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Revision: 1.8
Committed: Wed Mar 15 14:25:47 2006 UTC (18 years, 2 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.7: +1 -1 lines
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# User Rev Content
1 root 1.1 /*
2     * static char *rcsid_config_h =
3 root 1.5 * "$Id$";
4 root 1.1 */
5    
6     /*
7     CrossFire, A Multiplayer game for X-windows
8    
9     Copyright (C) 2002 Mark Wedel & Crossfire Development Team
10     Copyright (C) 1992 Frank Tore Johansen
11    
12     This program is free software; you can redistribute it and/or modify
13     it under the terms of the GNU General Public License as published by
14     the Free Software Foundation; either version 2 of the License, or
15     (at your option) any later version.
16    
17     This program is distributed in the hope that it will be useful,
18     but WITHOUT ANY WARRANTY; without even the implied warranty of
19     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20     GNU General Public License for more details.
21    
22     You should have received a copy of the GNU General Public License
23     along with this program; if not, write to the Free Software
24     Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
25    
26     The authors can be reached via e-mail at crossfire-devel@real-time.com
27     */
28    
29     /* This file contains various #defines that select various options.
30     * Some may not be desirable, and some just may not work.
31     *
32     * There are some options that are not selectable in this file which
33     * may not always be undesirable. An example would be certain
34     * treasures that you may not want to have available. To remove the
35     * activation code would make these items worthless - instead remove
36     * these from the treasure file. Some things to look for are:
37     *
38     * prepare_weapon, improve_*: Allow characters to enchant their own
39     * weapons
40     * ench_armour: Allow characters to enchant their armor.
41     *
42     * In theory, most of the values here should just be defaults, and
43     * everything here should just be selectable by different run time
44     * flags However, for some things, that would just be too messy.
45     */
46    
47     /* There are 4 main sections to this file-
48     * Section 1 is feature selection (enabling/disabling certain features)
49     *
50     * Section 2 is compiler/machine dependant section (stuff that just
51     * makes the program compile and run properly, but don't change the
52     * behavior)
53     *
54     * Section 3 is location of certain files and other defaults. Things in
55     * this section generally do not need to be changed, and generally do
56     * not alter the play as perceived by players. However, you may
57     * have your own values you want to set here.
58     *
59     * Section 4 deals with save file related options.
60     */
61    
62     /*******************************************************************
63     * SECTION 1 - FEATURES
64     *
65     * You don't have to change anything here to get a working program, but
66     * you may want to on personal preferance. Items are arranged
67     * alphabetically.
68     *
69     * Short list of features, and what to search for:
70     * CS_LOGSTATS - log various new client/server data.
71     * DEBUG - more verbose message logging?
72     * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive
73     * MAX_TIME - how long an internal tick is in microseconds
74     * MANY_CORES - generate core dumps on gross errors instead of continuing?
75     * PARTY_KILL_LOG - stores party kill information
76     * WATCHDOG - allows use of an external watchdog program
77     *
78     ***********************************************************************/
79    
80 root 1.3 /* Use a very easy, non-challenging server?
81     * Defining the COZY_SERVER will make the server much less challenging:
82 root 1.4 * no stats loss on death, much less experience loss, and party members
83     * are treated by pet monsters as the owner itself when moving "through" them.
84 root 1.3 */
85     #define COZY_SERVER 1
86    
87 root 1.1 /* 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     #define USE_PERMANENT_EXPERIENCE FALSE
129     #define SET_TITLE TRUE
130     #define SIMPLE_EXP TRUE
131     #define SPELLPOINT_LEVEL_DEPEND TRUE
132     #define SPELL_ENCUMBRANCE TRUE
133     #define SPELL_FAILURE_EFFECTS FALSE
134     #define REAL_WIZ TRUE
135     #define RECYCLE_TMP_MAPS FALSE
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    
150     /* you can edit the ones below */
151    
152    
153     /* CS_LOGSTATS will cause the server to log various usage stats
154     * (number of connections, amount of data sent, amount of data received,
155     * and so on.) This can be very useful if you are trying to measure
156     * server/bandwidth usage. It will periodially dump out information
157     * which contains usage stats for the last X amount of time.
158     * CS_LOGTIME is how often it will print out stats.
