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/cvs/deliantra/server/include/config.h
Revision: 1.22
Committed: Mon Dec 11 19:46:46 2006 UTC (17 years, 6 months ago) by pippijn
Content type: text/plain
Branch: MAIN
Changes since 1.21: +3 -27 lines
Log Message:
removed #ifn?def WIN32 from all files

File Contents

# User Rev Content
1 root 1.1 /*
2     CrossFire, A Multiplayer game for X-windows
3    
4     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5     Copyright (C) 1992 Frank Tore Johansen
6    
7     This program is free software; you can redistribute it and/or modify
8     it under the terms of the GNU General Public License as published by
9     the Free Software Foundation; either version 2 of the License, or
10     (at your option) any later version.
11    
12     This program is distributed in the hope that it will be useful,
13     but WITHOUT ANY WARRANTY; without even the implied warranty of
14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15     GNU General Public License for more details.
16    
17     You should have received a copy of the GNU General Public License
18     along with this program; if not, write to the Free Software
19     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20    
21     The authors can be reached via e-mail at crossfire-devel@real-time.com
22     */
23    
24     /* This file contains various #defines that select various options.
25     * Some may not be desirable, and some just may not work.
26     *
27     * There are some options that are not selectable in this file which
28     * may not always be undesirable. An example would be certain
29     * treasures that you may not want to have available. To remove the
30     * activation code would make these items worthless - instead remove
31     * these from the treasure file. Some things to look for are:
32     *
33     * prepare_weapon, improve_*: Allow characters to enchant their own
34     * weapons
35     * ench_armour: Allow characters to enchant their armor.
36     *
37     * In theory, most of the values here should just be defaults, and
38     * everything here should just be selectable by different run time
39     * flags However, for some things, that would just be too messy.
40     */
41    
42     /* There are 4 main sections to this file-
43     * Section 1 is feature selection (enabling/disabling certain features)
44     *
45     * Section 2 is compiler/machine dependant section (stuff that just
46     * makes the program compile and run properly, but don't change the
47     * behavior)
48     *
49     * Section 3 is location of certain files and other defaults. Things in
50     * this section generally do not need to be changed, and generally do
51     * not alter the play as perceived by players. However, you may
52     * have your own values you want to set here.
53     *
54     * Section 4 deals with save file related options.
55     */
56    
57     /*******************************************************************
58     * SECTION 1 - FEATURES
59     *
60     * You don't have to change anything here to get a working program, but
61     * you may want to on personal preferance. Items are arranged
62     * alphabetically.
63     *
64     * Short list of features, and what to search for:
65     * CS_LOGSTATS - log various new client/server data.
66     * DEBUG - more verbose message logging?
67     * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive
68     * MAX_TIME - how long an internal tick is in microseconds
69     * MANY_CORES - generate core dumps on gross errors instead of continuing?
70     * PARTY_KILL_LOG - stores party kill information
71     * WATCHDOG - allows use of an external watchdog program
72     *
73     ***********************************************************************/
74    
75 root 1.3 /* Use a very easy, non-challenging server?
76     * Defining the COZY_SERVER will make the server much less challenging:
77 root 1.4 * no stats loss on death, much less experience loss, and party members
78     * are treated by pet monsters as the owner itself when moving "through" them.
79 root 1.3 */
80     #define COZY_SERVER 1
81    
82 root 1.11 /*
83     * Make it impossible to pk outside the arena.
84     */
85     #define PROHIBIT_PLAYERKILL 1
86    
87 root 1.1 /* Use balanced stat loss code?
88     * This code is a little more merciful with repeated stat loss at lower
89     * levels. Basically, the more stats you have lost, the less likely that
90     * you will lose more. Additionally, lower level characters are shown
91     * a lot more mercy (there are caps on how much of a stat you can lose too).
92     * On the nasty side, if you are higher level, you can lose mutiple stats
93     * _at_once_ and are shown less mercy when you die. But when you're higher
94     * level, it is much easier to buy back your stats with potions.
95     * Turn this on if you want death-based stat loss to be more merciful
96     * at low levels and more cruel at high levels.
97     * Only works when stats are depleted rather than lost. This option has
98     * no effect if you are using genuine stat loss.
99     *
100     * The BALSL_.. values control this behaviour.
101     * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose.
