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/cvs/deliantra/server/include/config.h
Revision: 1.28
Committed: Fri Dec 22 16:34:00 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.27: +0 -16 lines
Log Message:
- preliminary check in, stuff is rudimentarily working
- moved most of the player creation process into a perl coroutine
- changed internal design of player management to not reuse
  and morph the object in funny ways. should be safer and much
  nicer to handle.
- got rid of some annoying hacks, such as clear()
  (TODO: get rid of player_pod and other stuff now unnecessary?)

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 root 1.26 The authors can be reached via e-mail at crossfire@schmorp.de
22 root 1.1 */
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     *
72     ***********************************************************************/
73    
74 root 1.3 /* Use a very easy, non-challenging server?
75     * Defining the COZY_SERVER will make the server much less challenging:
76 root 1.4 * no stats loss on death, much less experience loss, and party members
77     * are treated by pet monsters as the owner itself when moving "through" them.
78 root 1.3 */
79     #define COZY_SERVER 1
80    
81 root 1.11 /*
82     * Make it impossible to pk outside the arena.
83     */
84     #define PROHIBIT_PLAYERKILL 1
85    
86 root 1.1 /* Use balanced stat loss code?
87     * This code is a little more merciful with repeated stat loss at lower
88     * levels. Basically, the more stats you have lost, the less likely that
89     * you will lose more. Additionally, lower level characters are shown
90     * a lot more mercy (there are caps on how much of a stat you can lose too).
91     * On the nasty side, if you are higher level, you can lose mutiple stats
92     * _at_once_ and are shown less mercy when you die. But when you're higher
93     * level, it is much easier to buy back your stats with potions.
94     * Turn this on if you want death-based stat loss to be more merciful
95     * at low levels and more cruel at high levels.
96     * Only works when stats are depleted rather than lost. This option has
97     * no effect if you are using genuine stat loss.
98     *
99     * The BALSL_.. values control this behaviour.
100     * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose.
101     * the character level is divided by that value, and that is how many
102     * stats are lost.
103     *
104     * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
105     * basically, level/max_loss_ratio is the most a stat can be depleted.
106     *
107     * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
108     * The chance not to lose a stat is
109     * depleteness^2 / (depletedness^2+ level/ratio).
110     * ie, if the stats current depleted value is 2 and the character is level
111     * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the
112     * level, the more likely it is a stat can get really depleted, but
113     * this gets more offset as the stat gets more depleted.
114     *
115     */
116     /* GD */
117    
118 root 1.2 #define BALSL_LOSS_CHANCE_RATIO 100
119     #define BALSL_NUMBER_LOSSES_RATIO 100
120     #define BALSL_MAX_LOSS_RATIO 100
121 root 1.1
122    
123     /* Don't edit these values. They are configured in lib/settings. These are
124     Simply the defaults. */
125    
126     #define BALANCED_STAT_LOSS FALSE
127 elmex 1.9 #define PERMANENT_EXPERIENCE_RATIO 25
128     #define DEATH_PENALTY_RATIO 20
129     #define DEATH_PENALTY_LEVEL 3
130 root 1.1 #define SET_TITLE TRUE
131     #define SIMPLE_EXP TRUE
132     #define SPELLPOINT_LEVEL_DEPEND TRUE
133     #define SPELL_ENCUMBRANCE TRUE
134     #define SPELL_FAILURE_EFFECTS FALSE
135     #define REAL_WIZ TRUE
136     #define RESURRECTION FALSE
137     #define SEARCH_ITEMS TRUE
138     #define NOT_PERMADETH TRUE
139     #define EXPLORE_MODE FALSE
140     #define STAT_LOSS_ON_DEATH FALSE
141     #define PK_LUCK_PENALTY 1
142     #define CASTING_TIME FALSE
143     #define SET_FRIENDLY_FIRE 5
144     #define ARMOR_MAX_ENCHANT 5
145     #define ARMOR_WEIGHT_REDUCTION 10
146     #define ARMOR_WEIGHT_LINEAR TRUE
147     #define ARMOR_SPEED_IMPROVEMENT 10
148     #define ARMOR_SPEED_LINEAR TRUE
149 pippijn 1.16 #define CREATE_HOME_PORTALS FALSE
150 root 1.1
151     /* you can edit the ones below */
152    
153    
154     /* CS_LOGSTATS will cause the server to log various usage stats
155     * (number of connections, amount of data sent, amount of data received,
156     * and so on.) This can be very useful if you are trying to measure
157     * server/bandwidth usage. It will periodially dump out information
158     * which contains usage stats for the last X amount of time.
