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/cvs/deliantra/server/include/config.h
Revision: 1.15
Committed: Sat Apr 22 15:01:47 2006 UTC (18 years, 1 month ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.14: +1 -1 lines
Log Message:
more users, more maps

File Contents

# Content
1 /*
2 * static char *rcsid_config_h =
3 * "$Id$";
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 a very easy, non-challenging server?
81 * Defining the COZY_SERVER will make the server much less challenging:
82 * no stats loss on death, much less experience loss, and party members
83 * are treated by pet monsters as the owner itself when moving "through" them.
84 */
85 #define COZY_SERVER 1
86
87 /*
88 * Make it impossible to pk outside the arena.
89 */
90 #define PROHIBIT_PLAYERKILL 1
91
92 /* Use balanced stat loss code?
93 * This code is a little more merciful with repeated stat loss at lower
94 * levels. Basically, the more stats you have lost, the less likely that
95 * you will lose more. Additionally, lower level characters are shown
96 * a lot more mercy (there are caps on how much of a stat you can lose too).
97 * On the nasty side, if you are higher level, you can lose mutiple stats
98 * _at_once_ and are shown less mercy when you die. But when you're higher
99 * level, it is much easier to buy back your stats with potions.
100 * Turn this on if you want death-based stat loss to be more merciful
101 * at low levels and more cruel at high levels.
102 * Only works when stats are depleted rather than lost. This option has
103 * no effect if you are using genuine stat loss.
104 *
105 * The BALSL_.. values control this behaviour.
106 * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose.
107 * the character level is divided by that value, and that is how many
108 * stats are lost.
109 *
110 * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
111 * basically, level/max_loss_ratio is the most a stat can be depleted.
112 *
113 * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
114 * The chance not to lose a stat is
115 * depleteness^2 / (depletedness^2+ level/ratio).
116 * ie, if the stats current depleted value is 2 and the character is level
117 * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the
118 * level, the more likely it is a stat can get really depleted, but
119 * this gets more offset as the stat gets more depleted.
120 *
121 */
122 /* GD */
123
124 #define BALSL_LOSS_CHANCE_RATIO 100
125 #define BALSL_NUMBER_LOSSES_RATIO 100
126 #define BALSL_MAX_LOSS_RATIO 100
127
128
129 /* Don't edit these values. They are configured in lib/settings. These are
130 Simply the defaults. */
131
132 #define BALANCED_STAT_LOSS FALSE
133 #define PERMANENT_EXPERIENCE_RATIO 25
134 #define DEATH_PENALTY_RATIO 20
135 #define DEATH_PENALTY_LEVEL 3
136 #define SET_TITLE TRUE
137 #define SIMPLE_EXP TRUE
138 #define SPELLPOINT_LEVEL_DEPEND TRUE
139 #define SPELL_ENCUMBRANCE TRUE
140 #define SPELL_FAILURE_EFFECTS FALSE
141 #define REAL_WIZ TRUE
142 #define RECYCLE_TMP_MAPS FALSE
143 #define RESURRECTION FALSE
144 #define SEARCH_ITEMS TRUE
145 #define NOT_PERMADETH TRUE
146 #define EXPLORE_MODE FALSE
147 #define STAT_LOSS_ON_DEATH FALSE
148 #define PK_LUCK_PENALTY 1
149 #define CASTING_TIME FALSE
150 #define SET_FRIENDLY_FIRE 5
151 #define ARMOR_MAX_ENCHANT 5
152 #define ARMOR_WEIGHT_REDUCTION 10
153 #define ARMOR_WEIGHT_LINEAR TRUE
154 #define ARMOR_SPEED_IMPROVEMENT 10
155 #define ARMOR_SPEED_LINEAR TRUE
156
157 /* you can edit the ones below */
158
159
160 /* CS_LOGSTATS will cause the server to log various usage stats
161 * (number of connections, amount of data sent, amount of data received,
162 * and so on.) This can be very useful if you are trying to measure
163 * server/bandwidth usage. It will periodially dump out information
164 * which contains usage stats for the last X amount of time.