102     * the character level is divided by that value, and that is how many
103     * stats are lost.
104     *
105     * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
106     * basically, level/max_loss_ratio is the most a stat can be depleted.
107     *
108     * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
109     * The chance not to lose a stat is
110     * depleteness^2 / (depletedness^2+ level/ratio).
111     * ie, if the stats current depleted value is 2 and the character is level
112     * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the
113     * level, the more likely it is a stat can get really depleted, but
114     * this gets more offset as the stat gets more depleted.
115     *
116     */
117     /* GD */
118    
119 root 1.2 #define BALSL_LOSS_CHANCE_RATIO 100
120     #define BALSL_NUMBER_LOSSES_RATIO 100
121     #define BALSL_MAX_LOSS_RATIO 100
122 root 1.1
123    
124     /* Don't edit these values. They are configured in lib/settings. These are
125     Simply the defaults. */
126    
127     #define BALANCED_STAT_LOSS FALSE
128 elmex 1.9 #define PERMANENT_EXPERIENCE_RATIO 25
129     #define DEATH_PENALTY_RATIO 20
130     #define DEATH_PENALTY_LEVEL 3
131 root 1.1 #define SET_TITLE TRUE
132     #define SIMPLE_EXP TRUE
133     #define SPELLPOINT_LEVEL_DEPEND TRUE
134     #define SPELL_ENCUMBRANCE TRUE
135     #define SPELL_FAILURE_EFFECTS FALSE
136     #define REAL_WIZ TRUE
137     #define RECYCLE_TMP_MAPS FALSE
138     #define RESURRECTION FALSE
139     #define SEARCH_ITEMS TRUE
140     #define NOT_PERMADETH TRUE
141     #define EXPLORE_MODE FALSE
142     #define STAT_LOSS_ON_DEATH FALSE
143     #define PK_LUCK_PENALTY 1
144     #define CASTING_TIME FALSE
145     #define SET_FRIENDLY_FIRE 5
146     #define ARMOR_MAX_ENCHANT 5
147     #define ARMOR_WEIGHT_REDUCTION 10
148     #define ARMOR_WEIGHT_LINEAR TRUE
149     #define ARMOR_SPEED_IMPROVEMENT 10
150     #define ARMOR_SPEED_LINEAR TRUE
151 pippijn 1.16 #define CREATE_HOME_PORTALS FALSE
152 root 1.1
153     /* you can edit the ones below */
154    
155    
156     /* CS_LOGSTATS will cause the server to log various usage stats
157     * (number of connections, amount of data sent, amount of data received,
158     * and so on.) This can be very useful if you are trying to measure
159     * server/bandwidth usage. It will periodially dump out information
160     * which contains usage stats for the last X amount of time.
161     * CS_LOGTIME is how often it will print out stats.
162     */
163     #define CS_LOGSTATS
164     #define CS_LOGTIME 600
165    
166     /* DEBUG generates copious amounts of output. I tend to change the CC options
167     * in the crosssite.def file if I want this. By default, you probably
168     * dont want this defined.
169     */
170     #ifndef DEBUG
171     #define DEBUG
172     #endif
173     /*
174     * This option creates more core files. In some areas, there are certain
175     * checks done to try and make the program more stable (ie, check
176     * parameter for null, return if it is). These checks are being done
177     * for things that should not happen (ie, being supplied a null parameter).
178     * What MANY_CORES does, is if one of these checks is true, it will
179     * dump core at that time, allowing for fairly easy tracking down of the
180     * problem. Better to fix problems than create thousands of checks.
181     */
182    
183     #define MANY_CORES
184    
185     /*
186     * This determines the maximum map size the client can request (and
187     * thus what the server will send to the client.
188     * Client can still request a smaller map size (for bandwidth reasons
189     * or display size of whatever else).
190     * The larger this number, the more cpu time and memory the server will
191     * need to spend to figure this out in addition to bandwidth needs.
192     * The server cpu time should be pretty trivial.
193     * There may be reasons to keep it smaller for the 'classic' crossfire
194     * experience which was 11x11. Big maps will likely make the same at
195     * least somewhat easier, but client will need to worry about lag
196     * more.
197     * I put support in for non square map updates in the define, but
198     * there very well might be things that break horribly if this is
199     * used. I figure it is easier to fix that if needed than go back
200     * at the future and have to redo a lot of stuff to support rectangular
201     * maps at that point.