159     * CS_LOGTIME is how often it will print out stats.
160     */
161     #define CS_LOGSTATS
162     #define CS_LOGTIME 600
163    
164     /* DEBUG generates copious amounts of output. I tend to change the CC options
165     * in the crosssite.def file if I want this. By default, you probably
166     * dont want this defined.
167     */
168     #ifndef DEBUG
169     #define DEBUG
170     #endif
171     /*
172     * This option creates more core files. In some areas, there are certain
173     * checks done to try and make the program more stable (ie, check
174     * parameter for null, return if it is). These checks are being done
175     * for things that should not happen (ie, being supplied a null parameter).
176     * What MANY_CORES does, is if one of these checks is true, it will
177     * dump core at that time, allowing for fairly easy tracking down of the
178     * problem. Better to fix problems than create thousands of checks.
179     */
180    
181     #define MANY_CORES
182    
183     /*
184     * This determines the maximum map size the client can request (and
185     * thus what the server will send to the client.
186     * Client can still request a smaller map size (for bandwidth reasons
187     * or display size of whatever else).
188     * The larger this number, the more cpu time and memory the server will
189     * need to spend to figure this out in addition to bandwidth needs.
190     * The server cpu time should be pretty trivial.
191     * There may be reasons to keep it smaller for the 'classic' crossfire
192     * experience which was 11x11. Big maps will likely make the same at
193     * least somewhat easier, but client will need to worry about lag
194     * more.
195     * I put support in for non square map updates in the define, but
196     * there very well might be things that break horribly if this is
197     * used. I figure it is easier to fix that if needed than go back
198     * at the future and have to redo a lot of stuff to support rectangular
199     * maps at that point.
200     *
201     * MSW 2001-05-28
202     */
203    
204 root 1.14 #define MAP_CLIENT_X 31
205     #define MAP_CLIENT_Y 31
206 root 1.1
207     /*
208     * If you feel the game is too fast or too slow, change MAX_TIME.
209     * You can experiment with the 'speed <new_max_time> command first.
210     * The length of a tick is MAX_TIME microseconds. During a tick,
211     * players, monsters, or items with speed 1 can do one thing.
212     */
213    
214     #define MAX_TIME 120000
215    
216     /* Polymorph as it currently stands is unbalancing, so by default
217     * we have it disabled. It can be enabled and it works, but
218     * it can be abused in various ways.
219     */
220     #define NO_POLYMORPH
221    
222    
223     /* This determine how many entries are stored in the kill log. You
224     * can see this information with the 'party kills' command. More entries
225     * mean slower performance and more memory. IF this is not defined, then
226     * this feature is disabled.
227     */
228     #define PARTY_KILL_LOG 20
229    
230 elmex 1.9 /*
231     * The PERM_EXP values adjust the behaviour of permenent experience. - if
232     * the setting permanent_experience_percentage is zero, these values have
233     * no meaning. The value in the settings file is the percentage of the
234     * experience that is permenent, the rest could be lost on death. When dying,
235     * the greatest amount of non-permenent exp it is possible to lose at one time
236     * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
237     * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
238     * experience goes to the permanent value. This does not detract from total
239     * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
240     * 10 to the permanent value).