165 * CS_LOGTIME is how often it will print out stats.
166 */
167 #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
168 #define CS_LOGSTATS
169 #endif
170 #ifdef CS_LOGSTATS
171 #define CS_LOGTIME 600
172 #endif
173
174 /* DEBUG generates copious amounts of output. I tend to change the CC options
175 * in the crosssite.def file if I want this. By default, you probably
176 * dont want this defined.
177 */
178 #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
179 #ifndef DEBUG
180 #define DEBUG
181 #endif
182 #endif
183 /*
184 * This option creates more core files. In some areas, there are certain
185 * checks done to try and make the program more stable (ie, check
186 * parameter for null, return if it is). These checks are being done
187 * for things that should not happen (ie, being supplied a null parameter).
188 * What MANY_CORES does, is if one of these checks is true, it will
189 * dump core at that time, allowing for fairly easy tracking down of the
190 * problem. Better to fix problems than create thousands of checks.
191 */
192
193 #define MANY_CORES
194
195 /*
196 * This determines the maximum map size the client can request (and
197 * thus what the server will send to the client.
198 * Client can still request a smaller map size (for bandwidth reasons
199 * or display size of whatever else).
200 * The larger this number, the more cpu time and memory the server will
201 * need to spend to figure this out in addition to bandwidth needs.
202 * The server cpu time should be pretty trivial.
203 * There may be reasons to keep it smaller for the 'classic' crossfire
204 * experience which was 11x11. Big maps will likely make the same at
205 * least somewhat easier, but client will need to worry about lag
206 * more.
207 * I put support in for non square map updates in the define, but
208 * there very well might be things that break horribly if this is
209 * used. I figure it is easier to fix that if needed than go back
210 * at the future and have to redo a lot of stuff to support rectangular
211 * maps at that point.
212 *
213 * MSW 2001-05-28
214 */
215
216 #define MAP_CLIENT_X 31
217 #define MAP_CLIENT_Y 31
218
219 /*
220 * If you feel the game is too fast or too slow, change MAX_TIME.
221 * You can experiment with the 'speed <new_max_time> command first.
222 * The length of a tick is MAX_TIME microseconds. During a tick,
223 * players, monsters, or items with speed 1 can do one thing.
224 */
225
226 #define MAX_TIME 120000
227
228 /* Polymorph as it currently stands is unbalancing, so by default
229 * we have it disabled. It can be enabled and it works, but
230 * it can be abused in various ways.
231 */
232 #define NO_POLYMORPH
233
234
235 /* This determine how many entries are stored in the kill log. You
236 * can see this information with the 'party kills' command. More entries
237 * mean slower performance and more memory. IF this is not defined, then
238 * this feature is disabled.
239 */
240 #define PARTY_KILL_LOG 20
241
242 /*
243 * The PERM_EXP values adjust the behaviour of permenent experience. - if
244 * the setting permanent_experience_percentage is zero, these values have
245 * no meaning. The value in the settings file is the percentage of the
246 * experience that is permenent, the rest could be lost on death. When dying,
247 * the greatest amount of non-permenent exp it is possible to lose at one time
248 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
249 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
250 * experience goes to the permanent value. This does not detract from total
251 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
252 * 10 to the permanent value).
253 *
254 * A few thoughts on these default value (by MSW)
255 * gain ratio is pretty much meaningless until exp has been lost, as until
256 * that poin, the value in the settings file will be used.
257 * It is also impossible for the exp to actually be reduced to the permanent
258 * exp ratio - since the loss ratio is .5, it will just get closer and
259 * closer. However, after about half a dozen hits, pretty much all the
260 * exp that can be lost has been lost, and after that, only minor loss
261 * will occur.
