code?
229     * This code allows players to build up a small amount of 'permanent
230     * experience' which reduces the effect of large experience drains, such as
231     * death. This makes multiple frequent deaths less devastating, and also
232     * ensures that any character will make some gradual progress even if they
233     * die all of the time.
234     * A nice option if your keep dying due to massive client/server lags despite
235     * playing well... or you like to swim well outside of your depth. :)
236     *
237     * The PERM_EXP values adjust the behaviour of this option - if
238     * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it
239     * is on, the minimum ratio is the minimum amount of permanent exp relative
240     * to the total exp in the skill (ie, at a default of .25, if you had 100
241     * experience, at least 25 of it would be permanent). The gain ratio
242     * is how much of experienced experience goes to the permanent value.
243     * This does not detract from total exp gain (ie, if you gained 100 exp,
244     * 100 would go to the skill total and 10 to the permanent value).
245     * the loss ratio is the maximum amount of experience that can be lost
246     * in any one hit - this is calculated as total exp - perm exp * loss ratio.
247     *
248     * A few thoughts on these default value (by MSW)
249     * gain ratio is pretty much meaningless until exp has been lost, as until
250     * that poin, the minimum ratio will be used.
251     * It is also impossible for the exp to actually be reduced to the permanent
252     * exp ratio - since the loss ratio is .5, it will just get closer and
253     * closer. However, after about half a dozen hits, pretty much all the
254     * exp that can be lost has been lost, and after that, only minor loss
255     * will occur.
256     */
257     /* GD */
258    
259     #define PERM_EXP_MINIMUM_RATIO 0.25f
260     #define PERM_EXP_GAIN_RATIO 0.10f
261     #define PERM_EXP_MAX_LOSS_RATIO 0.50f
262    
263     /*
264     * WATCHDOG lets sends datagrams to port 13325 on localhost
265     * in (more-or-less) regular intervals, so an external watchdog
266     * program can kill the server if it hangs (for whatever reason).
267     * It shouldn't hurt anyone if this is defined but you don't
268     * have an watchdog program.
269     */
270     #ifndef WIN32 /* ***win32 disable watchdog as win32 default */
271     #define WATCHDOG
272     #endif
273    
274    
275     /* Enable the new material code - it needs some work. You can
276     * enable this, and things will work, just you'll see a whole
277     * bunch more materials show up, and thus a whole bunch more materials
278     * in your inventory, and the sorting for them isn't really good.
279     */
280    
281     /*
282     #define NEW_MATERIAL_CODE
283     */
284    
285     /***********************************************************************
286     * SECTION 2 - Machine/Compiler specific stuff.
287     *
288     * Short list of items:
289     * COMPRESS_SUFFIX - selection of compression programs
290     * O_NDELAY - If you don't have O_NDELAY, uncomment it.
291     *
292     ***********************************************************************/
293    
294     /*
295     * If you compress your files to save space, set the COMPRESS_SUFFIX below
296     * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
297     * should already find the program to use. If you set the suffix to
298     * something that autoconf did not find, you are likely to have serious
299     * problems, so make sure you have the appropriate compression tool installed
300     * before you set this. You can look at the autoconf.h file to see
301     * what compression tools it found (search for COMPRESS).
302     * Note that this is used when saving files. Crossfire will search all
303     * methods when loading a file to see if it finds a match
304     */
305    
306     #ifndef COMPRESS_SUFFIX
307     /* #define COMPRESS_SUFFIX ".Z" */
308     #endif
309    
310     /* If you get a complaint about O_NDELAY not being known/undefined, try
311     * uncommenting this.
312     * This may cause problems - O_NONBLOCK will return -1 on blocking writes
313     * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
314     * can be written - otherwise, the number of bytes written will be returned
315     * for both modes.
316     */
317    
318     /*
319     #define O_NDELAY O_NONBLOCK
320     */
321    
322    
323     /***********************************************************************
324     * Section 3
325     *
326     * General file and other defaults that don't need to be changed, and
327     * do not change gameplay as percieved by players much. Some options
328     * may affect memory consumption however.
329     *
330     * Values:
331     *
332     * BANFILE - ban certain users/hosts.
333     * CSPORT - port to use for new client/server
334     * DMFILE - file with dm/wizard access lists
335     * LOGFILE - where to log if using -daemon option
336     * MAP_ - various map timeout and swapping parameters
337     * MAX_OBJECTS - how many objects to keep in memory.