241 root 1.1 *
242     * A few thoughts on these default value (by MSW)
243     * gain ratio is pretty much meaningless until exp has been lost, as until
244 elmex 1.9 * that poin, the value in the settings file will be used.
245 root 1.1 * It is also impossible for the exp to actually be reduced to the permanent
246     * exp ratio - since the loss ratio is .5, it will just get closer and
247     * closer. However, after about half a dozen hits, pretty much all the
248     * exp that can be lost has been lost, and after that, only minor loss
249     * will occur.
250     */
251     /* GD */
252    
253     #define PERM_EXP_GAIN_RATIO 0.10f
254     #define PERM_EXP_MAX_LOSS_RATIO 0.50f
255    
256     /* Enable the new material code - it needs some work. You can
257     * enable this, and things will work, just you'll see a whole
258     * bunch more materials show up, and thus a whole bunch more materials
259     * in your inventory, and the sorting for them isn't really good.
260     */
261    
262     /*
263     #define NEW_MATERIAL_CODE
264     */
265    
266     /***********************************************************************
267     * SECTION 2 - Machine/Compiler specific stuff.
268     *
269     * Short list of items:
270     * COMPRESS_SUFFIX - selection of compression programs
271     * O_NDELAY - If you don't have O_NDELAY, uncomment it.
272     *
273     ***********************************************************************/
274    
275     /*
276     * If you compress your files to save space, set the COMPRESS_SUFFIX below
277     * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
278     * should already find the program to use. If you set the suffix to
279     * something that autoconf did not find, you are likely to have serious
280     * problems, so make sure you have the appropriate compression tool installed
281     * before you set this. You can look at the autoconf.h file to see
282     * what compression tools it found (search for COMPRESS).
283     * Note that this is used when saving files. Crossfire will search all
284     * methods when loading a file to see if it finds a match
285     */
286    
287     #ifndef COMPRESS_SUFFIX
288     /* #define COMPRESS_SUFFIX ".Z" */
289     #endif
290    
291     /* If you get a complaint about O_NDELAY not being known/undefined, try
292     * uncommenting this.
293     * This may cause problems - O_NONBLOCK will return -1 on blocking writes
294     * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
295     * can be written - otherwise, the number of bytes written will be returned
296     * for both modes.
297     */
298    
299     /*
300     #define O_NDELAY O_NONBLOCK
301     */
302    
303    
304     /***********************************************************************
305     * Section 3
306     *
307     * General file and other defaults that don't need to be changed, and
308     * do not change gameplay as percieved by players much. Some options
309     * may affect memory consumption however.
310     *
311     * Values:
312     *
313     * BANFILE - ban certain users/hosts.
314     * CSPORT - port to use for new client/server
315     * DMFILE - file with dm/wizard access lists
316     * LOGFILE - where to log if using -daemon option
317     * MAP_ - various map timeout and swapping parameters
318     * MAX_OBJECTS - how many objects to keep in memory.
319     * MAX_OBJECTS_LWM - only swap maps out if below that value
320     * MOTD - message of the day - printed each time someone joins the game
321     * PERM_FILE - limit play times
322     * SHUTDOWN - used when shutting down the server
323     * SOCKETBUFSIZE - size of buffer used internally by the server for storing
324     * backlogged messages.
325     * TMPDIR - directory to use for temp files
326     * UNIQUE_DIR - directory to put unique item files into
327     ***********************************************************************
328     */
329    
330     /*
331     * BANFILE - file used to ban certain sites from playing. See the example
332     * ban_file for examples.
333     */
334    
335     #ifndef BANFILE
336     #define BANFILE "ban_file"
337     #endif
338    
339     /* CSPORT is the port used for the new client/server code. Change
340     * if desired. Only of relevance if ERIC_SERVER is set above
341     */
342    
343     #define CSPORT 13327 /* old port + 1 */
344    
345    
346     /*
347     * DMFILE
348     * A file containing valid names that can be dm, one on each line. See
349     * example dm_file for syntax help.
