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/cvs/deliantra/server/include/config.h
Revision: 1.9
Committed: Wed Mar 15 15:35:50 2006 UTC (18 years, 2 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.8: +15 -22 lines
Log Message:
UPSTREAM merge from 15.03.2006

File Contents

# 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 elmex 1.9 #define PERMANENT_EXPERIENCE_RATIO 25
129     #define DEATH_PENALTY_RATIO 20
130     #define DEATH_PENALTY_LEVEL 3
131 root 1.1 #define SET_TITLE TRUE
132     #define SIMPLE_EXP TRUE
133     #define SPELLPOINT_LEVEL_DEPEND TRUE
134     #define SPELL_ENCUMBRANCE TRUE
135     #define SPELL_FAILURE_EFFECTS FALSE
136     #define REAL_WIZ TRUE
137     #define RECYCLE_TMP_MAPS FALSE
138     #define RESURRECTION FALSE
139     #define SEARCH_ITEMS TRUE
140     #define NOT_PERMADETH TRUE
141     #define EXPLORE_MODE FALSE
142     #define STAT_LOSS_ON_DEATH FALSE
143     #define PK_LUCK_PENALTY 1
144     #define CASTING_TIME FALSE
145     #define SET_FRIENDLY_FIRE 5
146     #define ARMOR_MAX_ENCHANT 5
147     #define ARMOR_WEIGHT_REDUCTION 10
148     #define ARMOR_WEIGHT_LINEAR TRUE
149     #define ARMOR_SPEED_IMPROVEMENT 10
150     #define ARMOR_SPEED_LINEAR TRUE
151    
152     /* you can edit the ones below */
153    
154    
155     /* CS_LOGSTATS will cause the server to log various usage stats
156     * (number of connections, amount of data sent, amount of data received,
157     * and so on.) This can be very useful if you are trying to measure
158     * server/bandwidth usage. It will periodially dump out information
159     * which contains usage stats for the last X amount of time.
160     * CS_LOGTIME is how often it will print out stats.
161     */
162     #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
163     #define CS_LOGSTATS
164     #endif
165     #ifdef CS_LOGSTATS
166     #define CS_LOGTIME 600
167     #endif
168    
169     /* DEBUG generates copious amounts of output. I tend to change the CC options
170     * in the crosssite.def file if I want this. By default, you probably
171     * dont want this defined.
172     */
173     #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
174     #ifndef DEBUG
175     #define DEBUG
176     #endif
177     #endif
178     /*
179     * This option creates more core files. In some areas, there are certain
180     * checks done to try and make the program more stable (ie, check
181     * parameter for null, return if it is). These checks are being done
182     * for things that should not happen (ie, being supplied a null parameter).
183     * What MANY_CORES does, is if one of these checks is true, it will
184     * dump core at that time, allowing for fairly easy tracking down of the
185     * problem. Better to fix problems than create thousands of checks.
186     */
187    
188     #define MANY_CORES
189    
190     /*
191     * This determines the maximum map size the client can request (and
192     * thus what the server will send to the client.
193     * Client can still request a smaller map size (for bandwidth reasons
194     * or display size of whatever else).
195     * The larger this number, the more cpu time and memory the server will
196     * need to spend to figure this out in addition to bandwidth needs.
197     * The server cpu time should be pretty trivial.
198     * There may be reasons to keep it smaller for the 'classic' crossfire
199     * experience which was 11x11. Big maps will likely make the same at
200     * least somewhat easier, but client will need to worry about lag
201     * more.
202     * I put support in for non square map updates in the define, but
203     * there very well might be things that break horribly if this is
204     * used. I figure it is easier to fix that if needed than go back
205     * at the future and have to redo a lot of stuff to support rectangular
206     * maps at that point.
207     *
208     * MSW 2001-05-28
209     */
210    
211     #define MAP_CLIENT_X 25
212     #define MAP_CLIENT_Y 25
213    
214     /*
215     * If you feel the game is too fast or too slow, change MAX_TIME.
216     * You can experiment with the 'speed <new_max_time> command first.
217     * The length of a tick is MAX_TIME microseconds. During a tick,
218     * players, monsters, or items with speed 1 can do one thing.
219     */
220    
221     #define MAX_TIME 120000
222    
223     /* Polymorph as it currently stands is unbalancing, so by default
224     * we have it disabled. It can be enabled and it works, but
225     * it can be abused in various ways.
226     */
227     #define NO_POLYMORPH
228    
229    
230     /* This determine how many entries are stored in the kill log. You
231     * can see this information with the 'party kills' command. More entries
232     * mean slower performance and more memory. IF this is not defined, then
233     * this feature is disabled.