159     */
160     #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
161     #define CS_LOGSTATS
162     #endif
163     #ifdef CS_LOGSTATS
164     #define CS_LOGTIME 600
165     #endif
166    
167     /* DEBUG generates copious amounts of output. I tend to change the CC options
168     * in the crosssite.def file if I want this. By default, you probably
169     * dont want this defined.
170     */
171     #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
172     #ifndef DEBUG
173     #define DEBUG
174     #endif
175     #endif
176     /*
177     * This option creates more core files. In some areas, there are certain
178     * checks done to try and make the program more stable (ie, check
179     * parameter for null, return if it is). These checks are being done
180     * for things that should not happen (ie, being supplied a null parameter).
181     * What MANY_CORES does, is if one of these checks is true, it will
182     * dump core at that time, allowing for fairly easy tracking down of the
183     * problem. Better to fix problems than create thousands of checks.
184     */
185    
186     #define MANY_CORES
187    
188     /*
189     * This determines the maximum map size the client can request (and
190     * thus what the server will send to the client.
191     * Client can still request a smaller map size (for bandwidth reasons
192     * or display size of whatever else).
193     * The larger this number, the more cpu time and memory the server will
194     * need to spend to figure this out in addition to bandwidth needs.
195     * The server cpu time should be pretty trivial.
196     * There may be reasons to keep it smaller for the 'classic' crossfire
197     * experience which was 11x11. Big maps will likely make the same at
198     * least somewhat easier, but client will need to worry about lag
199     * more.
200     * I put support in for non square map updates in the define, but
201     * there very well might be things that break horribly if this is
202     * used. I figure it is easier to fix that if needed than go back
203     * at the future and have to redo a lot of stuff to support rectangular
204     * maps at that point.
205     *
206     * MSW 2001-05-28
207     */
208    
209     #define MAP_CLIENT_X 25
210     #define MAP_CLIENT_Y 25
211    
212     /*
213     * If you feel the game is too fast or too slow, change MAX_TIME.
214     * You can experiment with the 'speed <new_max_time> command first.
215     * The length of a tick is MAX_TIME microseconds. During a tick,
216     * players, monsters, or items with speed 1 can do one thing.
217     */
218    
219     #define MAX_TIME 120000
220    
221     /* Polymorph as it currently stands is unbalancing, so by default
222     * we have it disabled. It can be enabled and it works, but
223     * it can be abused in various ways.
224     */
225     #define NO_POLYMORPH
226    
227    
228     /* This determine how many entries are stored in the kill log. You
229     * can see this information with the 'party kills' command. More entries
230     * mean slower performance and more memory. IF this is not defined, then
231     * this feature is disabled.
232     */
233     #define PARTY_KILL_LOG 20
234    
235     /* Use permanent experience code?
236     * This code allows players to build up a small amount of 'permanent
237     * experience' which reduces the effect of large experience drains, such as
238     * death. This makes multiple frequent deaths less devastating, and also
239     * ensures that any character will make some gradual progress even if they
240     * die all of the time.
241     * A nice option if your keep dying due to massive client/server lags despite
242     * playing well... or you like to swim well outside of your depth. :)
243     *
244     * The PERM_EXP values adjust the behaviour of this option - if
245     * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it
246     * is on, the minimum ratio is the minimum amount of permanent exp relative
247     * to the total exp in the skill (ie, at a default of .25, if you had 100
248     * experience, at least 25 of it would be permanent). The gain ratio
249     * is how much of experienced experience goes to the permanent value.
250     * This does not detract from total exp gain (ie, if you gained 100 exp,
251     * 100 would go to the skill total and 10 to the permanent value).
252     * the loss ratio is the maximum amount of experience that can be lost
253     * in any one hit - this is calculated as total exp - perm exp * loss ratio.
254     *
255     * A few thoughts on these default value (by MSW)
256     * gain ratio is pretty much meaningless until exp has been lost, as until
257     * that poin, the minimum ratio will be used.
258     * It is also impossible for the exp to actually be reduced to the permanent
259     * exp ratio - since the loss ratio is .5, it will just get closer and
260     * closer. However, after about half a dozen hits, pretty much all the
261     * exp that can be lost has been lost, and after that, only minor loss
262     * will occur.
