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Revision: 1.2
Committed: Fri Feb 3 07:25:25 2006 UTC (18 years, 3 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.1: +6 -8 lines
Log Message:
initial cfperl/cf.schmorp.de import

File Contents

# Content
1 /*
2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.1.1.1 2006/02/03 07:12:48 root 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 100
113 #define BALSL_NUMBER_LOSSES_RATIO 100
114 #define BALSL_MAX_LOSS_RATIO 100
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 #define PARTY_KILL_LOG 20
227
228 /* Use permanent experience code?
229 * This code allows players to build up a small amount of 'permanent
230 * experience' which reduces the effect of large experience drains, such as
231 * death. This makes multiple frequent deaths less devastating, and also
232 * ensures that any character will make some gradual progress even if they
233 * die all of the time.
234 * A nice option if your keep dying due to massive client/server lags despite
235 * playing well... or you like to swim well outside of your depth. :)
236 *
237 * The PERM_EXP values adjust the behaviour of this option - if
238 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it
239 * is on, the minimum ratio is the minimum amount of permanent exp relative
240 * to the total exp in the skill (ie, at a default of .25, if you had 100
241 * experience, at least 25 of it would be permanent). The gain ratio
242 * is how much of experienced experience goes to the permanent value.
243 * This does not detract from total exp gain (ie, if you gained 100 exp,
244 * 100 would go to the skill total and 10 to the permanent value).
245 * the loss ratio is the maximum amount of experience that can be lost
246 * in any one hit - this is calculated as total exp - perm exp * loss ratio.
247 *
248 * A few thoughts on these default value (by MSW)
249 * gain ratio is pretty much meaningless until exp has been lost, as until
250 * that poin, the minimum ratio will be used.
251 * It is also impossible for the exp to actually be reduced to the permanent
252 * exp ratio - since the loss ratio is .5, it will just get closer and
253 * closer. However, after about half a dozen hits, pretty much all the
254 * exp that can be lost has been lost, and after that, only minor loss
255 * will occur.
256 */
257 /* GD */
258
259 #define PERM_EXP_MINIMUM_RATIO 0.25f
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 #define ARCHTABLE 5003 /* Used when hashing archetypes */
611 #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 #define SAVE_MODE 0660
652 #define SAVE_DIR_MODE 0770
653
654 /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
655 * needs to be selected. You can set both, and things will work fine,
656 * however, it just means that a lot more saving will be done, which
657 * can slow things down some.
658 */
659
660 /* How often (in seconds) the player is saved if he drops things. If it is
661 * set to 0, the player will be saved for every item he drops. Otherwise,
662 * if the player drops and item, and the last time he was saved
663 * due to item drop is longer
664 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
665 * environment, you may want to set this to a higher value, so that
666 * you are not spending too much time saving the characters.
667 * This option should now work (Crossfire 0.90.5)
668 */
669
670 #define SAVE_INTERVAL 60
671
672 /*
673 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
674 * 5000 with MAX_TIME set at 120,000 means that the player will be
675 * saved every 10 minutes. Some effort should probably be made to
676 * spread out these saves, but that might be more effort than it is
677 * worth (Depending on the spacing, if enough players log on, the spacing
678 * may not be large enough to save all of them.) As it is now, it will
679 * just set the base tick of when they log on, which should keep the
680 * saves pretty well spread out (in a fairly random fashion.)
681 */
682
683 #define AUTOSAVE 500
684
685 /* Often, emergency save fails because the memory corruption that caused
686 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
687 * to disable emergency saves. This actually does
688 * prevent emergency saves now (Version 0.90.5).
689 */
690
691 #define NO_EMERGENCY_SAVE
692
693 /* By selecting the following, whenever a player does a backup save (with
694 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
695 * information that is specified later). IF this is not set, the player
696 * will be saved at his present location.
697 */
698
699 /*#define BACKUP_SAVE_AT_HOME*/
700
701 /* RESET_LOCATION_TIME is the number of seconds that must elapse before
702 * we fill return the player to his savebed location. If this is zero,
703 * this feature is disabled (player will resume where ever he was
704 * when he last logged off). If this is set to less than two hours,
705 * it will prevent players from camping out in treasure rooms.
706 * Do not comment this out - it must be set to something - if you
707 * comment this out, the program will not compile.
708 *
709 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player
710 * where appear under what conditions is a little complicated depending
711 * on how the player exited the game. But if the elapsed time is greater than
712 * the value below, player will always get returned to savebed location
713 * location.
714 *
715 * Set to one hour as default
716 */
717
718 #define RESET_LOCATION_TIME 3600
719