202     *
203     * MSW 2001-05-28
204     */
205    
206 root 1.14 #define MAP_CLIENT_X 31
207     #define MAP_CLIENT_Y 31
208 root 1.1
209     /*
210     * If you feel the game is too fast or too slow, change MAX_TIME.
211     * You can experiment with the 'speed <new_max_time> command first.
212     * The length of a tick is MAX_TIME microseconds. During a tick,
213     * players, monsters, or items with speed 1 can do one thing.
214     */
215    
216     #define MAX_TIME 120000
217    
218     /* Polymorph as it currently stands is unbalancing, so by default
219     * we have it disabled. It can be enabled and it works, but
220     * it can be abused in various ways.
221     */
222     #define NO_POLYMORPH
223    
224    
225     /* This determine how many entries are stored in the kill log. You
226     * can see this information with the 'party kills' command. More entries
227     * mean slower performance and more memory. IF this is not defined, then
228     * this feature is disabled.
229     */
230     #define PARTY_KILL_LOG 20
231    
232 elmex 1.9 /*
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 1.9 * 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     #define WATCHDOG
266    
267     /* Enable the new material code - it needs some work. You can
268     * enable this, and things will work, just you'll see a whole
269     * bunch more materials show up, and thus a whole bunch more materials
270     * in your inventory, and the sorting for them isn't really good.
271     */
272    
273     /*
274     #define NEW_MATERIAL_CODE
275     */
276    
277     /***********************************************************************
278     * SECTION 2 - Machine/Compiler specific stuff.
279     *
280     * Short list of items:
281     * COMPRESS_SUFFIX - selection of compression programs
282     * O_NDELAY - If you don't have O_NDELAY, uncomment it.
283     *
284     ***********************************************************************/
285    
286     /*
287     * If you compress your files to save space, set the COMPRESS_SUFFIX below
288     * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
289     * should already find the program to use. If you set the suffix to
290     * something that autoconf did not find, you are likely to have serious
291     * problems, so make sure you have the appropriate compression tool installed
292     * before you set this. You can look at the autoconf.h file to see
293     * what compression tools it found (search for COMPRESS).
294     * Note that this is used when saving files. Crossfire will search all
295     * methods when loading a file to see if it finds a match
296     */
297    
298     #ifndef COMPRESS_SUFFIX
299     /* #define COMPRESS_SUFFIX ".Z" */
300     #endif
301    
302     /* If you get a complaint about O_NDELAY not being known/undefined, try
303     * uncommenting this.
304     * This may cause problems - O_NONBLOCK will return -1 on blocking writes
305     * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
306     * can be written - otherwise, the number of bytes written will be returned
307     * for both modes.
308     */
309    
310     /*
311     #define O_NDELAY O_NONBLOCK
312     */
313    
314    
315     /***********************************************************************
316     * Section 3
317     *
318     * General file and other defaults that don't need to be changed, and
319     * do not change gameplay as percieved by players much. Some options
320     * may affect memory consumption however.
321     *
322     * Values:
323     *
324     * BANFILE - ban certain users/hosts.
325     * CSPORT - port to use for new client/server
326     * DMFILE - file with dm/wizard access lists
327     * LOGFILE - where to log if using -daemon option
328     * MAP_ - various map timeout and swapping parameters
329     * MAX_OBJECTS - how many objects to keep in memory.
330     * MAX_OBJECTS_LWM - only swap maps out if below that value
331     * MOTD - message of the day - printed each time someone joins the game
332     * PERM_FILE - limit play times
333     * SHUTDOWN - used when shutting down the server
334     * SOCKETBUFSIZE - size of buffer used internally by the server for storing
335     * backlogged messages.
336     * TMPDIR - directory to use for temp files
337     * UNIQUE_DIR - directory to put unique item files into
338     * USE_CALLOC for some memory requests
339     ***********************************************************************
340     */
341    
342     /*
343     * BANFILE - file used to ban certain sites from playing. See the example
344     * ban_file for examples.
345     */
346    
347     #ifndef BANFILE
348     #define BANFILE "ban_file"
349     #endif
350    
351     /* CSPORT is the port used for the new client/server code. Change
352     * if desired. Only of relevance if ERIC_SERVER is set above
353     */
354    
355     #define CSPORT 13327 /* old port + 1 */
356    
357    
358     /*
359     * DMFILE
360     * A file containing valid names that can be dm, one on each line. See
361     * example dm_file for syntax help.
