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/cvs/deliantra/server/include/config.h
Revision: 1.3
Committed: Thu Feb 9 02:11:26 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.2: +7 -1 lines
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# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_config_h =
3 root 1.3 * "$Id: config.h,v 1.2 2006/02/03 07:25:25 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 root 1.3 /* Use a very easy, non-challenging server?
81     * Defining the COZY_SERVER will make the server much less challenging:
82     * no stats loss on death, much less experience loss.
83     */
84     #define COZY_SERVER 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     #define USE_PERMANENT_EXPERIENCE FALSE
128     #define SET_TITLE TRUE
129     #define SIMPLE_EXP TRUE
130     #define SPELLPOINT_LEVEL_DEPEND TRUE
131     #define SPELL_ENCUMBRANCE TRUE
132     #define SPELL_FAILURE_EFFECTS FALSE
133     #define REAL_WIZ TRUE
134     #define RECYCLE_TMP_MAPS FALSE
135     #define RESURRECTION FALSE
136     #define SEARCH_ITEMS TRUE
137     #define NOT_PERMADETH TRUE
138     #define EXPLORE_MODE FALSE
139     #define STAT_LOSS_ON_DEATH FALSE
140     #define PK_LUCK_PENALTY 1
141     #define CASTING_TIME FALSE
142     #define SET_FRIENDLY_FIRE 5
143     #define ARMOR_MAX_ENCHANT 5
144     #define ARMOR_WEIGHT_REDUCTION 10
145     #define ARMOR_WEIGHT_LINEAR TRUE
146     #define ARMOR_SPEED_IMPROVEMENT 10
147     #define ARMOR_SPEED_LINEAR TRUE
148    
149     /* you can edit the ones below */
150    
151    
152     /* CS_LOGSTATS will cause the server to log various usage stats
153     * (number of connections, amount of data sent, amount of data received,
154     * and so on.) This can be very useful if you are trying to measure
155     * server/bandwidth usage. It will periodially dump out information
156     * which contains usage stats for the last X amount of time.
157     * CS_LOGTIME is how often it will print out stats.
158     */
159     #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
160     #define CS_LOGSTATS
161     #endif
162     #ifdef CS_LOGSTATS
163     #define CS_LOGTIME 600
164     #endif
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 WIN32 /* ***win32 we set the following stuff in the IDE */
171     #ifndef DEBUG
172     #define DEBUG
173     #endif
174     #endif
175     /*
176     * This option creates more core files. In some areas, there are certain
177     * checks done to try and make the program more stable (ie, check
178     * parameter for null, return if it is). These checks are being done
179     * for things that should not happen (ie, being supplied a null parameter).
180     * What MANY_CORES does, is if one of these checks is true, it will
181     * dump core at that time, allowing for fairly easy tracking down of the
182     * problem. Better to fix problems than create thousands of checks.
183     */
184    
185     #define MANY_CORES
186    
187     /*
188     * This determines the maximum map size the client can request (and
189     * thus what the server will send to the client.
190     * Client can still request a smaller map size (for bandwidth reasons
191     * or display size of whatever else).
192     * The larger this number, the more cpu time and memory the server will
193     * need to spend to figure this out in addition to bandwidth needs.
194     * The server cpu time should be pretty trivial.
195     * There may be reasons to keep it smaller for the 'classic' crossfire
196     * experience which was 11x11. Big maps will likely make the same at
197     * least somewhat easier, but client will need to worry about lag
198     * more.
199     * I put support in for non square map updates in the define, but
200     * there very well might be things that break horribly if this is
201     * used. I figure it is easier to fix that if needed than go back
202     * at the future and have to redo a lot of stuff to support rectangular
203     * maps at that point.
204     *
205     * MSW 2001-05-28
206     */
207    
208     #define MAP_CLIENT_X 25
209     #define MAP_CLIENT_Y 25
210    
211     /*
212     * If you feel the game is too fast or too slow, change MAX_TIME.
213     * You can experiment with the 'speed <new_max_time> command first.
214     * The length of a tick is MAX_TIME microseconds. During a tick,
215     * players, monsters, or items with speed 1 can do one thing.
216     */
217    
218     #define MAX_TIME 120000
219    
220     /* Polymorph as it currently stands is unbalancing, so by default
221     * we have it disabled. It can be enabled and it works, but
222     * it can be abused in various ways.
223     */
224     #define NO_POLYMORPH
225    
226    
227     /* This determine how many entries are stored in the kill log. You
228     * can see this information with the 'party kills' command. More entries
229     * mean slower performance and more memory. IF this is not defined, then
230     * this feature is disabled.