262 */
263 /* GD */
264
265 #define PERM_EXP_GAIN_RATIO 0.10f
266 #define PERM_EXP_MAX_LOSS_RATIO 0.50f
267
268 /*
269 * WATCHDOG lets sends datagrams to port 13325 on localhost
270 * in (more-or-less) regular intervals, so an external watchdog
271 * program can kill the server if it hangs (for whatever reason).
272 * It shouldn't hurt anyone if this is defined but you don't
273 * have an watchdog program.
274 */
275 #ifndef WIN32 /* ***win32 disable watchdog as win32 default */
276 #define WATCHDOG
277 #endif
278
279
280 /* Enable the new material code - it needs some work. You can
281 * enable this, and things will work, just you'll see a whole
282 * bunch more materials show up, and thus a whole bunch more materials
283 * in your inventory, and the sorting for them isn't really good.
284 */
285
286 /*
287 #define NEW_MATERIAL_CODE
288 */
289
290 /***********************************************************************
291 * SECTION 2 - Machine/Compiler specific stuff.
292 *
293 * Short list of items:
294 * COMPRESS_SUFFIX - selection of compression programs
295 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
296 *
297 ***********************************************************************/
298
299 /*
300 * If you compress your files to save space, set the COMPRESS_SUFFIX below
301 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
302 * should already find the program to use. If you set the suffix to
303 * something that autoconf did not find, you are likely to have serious
304 * problems, so make sure you have the appropriate compression tool installed
305 * before you set this. You can look at the autoconf.h file to see
306 * what compression tools it found (search for COMPRESS).
307 * Note that this is used when saving files. Crossfire will search all
308 * methods when loading a file to see if it finds a match
309 */
310
311 #ifndef COMPRESS_SUFFIX
312 /* #define COMPRESS_SUFFIX ".Z" */
313 #endif
314
315 /* If you get a complaint about O_NDELAY not being known/undefined, try
316 * uncommenting this.
317 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
318 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
319 * can be written - otherwise, the number of bytes written will be returned
320 * for both modes.
321 */
322
323 /*
324 #define O_NDELAY O_NONBLOCK
325 */
326
327
328 /***********************************************************************
329 * Section 3
330 *
331 * General file and other defaults that don't need to be changed, and
332 * do not change gameplay as percieved by players much. Some options
333 * may affect memory consumption however.
334 *
335 * Values:
336 *
337 * BANFILE - ban certain users/hosts.
338 * CSPORT - port to use for new client/server
339 * DMFILE - file with dm/wizard access lists
340 * LOGFILE - where to log if using -daemon option
341 * MAP_ - various map timeout and swapping parameters
342 * MAX_OBJECTS - how many objects to keep in memory.
343 * MAX_OBJECTS_LWM - only swap maps out if below that value
344 * MOTD - message of the day - printed each time someone joins the game
345 * PERM_FILE - limit play times
346 * SHUTDOWN - used when shutting down the server
347 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
348 * backlogged messages.
349 * TMPDIR - directory to use for temp files
350 * UNIQUE_DIR - directory to put unique item files into
351 * USE_CALLOC for some memory requests
352 ***********************************************************************
353 */
354
355 /*
356 * BANFILE - file used to ban certain sites from playing. See the example
357 * ban_file for examples.
358 */
359
360 #ifndef BANFILE
361 #define BANFILE "ban_file"
362 #endif
363
364 /* CSPORT is the port used for the new client/server code. Change
365 * if desired. Only of relevance if ERIC_SERVER is set above
366 */
367
368 #define CSPORT 13327 /* old port + 1 */
369
370
371 /*
372 * DMFILE
373 * A file containing valid names that can be dm, one on each line. See
374 * example dm_file for syntax help.
375 */
376
377 #ifndef DMFILE
378 #define DMFILE "dm_file"
379 #endif
380
381
382 /* LOGFILE specifies which file to log to when playing with the
383 * -daemon option.
384 */
385
386 #ifndef LOGFILE
387 #ifdef WIN32 /* change define path */
388 #define LOGFILE "var\\crossfire.log"
389 #else
390 #define LOGFILE "/var/log/crossfire/logfile"
391 #endif
392 #endif
393
394 /*
395 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
396 * after a player has left it. If it is set to 0, maps are
397 * swapped out the instant the last player leaves it.