338     * MAX_OBJECTS_LWM - only swap maps out if below that value
339     * MOTD - message of the day - printed each time someone joins the game
340     * PERM_FILE - limit play times
341     * SHUTDOWN - used when shutting down the server
342     * SOCKETBUFSIZE - size of buffer used internally by the server for storing
343     * backlogged messages.
344     * TMPDIR - directory to use for temp files
345     * UNIQUE_DIR - directory to put unique item files into
346     * USE_CALLOC for some memory requests
347     ***********************************************************************
348     */
349    
350     /*
351     * BANFILE - file used to ban certain sites from playing. See the example
352     * ban_file for examples.
353     */
354    
355     #ifndef BANFILE
356     #define BANFILE "ban_file"
357     #endif
358    
359     /* CSPORT is the port used for the new client/server code. Change
360     * if desired. Only of relevance if ERIC_SERVER is set above
361     */
362    
363     #define CSPORT 13327 /* old port + 1 */
364    
365    
366     /*
367     * DMFILE
368     * A file containing valid names that can be dm, one on each line. See
369     * example dm_file for syntax help.
370     */
371    
372     #ifndef DMFILE
373     #define DMFILE "dm_file"
374     #endif
375    
376    
377     /* LOGFILE specifies which file to log to when playing with the
378     * -daemon option.
379     */
380    
381     #ifndef LOGFILE
382     #ifdef WIN32 /* change define path */
383     #define LOGFILE "var\\crossfire.log"
384     #else
385     #define LOGFILE "/var/log/crossfire/logfile"
386     #endif
387     #endif
388    
389     /*
390     * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
391     * after a player has left it. If it is set to 0, maps are
392     * swapped out the instant the last player leaves it.
393     * If you are low on memory, you should set this to 0.
394     * Note that depending on the map timeout variable, the number of
395     * objects can get quite high. This is because depending on the maps,
396     * a player could be having the objects of several maps in memory
397     * (the map he is in right now, and the ones he left recently.)
398     * Each map has it's own TIMEOUT value and value field and it is
399     * defaulted to 300
400     *
401     * Having a nonzero value can be useful: If a player leaves a map (and thus
402     * is on a new map), and realizes they want to go back pretty quickly, the
403     * old map is still in memory, so don't need to go disk and get it.
404     *
405     * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
406     * to swap out in less than that many ticks, we use the MINTIMEOUT value
407     * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
408     * maps.
409     */
410    
411     /* How many ticks till maps are swapped out */
412     #define MAP_MAXTIMEOUT 1000
413     /* At least that many ticks before swapout */
414     #define MAP_MINTIMEOUT 500
415    
416     /*
417     * MAP_MAXRESET is the maximum time a map can have before being reset. It
418     * will override the time value set in the map, if that time is longer than
419     * MAP_MAXRESET. This value is in seconds. If you are low on space on the
420     * TMPDIR device, set this value to somethign small. The default
421     * value in the map object is MAP_DEFAULTRESET (given in seconds.)
422     * I personally like 1 hour myself, for solo play. It is long enough that
423     * maps won't be resetting as a solve a quest, but short enough that some
424     * maps (like shops and inns) will be reset during the time I play.
425     * Comment out MAP_MAXRESET time if you always want to use the value
426     * in the map archetype.
427     */
428    
429     /* Maximum time to reset. */
430     #define MAP_MAXRESET 7200
431     /* Default time to reset. */
432     #define MAP_DEFAULTRESET 7200
433    
434     /*
435     * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
436     * will look for maps which are already scheldued for swapping, and
437     * promptly swap them out before new maps are being loaded.
438     * If playing only by yourself, this number can probably be as low as
439     * 3000. If in server mode, probably figure about 1000-2000 objects per
440     * active player (if they typically play on different maps), for some guess
441     * on how many to define. If it is too low, maps just get swapped out
442     * immediately, causing a performance hit. If it is too high, the program
443     * consumes more memory. If you have gobs of free memory, a high number
444     * might not be a bad idea. Each object is around 350 bytes right now.
445     * 25000 is about 8.5 MB
446     */
447    
448     #define MAX_OBJECTS 100000
449    
450     /*
451     * Max objects low water mark (lwm). If defined, the map swapping strategy
452     * is a bit different:
453     * 1) We only start swapping maps if the number of objects in use is
454     * greater than MAX_OBJECTS above.
455     * 2) We keep swapping maps until there are no more maps to swap or the number
456     * of used objects drop below this low water mark value.
457     *
458     * If this is not defined, maps are swapped out on the timeout value above,
459     * or if the number of objects used is greater than MAX_OBJECTS above.