231     */
232     #define PARTY_KILL_LOG 20
233    
234     /* Use permanent experience code?
235     * This code allows players to build up a small amount of 'permanent
236     * experience' which reduces the effect of large experience drains, such as
237     * death. This makes multiple frequent deaths less devastating, and also
238     * ensures that any character will make some gradual progress even if they
239     * die all of the time.
240     * A nice option if your keep dying due to massive client/server lags despite
241     * playing well... or you like to swim well outside of your depth. :)
242     *
243     * The PERM_EXP values adjust the behaviour of this option - if
244     * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it
245     * is on, the minimum ratio is the minimum amount of permanent exp relative
246     * to the total exp in the skill (ie, at a default of .25, if you had 100
247     * experience, at least 25 of it would be permanent). The gain ratio
248     * is how much of experienced experience goes to the permanent value.
249     * This does not detract from total exp gain (ie, if you gained 100 exp,
250     * 100 would go to the skill total and 10 to the permanent value).
251     * the loss ratio is the maximum amount of experience that can be lost
252     * in any one hit - this is calculated as total exp - perm exp * loss ratio.
253     *
254     * A few thoughts on these default value (by MSW)
255     * gain ratio is pretty much meaningless until exp has been lost, as until
256     * that poin, the minimum ratio will be used.
257     * It is also impossible for the exp to actually be reduced to the permanent
258     * exp ratio - since the loss ratio is .5, it will just get closer and
259     * closer. However, after about half a dozen hits, pretty much all the
260     * exp that can be lost has been lost, and after that, only minor loss
261     * will occur.
262     */
263     /* GD */
264    
265     #define PERM_EXP_MINIMUM_RATIO 0.25f
266     #define PERM_EXP_GAIN_RATIO 0.10f
267     #define PERM_EXP_MAX_LOSS_RATIO 0.50f
268    
269     /*
270     * WATCHDOG lets sends datagrams to port 13325 on localhost
271     * in (more-or-less) regular intervals, so an external watchdog
272     * program can kill the server if it hangs (for whatever reason).
273     * It shouldn't hurt anyone if this is defined but you don't
274     * have an watchdog program.
275     */
276     #ifndef WIN32 /* ***win32 disable watchdog as win32 default */
277     #define WATCHDOG
278     #endif
279    
280    
281     /* Enable the new material code - it needs some work. You can
282     * enable this, and things will work, just you'll see a whole
283     * bunch more materials show up, and thus a whole bunch more materials
284     * in your inventory, and the sorting for them isn't really good.
285     */
286    
287     /*
288     #define NEW_MATERIAL_CODE
289     */
290    
291     /***********************************************************************
292     * SECTION 2 - Machine/Compiler specific stuff.
293     *
294     * Short list of items:
295     * COMPRESS_SUFFIX - selection of compression programs
296     * O_NDELAY - If you don't have O_NDELAY, uncomment it.
297     *
298     ***********************************************************************/
299    
300     /*
301     * If you compress your files to save space, set the COMPRESS_SUFFIX below
302     * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
303     * should already find the program to use. If you set the suffix to
304     * something that autoconf did not find, you are likely to have serious
305     * problems, so make sure you have the appropriate compression tool installed
306     * before you set this. You can look at the autoconf.h file to see
307     * what compression tools it found (search for COMPRESS).
308     * Note that this is used when saving files. Crossfire will search all
309     * methods when loading a file to see if it finds a match
310     */
311    
312     #ifndef COMPRESS_SUFFIX
313     /* #define COMPRESS_SUFFIX ".Z" */
314     #endif
315    
316     /* If you get a complaint about O_NDELAY not being known/undefined, try
317     * uncommenting this.
318     * This may cause problems - O_NONBLOCK will return -1 on blocking writes
319     * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
320     * can be written - otherwise, the number of bytes written will be returned
321     * for both modes.
322     */
323    
324     /*
325     #define O_NDELAY O_NONBLOCK
326     */
327    
328    
329     /***********************************************************************
330     * Section 3
331     *
332     * General file and other defaults that don't need to be changed, and
333     * do not change gameplay as percieved by players much. Some options
334     * may affect memory consumption however.
335     *
336     * Values:
337     *
338     * BANFILE - ban certain users/hosts.
339     * CSPORT - port to use for new client/server
340     * DMFILE - file with dm/wizard access lists
341     * LOGFILE - where to log if using -daemon option
342     * MAP_ - various map timeout and swapping parameters
343     * MAX_OBJECTS - how many objects to keep in memory.