398 * If you are low on memory, you should set this to 0.
399 * Note that depending on the map timeout variable, the number of
400 * objects can get quite high. This is because depending on the maps,
401 * a player could be having the objects of several maps in memory
402 * (the map he is in right now, and the ones he left recently.)
403 * Each map has it's own TIMEOUT value and value field and it is
404 * defaulted to 300
405 *
406 * Having a nonzero value can be useful: If a player leaves a map (and thus
407 * is on a new map), and realizes they want to go back pretty quickly, the
408 * old map is still in memory, so don't need to go disk and get it.
409 *
410 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
411 * to swap out in less than that many ticks, we use the MINTIMEOUT value
412 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
413 * maps.
414 */
415
416 /* How many ticks till maps are swapped out */
417 #define MAP_MAXTIMEOUT 1000
418 /* At least that many ticks before swapout */
419 #define MAP_MINTIMEOUT 500
420
421 /*
422 * MAP_MAXRESET is the maximum time a map can have before being reset. It
423 * will override the time value set in the map, if that time is longer than
424 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
425 * TMPDIR device, set this value to somethign small. The default
426 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
427 * I personally like 1 hour myself, for solo play. It is long enough that
428 * maps won't be resetting as a solve a quest, but short enough that some
429 * maps (like shops and inns) will be reset during the time I play.
430 * Comment out MAP_MAXRESET time if you always want to use the value
431 * in the map archetype.
432 */
433
434 /* Maximum time to reset. */
435 #define MAP_MAXRESET 7200
436 /* Default time to reset. */
437 #define MAP_DEFAULTRESET 7200
438
439 /*
440 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
441 * will look for maps which are already scheldued for swapping, and
442 * promptly swap them out before new maps are being loaded.
443 * If playing only by yourself, this number can probably be as low as
444 * 3000. If in server mode, probably figure about 1000-2000 objects per
445 * active player (if they typically play on different maps), for some guess
446 * on how many to define. If it is too low, maps just get swapped out
447 * immediately, causing a performance hit. If it is too high, the program
448 * consumes more memory. If you have gobs of free memory, a high number
449 * might not be a bad idea. Each object is around 350 bytes right now.
450 * 25000 is about 8.5 MB
451 */
452
453 #define MAX_OBJECTS 200000
454
455 /*
456 * Max objects low water mark (lwm). If defined, the map swapping strategy
457 * is a bit different:
458 * 1) We only start swapping maps if the number of objects in use is
459 * greater than MAX_OBJECTS above.
460 * 2) We keep swapping maps until there are no more maps to swap or the number
461 * of used objects drop below this low water mark value.
462 *
463 * If this is not defined, maps are swapped out on the timeout value above,
464 * or if the number of objects used is greater than MAX_OBJECTS above.
465 *
466 * Note: While this will prevent the pauses noticed when saving maps, there
467 * can instead be cpu performance penalties - any objects in memory get
468 * processed. So if there are 4000 objects in memory, and 1000 of them
469 * are living objects, the system will process all 1000 objects each tick.
470 * With swapping enable, maybe 600 of the objects would have gotten swapped
471 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
472 * than if it is very large.
473 * Also, the pauses you do get can be worse, as if you enter a map with
474 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
475 * many maps to get below the low water mark.
476 */
477
478 /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
479
480 /*
481 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
482 * to find memory corruption and leaks. Currently, the main thing
483 * that happens with this activated is that one malloc is done for
484 * each object - thus whatever debugging mechanism the malloc library
485 * (or other debugging tool provides, like purify), it can track this
486 * individual malloc. Default behaviour when turned off is that
487 * enough memory is malloced for a large group of objects so malloc does
488 * not need to be called as often.
489 * This should only be turned on if some form of memory debugging tool
490 * is being used - otherwise, turning this on will cause some performance
491 * hit with no useful advantage.
