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/cvs/deliantra/server/include/config.h
Revision: 1.1.1.2 (vendor branch)
Committed: Wed Mar 15 14:04:53 2006 UTC (18 years, 2 months ago) by elmex
Content type: text/plain
Branch: UPSTREAM
CVS Tags: UPSTREAM_2006_03_15
Changes since 1.1.1.1: +16 -23 lines
Log Message:
cvs -z9 -d:ext:elmex@cvs.schmorp.de:/schmorpforge import cf.schmorp.de UPSTREAM UPSTREAM_2006_03_15

File Contents

# Content
1 /*
2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.70 2006/03/07 18:46:25 cavesomething 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 PERMANENT_EXPERIENCE_RATIO 25
122 #define DEATH_PENALTY_RATIO 20
123 #define DEATH_PENALTY_LEVEL 3
124 #define SET_TITLE TRUE
125 #define SIMPLE_EXP TRUE
126 #define SPELLPOINT_LEVEL_DEPEND TRUE
127 #define SPELL_ENCUMBRANCE TRUE
128 #define SPELL_FAILURE_EFFECTS FALSE
129 #define REAL_WIZ TRUE
130 #define RECYCLE_TMP_MAPS FALSE
131 #define RESURRECTION FALSE
132 #define SEARCH_ITEMS TRUE
133 #define NOT_PERMADETH TRUE
134 #define EXPLORE_MODE FALSE
135 #define STAT_LOSS_ON_DEATH FALSE
136 #define PK_LUCK_PENALTY 1
137 #define CASTING_TIME FALSE
138 #define SET_FRIENDLY_FIRE 5
139 #define ARMOR_MAX_ENCHANT 5
140 #define ARMOR_WEIGHT_REDUCTION 10
141 #define ARMOR_WEIGHT_LINEAR TRUE
142 #define ARMOR_SPEED_IMPROVEMENT 10
143 #define ARMOR_SPEED_LINEAR TRUE
144
145 /* you can edit the ones below */
146
147
148 /* CS_LOGSTATS will cause the server to log various usage stats
149 * (number of connections, amount of data sent, amount of data received,
150 * and so on.) This can be very useful if you are trying to measure
151 * server/bandwidth usage. It will periodially dump out information
152 * which contains usage stats for the last X amount of time.
153 * CS_LOGTIME is how often it will print out stats.
154 */
155 #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
156 #define CS_LOGSTATS
157 #endif
158 #ifdef CS_LOGSTATS
159 #define CS_LOGTIME 600
160 #endif
161
162 /* DEBUG generates copious amounts of output. I tend to change the CC options
163 * in the crosssite.def file if I want this. By default, you probably
164 * dont want this defined.
165 */
166 #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
167 #ifndef DEBUG
168 #define DEBUG
169 #endif
170 #endif
171 /*
172 * This option creates more core files. In some areas, there are certain
173 * checks done to try and make the program more stable (ie, check
174 * parameter for null, return if it is). These checks are being done
175 * for things that should not happen (ie, being supplied a null parameter).
176 * What MANY_CORES does, is if one of these checks is true, it will
177 * dump core at that time, allowing for fairly easy tracking down of the
178 * problem. Better to fix problems than create thousands of checks.
179 */
180
181 #define MANY_CORES
182
183 /*
184 * This determines the maximum map size the client can request (and
185 * thus what the server will send to the client.
186 * Client can still request a smaller map size (for bandwidth reasons
187 * or display size of whatever else).
188 * The larger this number, the more cpu time and memory the server will
189 * need to spend to figure this out in addition to bandwidth needs.
190 * The server cpu time should be pretty trivial.
191 * There may be reasons to keep it smaller for the 'classic' crossfire
192 * experience which was 11x11. Big maps will likely make the same at
193 * least somewhat easier, but client will need to worry about lag
194 * more.
195 * I put support in for non square map updates in the define, but
196 * there very well might be things that break horribly if this is
197 * used. I figure it is easier to fix that if needed than go back
198 * at the future and have to redo a lot of stuff to support rectangular
199 * maps at that point.
200 *
201 * MSW 2001-05-28
202 */
203
204 #define MAP_CLIENT_X 25
205 #define MAP_CLIENT_Y 25
206
207 /*
208 * If you feel the game is too fast or too slow, change MAX_TIME.
209 * You can experiment with the 'speed <new_max_time> command first.