344     * MAX_OBJECTS_LWM - only swap maps out if below that value
345     * MOTD - message of the day - printed each time someone joins the game
346     * PERM_FILE - limit play times
347     * SHUTDOWN - used when shutting down the server
348     * SOCKETBUFSIZE - size of buffer used internally by the server for storing
349     * backlogged messages.
350     * TMPDIR - directory to use for temp files
351     * UNIQUE_DIR - directory to put unique item files into
352     * USE_CALLOC for some memory requests
353     ***********************************************************************
354     */
355    
356     /*
357     * BANFILE - file used to ban certain sites from playing. See the example
358     * ban_file for examples.
359     */
360    
361     #ifndef BANFILE
362     #define BANFILE "ban_file"
363     #endif
364    
365     /* CSPORT is the port used for the new client/server code. Change
366     * if desired. Only of relevance if ERIC_SERVER is set above
367     */
368    
369     #define CSPORT 13327 /* old port + 1 */
370    
371    
372     /*
373     * DMFILE
374     * A file containing valid names that can be dm, one on each line. See
375     * example dm_file for syntax help.
376     */
377    
378     #ifndef DMFILE
379     #define DMFILE "dm_file"
380     #endif
381    
382    
383     /* LOGFILE specifies which file to log to when playing with the
384     * -daemon option.
385     */
386    
387     #ifndef LOGFILE
388     #ifdef WIN32 /* change define path */
389     #define LOGFILE "var\\crossfire.log"
390     #else
391     #define LOGFILE "/var/log/crossfire/logfile"
392     #endif
393     #endif
394    
395     /*
396     * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
397     * after a player has left it. If it is set to 0, maps are
398     * swapped out the instant the last player leaves it.
399     * If you are low on memory, you should set this to 0.
400     * Note that depending on the map timeout variable, the number of
401     * objects can get quite high. This is because depending on the maps,
402     * a player could be having the objects of several maps in memory
403     * (the map he is in right now, and the ones he left recently.)
404     * Each map has it's own TIMEOUT value and value field and it is
405     * defaulted to 300
406     *
407     * Having a nonzero value can be useful: If a player leaves a map (and thus
408     * is on a new map), and realizes they want to go back pretty quickly, the
409     * old map is still in memory, so don't need to go disk and get it.
410     *
411     * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
412     * to swap out in less than that many ticks, we use the MINTIMEOUT value
413     * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
414     * maps.
415     */
416    
417     /* How many ticks till maps are swapped out */
418     #define MAP_MAXTIMEOUT 1000
419     /* At least that many ticks before swapout */
420     #define MAP_MINTIMEOUT 500
421    
422     /*
423     * MAP_MAXRESET is the maximum time a map can have before being reset. It
424     * will override the time value set in the map, if that time is longer than
425     * MAP_MAXRESET. This value is in seconds. If you are low on space on the
426     * TMPDIR device, set this value to somethign small. The default
427     * value in the map object is MAP_DEFAULTRESET (given in seconds.)
428     * I personally like 1 hour myself, for solo play. It is long enough that
429     * maps won't be resetting as a solve a quest, but short enough that some
430     * maps (like shops and inns) will be reset during the time I play.
431     * Comment out MAP_MAXRESET time if you always want to use the value
432     * in the map archetype.
433     */
434    
435     /* Maximum time to reset. */
436     #define MAP_MAXRESET 7200
437     /* Default time to reset. */
438     #define MAP_DEFAULTRESET 7200
439    
440     /*
441     * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
442     * will look for maps which are already scheldued for swapping, and
443     * promptly swap them out before new maps are being loaded.
444     * If playing only by yourself, this number can probably be as low as
445     * 3000. If in server mode, probably figure about 1000-2000 objects per
446     * active player (if they typically play on different maps), for some guess
447     * on how many to define. If it is too low, maps just get swapped out
448     * immediately, causing a performance hit. If it is too high, the program
449     * consumes more memory. If you have gobs of free memory, a high number
450     * might not be a bad idea. Each object is around 350 bytes right now.
451     * 25000 is about 8.5 MB
452     */
453    
454     #define MAX_OBJECTS 100000
455    
456     /*
457     * Max objects low water mark (lwm). If defined, the map swapping strategy
458     * is a bit different:
459     * 1) We only start swapping maps if the number of objects in use is
460     * greater than MAX_OBJECTS above.
461     * 2) We keep swapping maps until there are no more maps to swap or the number
462     * of used objects drop below this low water mark value.
463     *
464     * If this is not defined, maps are swapped out on the timeout value above,
465     * or if the number of objects used is greater than MAX_OBJECTS above.