492 */
493
494 /*#define MEMORY_DEBUG*/
495
496
497 /*
498 * If you want to have a Message Of The Day file, define MOTD to be
499 * the file with the message. If the file doesn't exist or if it
500 * is empty, no message will be displayed.
501 * (It resides in the CONFDIR directory)
502 */
503
504 #define MOTD "motd"
505
506 /*
507 * You can restrict playing in certain times by creating a PERMIT_FILE
508 * in CONFDIR. See the sample for usage notes.
509 */
510
511 #define PERM_FILE "forbid"
512
513 /*
514 * If you want to take the game down while installing new versions, or
515 * for other reasons, put a message into the SHUTDOWN_FILE file.
516 * Remember to delete it when you open the game again.
517 * (It resides in the CONFDIR directory)
518 */
519
520 #ifndef SHUTDOWN_FILE
521 #define SHUTDOWN_FILE "shutdown"
522 #endif
523
524
525 /*
526 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
527 * storing backlogged messages for the client. This is not operating system
528 * buffers or the like. This amount is used per connection (client).
529 * This buffer is in addition to OS buffers, so it may not need to be very
530 * large. When the OS buffer and this buffer is exhausted, the server
531 * will drop the client connection for falling too far behind. So if
532 * you have very slow client connections, a larger value may be
533 * warranted.
534 */
535
536 #define SOCKETBUFSIZE 128*1024
537
538 /*
539 * Your tmp-directory should be large enough to hold the uncompressed
540 * map-files for all who are playing.
541 * It ought to be locally mounted, since the function used to generate
542 * unique temporary filenames isn't guaranteed to work over NFS or AFS
543 * On the other hand, if you know that only one crossfire server will be
544 * running using this temporary directory, it is likely to be safe to use
545 * something that is NFS mounted (but performance may suffer as NFS is
546 * slower than local disk)
547 */
548
549 /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
550 #ifdef WIN32 /* change define path tmp */
551 #define TMPDIR "tmp"
552 #else
553 #define TMPDIR "/tmp"
554 #endif
555
556
557 /* Directory to use for unique items. This is placed into the 'lib'
558 * directory. Changing this will cause any old unique items file
559 * not to be used.
560 */
561 #define UNIQUE_DIR "unique-items"
562
563 /*
564 * If undefined, malloc is always used.
565 * It looks like this can be oboleted. However, it can be useful to
566 * track down some bugs, as it will make sure that the entire data structure
567 * is set to 0, at the expense of speed.
568 * Rupert Goldie has run Purify against the code, and if this is disabled,
569 * apparantly there are a lot of uninitialized memory reads - I haven't
570 * seen any problem (maybe the memory reads are copies, and the destination
571 * doesn't actually use the garbage values either?), but the impact on speed
572 * of using this probably isn't great, and should make things more stable.
573 * Msw 8-9-97
574 */
575 #define USE_CALLOC
576
577
578 /*
579 * These define the players starting map and location on that map, and where
580 * emergency saves are defined. This should be left as is unless you make
581 * major changes to the map.
582 */
583
584 #ifdef WIN32 /* change define path city */
585
586 # define EMERGENCY_MAPPATH "\\city\\city"
587 # define EMERGENCY_X 15
588 # define EMERGENCY_Y 19
589 #else
590 # define EMERGENCY_MAPPATH "/city/city"
591 # define EMERGENCY_X 15
592 # define EMERGENCY_Y 19
593 #endif
594
595
596 /*
597 * These defines tells where, relative to LIBDIR, the maps, the map-index,
598 * archetypes highscore and treaures files and directories can be found.