350     */
351    
352     #ifndef DMFILE
353     #define DMFILE "dm_file"
354     #endif
355    
356    
357     /* LOGFILE specifies which file to log to when playing with the
358     * -daemon option.
359     */
360    
361     #ifndef LOGFILE
362     #define LOGFILE "/var/log/crossfire/logfile"
363     #endif
364    
365     /*
366     * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
367     * after a player has left it. If it is set to 0, maps are
368     * swapped out the instant the last player leaves it.
369     * If you are low on memory, you should set this to 0.
370     * Note that depending on the map timeout variable, the number of
371     * objects can get quite high. This is because depending on the maps,
372     * a player could be having the objects of several maps in memory
373     * (the map he is in right now, and the ones he left recently.)
374     * Each map has it's own TIMEOUT value and value field and it is
375     * defaulted to 300
376     *
377     * Having a nonzero value can be useful: If a player leaves a map (and thus
378     * is on a new map), and realizes they want to go back pretty quickly, the
379     * old map is still in memory, so don't need to go disk and get it.
380     *
381     * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
382     * to swap out in less than that many ticks, we use the MINTIMEOUT value
383     * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
384     * maps.
385     */
386    
387     /* How many ticks till maps are swapped out */
388 root 1.18 #define MAP_MAXTIMEOUT 300
389 root 1.1 /* At least that many ticks before swapout */
390 root 1.17 #define MAP_MINTIMEOUT 300
391 root 1.1
392     /*
393     * MAP_MAXRESET is the maximum time a map can have before being reset. It
394     * will override the time value set in the map, if that time is longer than
395     * MAP_MAXRESET. This value is in seconds. If you are low on space on the
396     * TMPDIR device, set this value to somethign small. The default
397     * value in the map object is MAP_DEFAULTRESET (given in seconds.)
398     * I personally like 1 hour myself, for solo play. It is long enough that
399     * maps won't be resetting as a solve a quest, but short enough that some
400     * maps (like shops and inns) will be reset during the time I play.
401     * Comment out MAP_MAXRESET time if you always want to use the value
402     * in the map archetype.
403     */
404    
405     /* Maximum time to reset. */
406     #define MAP_MAXRESET 7200
407     /* Default time to reset. */
408 root 1.18 #define MAP_DEFAULTRESET 3600
409 root 1.1
410     /*
411     * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
412     * will look for maps which are already scheldued for swapping, and
413     * promptly swap them out before new maps are being loaded.
414     * If playing only by yourself, this number can probably be as low as
415     * 3000. If in server mode, probably figure about 1000-2000 objects per
416     * active player (if they typically play on different maps), for some guess
417     * on how many to define. If it is too low, maps just get swapped out
418     * immediately, causing a performance hit. If it is too high, the program
419     * consumes more memory. If you have gobs of free memory, a high number
420     * might not be a bad idea. Each object is around 350 bytes right now.
421     * 25000 is about 8.5 MB
422     */
423    
424 root 1.18 #define MAX_OBJECTS 400000
425 root 1.1
426     /*
427     * Max objects low water mark (lwm). If defined, the map swapping strategy
428     * is a bit different:
429     * 1) We only start swapping maps if the number of objects in use is
430     * greater than MAX_OBJECTS above.
431     * 2) We keep swapping maps until there are no more maps to swap or the number
432     * of used objects drop below this low water mark value.
433     *
434     * If this is not defined, maps are swapped out on the timeout value above,
435     * or if the number of objects used is greater than MAX_OBJECTS above.
436     *
437     * Note: While this will prevent the pauses noticed when saving maps, there
438     * can instead be cpu performance penalties - any objects in memory get
439     * processed. So if there are 4000 objects in memory, and 1000 of them
440     * are living objects, the system will process all 1000 objects each tick.