263     */
264     /* GD */
265    
266     #define PERM_EXP_MINIMUM_RATIO 0.25f
267     #define PERM_EXP_GAIN_RATIO 0.10f
268     #define PERM_EXP_MAX_LOSS_RATIO 0.50f
269    
270     /*
271     * WATCHDOG lets sends datagrams to port 13325 on localhost
272     * in (more-or-less) regular intervals, so an external watchdog
273     * program can kill the server if it hangs (for whatever reason).
274     * It shouldn't hurt anyone if this is defined but you don't
275     * have an watchdog program.
276     */
277     #ifndef WIN32 /* ***win32 disable watchdog as win32 default */
278     #define WATCHDOG
279     #endif
280    
281    
282     /* Enable the new material code - it needs some work. You can
283     * enable this, and things will work, just you'll see a whole
284     * bunch more materials show up, and thus a whole bunch more materials
285     * in your inventory, and the sorting for them isn't really good.
286     */
287    
288     /*
289     #define NEW_MATERIAL_CODE
290     */
291    
292     /***********************************************************************
293     * SECTION 2 - Machine/Compiler specific stuff.
294     *
295     * Short list of items:
296     * COMPRESS_SUFFIX - selection of compression programs
297     * O_NDELAY - If you don't have O_NDELAY, uncomment it.
298     *
299     ***********************************************************************/
300    
301     /*
302     * If you compress your files to save space, set the COMPRESS_SUFFIX below
303     * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
304     * should already find the program to use. If you set the suffix to
305     * something that autoconf did not find, you are likely to have serious
306     * problems, so make sure you have the appropriate compression tool installed
307     * before you set this. You can look at the autoconf.h file to see
308     * what compression tools it found (search for COMPRESS).
309     * Note that this is used when saving files. Crossfire will search all
310     * methods when loading a file to see if it finds a match
311     */
312    
313     #ifndef COMPRESS_SUFFIX
314     /* #define COMPRESS_SUFFIX ".Z" */
315     #endif
316    
317     /* If you get a complaint about O_NDELAY not being known/undefined, try
318     * uncommenting this.
319     * This may cause problems - O_NONBLOCK will return -1 on blocking writes
320     * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
321     * can be written - otherwise, the number of bytes written will be returned
322     * for both modes.
323     */
324    
325     /*
326     #define O_NDELAY O_NONBLOCK
327     */
328    
329    
330     /***********************************************************************
331     * Section 3
332     *
333     * General file and other defaults that don't need to be changed, and
334     * do not change gameplay as percieved by players much. Some options
335     * may affect memory consumption however.
336     *
337     * Values:
338     *
339     * BANFILE - ban certain users/hosts.
340     * CSPORT - port to use for new client/server
341     * DMFILE - file with dm/wizard access lists
342     * LOGFILE - where to log if using -daemon option
343     * MAP_ - various map timeout and swapping parameters
344     * MAX_OBJECTS - how many objects to keep in memory.
345     * MAX_OBJECTS_LWM - only swap maps out if below that value
346     * MOTD - message of the day - printed each time someone joins the game
347     * PERM_FILE - limit play times
348     * SHUTDOWN - used when shutting down the server
349     * SOCKETBUFSIZE - size of buffer used internally by the server for storing
350     * backlogged messages.
351     * TMPDIR - directory to use for temp files
352     * UNIQUE_DIR - directory to put unique item files into
353     * USE_CALLOC for some memory requests
354     ***********************************************************************
355     */
356    
357     /*
358     * BANFILE - file used to ban certain sites from playing. See the example
359     * ban_file for examples.
360     */
361    
362     #ifndef BANFILE
363     #define BANFILE "ban_file"
364     #endif
365    
366     /* CSPORT is the port used for the new client/server code. Change
367     * if desired. Only of relevance if ERIC_SERVER is set above
368     */
369    
370     #define CSPORT 13327 /* old port + 1 */
371    
372    
373     /*
374     * DMFILE
375     * A file containing valid names that can be dm, one on each line. See
376     * example dm_file for syntax help.
377     */
378    
379     #ifndef DMFILE
380     #define DMFILE "dm_file"
381     #endif
382    
383    
384     /* LOGFILE specifies which file to log to when playing with the
385     * -daemon option.
