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Revision: 1.1
Committed: Fri Feb 3 07:12:48 2006 UTC (18 years, 3 months ago) by root
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Branch: MAIN
Branch point for: UPSTREAM
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# Content
1 /*
2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.69 2005/10/29 09:34:02 ryo_saeba Exp $";
4 */
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 /* Use balanced stat loss code?
81 * This code is a little more merciful with repeated stat loss at lower
82 * levels. Basically, the more stats you have lost, the less likely that
83 * you will lose more. Additionally, lower level characters are shown
84 * a lot more mercy (there are caps on how much of a stat you can lose too).
85 * On the nasty side, if you are higher level, you can lose mutiple stats
86 * _at_once_ and are shown less mercy when you die. But when you're higher
87 * level, it is much easier to buy back your stats with potions.
88 * Turn this on if you want death-based stat loss to be more merciful
89 * at low levels and more cruel at high levels.
90 * Only works when stats are depleted rather than lost. This option has
91 * no effect if you are using genuine stat loss.
92 *
93 * The BALSL_.. values control this behaviour.
94 * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose.
95 * the character level is divided by that value, and that is how many
96 * stats are lost.
97 *
98 * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
99 * basically, level/max_loss_ratio is the most a stat can be depleted.
100 *
101 * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
102 * The chance not to lose a stat is
103 * depleteness^2 / (depletedness^2+ level/ratio).
104 * ie, if the stats current depleted value is 2 and the character is level
105 * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the
106 * level, the more likely it is a stat can get really depleted, but
107 * this gets more offset as the stat gets more depleted.
108 *
109 */
110 /* GD */
111
112 #define BALSL_LOSS_CHANCE_RATIO 4
113 #define BALSL_NUMBER_LOSSES_RATIO 6
114 #define BALSL_MAX_LOSS_RATIO 2
115
116
117 /* Don't edit these values. They are configured in lib/settings. These are
118 Simply the defaults. */
119
120 #define BALANCED_STAT_LOSS FALSE
121 #define USE_PERMANENT_EXPERIENCE FALSE
122 #define SET_TITLE TRUE
123 #define SIMPLE_EXP TRUE
124 #define SPELLPOINT_LEVEL_DEPEND TRUE
125 #define SPELL_ENCUMBRANCE TRUE
126 #define SPELL_FAILURE_EFFECTS FALSE
127 #define REAL_WIZ TRUE
128 #define RECYCLE_TMP_MAPS FALSE
129 #define RESURRECTION FALSE
130 #define SEARCH_ITEMS TRUE
131 #define NOT_PERMADETH TRUE
132 #define EXPLORE_MODE FALSE
133 #define STAT_LOSS_ON_DEATH FALSE
134 #define PK_LUCK_PENALTY 1
135 #define CASTING_TIME FALSE
136 #define SET_FRIENDLY_FIRE 5
137 #define ARMOR_MAX_ENCHANT 5
138 #define ARMOR_WEIGHT_REDUCTION 10
139 #define ARMOR_WEIGHT_LINEAR TRUE
140 #define ARMOR_SPEED_IMPROVEMENT 10
141 #define ARMOR_SPEED_LINEAR TRUE
142
143 /* you can edit the ones below */
144
145
146 /* CS_LOGSTATS will cause the server to log various usage stats
147 * (number of connections, amount of data sent, amount of data received,
148 * and so on.) This can be very useful if you are trying to measure
149 * server/bandwidth usage. It will periodially dump out information
150 * which contains usage stats for the last X amount of time.
151 * CS_LOGTIME is how often it will print out stats.
152 */
153 #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
154 #define CS_LOGSTATS
155 #endif
156 #ifdef CS_LOGSTATS
157 #define CS_LOGTIME 600
158 #endif
159
160 /* DEBUG generates copious amounts of output. I tend to change the CC options
161 * in the crosssite.def file if I want this. By default, you probably
162 * dont want this defined.