466     *
467     * Note: While this will prevent the pauses noticed when saving maps, there
468     * can instead be cpu performance penalties - any objects in memory get
469     * processed. So if there are 4000 objects in memory, and 1000 of them
470     * are living objects, the system will process all 1000 objects each tick.
471     * With swapping enable, maybe 600 of the objects would have gotten swapped
472     * out. This is less likely a problem with a smaller number of MAX_OBJECTS
473     * than if it is very large.
474     * Also, the pauses you do get can be worse, as if you enter a map with
475     * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
476     * many maps to get below the low water mark.
477     */
478    
479     /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
480    
481     /*
482     * Turning on MEMORY_DEBUG slows down execution, but makes it easier
483     * to find memory corruption and leaks. Currently, the main thing
484     * that happens with this activated is that one malloc is done for
485     * each object - thus whatever debugging mechanism the malloc library
486     * (or other debugging tool provides, like purify), it can track this
487     * individual malloc. Default behaviour when turned off is that
488     * enough memory is malloced for a large group of objects so malloc does
489     * not need to be called as often.
490     * This should only be turned on if some form of memory debugging tool
491     * is being used - otherwise, turning this on will cause some performance
492     * hit with no useful advantage.
493     */
494    
495     /*#define MEMORY_DEBUG*/
496    
497    
498     /*
499     * If you want to have a Message Of The Day file, define MOTD to be
500     * the file with the message. If the file doesn't exist or if it
501     * is empty, no message will be displayed.
502     * (It resides in the CONFDIR directory)
503     */
504    
505     #define MOTD "motd"
506    
507     /*
508     * You can restrict playing in certain times by creating a PERMIT_FILE
509     * in CONFDIR. See the sample for usage notes.
510     */
511    
512     #define PERM_FILE "forbid"
513    
514     /*
515     * If you want to take the game down while installing new versions, or
516     * for other reasons, put a message into the SHUTDOWN_FILE file.
517     * Remember to delete it when you open the game again.
518     * (It resides in the CONFDIR directory)
519     */
520    
521     #ifndef SHUTDOWN_FILE
522     #define SHUTDOWN_FILE "shutdown"
523     #endif
524    
525    
526     /*
527     * SOCKETBUFSIZE is the size of the buffer used internally by the server for
528     * storing backlogged messages for the client. This is not operating system
529     * buffers or the like. This amount is used per connection (client).
530     * This buffer is in addition to OS buffers, so it may not need to be very
531     * large. When the OS buffer and this buffer is exhausted, the server
532     * will drop the client connection for falling too far behind. So if
533     * you have very slow client connections, a larger value may be
534     * warranted.
535     */
536    
537     #define SOCKETBUFSIZE 128*1024
538    
539     /*
540     * Your tmp-directory should be large enough to hold the uncompressed
541     * map-files for all who are playing.
542     * It ought to be locally mounted, since the function used to generate
543     * unique temporary filenames isn't guaranteed to work over NFS or AFS
544     * On the other hand, if you know that only one crossfire server will be
545     * running using this temporary directory, it is likely to be safe to use
546     * something that is NFS mounted (but performance may suffer as NFS is
547     * slower than local disk)
548     */
549    
550     /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
551     #ifdef WIN32 /* change define path tmp */
552     #define TMPDIR "tmp"
553     #else
554     #define TMPDIR "/tmp"
555     #endif
556    
557    
558     /* Directory to use for unique items. This is placed into the 'lib'
559     * directory. Changing this will cause any old unique items file
560     * not to be used.
561     */
562     #define UNIQUE_DIR "unique-items"
563    
564     /*
565     * If undefined, malloc is always used.
566     * It looks like this can be oboleted. However, it can be useful to
567     * track down some bugs, as it will make sure that the entire data structure
568     * is set to 0, at the expense of speed.
569     * Rupert Goldie has run Purify against the code, and if this is disabled,
570     * apparantly there are a lot of uninitialized memory reads - I haven't
571     * seen any problem (maybe the memory reads are copies, and the destination
572     * doesn't actually use the garbage values either?), but the impact on speed
573     * of using this probably isn't great, and should make things more stable.
574     * Msw 8-9-97
575     */
576     #define USE_CALLOC
577    
578    
579     /*
580     * These define the players starting map and location on that map, and where
581     * emergency saves are defined. This should be left as is unless you make
582     * major changes to the map.
583     */
584    
585     #ifdef WIN32 /* change define path city */
586    
587     # define EMERGENCY_MAPPATH "\\city\\city"
588     # define EMERGENCY_X 15
589     # define EMERGENCY_Y 19
590     #else
591     # define EMERGENCY_MAPPATH "/city/city"
592     # define EMERGENCY_X 15
593     # define EMERGENCY_Y 19
594     #endif
595    
596    
597     /*
598     * These defines tells where, relative to LIBDIR, the maps, the map-index,
599     * archetypes highscore and treaures files and directories can be found.