210 * The length of a tick is MAX_TIME microseconds. During a tick,
211 * players, monsters, or items with speed 1 can do one thing.
212 */
213
214 #define MAX_TIME 120000
215
216 /* Polymorph as it currently stands is unbalancing, so by default
217 * we have it disabled. It can be enabled and it works, but
218 * it can be abused in various ways.
219 */
220 #define NO_POLYMORPH
221
222
223 /* This determine how many entries are stored in the kill log. You
224 * can see this information with the 'party kills' command. More entries
225 * mean slower performance and more memory. IF this is not defined, then
226 * this feature is disabled.
227 */
228 /*
229 #define PARTY_KILL_LOG 20
230 */
231
232 /*
233 * The PERM_EXP values adjust the behaviour of permenent experience. - if
234 * the setting permanent_experience_percentage is zero, these values have
235 * no meaning. The value in the settings file is the percentage of the
236 * experience that is permenent, the rest could be lost on death. When dying,
237 * the greatest amount of non-permenent exp it is possible to lose at one time
238 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
239 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
240 * experience goes to the permanent value. This does not detract from total
241 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
242 * 10 to the permanent value).
243 *
244 * A few thoughts on these default value (by MSW)
245 * gain ratio is pretty much meaningless until exp has been lost, as until
246 * that poin, the value in the settings file will be used.
247 * It is also impossible for the exp to actually be reduced to the permanent
248 * exp ratio - since the loss ratio is .5, it will just get closer and
249 * closer. However, after about half a dozen hits, pretty much all the
250 * exp that can be lost has been lost, and after that, only minor loss
251 * will occur.
252 */
253 /* GD */
254
255 #define PERM_EXP_GAIN_RATIO 0.10f
256 #define PERM_EXP_MAX_LOSS_RATIO 0.50f
257
258 /*
259 * WATCHDOG lets sends datagrams to port 13325 on localhost
260 * in (more-or-less) regular intervals, so an external watchdog
261 * program can kill the server if it hangs (for whatever reason).
262 * It shouldn't hurt anyone if this is defined but you don't
263 * have an watchdog program.
264 */
265 #ifndef WIN32 /* ***win32 disable watchdog as win32 default */
266 #define WATCHDOG
267 #endif
268
269
270 /* Enable the new material code - it needs some work. You can
271 * enable this, and things will work, just you'll see a whole
272 * bunch more materials show up, and thus a whole bunch more materials
273 * in your inventory, and the sorting for them isn't really good.
274 */
275
276 /*
277 #define NEW_MATERIAL_CODE
278 */
279
280 /***********************************************************************
281 * SECTION 2 - Machine/Compiler specific stuff.
282 *
283 * Short list of items:
284 * COMPRESS_SUFFIX - selection of compression programs
285 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
286 *
287 ***********************************************************************/
288
289 /*
290 * If you compress your files to save space, set the COMPRESS_SUFFIX below
291 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
292 * should already find the program to use. If you set the suffix to
293 * something that autoconf did not find, you are likely to have serious
294 * problems, so make sure you have the appropriate compression tool installed
295 * before you set this. You can look at the autoconf.h file to see
296 * what compression tools it found (search for COMPRESS).
297 * Note that this is used when saving files. Crossfire will search all
298 * methods when loading a file to see if it finds a match
299 */
300
301 #ifndef COMPRESS_SUFFIX
302 /* #define COMPRESS_SUFFIX ".Z" */
303 #endif
304
305 /* If you get a complaint about O_NDELAY not being known/undefined, try
306 * uncommenting this.
307 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
308 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
309 * can be written - otherwise, the number of bytes written will be returned
310 * for both modes.
311 */
312
313 /*
314 #define O_NDELAY O_NONBLOCK
315 */
316
317
318 /***********************************************************************
319 * Section 3
320 *
321 * General file and other defaults that don't need to be changed, and
322 * do not change gameplay as percieved by players much. Some options
323 * may affect memory consumption however.
324 *
325 * Values:
326 *
327 * BANFILE - ban certain users/hosts.
328 * CSPORT - port to use for new client/server
329 * DMFILE - file with dm/wizard access lists
330 * LOGFILE - where to log if using -daemon option
331 * MAP_ - various map timeout and swapping parameters
332 * MAX_OBJECTS - how many objects to keep in memory.