599 */
600
601 #define MAPDIR "maps"
602 #define TEMPLATE_DIR "template-maps"
603 #define ARCHETYPES "archetypes"
604 #define REGIONS "regions"
605 #define HIGHSCORE "highscore"
606 #define TREASURES "treasures"
607 #define BANISHFILE "banish_file"
608
609 #define MAX_ERRORS 25 /* Bail out if more are received during tick */
610 #define STARTMAX 500 /* How big array of objects to start with */
611 #define OBJ_EXPAND 100 /* How big steps to use when expanding array */
612
613 #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
614
615 #define ARCHTABLE 16384 /* Arch hashtable size */
616 #define MAXSTRING 20
617
618 #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
619
620
621
622 /***********************************************************************
623 * Section 4 - save player options.
624 *
625 * There are a lot of things that deal with the save files, and what
626 * gets saved with them, so I put them in there own section.
627 *
628 ***********************************************************************/
629
630 /*
631 * If you want the players to be able to save their characters between
632 * games, define SAVE_PLAYER and set PLAYERDIR to the directories
633 * where the player-files will be put.
634 * Remember to create the directory (make install will do that though).
635 *
636 * If you intend to run a central server, and not allow the players to
637 * start their own crossfire, you won't need to define this.
638 *
639 */
640
641 #ifndef PLAYERDIR
642 #define PLAYERDIR "players"
643 #endif
644
645 /*
646 * If you have defined SAVE_PLAYER, you might want to change this, too.
647 * This is the access rights for the players savefiles.
648 * Given that crossfire runs in a client/server model, there should
649 * be no issue setting these to be quite restrictive (600 and 700).
650 * Before client/server, multiple people might run the executable,
651 * thus requiring that the server be setuid/setgid, and more generous
652 * permisisons needed.
653 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
654 * for nay directories created.
655 */
656 /* IMPORTANT: there is a race during saving, where the umask is being applied */
657 #define SAVE_MODE 0660
658 #define SAVE_DIR_MODE 0770
659
660 /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
661 * needs to be selected. You can set both, and things will work fine,
662 * however, it just means that a lot more saving will be done, which
663 * can slow things down some.
664 */
665
666 /* How often (in seconds) the player is saved if he drops things. If it is
667 * set to 0, the player will be saved for every item he drops. Otherwise,
668 * if the player drops and item, and the last time he was saved
669 * due to item drop is longer
670 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
671 * environment, you may want to set this to a higher value, so that
672 * you are not spending too much time saving the characters.
673 * This option should now work (Crossfire 0.90.5)
674 */
675
676 //#define SAVE_INTERVAL 60
677
678 /*
679 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
680 * 5000 with MAX_TIME set at 120,000 means that the player will be
681 * saved every 10 minutes. Some effort should probably be made to
682 * spread out these saves, but that might be more effort than it is
683 * worth (Depending on the spacing, if enough players log on, the spacing
684 * may not be large enough to save all of them.) As it is now, it will
685 * just set the base tick of when they log on, which should keep the
686 * saves pretty well spread out (in a fairly random fashion.)
687 */
688
689 #define AUTOSAVE 500
690
691 /* Often, emergency save fails because the memory corruption that caused
692 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
693 * to disable emergency saves. This actually does
694 * prevent emergency saves now (Version 0.90.5).
695 */
696
697 #define NO_EMERGENCY_SAVE
698
699 /* By selecting the following, whenever a player does a backup save (with
700 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
701 * information that is specified later). IF this is not set, the player
702 * will be saved at his present location.
703 */
704
705 /*#define BACKUP_SAVE_AT_HOME*/
706
707 /* RESET_LOCATION_TIME is the number of seconds that must elapse before
708 * we will return the player to his savebed location. If this is zero,
709 * this feature is disabled (player will resume where ever he was
710 * when he last logged off). If this is set to less than two hours,
711 * it will prevent players from camping out in treasure rooms.
712 * Do not comment this out - it must be set to something - if you
713 * comment this out, the program will not compile.
714 *
715 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player
716 * where appear under what conditions is a little complicated depending
717 * on how the player exited the game. But if the elapsed time is greater than
718 * the value below, player will always get returned to savebed location
719 * location.
720 *
721 * Set to one hour as default
722 */
723
724 #define RESET_LOCATION_TIME 3600
725