386     */
387    
388     #ifndef LOGFILE
389     #ifdef WIN32 /* change define path */
390     #define LOGFILE "var\\crossfire.log"
391     #else
392     #define LOGFILE "/var/log/crossfire/logfile"
393     #endif
394     #endif
395    
396     /*
397     * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
398     * after a player has left it. If it is set to 0, maps are
399     * swapped out the instant the last player leaves it.
400     * If you are low on memory, you should set this to 0.
401     * Note that depending on the map timeout variable, the number of
402     * objects can get quite high. This is because depending on the maps,
403     * a player could be having the objects of several maps in memory
404     * (the map he is in right now, and the ones he left recently.)
405     * Each map has it's own TIMEOUT value and value field and it is
406     * defaulted to 300
407     *
408     * Having a nonzero value can be useful: If a player leaves a map (and thus
409     * is on a new map), and realizes they want to go back pretty quickly, the
410     * old map is still in memory, so don't need to go disk and get it.
411     *
412     * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
413     * to swap out in less than that many ticks, we use the MINTIMEOUT value
414     * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
415     * maps.
416     */
417    
418     /* How many ticks till maps are swapped out */
419     #define MAP_MAXTIMEOUT 1000
420     /* At least that many ticks before swapout */
421     #define MAP_MINTIMEOUT 500
422    
423     /*
424     * MAP_MAXRESET is the maximum time a map can have before being reset. It
425     * will override the time value set in the map, if that time is longer than
426     * MAP_MAXRESET. This value is in seconds. If you are low on space on the
427     * TMPDIR device, set this value to somethign small. The default
428     * value in the map object is MAP_DEFAULTRESET (given in seconds.)
429     * I personally like 1 hour myself, for solo play. It is long enough that
430     * maps won't be resetting as a solve a quest, but short enough that some
431     * maps (like shops and inns) will be reset during the time I play.
432     * Comment out MAP_MAXRESET time if you always want to use the value
433     * in the map archetype.
434     */
435    
436     /* Maximum time to reset. */
437     #define MAP_MAXRESET 7200
438     /* Default time to reset. */
439     #define MAP_DEFAULTRESET 7200
440    
441     /*
442     * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
443     * will look for maps which are already scheldued for swapping, and
444     * promptly swap them out before new maps are being loaded.
445     * If playing only by yourself, this number can probably be as low as
446     * 3000. If in server mode, probably figure about 1000-2000 objects per
447     * active player (if they typically play on different maps), for some guess
448     * on how many to define. If it is too low, maps just get swapped out
449     * immediately, causing a performance hit. If it is too high, the program
450     * consumes more memory. If you have gobs of free memory, a high number
451     * might not be a bad idea. Each object is around 350 bytes right now.
452     * 25000 is about 8.5 MB
453     */
454    
455     #define MAX_OBJECTS 100000
456    
457     /*
458     * Max objects low water mark (lwm). If defined, the map swapping strategy
459     * is a bit different:
460     * 1) We only start swapping maps if the number of objects in use is
461     * greater than MAX_OBJECTS above.
462     * 2) We keep swapping maps until there are no more maps to swap or the number
463     * of used objects drop below this low water mark value.
464     *
465     * If this is not defined, maps are swapped out on the timeout value above,
466     * or if the number of objects used is greater than MAX_OBJECTS above.
467     *
468     * Note: While this will prevent the pauses noticed when saving maps, there
469     * can instead be cpu performance penalties - any objects in memory get
470     * processed. So if there are 4000 objects in memory, and 1000 of them
471     * are living objects, the system will process all 1000 objects each tick.
472     * With swapping enable, maybe 600 of the objects would have gotten swapped
473     * out. This is less likely a problem with a smaller number of MAX_OBJECTS
474     * than if it is very large.
475     * Also, the pauses you do get can be worse, as if you enter a map with
476     * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
477     * many maps to get below the low water mark.
478     */
479    
480     /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
481    
482     /*
483     * Turning on MEMORY_DEBUG slows down execution, but makes it easier
484     * to find memory corruption and leaks. Currently, the main thing
485     * that happens with this activated is that one malloc is done for
486     * each object - thus whatever debugging mechanism the malloc library
487     * (or other debugging tool provides, like purify), it can track this
488     * individual malloc. Default behaviour when turned off is that
489     * enough memory is malloced for a large group of objects so malloc does
490     * not need to be called as often.