460     *
461     * Note: While this will prevent the pauses noticed when saving maps, there
462     * can instead be cpu performance penalties - any objects in memory get
463     * processed. So if there are 4000 objects in memory, and 1000 of them
464     * are living objects, the system will process all 1000 objects each tick.
465     * With swapping enable, maybe 600 of the objects would have gotten swapped
466     * out. This is less likely a problem with a smaller number of MAX_OBJECTS
467     * than if it is very large.
468     * Also, the pauses you do get can be worse, as if you enter a map with
469     * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
470     * many maps to get below the low water mark.
471     */
472    
473     /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
474    
475     /*
476     * Turning on MEMORY_DEBUG slows down execution, but makes it easier
477     * to find memory corruption and leaks. Currently, the main thing
478     * that happens with this activated is that one malloc is done for
479     * each object - thus whatever debugging mechanism the malloc library
480     * (or other debugging tool provides, like purify), it can track this
481     * individual malloc. Default behaviour when turned off is that
482     * enough memory is malloced for a large group of objects so malloc does
483     * not need to be called as often.
484     * This should only be turned on if some form of memory debugging tool
485     * is being used - otherwise, turning this on will cause some performance
486     * hit with no useful advantage.
487     */
488    
489     /*#define MEMORY_DEBUG*/
490    
491    
492     /*
493     * If you want to have a Message Of The Day file, define MOTD to be
494     * the file with the message. If the file doesn't exist or if it
495     * is empty, no message will be displayed.
496     * (It resides in the CONFDIR directory)
497     */
498    
499     #define MOTD "motd"
500    
501     /*
502     * You can restrict playing in certain times by creating a PERMIT_FILE
503     * in CONFDIR. See the sample for usage notes.
504     */
505    
506     #define PERM_FILE "forbid"
507    
508     /*
509     * If you want to take the game down while installing new versions, or
510     * for other reasons, put a message into the SHUTDOWN_FILE file.
511     * Remember to delete it when you open the game again.
512     * (It resides in the CONFDIR directory)
513     */
514    
515     #ifndef SHUTDOWN_FILE
516     #define SHUTDOWN_FILE "shutdown"
517     #endif
518    
519    
520     /*
521     * SOCKETBUFSIZE is the size of the buffer used internally by the server for
522     * storing backlogged messages for the client. This is not operating system
523     * buffers or the like. This amount is used per connection (client).
524     * This buffer is in addition to OS buffers, so it may not need to be very
525     * large. When the OS buffer and this buffer is exhausted, the server
526     * will drop the client connection for falling too far behind. So if
527     * you have very slow client connections, a larger value may be
528     * warranted.
529     */
530    
531     #define SOCKETBUFSIZE 128*1024
532    
533     /*
534     * Your tmp-directory should be large enough to hold the uncompressed
535     * map-files for all who are playing.
536     * It ought to be locally mounted, since the function used to generate
537     * unique temporary filenames isn't guaranteed to work over NFS or AFS
538     * On the other hand, if you know that only one crossfire server will be
539     * running using this temporary directory, it is likely to be safe to use
540     * something that is NFS mounted (but performance may suffer as NFS is
541     * slower than local disk)
542     */
543    
544     /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
545     #ifdef WIN32 /* change define path tmp */
546     #define TMPDIR "tmp"
547     #else
548     #define TMPDIR "/tmp"
549     #endif
550    
551    
552     /* Directory to use for unique items. This is placed into the 'lib'
553     * directory. Changing this will cause any old unique items file
554     * not to be used.
555     */
556     #define UNIQUE_DIR "unique-items"
557    
558     /*
559     * If undefined, malloc is always used.
560     * It looks like this can be oboleted. However, it can be useful to
561     * track down some bugs, as it will make sure that the entire data structure
562     * is set to 0, at the expense of speed.
563     * Rupert Goldie has run Purify against the code, and if this is disabled,
564     * apparantly there are a lot of uninitialized memory reads - I haven't
565     * seen any problem (maybe the memory reads are copies, and the destination
566     * doesn't actually use the garbage values either?), but the impact on speed
567     * of using this probably isn't great, and should make things more stable.
568     * Msw 8-9-97
569     */
570     #define USE_CALLOC
571    
572    
573     /*
574     * These define the players starting map and location on that map, and where
575     * emergency saves are defined. This should be left as is unless you make
576     * major changes to the map.
577     */
578    
579     #ifdef WIN32 /* change define path city */
580    
581     # define EMERGENCY_MAPPATH "\\city\\city"
582     # define EMERGENCY_X 15
583     # define EMERGENCY_Y 19
584     #else
585     # define EMERGENCY_MAPPATH "/city/city"
586     # define EMERGENCY_X 15
587     # define EMERGENCY_Y 19
588     #endif
589    
590    
591     /*
592     * These defines tells where, relative to LIBDIR, the maps, the map-index,
593     * archetypes highscore and treaures files and directories can be found.