600     */
601    
602     #define MAPDIR "maps"
603     #define TEMPLATE_DIR "template-maps"
604     #define ARCHETYPES "archetypes"
605     #define REGIONS "regions"
606     #define HIGHSCORE "highscore"
607     #define TREASURES "treasures"
608     #define BANISHFILE "banish_file"
609    
610     #define MAX_ERRORS 25 /* Bail out if more are received during tick */
611     #define STARTMAX 500 /* How big array of objects to start with */
612     #define OBJ_EXPAND 100 /* How big steps to use when expanding array */
613    
614     #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
615    
616     #define ARCHTABLE 5003 /* Used when hashing archetypes */
617     #define MAXSTRING 20
618    
619     #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
620    
621    
622    
623     /***********************************************************************
624     * Section 4 - save player options.
625     *
626     * There are a lot of things that deal with the save files, and what
627     * gets saved with them, so I put them in there own section.
628     *
629     ***********************************************************************/
630    
631     /*
632     * If you want the players to be able to save their characters between
633     * games, define SAVE_PLAYER and set PLAYERDIR to the directories
634     * where the player-files will be put.
635     * Remember to create the directory (make install will do that though).
636     *
637     * If you intend to run a central server, and not allow the players to
638     * start their own crossfire, you won't need to define this.
639     *
640     */
641    
642     #ifndef PLAYERDIR
643     #define PLAYERDIR "players"
644     #endif
645    
646     /*
647     * If you have defined SAVE_PLAYER, you might want to change this, too.
648     * This is the access rights for the players savefiles.
649     * Given that crossfire runs in a client/server model, there should
650     * be no issue setting these to be quite restrictive (600 and 700).
651     * Before client/server, multiple people might run the executable,
652     * thus requiring that the server be setuid/setgid, and more generous
653     * permisisons needed.
654     * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
655     * for nay directories created.
656     */
657     #define SAVE_MODE 0660
658     #define SAVE_DIR_MODE 0770
659    
660     /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
661     * needs to be selected. You can set both, and things will work fine,
662     * however, it just means that a lot more saving will be done, which
663     * can slow things down some.
664     */
665    
666     /* How often (in seconds) the player is saved if he drops things. If it is
667     * set to 0, the player will be saved for every item he drops. Otherwise,
668     * if the player drops and item, and the last time he was saved
669     * due to item drop is longer
670     * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
671     * environment, you may want to set this to a higher value, so that
672     * you are not spending too much time saving the characters.
673     * This option should now work (Crossfire 0.90.5)
674     */
675    
676 root 1.2 #define SAVE_INTERVAL 60
677 root 1.1
678     /*
679     * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
680     * 5000 with MAX_TIME set at 120,000 means that the player will be
681     * saved every 10 minutes. Some effort should probably be made to
682     * spread out these saves, but that might be more effort than it is
683     * worth (Depending on the spacing, if enough players log on, the spacing
684     * may not be large enough to save all of them.) As it is now, it will
685     * just set the base tick of when they log on, which should keep the
686     * saves pretty well spread out (in a fairly random fashion.)
687     */
688    
689 root 1.2 #define AUTOSAVE 500
690 root 1.1
691     /* Often, emergency save fails because the memory corruption that caused
692     * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
693     * to disable emergency saves. This actually does
694     * prevent emergency saves now (Version 0.90.5).
695     */
696    
697     #define NO_EMERGENCY_SAVE
698    
699     /* By selecting the following, whenever a player does a backup save (with
700     * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
701     * information that is specified later). IF this is not set, the player
702     * will be saved at his present location.
703     */
704    
705     /*#define BACKUP_SAVE_AT_HOME*/
706    
707     /* RESET_LOCATION_TIME is the number of seconds that must elapse before
708     * we fill return the player to his savebed location. If this is zero,
709     * this feature is disabled (player will resume where ever he was
710     * when he last logged off). If this is set to less than two hours,
711     * it will prevent players from camping out in treasure rooms.
712     * Do not comment this out - it must be set to something - if you
713     * comment this out, the program will not compile.
714     *
715     * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player
716     * where appear under what conditions is a little complicated depending
717     * on how the player exited the game. But if the elapsed time is greater than
718     * the value below, player will always get returned to savebed location
719     * location.
720     *
721     * Set to one hour as default
722     */
723    
724     #define RESET_LOCATION_TIME 3600
725