333 * MAX_OBJECTS_LWM - only swap maps out if below that value
334 * MOTD - message of the day - printed each time someone joins the game
335 * PERM_FILE - limit play times
336 * SHUTDOWN - used when shutting down the server
337 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
338 * backlogged messages.
339 * TMPDIR - directory to use for temp files
340 * UNIQUE_DIR - directory to put unique item files into
341 * USE_CALLOC for some memory requests
342 ***********************************************************************
343 */
344
345 /*
346 * BANFILE - file used to ban certain sites from playing. See the example
347 * ban_file for examples.
348 */
349
350 #ifndef BANFILE
351 #define BANFILE "ban_file"
352 #endif
353
354 /* CSPORT is the port used for the new client/server code. Change
355 * if desired. Only of relevance if ERIC_SERVER is set above
356 */
357
358 #define CSPORT 13327 /* old port + 1 */
359
360
361 /*
362 * DMFILE
363 * A file containing valid names that can be dm, one on each line. See
364 * example dm_file for syntax help.
365 */
366
367 #ifndef DMFILE
368 #define DMFILE "dm_file"
369 #endif
370
371
372 /* LOGFILE specifies which file to log to when playing with the
373 * -daemon option.
374 */
375
376 #ifndef LOGFILE
377 #ifdef WIN32 /* change define path */
378 #define LOGFILE "var\\crossfire.log"
379 #else
380 #define LOGFILE "/var/log/crossfire/logfile"
381 #endif
382 #endif
383
384 /*
385 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
386 * after a player has left it. If it is set to 0, maps are
387 * swapped out the instant the last player leaves it.
388 * If you are low on memory, you should set this to 0.
389 * Note that depending on the map timeout variable, the number of
390 * objects can get quite high. This is because depending on the maps,
391 * a player could be having the objects of several maps in memory
392 * (the map he is in right now, and the ones he left recently.)
393 * Each map has it's own TIMEOUT value and value field and it is
394 * defaulted to 300
395 *
396 * Having a nonzero value can be useful: If a player leaves a map (and thus
397 * is on a new map), and realizes they want to go back pretty quickly, the
398 * old map is still in memory, so don't need to go disk and get it.
399 *
400 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
401 * to swap out in less than that many ticks, we use the MINTIMEOUT value
402 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
403 * maps.
404 */
405
406 /* How many ticks till maps are swapped out */
407 #define MAP_MAXTIMEOUT 1000
408 /* At least that many ticks before swapout */
409 #define MAP_MINTIMEOUT 500
410
411 /*
412 * MAP_MAXRESET is the maximum time a map can have before being reset. It
413 * will override the time value set in the map, if that time is longer than
414 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
415 * TMPDIR device, set this value to somethign small. The default
416 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
417 * I personally like 1 hour myself, for solo play. It is long enough that
418 * maps won't be resetting as a solve a quest, but short enough that some
419 * maps (like shops and inns) will be reset during the time I play.
420 * Comment out MAP_MAXRESET time if you always want to use the value
421 * in the map archetype.
422 */
423
424 /* Maximum time to reset. */
425 #define MAP_MAXRESET 7200
426 /* Default time to reset. */
427 #define MAP_DEFAULTRESET 7200
428
429 /*
430 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
431 * will look for maps which are already scheldued for swapping, and
432 * promptly swap them out before new maps are being loaded.
433 * If playing only by yourself, this number can probably be as low as
434 * 3000. If in server mode, probably figure about 1000-2000 objects per
435 * active player (if they typically play on different maps), for some guess
436 * on how many to define. If it is too low, maps just get swapped out
437 * immediately, causing a performance hit. If it is too high, the program
438 * consumes more memory. If you have gobs of free memory, a high number
439 * might not be a bad idea. Each object is around 350 bytes right now.
440 * 25000 is about 8.5 MB
441 */
442
443 #define MAX_OBJECTS 100000
444
445 /*
446 * Max objects low water mark (lwm). If defined, the map swapping strategy
447 * is a bit different:
448 * 1) We only start swapping maps if the number of objects in use is
449 * greater than MAX_OBJECTS above.
450 * 2) We keep swapping maps until there are no more maps to swap or the number
451 * of used objects drop below this low water mark value.
452 *
453 * If this is not defined, maps are swapped out on the timeout value above,
454 * or if the number of objects used is greater than MAX_OBJECTS above.