441     * With swapping enable, maybe 600 of the objects would have gotten swapped
442     * out. This is less likely a problem with a smaller number of MAX_OBJECTS
443     * than if it is very large.
444     * Also, the pauses you do get can be worse, as if you enter a map with
445     * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
446     * many maps to get below the low water mark.
447     */
448    
449     /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
450    
451     /*
452     * Turning on MEMORY_DEBUG slows down execution, but makes it easier
453     * to find memory corruption and leaks. Currently, the main thing
454     * that happens with this activated is that one malloc is done for
455     * each object - thus whatever debugging mechanism the malloc library
456     * (or other debugging tool provides, like purify), it can track this
457     * individual malloc. Default behaviour when turned off is that
458     * enough memory is malloced for a large group of objects so malloc does
459     * not need to be called as often.
460     * This should only be turned on if some form of memory debugging tool
461     * is being used - otherwise, turning this on will cause some performance
462     * hit with no useful advantage.
463     */
464    
465     /*#define MEMORY_DEBUG*/
466    
467    
468     /*
469     * If you want to have a Message Of The Day file, define MOTD to be
470     * the file with the message. If the file doesn't exist or if it
471     * is empty, no message will be displayed.
472     * (It resides in the CONFDIR directory)
473     */
474    
475     #define MOTD "motd"
476    
477     /*
478     * You can restrict playing in certain times by creating a PERMIT_FILE
479     * in CONFDIR. See the sample for usage notes.
480     */
481    
482     #define PERM_FILE "forbid"
483    
484     /*
485     * If you want to take the game down while installing new versions, or
486     * for other reasons, put a message into the SHUTDOWN_FILE file.
487     * Remember to delete it when you open the game again.
488     * (It resides in the CONFDIR directory)
489     */
490    
491     #ifndef SHUTDOWN_FILE
492     #define SHUTDOWN_FILE "shutdown"
493     #endif
494    
495    
496     /*
497     * SOCKETBUFSIZE is the size of the buffer used internally by the server for
498     * storing backlogged messages for the client. This is not operating system
499     * buffers or the like. This amount is used per connection (client).
500     * This buffer is in addition to OS buffers, so it may not need to be very
501     * large. When the OS buffer and this buffer is exhausted, the server
502     * will drop the client connection for falling too far behind. So if
503     * you have very slow client connections, a larger value may be
504     * warranted.
505     */
506    
507 root 1.21 #define SOCKETBUFSIZE 256*1024
508 root 1.1
509     /*
510     * Your tmp-directory should be large enough to hold the uncompressed
511     * map-files for all who are playing.
512     * It ought to be locally mounted, since the function used to generate
513     * unique temporary filenames isn't guaranteed to work over NFS or AFS
514     * On the other hand, if you know that only one crossfire server will be
515     * running using this temporary directory, it is likely to be safe to use
516     * something that is NFS mounted (but performance may suffer as NFS is
517     * slower than local disk)
518     */
519    
520     /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
521     #define TMPDIR "/tmp"
522    
523    
524     /* Directory to use for unique items. This is placed into the 'lib'
525     * directory. Changing this will cause any old unique items file
526     * not to be used.
527     */
528     #define UNIQUE_DIR "unique-items"
529    
530     /*
531     * These define the players starting map and location on that map, and where
532     * emergency saves are defined. This should be left as is unless you make
533     * major changes to the map.
534     */
535    
536 pippijn 1.22 #define EMERGENCY_MAPPATH "/city/city"
537     #define EMERGENCY_X 15
538     #define EMERGENCY_Y 19
539 root 1.1
540    
541     /*
542     * These defines tells where, relative to LIBDIR, the maps, the map-index,
543     * archetypes highscore and treaures files and directories can be found.