234     */
235     #define PARTY_KILL_LOG 20
236    
237 elmex 1.9 /*
238     * The PERM_EXP values adjust the behaviour of permenent experience. - if
239     * the setting permanent_experience_percentage is zero, these values have
240     * no meaning. The value in the settings file is the percentage of the
241     * experience that is permenent, the rest could be lost on death. When dying,
242     * the greatest amount of non-permenent exp it is possible to lose at one time
243     * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
244     * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
245     * experience goes to the permanent value. This does not detract from total
246     * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
247     * 10 to the permanent value).
248 root 1.1 *
249     * A few thoughts on these default value (by MSW)
250     * gain ratio is pretty much meaningless until exp has been lost, as until
251 elmex 1.9 * that poin, the value in the settings file will be used.
252 root 1.1 * It is also impossible for the exp to actually be reduced to the permanent
253     * exp ratio - since the loss ratio is .5, it will just get closer and
254     * closer. However, after about half a dozen hits, pretty much all the
255     * exp that can be lost has been lost, and after that, only minor loss
256     * will occur.
257     */
258     /* GD */
259    
260     #define PERM_EXP_GAIN_RATIO 0.10f
261     #define PERM_EXP_MAX_LOSS_RATIO 0.50f
262    
263     /*
264     * WATCHDOG lets sends datagrams to port 13325 on localhost
265     * in (more-or-less) regular intervals, so an external watchdog
266     * program can kill the server if it hangs (for whatever reason).
267     * It shouldn't hurt anyone if this is defined but you don't
268     * have an watchdog program.
269     */
270     #ifndef WIN32 /* ***win32 disable watchdog as win32 default */
271     #define WATCHDOG
272     #endif
273    
274    
275     /* Enable the new material code - it needs some work. You can
276     * enable this, and things will work, just you'll see a whole
277     * bunch more materials show up, and thus a whole bunch more materials
278     * in your inventory, and the sorting for them isn't really good.
279     */
280    
281     /*
282     #define NEW_MATERIAL_CODE
283     */
284    
285     /***********************************************************************
286     * SECTION 2 - Machine/Compiler specific stuff.
287     *
288     * Short list of items:
289     * COMPRESS_SUFFIX - selection of compression programs
290     * O_NDELAY - If you don't have O_NDELAY, uncomment it.
291     *
292     ***********************************************************************/
293    
294     /*
295     * If you compress your files to save space, set the COMPRESS_SUFFIX below
296     * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
297     * should already find the program to use. If you set the suffix to
298     * something that autoconf did not find, you are likely to have serious
299     * problems, so make sure you have the appropriate compression tool installed
300     * before you set this. You can look at the autoconf.h file to see
301     * what compression tools it found (search for COMPRESS).
302     * Note that this is used when saving files. Crossfire will search all
303     * methods when loading a file to see if it finds a match
304     */
305    
306     #ifndef COMPRESS_SUFFIX
307     /* #define COMPRESS_SUFFIX ".Z" */
308     #endif
309    
310     /* If you get a complaint about O_NDELAY not being known/undefined, try
311     * uncommenting this.
312     * This may cause problems - O_NONBLOCK will return -1 on blocking writes
313     * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
314     * can be written - otherwise, the number of bytes written will be returned
315     * for both modes.
316     */
317    
318     /*
319     #define O_NDELAY O_NONBLOCK
320     */
321    
322    
323     /***********************************************************************
324     * Section 3
325     *
326     * General file and other defaults that don't need to be changed, and
327     * do not change gameplay as percieved by players much. Some options
328     * may affect memory consumption however.
329     *
330     * Values:
331     *
332     * BANFILE - ban certain users/hosts.
333     * CSPORT - port to use for new client/server
334     * DMFILE - file with dm/wizard access lists
335     * LOGFILE - where to log if using -daemon option
336     * MAP_ - various map timeout and swapping parameters
337     * MAX_OBJECTS - how many objects to keep in memory.
338     * MAX_OBJECTS_LWM - only swap maps out if below that value
339     * MOTD - message of the day - printed each time someone joins the game
340     * PERM_FILE - limit play times
341     * SHUTDOWN - used when shutting down the server
342     * SOCKETBUFSIZE - size of buffer used internally by the server for storing
343     * backlogged messages.