491     * This should only be turned on if some form of memory debugging tool
492     * is being used - otherwise, turning this on will cause some performance
493     * hit with no useful advantage.
494     */
495    
496     /*#define MEMORY_DEBUG*/
497    
498    
499     /*
500     * If you want to have a Message Of The Day file, define MOTD to be
501     * the file with the message. If the file doesn't exist or if it
502     * is empty, no message will be displayed.
503     * (It resides in the CONFDIR directory)
504     */
505    
506     #define MOTD "motd"
507    
508     /*
509     * You can restrict playing in certain times by creating a PERMIT_FILE
510     * in CONFDIR. See the sample for usage notes.
511     */
512    
513     #define PERM_FILE "forbid"
514    
515     /*
516     * If you want to take the game down while installing new versions, or
517     * for other reasons, put a message into the SHUTDOWN_FILE file.
518     * Remember to delete it when you open the game again.
519     * (It resides in the CONFDIR directory)
520     */
521    
522     #ifndef SHUTDOWN_FILE
523     #define SHUTDOWN_FILE "shutdown"
524     #endif
525    
526    
527     /*
528     * SOCKETBUFSIZE is the size of the buffer used internally by the server for
529     * storing backlogged messages for the client. This is not operating system
530     * buffers or the like. This amount is used per connection (client).
531     * This buffer is in addition to OS buffers, so it may not need to be very
532     * large. When the OS buffer and this buffer is exhausted, the server
533     * will drop the client connection for falling too far behind. So if
534     * you have very slow client connections, a larger value may be
535     * warranted.
536     */
537    
538     #define SOCKETBUFSIZE 128*1024
539    
540     /*
541     * Your tmp-directory should be large enough to hold the uncompressed
542     * map-files for all who are playing.
543     * It ought to be locally mounted, since the function used to generate
544     * unique temporary filenames isn't guaranteed to work over NFS or AFS
545     * On the other hand, if you know that only one crossfire server will be
546     * running using this temporary directory, it is likely to be safe to use
547     * something that is NFS mounted (but performance may suffer as NFS is
548     * slower than local disk)
549     */
550    
551     /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
552     #ifdef WIN32 /* change define path tmp */
553     #define TMPDIR "tmp"
554     #else
555     #define TMPDIR "/tmp"
556     #endif
557    
558    
559     /* Directory to use for unique items. This is placed into the 'lib'
560     * directory. Changing this will cause any old unique items file
561     * not to be used.
562     */
563     #define UNIQUE_DIR "unique-items"
564    
565     /*
566     * If undefined, malloc is always used.
567     * It looks like this can be oboleted. However, it can be useful to
568     * track down some bugs, as it will make sure that the entire data structure
569     * is set to 0, at the expense of speed.
570     * Rupert Goldie has run Purify against the code, and if this is disabled,
571     * apparantly there are a lot of uninitialized memory reads - I haven't
572     * seen any problem (maybe the memory reads are copies, and the destination
573     * doesn't actually use the garbage values either?), but the impact on speed
574     * of using this probably isn't great, and should make things more stable.
575     * Msw 8-9-97
576     */
577     #define USE_CALLOC
578    
579    
580     /*
581     * These define the players starting map and location on that map, and where
582     * emergency saves are defined. This should be left as is unless you make
583     * major changes to the map.
584     */
585    
586     #ifdef WIN32 /* change define path city */
587    
588     # define EMERGENCY_MAPPATH "\\city\\city"
589     # define EMERGENCY_X 15
590     # define EMERGENCY_Y 19
591     #else
592     # define EMERGENCY_MAPPATH "/city/city"
593     # define EMERGENCY_X 15
594     # define EMERGENCY_Y 19
595     #endif
596    
597    
598     /*
599     * These defines tells where, relative to LIBDIR, the maps, the map-index,
600     * archetypes highscore and treaures files and directories can be found.
