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/cvs/deliantra/server/include/config.h
Revision: 1.23
Committed: Wed Dec 13 02:55:50 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.22: +0 -16 lines
Log Message:
- medium decruftification
- medium cleanups
- make settings accessible to perl using cf::settings->mutator
  (completely untested)

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 This program is free software; you can redistribute it and/or modify
8 it under the terms of the GNU General Public License as published by
9 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com
22 */
23
24 /* This file contains various #defines that select various options.
25 * Some may not be desirable, and some just may not work.
26 *
27 * There are some options that are not selectable in this file which
28 * may not always be undesirable. An example would be certain
29 * treasures that you may not want to have available. To remove the
30 * activation code would make these items worthless - instead remove
31 * these from the treasure file. Some things to look for are:
32 *
33 * prepare_weapon, improve_*: Allow characters to enchant their own
34 * weapons
35 * ench_armour: Allow characters to enchant their armor.
36 *
37 * In theory, most of the values here should just be defaults, and
38 * everything here should just be selectable by different run time
39 * flags However, for some things, that would just be too messy.
40 */
41
42 /* There are 4 main sections to this file-
43 * Section 1 is feature selection (enabling/disabling certain features)
44 *
45 * Section 2 is compiler/machine dependant section (stuff that just
46 * makes the program compile and run properly, but don't change the
47 * behavior)
48 *
49 * Section 3 is location of certain files and other defaults. Things in
50 * this section generally do not need to be changed, and generally do
51 * not alter the play as perceived by players. However, you may
52 * have your own values you want to set here.
53 *
54 * Section 4 deals with save file related options.
55 */
56
57 /*******************************************************************
58 * SECTION 1 - FEATURES
59 *
60 * You don't have to change anything here to get a working program, but
61 * you may want to on personal preferance. Items are arranged
62 * alphabetically.
63 *
64 * Short list of features, and what to search for:
65 * CS_LOGSTATS - log various new client/server data.
66 * DEBUG - more verbose message logging?
67 * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive
68 * MAX_TIME - how long an internal tick is in microseconds
69 * MANY_CORES - generate core dumps on gross errors instead of continuing?
70 * PARTY_KILL_LOG - stores party kill information
71 * WATCHDOG - allows use of an external watchdog program
72 *
73 ***********************************************************************/
74
75 /* Use a very easy, non-challenging server?
76 * Defining the COZY_SERVER will make the server much less challenging:
77 * no stats loss on death, much less experience loss, and party members
78 * are treated by pet monsters as the owner itself when moving "through" them.
79 */
80 #define COZY_SERVER 1
81
82 /*
83 * Make it impossible to pk outside the arena.
84 */
85 #define PROHIBIT_PLAYERKILL 1
86
87 /* Use balanced stat loss code?
88 * This code is a little more merciful with repeated stat loss at lower
89 * levels. Basically, the more stats you have lost, the less likely that
90 * you will lose more. Additionally, lower level characters are shown
91 * a lot more mercy (there are caps on how much of a stat you can lose too).
92 * On the nasty side, if you are higher level, you can lose mutiple stats
93 * _at_once_ and are shown less mercy when you die. But when you're higher
94 * level, it is much easier to buy back your stats with potions.
95 * Turn this on if you want death-based stat loss to be more merciful
96 * at low levels and more cruel at high levels.
97 * Only works when stats are depleted rather than lost. This option has
98 * no effect if you are using genuine stat loss.
99 *
100 * The BALSL_.. values control this behaviour.
101 * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose.
102 * the character level is divided by that value, and that is how many
103 * stats are lost.
104 *
105 * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
106 * basically, level/max_loss_ratio is the most a stat can be depleted.
107 *
108 * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
109 * The chance not to lose a stat is
110 * depleteness^2 / (depletedness^2+ level/ratio).
111 * ie, if the stats current depleted value is 2 and the character is level
112 * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the
113 * level, the more likely it is a stat can get really depleted, but
114 * this gets more offset as the stat gets more depleted.