362     */
363    
364     #ifndef DMFILE
365     #define DMFILE "dm_file"
366     #endif
367    
368    
369     /* LOGFILE specifies which file to log to when playing with the
370     * -daemon option.
371     */
372    
373     #ifndef LOGFILE
374     #define LOGFILE "/var/log/crossfire/logfile"
375     #endif
376    
377     /*
378     * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
379     * after a player has left it. If it is set to 0, maps are
380     * swapped out the instant the last player leaves it.
381     * If you are low on memory, you should set this to 0.
382     * Note that depending on the map timeout variable, the number of
383     * objects can get quite high. This is because depending on the maps,
384     * a player could be having the objects of several maps in memory
385     * (the map he is in right now, and the ones he left recently.)
386     * Each map has it's own TIMEOUT value and value field and it is
387     * defaulted to 300
388     *
389     * Having a nonzero value can be useful: If a player leaves a map (and thus
390     * is on a new map), and realizes they want to go back pretty quickly, the
391     * old map is still in memory, so don't need to go disk and get it.
392     *
393     * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
394     * to swap out in less than that many ticks, we use the MINTIMEOUT value
395     * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
396     * maps.
397     */
398    
399     /* How many ticks till maps are swapped out */
400 root 1.18 #define MAP_MAXTIMEOUT 300
401 root 1.1 /* At least that many ticks before swapout */
402 root 1.17 #define MAP_MINTIMEOUT 300
403 root 1.1
404     /*
405     * MAP_MAXRESET is the maximum time a map can have before being reset. It
406     * will override the time value set in the map, if that time is longer than
407     * MAP_MAXRESET. This value is in seconds. If you are low on space on the
408     * TMPDIR device, set this value to somethign small. The default
409     * value in the map object is MAP_DEFAULTRESET (given in seconds.)
410     * I personally like 1 hour myself, for solo play. It is long enough that
411     * maps won't be resetting as a solve a quest, but short enough that some
412     * maps (like shops and inns) will be reset during the time I play.
413     * Comment out MAP_MAXRESET time if you always want to use the value
414     * in the map archetype.
415     */
416    
417     /* Maximum time to reset. */
418     #define MAP_MAXRESET 7200
419     /* Default time to reset. */
420 root 1.18 #define MAP_DEFAULTRESET 3600
421 root 1.1
422     /*
423     * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
424     * will look for maps which are already scheldued for swapping, and
425     * promptly swap them out before new maps are being loaded.
426     * If playing only by yourself, this number can probably be as low as
427     * 3000. If in server mode, probably figure about 1000-2000 objects per
428     * active player (if they typically play on different maps), for some guess
429     * on how many to define. If it is too low, maps just get swapped out
430     * immediately, causing a performance hit. If it is too high, the program
431     * consumes more memory. If you have gobs of free memory, a high number
432     * might not be a bad idea. Each object is around 350 bytes right now.
433     * 25000 is about 8.5 MB
434     */
435    
436 root 1.18 #define MAX_OBJECTS 400000
437 root 1.1
438     /*
439     * Max objects low water mark (lwm). If defined, the map swapping strategy
440     * is a bit different:
441     * 1) We only start swapping maps if the number of objects in use is
442     * greater than MAX_OBJECTS above.
443     * 2) We keep swapping maps until there are no more maps to swap or the number
444     * of used objects drop below this low water mark value.
445     *
446     * If this is not defined, maps are swapped out on the timeout value above,
447     * or if the number of objects used is greater than MAX_OBJECTS above.
448     *
449     * Note: While this will prevent the pauses noticed when saving maps, there
450     * can instead be cpu performance penalties - any objects in memory get
451     * processed. So if there are 4000 objects in memory, and 1000 of them
452     * are living objects, the system will process all 1000 objects each tick.
453     * With swapping enable, maybe 600 of the objects would have gotten swapped
454     * out. This is less likely a problem with a smaller number of MAX_OBJECTS
455     * than if it is very large.
456     * Also, the pauses you do get can be worse, as if you enter a map with
457     * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
458     * many maps to get below the low water mark.