455 *
456 * Note: While this will prevent the pauses noticed when saving maps, there
457 * can instead be cpu performance penalties - any objects in memory get
458 * processed. So if there are 4000 objects in memory, and 1000 of them
459 * are living objects, the system will process all 1000 objects each tick.
460 * With swapping enable, maybe 600 of the objects would have gotten swapped
461 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
462 * than if it is very large.
463 * Also, the pauses you do get can be worse, as if you enter a map with
464 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
465 * many maps to get below the low water mark.
466 */
467
468 /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
469
470 /*
471 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
472 * to find memory corruption and leaks. Currently, the main thing
473 * that happens with this activated is that one malloc is done for
474 * each object - thus whatever debugging mechanism the malloc library
475 * (or other debugging tool provides, like purify), it can track this
476 * individual malloc. Default behaviour when turned off is that
477 * enough memory is malloced for a large group of objects so malloc does
478 * not need to be called as often.
479 * This should only be turned on if some form of memory debugging tool
480 * is being used - otherwise, turning this on will cause some performance
481 * hit with no useful advantage.
482 */
483
484 /*#define MEMORY_DEBUG*/
485
486
487 /*
488 * If you want to have a Message Of The Day file, define MOTD to be
489 * the file with the message. If the file doesn't exist or if it
490 * is empty, no message will be displayed.
491 * (It resides in the CONFDIR directory)
492 */
493
494 #define MOTD "motd"
495
496 /*
497 * You can restrict playing in certain times by creating a PERMIT_FILE
498 * in CONFDIR. See the sample for usage notes.
499 */
500
501 #define PERM_FILE "forbid"
502
503 /*
504 * If you want to take the game down while installing new versions, or
505 * for other reasons, put a message into the SHUTDOWN_FILE file.
506 * Remember to delete it when you open the game again.
507 * (It resides in the CONFDIR directory)
508 */
509
510 #ifndef SHUTDOWN_FILE
511 #define SHUTDOWN_FILE "shutdown"
512 #endif
513
514
515 /*
516 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
517 * storing backlogged messages for the client. This is not operating system
518 * buffers or the like. This amount is used per connection (client).
519 * This buffer is in addition to OS buffers, so it may not need to be very
520 * large. When the OS buffer and this buffer is exhausted, the server
521 * will drop the client connection for falling too far behind. So if
522 * you have very slow client connections, a larger value may be
523 * warranted.
524 */
525
526 #define SOCKETBUFSIZE 128*1024
527
528 /*
529 * Your tmp-directory should be large enough to hold the uncompressed
530 * map-files for all who are playing.
531 * It ought to be locally mounted, since the function used to generate
532 * unique temporary filenames isn't guaranteed to work over NFS or AFS
533 * On the other hand, if you know that only one crossfire server will be
534 * running using this temporary directory, it is likely to be safe to use
535 * something that is NFS mounted (but performance may suffer as NFS is
536 * slower than local disk)
537 */
538
539 /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
540 #ifdef WIN32 /* change define path tmp */
541 #define TMPDIR "tmp"
542 #else
543 #define TMPDIR "/tmp"
544 #endif
545
546
547 /* Directory to use for unique items. This is placed into the 'lib'
548 * directory. Changing this will cause any old unique items file
549 * not to be used.
550 */
551 #define UNIQUE_DIR "unique-items"
552
553 /*
554 * If undefined, malloc is always used.
555 * It looks like this can be oboleted. However, it can be useful to
556 * track down some bugs, as it will make sure that the entire data structure
557 * is set to 0, at the expense of speed.
558 * Rupert Goldie has run Purify against the code, and if this is disabled,
559 * apparantly there are a lot of uninitialized memory reads - I haven't
560 * seen any problem (maybe the memory reads are copies, and the destination
561 * doesn't actually use the garbage values either?), but the impact on speed
562 * of using this probably isn't great, and should make things more stable.
563 * Msw 8-9-97
564 */
565 #define USE_CALLOC
566
567
568 /*
569 * These define the players starting map and location on that map, and where
570 * emergency saves are defined. This should be left as is unless you make
571 * major changes to the map.
572 */
573
574 #ifdef WIN32 /* change define path city */
575
576 # define EMERGENCY_MAPPATH "\\city\\city"
577 # define EMERGENCY_X 15
578 # define EMERGENCY_Y 19
579 #else
580 # define EMERGENCY_MAPPATH "/city/city"
581 # define EMERGENCY_X 15
582 # define EMERGENCY_Y 19
583 #endif
584
585
586 /*
587 * These defines tells where, relative to LIBDIR, the maps, the map-index,
588 * archetypes highscore and treaures files and directories can be found.