344     * TMPDIR - directory to use for temp files
345     * UNIQUE_DIR - directory to put unique item files into
346     * USE_CALLOC for some memory requests
347     ***********************************************************************
348     */
349    
350     /*
351     * BANFILE - file used to ban certain sites from playing. See the example
352     * ban_file for examples.
353     */
354    
355     #ifndef BANFILE
356     #define BANFILE "ban_file"
357     #endif
358    
359     /* CSPORT is the port used for the new client/server code. Change
360     * if desired. Only of relevance if ERIC_SERVER is set above
361     */
362    
363     #define CSPORT 13327 /* old port + 1 */
364    
365    
366     /*
367     * DMFILE
368     * A file containing valid names that can be dm, one on each line. See
369     * example dm_file for syntax help.
370     */
371    
372     #ifndef DMFILE
373     #define DMFILE "dm_file"
374     #endif
375    
376    
377     /* LOGFILE specifies which file to log to when playing with the
378     * -daemon option.
379     */
380    
381     #ifndef LOGFILE
382     #ifdef WIN32 /* change define path */
383     #define LOGFILE "var\\crossfire.log"
384     #else
385     #define LOGFILE "/var/log/crossfire/logfile"
386     #endif
387     #endif
388    
389     /*
390     * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
391     * after a player has left it. If it is set to 0, maps are
392     * swapped out the instant the last player leaves it.
393     * If you are low on memory, you should set this to 0.
394     * Note that depending on the map timeout variable, the number of
395     * objects can get quite high. This is because depending on the maps,
396     * a player could be having the objects of several maps in memory
397     * (the map he is in right now, and the ones he left recently.)
398     * Each map has it's own TIMEOUT value and value field and it is
399     * defaulted to 300
400     *
401     * Having a nonzero value can be useful: If a player leaves a map (and thus
402     * is on a new map), and realizes they want to go back pretty quickly, the
403     * old map is still in memory, so don't need to go disk and get it.
404     *
405     * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
406     * to swap out in less than that many ticks, we use the MINTIMEOUT value
407     * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
408     * maps.
409     */
410    
411     /* How many ticks till maps are swapped out */
412     #define MAP_MAXTIMEOUT 1000
413     /* At least that many ticks before swapout */
414     #define MAP_MINTIMEOUT 500
415    
416     /*
417     * MAP_MAXRESET is the maximum time a map can have before being reset. It
418     * will override the time value set in the map, if that time is longer than
419     * MAP_MAXRESET. This value is in seconds. If you are low on space on the
420     * TMPDIR device, set this value to somethign small. The default
421     * value in the map object is MAP_DEFAULTRESET (given in seconds.)
422     * I personally like 1 hour myself, for solo play. It is long enough that
423     * maps won't be resetting as a solve a quest, but short enough that some
424     * maps (like shops and inns) will be reset during the time I play.
425     * Comment out MAP_MAXRESET time if you always want to use the value
426     * in the map archetype.
427     */
428    
429     /* Maximum time to reset. */
430     #define MAP_MAXRESET 7200
431     /* Default time to reset. */
432     #define MAP_DEFAULTRESET 7200
433    
434     /*
435     * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
436     * will look for maps which are already scheldued for swapping, and
437     * promptly swap them out before new maps are being loaded.
438     * If playing only by yourself, this number can probably be as low as
439     * 3000. If in server mode, probably figure about 1000-2000 objects per
440     * active player (if they typically play on different maps), for some guess
441     * on how many to define. If it is too low, maps just get swapped out
442     * immediately, causing a performance hit. If it is too high, the program
443     * consumes more memory. If you have gobs of free memory, a high number
444     * might not be a bad idea. Each object is around 350 bytes right now.
445     * 25000 is about 8.5 MB
446     */
447    
448     #define MAX_OBJECTS 100000
449    
450     /*
451     * Max objects low water mark (lwm). If defined, the map swapping strategy
452     * is a bit different:
453     * 1) We only start swapping maps if the number of objects in use is
454     * greater than MAX_OBJECTS above.
455     * 2) We keep swapping maps until there are no more maps to swap or the number
456     * of used objects drop below this low water mark value.
457     *
458     * If this is not defined, maps are swapped out on the timeout value above,
459     * or if the number of objects used is greater than MAX_OBJECTS above.
460     *
461     * Note: While this will prevent the pauses noticed when saving maps, there
462     * can instead be cpu performance penalties - any objects in memory get
463     * processed. So if there are 4000 objects in memory, and 1000 of them
464     * are living objects, the system will process all 1000 objects each tick.
465     * With swapping enable, maybe 600 of the objects would have gotten swapped
466     * out. This is less likely a problem with a smaller number of MAX_OBJECTS
467     * than if it is very large.