601     */
602    
603     #define MAPDIR "maps"
604     #define TEMPLATE_DIR "template-maps"
605     #define ARCHETYPES "archetypes"
606     #define REGIONS "regions"
607     #define HIGHSCORE "highscore"
608     #define TREASURES "treasures"
609     #define BANISHFILE "banish_file"
610    
611     #define MAX_ERRORS 25 /* Bail out if more are received during tick */
612     #define STARTMAX 500 /* How big array of objects to start with */
613     #define OBJ_EXPAND 100 /* How big steps to use when expanding array */
614    
615     #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
616    
617 root 1.8 #define ARCHTABLE 16384 /* Arch hashtable size */
618 root 1.1 #define MAXSTRING 20
619    
620     #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
621    
622    
623    
624     /***********************************************************************
625     * Section 4 - save player options.
626     *
627     * There are a lot of things that deal with the save files, and what
628     * gets saved with them, so I put them in there own section.
629     *
630     ***********************************************************************/
631    
632     /*
633     * If you want the players to be able to save their characters between
634     * games, define SAVE_PLAYER and set PLAYERDIR to the directories
635     * where the player-files will be put.
636     * Remember to create the directory (make install will do that though).
637     *
638     * If you intend to run a central server, and not allow the players to
639     * start their own crossfire, you won't need to define this.
640     *
641     */
642    
643     #ifndef PLAYERDIR
644     #define PLAYERDIR "players"
645     #endif
646    
647     /*
648     * If you have defined SAVE_PLAYER, you might want to change this, too.
649     * This is the access rights for the players savefiles.
650     * Given that crossfire runs in a client/server model, there should
651     * be no issue setting these to be quite restrictive (600 and 700).
652     * Before client/server, multiple people might run the executable,
653     * thus requiring that the server be setuid/setgid, and more generous
654     * permisisons needed.
655     * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
656     * for nay directories created.
657     */
658 root 1.5 /* IMPORTANT: there is a race during saving, where the umask is being applied */
659 root 1.1 #define SAVE_MODE 0660
660     #define SAVE_DIR_MODE 0770
661    
662     /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
663     * needs to be selected. You can set both, and things will work fine,
664     * however, it just means that a lot more saving will be done, which
665     * can slow things down some.
666     */
667    
668     /* How often (in seconds) the player is saved if he drops things. If it is
669     * set to 0, the player will be saved for every item he drops. Otherwise,
670     * if the player drops and item, and the last time he was saved
671     * due to item drop is longer
672     * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
673     * environment, you may want to set this to a higher value, so that
674     * you are not spending too much time saving the characters.
675     * This option should now work (Crossfire 0.90.5)
676     */
677    
678 root 1.5 //#define SAVE_INTERVAL 60
679 root 1.1
680     /*
681     * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
682     * 5000 with MAX_TIME set at 120,000 means that the player will be
683     * saved every 10 minutes. Some effort should probably be made to
684     * spread out these saves, but that might be more effort than it is
685     * worth (Depending on the spacing, if enough players log on, the spacing
686     * may not be large enough to save all of them.) As it is now, it will
687     * just set the base tick of when they log on, which should keep the
688     * saves pretty well spread out (in a fairly random fashion.)
689     */
690    
691 root 1.2 #define AUTOSAVE 500
692 root 1.1
693     /* Often, emergency save fails because the memory corruption that caused
694     * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
695     * to disable emergency saves. This actually does
696     * prevent emergency saves now (Version 0.90.5).
697     */
698    
699 root 1.6 #define NO_EMERGENCY_SAVE
700 root 1.1
701     /* By selecting the following, whenever a player does a backup save (with
702     * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
703     * information that is specified later). IF this is not set, the player
704     * will be saved at his present location.
705     */
706    
707     /*#define BACKUP_SAVE_AT_HOME*/
708    
709     /* RESET_LOCATION_TIME is the number of seconds that must elapse before
710     * we fill return the player to his savebed location. If this is zero,
711     * this feature is disabled (player will resume where ever he was
712     * when he last logged off). If this is set to less than two hours,
713     * it will prevent players from camping out in treasure rooms.
714     * Do not comment this out - it must be set to something - if you
715     * comment this out, the program will not compile.
716     *
717     * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player
718     * where appear under what conditions is a little complicated depending
719     * on how the player exited the game. But if the elapsed time is greater than
720     * the value below, player will always get returned to savebed location
721     * location.
722     *
723     * Set to one hour as default
724     */
725    
726     #define RESET_LOCATION_TIME 3600
727