459     */
460    
461     /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
462    
463     /*
464     * Turning on MEMORY_DEBUG slows down execution, but makes it easier
465     * to find memory corruption and leaks. Currently, the main thing
466     * that happens with this activated is that one malloc is done for
467     * each object - thus whatever debugging mechanism the malloc library
468     * (or other debugging tool provides, like purify), it can track this
469     * individual malloc. Default behaviour when turned off is that
470     * enough memory is malloced for a large group of objects so malloc does
471     * not need to be called as often.
472     * This should only be turned on if some form of memory debugging tool
473     * is being used - otherwise, turning this on will cause some performance
474     * hit with no useful advantage.
475     */
476    
477     /*#define MEMORY_DEBUG*/
478    
479    
480     /*
481     * If you want to have a Message Of The Day file, define MOTD to be
482     * the file with the message. If the file doesn't exist or if it
483     * is empty, no message will be displayed.
484     * (It resides in the CONFDIR directory)
485     */
486    
487     #define MOTD "motd"
488    
489     /*
490     * You can restrict playing in certain times by creating a PERMIT_FILE
491     * in CONFDIR. See the sample for usage notes.
492     */
493    
494     #define PERM_FILE "forbid"
495    
496     /*
497     * If you want to take the game down while installing new versions, or
498     * for other reasons, put a message into the SHUTDOWN_FILE file.
499     * Remember to delete it when you open the game again.
500     * (It resides in the CONFDIR directory)
501     */
502    
503     #ifndef SHUTDOWN_FILE
504     #define SHUTDOWN_FILE "shutdown"
505     #endif
506    
507    
508     /*
509     * SOCKETBUFSIZE is the size of the buffer used internally by the server for
510     * storing backlogged messages for the client. This is not operating system
511     * buffers or the like. This amount is used per connection (client).
512     * This buffer is in addition to OS buffers, so it may not need to be very
513     * large. When the OS buffer and this buffer is exhausted, the server
514     * will drop the client connection for falling too far behind. So if
515     * you have very slow client connections, a larger value may be
516     * warranted.
517     */
518    
519 root 1.21 #define SOCKETBUFSIZE 256*1024
520 root 1.1
521     /*
522     * Your tmp-directory should be large enough to hold the uncompressed
523     * map-files for all who are playing.
524     * It ought to be locally mounted, since the function used to generate
525     * unique temporary filenames isn't guaranteed to work over NFS or AFS
526     * On the other hand, if you know that only one crossfire server will be
527     * running using this temporary directory, it is likely to be safe to use
528     * something that is NFS mounted (but performance may suffer as NFS is
529     * slower than local disk)
530     */
531    
532     /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
533     #define TMPDIR "/tmp"
534    
535    
536     /* Directory to use for unique items. This is placed into the 'lib'
537     * directory. Changing this will cause any old unique items file
538     * not to be used.
539     */
540     #define UNIQUE_DIR "unique-items"
541    
542     /*
543     * If undefined, malloc is always used.
544     * It looks like this can be oboleted. However, it can be useful to
545     * track down some bugs, as it will make sure that the entire data structure
546     * is set to 0, at the expense of speed.
547     * Rupert Goldie has run Purify against the code, and if this is disabled,
548     * apparantly there are a lot of uninitialized memory reads - I haven't
549     * seen any problem (maybe the memory reads are copies, and the destination
550     * doesn't actually use the garbage values either?), but the impact on speed
551     * of using this probably isn't great, and should make things more stable.
552     * Msw 8-9-97
553     */
554     #define USE_CALLOC
555    
556    
557     /*
558     * These define the players starting map and location on that map, and where
559     * emergency saves are defined. This should be left as is unless you make
560     * major changes to the map.
561     */
562    
563 pippijn 1.22 #define EMERGENCY_MAPPATH "/city/city"
564     #define EMERGENCY_X 15
565     #define EMERGENCY_Y 19
566 root 1.1
567    
568     /*
569     * These defines tells where, relative to LIBDIR, the maps, the map-index,
570     * archetypes highscore and treaures files and directories can be found.