163 */
164 #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
165 #ifndef DEBUG
166 #define DEBUG
167 #endif
168 #endif
169 /*
170 * This option creates more core files. In some areas, there are certain
171 * checks done to try and make the program more stable (ie, check
172 * parameter for null, return if it is). These checks are being done
173 * for things that should not happen (ie, being supplied a null parameter).
174 * What MANY_CORES does, is if one of these checks is true, it will
175 * dump core at that time, allowing for fairly easy tracking down of the
176 * problem. Better to fix problems than create thousands of checks.
177 */
178
179 #define MANY_CORES
180
181 /*
182 * This determines the maximum map size the client can request (and
183 * thus what the server will send to the client.
184 * Client can still request a smaller map size (for bandwidth reasons
185 * or display size of whatever else).
186 * The larger this number, the more cpu time and memory the server will
187 * need to spend to figure this out in addition to bandwidth needs.
188 * The server cpu time should be pretty trivial.
189 * There may be reasons to keep it smaller for the 'classic' crossfire
190 * experience which was 11x11. Big maps will likely make the same at
191 * least somewhat easier, but client will need to worry about lag
192 * more.
193 * I put support in for non square map updates in the define, but
194 * there very well might be things that break horribly if this is
195 * used. I figure it is easier to fix that if needed than go back
196 * at the future and have to redo a lot of stuff to support rectangular
197 * maps at that point.
198 *
199 * MSW 2001-05-28
200 */
201
202 #define MAP_CLIENT_X 25
203 #define MAP_CLIENT_Y 25
204
205 /*
206 * If you feel the game is too fast or too slow, change MAX_TIME.
207 * You can experiment with the 'speed <new_max_time> command first.
208 * The length of a tick is MAX_TIME microseconds. During a tick,
209 * players, monsters, or items with speed 1 can do one thing.
210 */
211
212 #define MAX_TIME 120000
213
214 /* Polymorph as it currently stands is unbalancing, so by default
215 * we have it disabled. It can be enabled and it works, but
216 * it can be abused in various ways.
217 */
218 #define NO_POLYMORPH
219
220
221 /* This determine how many entries are stored in the kill log. You
222 * can see this information with the 'party kills' command. More entries
223 * mean slower performance and more memory. IF this is not defined, then
224 * this feature is disabled.
225 */
226 /*
227 #define PARTY_KILL_LOG 20
228 */
229
230 /* Use permanent experience code?
231 * This code allows players to build up a small amount of 'permanent
232 * experience' which reduces the effect of large experience drains, such as
233 * death. This makes multiple frequent deaths less devastating, and also
234 * ensures that any character will make some gradual progress even if they
235 * die all of the time.
236 * A nice option if your keep dying due to massive client/server lags despite
237 * playing well... or you like to swim well outside of your depth. :)
238 *
239 * The PERM_EXP values adjust the behaviour of this option - if
240 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it
241 * is on, the minimum ratio is the minimum amount of permanent exp relative
242 * to the total exp in the skill (ie, at a default of .25, if you had 100
243 * experience, at least 25 of it would be permanent). The gain ratio
244 * is how much of experienced experience goes to the permanent value.
245 * This does not detract from total exp gain (ie, if you gained 100 exp,
246 * 100 would go to the skill total and 10 to the permanent value).
247 * the loss ratio is the maximum amount of experience that can be lost
248 * in any one hit - this is calculated as total exp - perm exp * loss ratio.
249 *
250 * A few thoughts on these default value (by MSW)
251 * gain ratio is pretty much meaningless until exp has been lost, as until
252 * that poin, the minimum ratio will be used.
253 * It is also impossible for the exp to actually be reduced to the permanent
254 * exp ratio - since the loss ratio is .5, it will just get closer and
255 * closer. However, after about half a dozen hits, pretty much all the
256 * exp that can be lost has been lost, and after that, only minor loss
257 * will occur.