544     */
545    
546     #define MAPDIR "maps"
547     #define TEMPLATE_DIR "template-maps"
548     #define ARCHETYPES "archetypes"
549     #define REGIONS "regions"
550     #define HIGHSCORE "highscore"
551     #define TREASURES "treasures"
552     #define BANISHFILE "banish_file"
553    
554     #define MAX_ERRORS 25 /* Bail out if more are received during tick */
555 root 1.19 #define OBJ_EXPAND 5000 /* How big steps to use when expanding array */
556 root 1.1
557     #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
558    
559 root 1.8 #define ARCHTABLE 16384 /* Arch hashtable size */
560 root 1.1 #define MAXSTRING 20
561    
562     #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
563    
564    
565    
566     /***********************************************************************
567     * Section 4 - save player options.
568     *
569     * There are a lot of things that deal with the save files, and what
570     * gets saved with them, so I put them in there own section.
571     *
572     ***********************************************************************/
573    
574     /*
575     * If you want the players to be able to save their characters between
576     * games, define SAVE_PLAYER and set PLAYERDIR to the directories
577     * where the player-files will be put.
578     * Remember to create the directory (make install will do that though).
579     *
580     * If you intend to run a central server, and not allow the players to
581     * start their own crossfire, you won't need to define this.
582     *
583     */
584    
585     #ifndef PLAYERDIR
586     #define PLAYERDIR "players"
587     #endif
588    
589     /*
590     * If you have defined SAVE_PLAYER, you might want to change this, too.
591     * This is the access rights for the players savefiles.
592     * Given that crossfire runs in a client/server model, there should
593     * be no issue setting these to be quite restrictive (600 and 700).
594     * Before client/server, multiple people might run the executable,
595     * thus requiring that the server be setuid/setgid, and more generous
596     * permisisons needed.
597     * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
598     * for nay directories created.
599     */
600 root 1.5 /* IMPORTANT: there is a race during saving, where the umask is being applied */
601 root 1.1 #define SAVE_MODE 0660
602     #define SAVE_DIR_MODE 0770
603    
604     /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
605     * needs to be selected. You can set both, and things will work fine,
606     * however, it just means that a lot more saving will be done, which
607     * can slow things down some.
608     */
609    
610     /* How often (in seconds) the player is saved if he drops things. If it is
611     * set to 0, the player will be saved for every item he drops. Otherwise,
612     * if the player drops and item, and the last time he was saved
613     * due to item drop is longer
614     * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
615     * environment, you may want to set this to a higher value, so that
616     * you are not spending too much time saving the characters.
617     * This option should now work (Crossfire 0.90.5)
618     */
619    
620 root 1.5 //#define SAVE_INTERVAL 60
621 root 1.1
622     /*
623     * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
624     * 5000 with MAX_TIME set at 120,000 means that the player will be
625     * saved every 10 minutes. Some effort should probably be made to
626     * spread out these saves, but that might be more effort than it is
627     * worth (Depending on the spacing, if enough players log on, the spacing
628     * may not be large enough to save all of them.) As it is now, it will
629     * just set the base tick of when they log on, which should keep the
630     * saves pretty well spread out (in a fairly random fashion.)
631     */
632    
633 root 1.17 #define AUTOSAVE 1000
634 root 1.1
635     /* RESET_LOCATION_TIME is the number of seconds that must elapse before
636 root 1.10 * we will return the player to his savebed location. If this is zero,
637 root 1.1 * this feature is disabled (player will resume where ever he was
638     * when he last logged off). If this is set to less than two hours,
639     * it will prevent players from camping out in treasure rooms.
640     * Do not comment this out - it must be set to something - if you
641     * comment this out, the program will not compile.
642     *
643     * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player
644     * where appear under what conditions is a little complicated depending
645     * on how the player exited the game. But if the elapsed time is greater than
646     * the value below, player will always get returned to savebed location
647     * location.
648     *
649     * Set to one hour as default
650     */
651    
652     #define RESET_LOCATION_TIME 3600
653