468     * Also, the pauses you do get can be worse, as if you enter a map with
469     * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
470     * many maps to get below the low water mark.
471     */
472    
473     /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
474    
475     /*
476     * Turning on MEMORY_DEBUG slows down execution, but makes it easier
477     * to find memory corruption and leaks. Currently, the main thing
478     * that happens with this activated is that one malloc is done for
479     * each object - thus whatever debugging mechanism the malloc library
480     * (or other debugging tool provides, like purify), it can track this
481     * individual malloc. Default behaviour when turned off is that
482     * enough memory is malloced for a large group of objects so malloc does
483     * not need to be called as often.
484     * This should only be turned on if some form of memory debugging tool
485     * is being used - otherwise, turning this on will cause some performance
486     * hit with no useful advantage.
487     */
488    
489     /*#define MEMORY_DEBUG*/
490    
491    
492     /*
493     * If you want to have a Message Of The Day file, define MOTD to be
494     * the file with the message. If the file doesn't exist or if it
495     * is empty, no message will be displayed.
496     * (It resides in the CONFDIR directory)
497     */
498    
499     #define MOTD "motd"
500    
501     /*
502     * You can restrict playing in certain times by creating a PERMIT_FILE
503     * in CONFDIR. See the sample for usage notes.
504     */
505    
506     #define PERM_FILE "forbid"
507    
508     /*
509     * If you want to take the game down while installing new versions, or
510     * for other reasons, put a message into the SHUTDOWN_FILE file.
511     * Remember to delete it when you open the game again.
512     * (It resides in the CONFDIR directory)
513     */
514    
515     #ifndef SHUTDOWN_FILE
516     #define SHUTDOWN_FILE "shutdown"
517     #endif
518    
519    
520     /*
521     * SOCKETBUFSIZE is the size of the buffer used internally by the server for
522     * storing backlogged messages for the client. This is not operating system
523     * buffers or the like. This amount is used per connection (client).
524     * This buffer is in addition to OS buffers, so it may not need to be very
525     * large. When the OS buffer and this buffer is exhausted, the server
526     * will drop the client connection for falling too far behind. So if
527     * you have very slow client connections, a larger value may be
528     * warranted.
529     */
530    
531     #define SOCKETBUFSIZE 128*1024
532    
533     /*
534     * Your tmp-directory should be large enough to hold the uncompressed
535     * map-files for all who are playing.
536     * It ought to be locally mounted, since the function used to generate
537     * unique temporary filenames isn't guaranteed to work over NFS or AFS
538     * On the other hand, if you know that only one crossfire server will be
539     * running using this temporary directory, it is likely to be safe to use
540     * something that is NFS mounted (but performance may suffer as NFS is
541     * slower than local disk)
542     */
543    
544     /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
545     #ifdef WIN32 /* change define path tmp */
546     #define TMPDIR "tmp"
547     #else
548     #define TMPDIR "/tmp"
549     #endif
550    
551    
552     /* Directory to use for unique items. This is placed into the 'lib'
553     * directory. Changing this will cause any old unique items file
554     * not to be used.
555     */
556     #define UNIQUE_DIR "unique-items"
557    
558     /*
559     * If undefined, malloc is always used.
560     * It looks like this can be oboleted. However, it can be useful to
561     * track down some bugs, as it will make sure that the entire data structure
562     * is set to 0, at the expense of speed.
563     * Rupert Goldie has run Purify against the code, and if this is disabled,
564     * apparantly there are a lot of uninitialized memory reads - I haven't
565     * seen any problem (maybe the memory reads are copies, and the destination
566     * doesn't actually use the garbage values either?), but the impact on speed
567     * of using this probably isn't great, and should make things more stable.
568     * Msw 8-9-97
569     */
570     #define USE_CALLOC
571    
572    
573     /*
574     * These define the players starting map and location on that map, and where
575     * emergency saves are defined. This should be left as is unless you make
576     * major changes to the map.
577     */
578    
579     #ifdef WIN32 /* change define path city */
580    
581     # define EMERGENCY_MAPPATH "\\city\\city"
582     # define EMERGENCY_X 15
583     # define EMERGENCY_Y 19
584     #else
585     # define EMERGENCY_MAPPATH "/city/city"
586     # define EMERGENCY_X 15
587     # define EMERGENCY_Y 19
588     #endif
589    
590    
591     /*
592     * These defines tells where, relative to LIBDIR, the maps, the map-index,
593     * archetypes highscore and treaures files and directories can be found.