258 */
259 /* GD */
260
261 #define PERM_EXP_MINIMUM_RATIO 0.25f
262 #define PERM_EXP_GAIN_RATIO 0.10f
263 #define PERM_EXP_MAX_LOSS_RATIO 0.50f
264
265 /*
266 * WATCHDOG lets sends datagrams to port 13325 on localhost
267 * in (more-or-less) regular intervals, so an external watchdog
268 * program can kill the server if it hangs (for whatever reason).
269 * It shouldn't hurt anyone if this is defined but you don't
270 * have an watchdog program.
271 */
272 #ifndef WIN32 /* ***win32 disable watchdog as win32 default */
273 #define WATCHDOG
274 #endif
275
276
277 /* Enable the new material code - it needs some work. You can
278 * enable this, and things will work, just you'll see a whole
279 * bunch more materials show up, and thus a whole bunch more materials
280 * in your inventory, and the sorting for them isn't really good.
281 */
282
283 /*
284 #define NEW_MATERIAL_CODE
285 */
286
287 /***********************************************************************
288 * SECTION 2 - Machine/Compiler specific stuff.
289 *
290 * Short list of items:
291 * COMPRESS_SUFFIX - selection of compression programs
292 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
293 *
294 ***********************************************************************/
295
296 /*
297 * If you compress your files to save space, set the COMPRESS_SUFFIX below
298 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
299 * should already find the program to use. If you set the suffix to
300 * something that autoconf did not find, you are likely to have serious
301 * problems, so make sure you have the appropriate compression tool installed
302 * before you set this. You can look at the autoconf.h file to see
303 * what compression tools it found (search for COMPRESS).
304 * Note that this is used when saving files. Crossfire will search all
305 * methods when loading a file to see if it finds a match
306 */
307
308 #ifndef COMPRESS_SUFFIX
309 /* #define COMPRESS_SUFFIX ".Z" */
310 #endif
311
312 /* If you get a complaint about O_NDELAY not being known/undefined, try
313 * uncommenting this.
314 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
315 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
316 * can be written - otherwise, the number of bytes written will be returned
317 * for both modes.
318 */
319
320 /*
321 #define O_NDELAY O_NONBLOCK
322 */
323
324
325 /***********************************************************************
326 * Section 3
327 *
328 * General file and other defaults that don't need to be changed, and
329 * do not change gameplay as percieved by players much. Some options
330 * may affect memory consumption however.
331 *
332 * Values:
333 *
334 * BANFILE - ban certain users/hosts.
335 * CSPORT - port to use for new client/server
336 * DMFILE - file with dm/wizard access lists
337 * LOGFILE - where to log if using -daemon option
338 * MAP_ - various map timeout and swapping parameters
339 * MAX_OBJECTS - how many objects to keep in memory.
340 * MAX_OBJECTS_LWM - only swap maps out if below that value
341 * MOTD - message of the day - printed each time someone joins the game
342 * PERM_FILE - limit play times
343 * SHUTDOWN - used when shutting down the server
344 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
345 * backlogged messages.
346 * TMPDIR - directory to use for temp files
347 * UNIQUE_DIR - directory to put unique item files into
348 * USE_CALLOC for some memory requests
349 ***********************************************************************
350 */
351
352 /*
353 * BANFILE - file used to ban certain sites from playing. See the example
354 * ban_file for examples.
355 */
356
357 #ifndef BANFILE
358 #define BANFILE "ban_file"
359 #endif
360
361 /* CSPORT is the port used for the new client/server code. Change
362 * if desired. Only of relevance if ERIC_SERVER is set above
363 */
364
365 #define CSPORT 13327 /* old port + 1 */
366
367
368 /*
369 * DMFILE
370 * A file containing valid names that can be dm, one on each line. See
371 * example dm_file for syntax help.
372 */
373
374 #ifndef DMFILE
375 #define DMFILE "dm_file"
376 #endif
377
378
379 /* LOGFILE specifies which file to log to when playing with the
380 * -daemon option.