571     */
572    
573     #define MAPDIR "maps"
574     #define TEMPLATE_DIR "template-maps"
575     #define ARCHETYPES "archetypes"
576     #define REGIONS "regions"
577     #define HIGHSCORE "highscore"
578     #define TREASURES "treasures"
579     #define BANISHFILE "banish_file"
580    
581     #define MAX_ERRORS 25 /* Bail out if more are received during tick */
582 root 1.19 #define OBJ_EXPAND 5000 /* How big steps to use when expanding array */
583 root 1.1
584     #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
585    
586 root 1.8 #define ARCHTABLE 16384 /* Arch hashtable size */
587 root 1.1 #define MAXSTRING 20
588    
589     #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
590    
591    
592    
593     /***********************************************************************
594     * Section 4 - save player options.
595     *
596     * There are a lot of things that deal with the save files, and what
597     * gets saved with them, so I put them in there own section.
598     *
599     ***********************************************************************/
600    
601     /*
602     * If you want the players to be able to save their characters between
603     * games, define SAVE_PLAYER and set PLAYERDIR to the directories
604     * where the player-files will be put.
605     * Remember to create the directory (make install will do that though).
606     *
607     * If you intend to run a central server, and not allow the players to
608     * start their own crossfire, you won't need to define this.
609     *
610     */
611    
612     #ifndef PLAYERDIR
613     #define PLAYERDIR "players"
614     #endif
615    
616     /*
617     * If you have defined SAVE_PLAYER, you might want to change this, too.
618     * This is the access rights for the players savefiles.
619     * Given that crossfire runs in a client/server model, there should
620     * be no issue setting these to be quite restrictive (600 and 700).
621     * Before client/server, multiple people might run the executable,
622     * thus requiring that the server be setuid/setgid, and more generous
623     * permisisons needed.
624     * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
625     * for nay directories created.
626     */
627 root 1.5 /* IMPORTANT: there is a race during saving, where the umask is being applied */
628 root 1.1 #define SAVE_MODE 0660
629     #define SAVE_DIR_MODE 0770
630    
631     /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
632     * needs to be selected. You can set both, and things will work fine,
633     * however, it just means that a lot more saving will be done, which
634     * can slow things down some.
635     */
636    
637     /* How often (in seconds) the player is saved if he drops things. If it is
638     * set to 0, the player will be saved for every item he drops. Otherwise,
639     * if the player drops and item, and the last time he was saved
640     * due to item drop is longer
641     * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
642     * environment, you may want to set this to a higher value, so that
643     * you are not spending too much time saving the characters.
644     * This option should now work (Crossfire 0.90.5)
645     */
646    
647 root 1.5 //#define SAVE_INTERVAL 60
648 root 1.1
649     /*
650     * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
651     * 5000 with MAX_TIME set at 120,000 means that the player will be
652     * saved every 10 minutes. Some effort should probably be made to
653     * spread out these saves, but that might be more effort than it is
654     * worth (Depending on the spacing, if enough players log on, the spacing
655     * may not be large enough to save all of them.) As it is now, it will
656     * just set the base tick of when they log on, which should keep the
657     * saves pretty well spread out (in a fairly random fashion.)
658     */
659    
660 root 1.17 #define AUTOSAVE 1000
661 root 1.1
662     /* Often, emergency save fails because the memory corruption that caused
663     * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
664     * to disable emergency saves. This actually does
665     * prevent emergency saves now (Version 0.90.5).
666     */
667    
668 root 1.6 #define NO_EMERGENCY_SAVE
669 root 1.1
670     /* By selecting the following, whenever a player does a backup save (with
671     * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
672     * information that is specified later). IF this is not set, the player
673     * will be saved at his present location.
674     */
675    
676     /*#define BACKUP_SAVE_AT_HOME*/
677    
678     /* RESET_LOCATION_TIME is the number of seconds that must elapse before
679 root 1.10 * we will return the player to his savebed location. If this is zero,
680 root 1.1 * this feature is disabled (player will resume where ever he was
681     * when he last logged off). If this is set to less than two hours,
682     * it will prevent players from camping out in treasure rooms.
683     * Do not comment this out - it must be set to something - if you
684     * comment this out, the program will not compile.
685     *
686     * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player
687     * where appear under what conditions is a little complicated depending
688     * on how the player exited the game. But if the elapsed time is greater than
689     * the value below, player will always get returned to savebed location
690     * location.
691     *
692     * Set to one hour as default
693     */
694    
695     #define RESET_LOCATION_TIME 3600
696