594     */
595    
596     #define MAPDIR "maps"
597     #define TEMPLATE_DIR "template-maps"
598     #define ARCHETYPES "archetypes"
599     #define REGIONS "regions"
600     #define HIGHSCORE "highscore"
601     #define TREASURES "treasures"
602     #define BANISHFILE "banish_file"
603    
604     #define MAX_ERRORS 25 /* Bail out if more are received during tick */
605     #define STARTMAX 500 /* How big array of objects to start with */
606     #define OBJ_EXPAND 100 /* How big steps to use when expanding array */
607    
608     #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
609    
610 root 1.8 #define ARCHTABLE 16384 /* Arch hashtable size */
611 root 1.1 #define MAXSTRING 20
612    
613     #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
614    
615    
616    
617     /***********************************************************************
618     * Section 4 - save player options.
619     *
620     * There are a lot of things that deal with the save files, and what
621     * gets saved with them, so I put them in there own section.
622     *
623     ***********************************************************************/
624    
625     /*
626     * If you want the players to be able to save their characters between
627     * games, define SAVE_PLAYER and set PLAYERDIR to the directories
628     * where the player-files will be put.
629     * Remember to create the directory (make install will do that though).
630     *
631     * If you intend to run a central server, and not allow the players to
632     * start their own crossfire, you won't need to define this.
633     *
634     */
635    
636     #ifndef PLAYERDIR
637     #define PLAYERDIR "players"
638     #endif
639    
640     /*
641     * If you have defined SAVE_PLAYER, you might want to change this, too.
642     * This is the access rights for the players savefiles.
643     * Given that crossfire runs in a client/server model, there should
644     * be no issue setting these to be quite restrictive (600 and 700).
645     * Before client/server, multiple people might run the executable,
646     * thus requiring that the server be setuid/setgid, and more generous
647     * permisisons needed.
648     * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
649     * for nay directories created.
650     */
651 root 1.5 /* IMPORTANT: there is a race during saving, where the umask is being applied */
652 root 1.1 #define SAVE_MODE 0660
653     #define SAVE_DIR_MODE 0770
654    
655     /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
656     * needs to be selected. You can set both, and things will work fine,
657     * however, it just means that a lot more saving will be done, which
658     * can slow things down some.
659     */
660    
661     /* How often (in seconds) the player is saved if he drops things. If it is
662     * set to 0, the player will be saved for every item he drops. Otherwise,
663     * if the player drops and item, and the last time he was saved
664     * due to item drop is longer
665     * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
666     * environment, you may want to set this to a higher value, so that
667     * you are not spending too much time saving the characters.
668     * This option should now work (Crossfire 0.90.5)
669     */
670    
671 root 1.5 //#define SAVE_INTERVAL 60
672 root 1.1
673     /*
674     * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
675     * 5000 with MAX_TIME set at 120,000 means that the player will be
676     * saved every 10 minutes. Some effort should probably be made to
677     * spread out these saves, but that might be more effort than it is
678     * worth (Depending on the spacing, if enough players log on, the spacing
679     * may not be large enough to save all of them.) As it is now, it will
680     * just set the base tick of when they log on, which should keep the
681     * saves pretty well spread out (in a fairly random fashion.)
682     */
683    
684 root 1.2 #define AUTOSAVE 500
685 root 1.1
686     /* Often, emergency save fails because the memory corruption that caused
687     * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
688     * to disable emergency saves. This actually does
689     * prevent emergency saves now (Version 0.90.5).
690     */
691    
692 root 1.6 #define NO_EMERGENCY_SAVE
693 root 1.1
694     /* By selecting the following, whenever a player does a backup save (with
695     * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
696     * information that is specified later). IF this is not set, the player
697     * will be saved at his present location.
698     */
699    
700     /*#define BACKUP_SAVE_AT_HOME*/
701    
702     /* RESET_LOCATION_TIME is the number of seconds that must elapse before
703     * we fill return the player to his savebed location. If this is zero,
704     * this feature is disabled (player will resume where ever he was
705     * when he last logged off). If this is set to less than two hours,
706     * it will prevent players from camping out in treasure rooms.
707     * Do not comment this out - it must be set to something - if you
708     * comment this out, the program will not compile.
709     *
710     * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player
711     * where appear under what conditions is a little complicated depending
712     * on how the player exited the game. But if the elapsed time is greater than
713     * the value below, player will always get returned to savebed location
714     * location.
715     *
716     * Set to one hour as default
717     */
718    
719     #define RESET_LOCATION_TIME 3600
720