381 */
382
383 #ifndef LOGFILE
384 #ifdef WIN32 /* change define path */
385 #define LOGFILE "var\\crossfire.log"
386 #else
387 #define LOGFILE "/var/log/crossfire/logfile"
388 #endif
389 #endif
390
391 /*
392 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
393 * after a player has left it. If it is set to 0, maps are
394 * swapped out the instant the last player leaves it.
395 * If you are low on memory, you should set this to 0.
396 * Note that depending on the map timeout variable, the number of
397 * objects can get quite high. This is because depending on the maps,
398 * a player could be having the objects of several maps in memory
399 * (the map he is in right now, and the ones he left recently.)
400 * Each map has it's own TIMEOUT value and value field and it is
401 * defaulted to 300
402 *
403 * Having a nonzero value can be useful: If a player leaves a map (and thus
404 * is on a new map), and realizes they want to go back pretty quickly, the
405 * old map is still in memory, so don't need to go disk and get it.
406 *
407 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
408 * to swap out in less than that many ticks, we use the MINTIMEOUT value
409 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
410 * maps.
411 */
412
413 /* How many ticks till maps are swapped out */
414 #define MAP_MAXTIMEOUT 1000
415 /* At least that many ticks before swapout */
416 #define MAP_MINTIMEOUT 500
417
418 /*
419 * MAP_MAXRESET is the maximum time a map can have before being reset. It
420 * will override the time value set in the map, if that time is longer than
421 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
422 * TMPDIR device, set this value to somethign small. The default
423 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
424 * I personally like 1 hour myself, for solo play. It is long enough that
425 * maps won't be resetting as a solve a quest, but short enough that some
426 * maps (like shops and inns) will be reset during the time I play.
427 * Comment out MAP_MAXRESET time if you always want to use the value
428 * in the map archetype.
429 */
430
431 /* Maximum time to reset. */
432 #define MAP_MAXRESET 7200
433 /* Default time to reset. */
434 #define MAP_DEFAULTRESET 7200
435
436 /*
437 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
438 * will look for maps which are already scheldued for swapping, and
439 * promptly swap them out before new maps are being loaded.
440 * If playing only by yourself, this number can probably be as low as
441 * 3000. If in server mode, probably figure about 1000-2000 objects per
442 * active player (if they typically play on different maps), for some guess
443 * on how many to define. If it is too low, maps just get swapped out
444 * immediately, causing a performance hit. If it is too high, the program
445 * consumes more memory. If you have gobs of free memory, a high number
446 * might not be a bad idea. Each object is around 350 bytes right now.
447 * 25000 is about 8.5 MB
448 */
449
450 #define MAX_OBJECTS 100000
451
452 /*
453 * Max objects low water mark (lwm). If defined, the map swapping strategy
454 * is a bit different:
455 * 1) We only start swapping maps if the number of objects in use is
456 * greater than MAX_OBJECTS above.
457 * 2) We keep swapping maps until there are no more maps to swap or the number
458 * of used objects drop below this low water mark value.
459 *
460 * If this is not defined, maps are swapped out on the timeout value above,
461 * or if the number of objects used is greater than MAX_OBJECTS above.
462 *
463 * Note: While this will prevent the pauses noticed when saving maps, there
464 * can instead be cpu performance penalties - any objects in memory get
465 * processed. So if there are 4000 objects in memory, and 1000 of them
466 * are living objects, the system will process all 1000 objects each tick.
467 * With swapping enable, maybe 600 of the objects would have gotten swapped
468 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
469 * than if it is very large.
470 * Also, the pauses you do get can be worse, as if you enter a map with
471 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
472 * many maps to get below the low water mark.
473 */
474
475 /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
476
477 /*
478 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
479 * to find memory corruption and leaks. Currently, the main thing
480 * that happens with this activated is that one malloc is done for
481 * each object - thus whatever debugging mechanism the malloc library
482 * (or other debugging tool provides, like purify), it can track this
483 * individual malloc. Default behaviour when turned off is that
484 * enough memory is malloced for a large group of objects so malloc does
485 * not need to be called as often.