589 */
590
591 #define MAPDIR "maps"
592 #define TEMPLATE_DIR "template-maps"
593 #define ARCHETYPES "archetypes"
594 #define REGIONS "regions"
595 #define HIGHSCORE "highscore"
596 #define TREASURES "treasures"
597 #define BANISHFILE "banish_file"
598
599 #define MAX_ERRORS 25 /* Bail out if more are received during tick */
600 #define STARTMAX 500 /* How big array of objects to start with */
601 #define OBJ_EXPAND 100 /* How big steps to use when expanding array */
602
603 #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
604
605 #define ARCHTABLE 5003 /* Used when hashing archetypes */
606 #define MAXSTRING 20
607
608 #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
609
610
611
612 /***********************************************************************
613 * Section 4 - save player options.
614 *
615 * There are a lot of things that deal with the save files, and what
616 * gets saved with them, so I put them in there own section.
617 *
618 ***********************************************************************/
619
620 /*
621 * If you want the players to be able to save their characters between
622 * games, define SAVE_PLAYER and set PLAYERDIR to the directories
623 * where the player-files will be put.
624 * Remember to create the directory (make install will do that though).
625 *
626 * If you intend to run a central server, and not allow the players to
627 * start their own crossfire, you won't need to define this.
628 *
629 */
630
631 #ifndef PLAYERDIR
632 #define PLAYERDIR "players"
633 #endif
634
635 /*
636 * If you have defined SAVE_PLAYER, you might want to change this, too.
637 * This is the access rights for the players savefiles.
638 * Given that crossfire runs in a client/server model, there should
639 * be no issue setting these to be quite restrictive (600 and 700).
640 * Before client/server, multiple people might run the executable,
641 * thus requiring that the server be setuid/setgid, and more generous
642 * permisisons needed.
643 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
644 * for nay directories created.
645 */
646 #define SAVE_MODE 0660
647 #define SAVE_DIR_MODE 0770
648
649 /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
650 * needs to be selected. You can set both, and things will work fine,
651 * however, it just means that a lot more saving will be done, which
652 * can slow things down some.
653 */
654
655 /* How often (in seconds) the player is saved if he drops things. If it is
656 * set to 0, the player will be saved for every item he drops. Otherwise,
657 * if the player drops and item, and the last time he was saved
658 * due to item drop is longer
659 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
660 * environment, you may want to set this to a higher value, so that
661 * you are not spending too much time saving the characters.
662 * This option should now work (Crossfire 0.90.5)
663 */
664
665 /*#define SAVE_INTERVAL 300*/
666
667 /*
668 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
669 * 5000 with MAX_TIME set at 120,000 means that the player will be
670 * saved every 10 minutes. Some effort should probably be made to
671 * spread out these saves, but that might be more effort than it is
672 * worth (Depending on the spacing, if enough players log on, the spacing
673 * may not be large enough to save all of them.) As it is now, it will
674 * just set the base tick of when they log on, which should keep the
675 * saves pretty well spread out (in a fairly random fashion.)
676 */
677
678 #define AUTOSAVE 5000
679
680 /* Often, emergency save fails because the memory corruption that caused
681 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
682 * to disable emergency saves. This actually does
683 * prevent emergency saves now (Version 0.90.5).
684 */
685
686 #define NO_EMERGENCY_SAVE
687
688 /* By selecting the following, whenever a player does a backup save (with
689 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
690 * information that is specified later). IF this is not set, the player
691 * will be saved at his present location.
692 */
693
694 /*#define BACKUP_SAVE_AT_HOME*/
695
696 /* RESET_LOCATION_TIME is the number of seconds that must elapse before
697 * we fill return the player to his savebed location. If this is zero,
698 * this feature is disabled (player will resume where ever he was
699 * when he last logged off). If this is set to less than two hours,
700 * it will prevent players from camping out in treasure rooms.
701 * Do not comment this out - it must be set to something - if you
702 * comment this out, the program will not compile.
703 *
704 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player
705 * where appear under what conditions is a little complicated depending
706 * on how the player exited the game. But if the elapsed time is greater than
707 * the value below, player will always get returned to savebed location
708 * location.
709 *
710 * Set to one hour as default
711 */
712
713 #define RESET_LOCATION_TIME 3600
714