594     */
595    
596     #define MAPDIR "maps"
597     #define TEMPLATE_DIR "template-maps"
598     #define ARCHETYPES "archetypes"
599     #define REGIONS "regions"
600     #define HIGHSCORE "highscore"
601     #define TREASURES "treasures"
602     #define BANISHFILE "banish_file"
603    
604     #define MAX_ERRORS 25 /* Bail out if more are received during tick */
605     #define STARTMAX 500 /* How big array of objects to start with */
606     #define OBJ_EXPAND 100 /* How big steps to use when expanding array */
607    
608     #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
609    
610     #define ARCHTABLE 5003 /* Used when hashing archetypes */
611     #define MAXSTRING 20
612    
613     #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
614    
615    
616    
617     /***********************************************************************
618     * Section 4 - save player options.
619     *
620     * There are a lot of things that deal with the save files, and what
621     * gets saved with them, so I put them in there own section.
622     *
623     ***********************************************************************/
624    
625     /*
626     * If you want the players to be able to save their characters between
627     * games, define SAVE_PLAYER and set PLAYERDIR to the directories
628     * where the player-files will be put.
629     * Remember to create the directory (make install will do that though).
630     *
631     * If you intend to run a central server, and not allow the players to
632     * start their own crossfire, you won't need to define this.
633     *
634     */
635    
636     #ifndef PLAYERDIR
637     #define PLAYERDIR "players"
638     #endif
639    
640     /*
641     * If you have defined SAVE_PLAYER, you might want to change this, too.
642     * This is the access rights for the players savefiles.
643     * Given that crossfire runs in a client/server model, there should
644     * be no issue setting these to be quite restrictive (600 and 700).
645     * Before client/server, multiple people might run the executable,
646     * thus requiring that the server be setuid/setgid, and more generous
647     * permisisons needed.
648     * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
649     * for nay directories created.
650     */
651     #define SAVE_MODE 0660
652     #define SAVE_DIR_MODE 0770
653    
654     /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
655     * needs to be selected. You can set both, and things will work fine,
656     * however, it just means that a lot more saving will be done, which
657     * can slow things down some.
658     */
659    
660     /* How often (in seconds) the player is saved if he drops things. If it is
661     * set to 0, the player will be saved for every item he drops. Otherwise,
662     * if the player drops and item, and the last time he was saved
663     * due to item drop is longer
664     * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
665     * environment, you may want to set this to a higher value, so that
666     * you are not spending too much time saving the characters.
667     * This option should now work (Crossfire 0.90.5)
668     */
669    
670 root 1.2 #define SAVE_INTERVAL 60
671 root 1.1
672     /*
673     * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
674     * 5000 with MAX_TIME set at 120,000 means that the player will be
675     * saved every 10 minutes. Some effort should probably be made to
676     * spread out these saves, but that might be more effort than it is
677     * worth (Depending on the spacing, if enough players log on, the spacing
678     * may not be large enough to save all of them.) As it is now, it will
679     * just set the base tick of when they log on, which should keep the
680     * saves pretty well spread out (in a fairly random fashion.)
681     */
682    
683 root 1.2 #define AUTOSAVE 500
684 root 1.1
685     /* Often, emergency save fails because the memory corruption that caused
686     * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
687     * to disable emergency saves. This actually does
688     * prevent emergency saves now (Version 0.90.5).
689     */
690    
691     #define NO_EMERGENCY_SAVE
692    
693     /* By selecting the following, whenever a player does a backup save (with
694     * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
695     * information that is specified later). IF this is not set, the player
696     * will be saved at his present location.
697     */
698    
699     /*#define BACKUP_SAVE_AT_HOME*/
700    
701     /* RESET_LOCATION_TIME is the number of seconds that must elapse before
702     * we fill return the player to his savebed location. If this is zero,
703     * this feature is disabled (player will resume where ever he was
704     * when he last logged off). If this is set to less than two hours,
705     * it will prevent players from camping out in treasure rooms.
706     * Do not comment this out - it must be set to something - if you
707     * comment this out, the program will not compile.
708     *
709     * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player
710     * where appear under what conditions is a little complicated depending
711     * on how the player exited the game. But if the elapsed time is greater than
712     * the value below, player will always get returned to savebed location
713     * location.
714     *
715     * Set to one hour as default
716     */
717    
718     #define RESET_LOCATION_TIME 3600
719