486 * This should only be turned on if some form of memory debugging tool
487 * is being used - otherwise, turning this on will cause some performance
488 * hit with no useful advantage.
489 */
490
491 /*#define MEMORY_DEBUG*/
492
493
494 /*
495 * If you want to have a Message Of The Day file, define MOTD to be
496 * the file with the message. If the file doesn't exist or if it
497 * is empty, no message will be displayed.
498 * (It resides in the CONFDIR directory)
499 */
500
501 #define MOTD "motd"
502
503 /*
504 * You can restrict playing in certain times by creating a PERMIT_FILE
505 * in CONFDIR. See the sample for usage notes.
506 */
507
508 #define PERM_FILE "forbid"
509
510 /*
511 * If you want to take the game down while installing new versions, or
512 * for other reasons, put a message into the SHUTDOWN_FILE file.
513 * Remember to delete it when you open the game again.
514 * (It resides in the CONFDIR directory)
515 */
516
517 #ifndef SHUTDOWN_FILE
518 #define SHUTDOWN_FILE "shutdown"
519 #endif
520
521
522 /*
523 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
524 * storing backlogged messages for the client. This is not operating system
525 * buffers or the like. This amount is used per connection (client).
526 * This buffer is in addition to OS buffers, so it may not need to be very
527 * large. When the OS buffer and this buffer is exhausted, the server
528 * will drop the client connection for falling too far behind. So if
529 * you have very slow client connections, a larger value may be
530 * warranted.
531 */
532
533 #define SOCKETBUFSIZE 128*1024
534
535 /*
536 * Your tmp-directory should be large enough to hold the uncompressed
537 * map-files for all who are playing.
538 * It ought to be locally mounted, since the function used to generate
539 * unique temporary filenames isn't guaranteed to work over NFS or AFS
540 * On the other hand, if you know that only one crossfire server will be
541 * running using this temporary directory, it is likely to be safe to use
542 * something that is NFS mounted (but performance may suffer as NFS is
543 * slower than local disk)
544 */
545
546 /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
547 #ifdef WIN32 /* change define path tmp */
548 #define TMPDIR "tmp"
549 #else
550 #define TMPDIR "/tmp"
551 #endif
552
553
554 /* Directory to use for unique items. This is placed into the 'lib'
555 * directory. Changing this will cause any old unique items file
556 * not to be used.
557 */
558 #define UNIQUE_DIR "unique-items"
559
560 /*
561 * If undefined, malloc is always used.
562 * It looks like this can be oboleted. However, it can be useful to
563 * track down some bugs, as it will make sure that the entire data structure
564 * is set to 0, at the expense of speed.
565 * Rupert Goldie has run Purify against the code, and if this is disabled,
566 * apparantly there are a lot of uninitialized memory reads - I haven't
567 * seen any problem (maybe the memory reads are copies, and the destination
568 * doesn't actually use the garbage values either?), but the impact on speed
569 * of using this probably isn't great, and should make things more stable.
570 * Msw 8-9-97
571 */
572 #define USE_CALLOC
573
574
575 /*
576 * These define the players starting map and location on that map, and where
577 * emergency saves are defined. This should be left as is unless you make
578 * major changes to the map.
579 */
580
581 #ifdef WIN32 /* change define path city */
582
583 # define EMERGENCY_MAPPATH "\\city\\city"
584 # define EMERGENCY_X 15
585 # define EMERGENCY_Y 19
586 #else
587 # define EMERGENCY_MAPPATH "/city/city"
588 # define EMERGENCY_X 15
589 # define EMERGENCY_Y 19
590 #endif
591
592
593 /*
594 * These defines tells where, relative to LIBDIR, the maps, the map-index,
595 * archetypes highscore and treaures files and directories can be found.
596 */
597
598 #define MAPDIR "maps"
599 #define TEMPLATE_DIR "template-maps"
600 #define ARCHETYPES "archetypes"
601 #define REGIONS "regions"
602 #define HIGHSCORE "highscore"
603 #define TREASURES "treasures"
604 #define BANISHFILE "banish_file"
605
606 #define MAX_ERRORS 25 /* Bail out if more are received during tick */
607 #define STARTMAX 500 /* How big array of objects to start with */
608 #define OBJ_EXPAND 100 /* How big steps to use when expanding array */
609
610 #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
611
612 #define ARCHTABLE 5003 /* Used when hashing archetypes */
613 #define MAXSTRING 20
614
615 #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
616
617
618
619 /***********************************************************************
620 * Section 4 - save player options.
621 *
622 * There are a lot of things that deal with the save files, and what
623 * gets saved with them, so I put them in there own section.
624 *
625 ***********************************************************************/
626
627 /*
628 * If you want the players to be able to save their characters between
629 * games, define SAVE_PLAYER and set PLAYERDIR to the directories
630 * where the player-files will be put.
631 * Remember to create the directory (make install will do that though).
632 *
633 * If you intend to run a central server, and not allow the players to
634 * start their own crossfire, you won't need to define this.
635 *
636 */
637
638 #ifndef PLAYERDIR
639 #define PLAYERDIR "players"
640 #endif
641
642 /*
643 * If you have defined SAVE_PLAYER, you might want to change this, too.
644 * This is the access rights for the players savefiles.
645 * Given that crossfire runs in a client/server model, there should
646 * be no issue setting these to be quite restrictive (600 and 700).
647 * Before client/server, multiple people might run the executable,
648 * thus requiring that the server be setuid/setgid, and more generous
649 * permisisons needed.
650 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
651 * for nay directories created.
652 */
653 #define SAVE_MODE 0660
654 #define SAVE_DIR_MODE 0770
655
656 /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
657 * needs to be selected. You can set both, and things will work fine,
658 * however, it just means that a lot more saving will be done, which
659 * can slow things down some.
660 */
661
662 /* How often (in seconds) the player is saved if he drops things. If it is
663 * set to 0, the player will be saved for every item he drops. Otherwise,
664 * if the player drops and item, and the last time he was saved
665 * due to item drop is longer
666 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
667 * environment, you may want to set this to a higher value, so that
668 * you are not spending too much time saving the characters.
669 * This option should now work (Crossfire 0.90.5)
670 */
671
672 /*#define SAVE_INTERVAL 300*/
673
674 /*
675 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
676 * 5000 with MAX_TIME set at 120,000 means that the player will be
677 * saved every 10 minutes. Some effort should probably be made to
678 * spread out these saves, but that might be more effort than it is
679 * worth (Depending on the spacing, if enough players log on, the spacing
680 * may not be large enough to save all of them.) As it is now, it will
681 * just set the base tick of when they log on, which should keep the
682 * saves pretty well spread out (in a fairly random fashion.)
683 */
684
685 #define AUTOSAVE 5000
686
687 /* Often, emergency save fails because the memory corruption that caused
688 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
689 * to disable emergency saves. This actually does
690 * prevent emergency saves now (Version 0.90.5).
691 */
692
693 #define NO_EMERGENCY_SAVE
694
695 /* By selecting the following, whenever a player does a backup save (with
696 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
697 * information that is specified later). IF this is not set, the player
698 * will be saved at his present location.
699 */
700
701 /*#define BACKUP_SAVE_AT_HOME*/
702
703 /* RESET_LOCATION_TIME is the number of seconds that must elapse before
704 * we fill return the player to his savebed location. If this is zero,
705 * this feature is disabled (player will resume where ever he was
706 * when he last logged off). If this is set to less than two hours,
707 * it will prevent players from camping out in treasure rooms.
708 * Do not comment this out - it must be set to something - if you
709 * comment this out, the program will not compile.
710 *
711 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player
712 * where appear under what conditions is a little complicated depending
713 * on how the player exited the game. But if the elapsed time is greater than
714 * the value below, player will always get returned to savebed location
715 * location.
716 *
717 * Set to one hour as default
718 */
719
720 #define RESET_LOCATION_TIME 3600
721