115 *
116 */
117 /* GD */
118
119 #define BALSL_LOSS_CHANCE_RATIO 100
120 #define BALSL_NUMBER_LOSSES_RATIO 100
121 #define BALSL_MAX_LOSS_RATIO 100
122
123
124 /* Don't edit these values. They are configured in lib/settings. These are
125 Simply the defaults. */
126
127 #define BALANCED_STAT_LOSS FALSE
128 #define PERMANENT_EXPERIENCE_RATIO 25
129 #define DEATH_PENALTY_RATIO 20
130 #define DEATH_PENALTY_LEVEL 3
131 #define SET_TITLE TRUE
132 #define SIMPLE_EXP TRUE
133 #define SPELLPOINT_LEVEL_DEPEND TRUE
134 #define SPELL_ENCUMBRANCE TRUE
135 #define SPELL_FAILURE_EFFECTS FALSE
136 #define REAL_WIZ TRUE
137 #define RECYCLE_TMP_MAPS FALSE
138 #define RESURRECTION FALSE
139 #define SEARCH_ITEMS TRUE
140 #define NOT_PERMADETH TRUE
141 #define EXPLORE_MODE FALSE
142 #define STAT_LOSS_ON_DEATH FALSE
143 #define PK_LUCK_PENALTY 1
144 #define CASTING_TIME FALSE
145 #define SET_FRIENDLY_FIRE 5
146 #define ARMOR_MAX_ENCHANT 5
147 #define ARMOR_WEIGHT_REDUCTION 10
148 #define ARMOR_WEIGHT_LINEAR TRUE
149 #define ARMOR_SPEED_IMPROVEMENT 10
150 #define ARMOR_SPEED_LINEAR TRUE
151 #define CREATE_HOME_PORTALS FALSE
152
153 /* you can edit the ones below */
154
155
156 /* CS_LOGSTATS will cause the server to log various usage stats
157 * (number of connections, amount of data sent, amount of data received,
158 * and so on.) This can be very useful if you are trying to measure
159 * server/bandwidth usage. It will periodially dump out information
160 * which contains usage stats for the last X amount of time.
161 * CS_LOGTIME is how often it will print out stats.
162 */
163 #define CS_LOGSTATS
164 #define CS_LOGTIME 600
165
166 /* DEBUG generates copious amounts of output. I tend to change the CC options
167 * in the crosssite.def file if I want this. By default, you probably
168 * dont want this defined.
169 */
170 #ifndef DEBUG
171 #define DEBUG
172 #endif
173 /*
174 * This option creates more core files. In some areas, there are certain
175 * checks done to try and make the program more stable (ie, check
176 * parameter for null, return if it is). These checks are being done
177 * for things that should not happen (ie, being supplied a null parameter).
178 * What MANY_CORES does, is if one of these checks is true, it will
179 * dump core at that time, allowing for fairly easy tracking down of the
180 * problem. Better to fix problems than create thousands of checks.
181 */
182
183 #define MANY_CORES
184
185 /*
186 * This determines the maximum map size the client can request (and
187 * thus what the server will send to the client.
188 * Client can still request a smaller map size (for bandwidth reasons
189 * or display size of whatever else).
190 * The larger this number, the more cpu time and memory the server will
191 * need to spend to figure this out in addition to bandwidth needs.
192 * The server cpu time should be pretty trivial.
193 * There may be reasons to keep it smaller for the 'classic' crossfire
194 * experience which was 11x11. Big maps will likely make the same at
195 * least somewhat easier, but client will need to worry about lag
196 * more.
197 * I put support in for non square map updates in the define, but
198 * there very well might be things that break horribly if this is
199 * used. I figure it is easier to fix that if needed than go back
200 * at the future and have to redo a lot of stuff to support rectangular
201 * maps at that point.
202 *
203 * MSW 2001-05-28
204 */
205
206 #define MAP_CLIENT_X 31
207 #define MAP_CLIENT_Y 31
208
209 /*
210 * If you feel the game is too fast or too slow, change MAX_TIME.
211 * You can experiment with the 'speed <new_max_time> command first.
212 * The length of a tick is MAX_TIME microseconds. During a tick,
213 * players, monsters, or items with speed 1 can do one thing.
214 */
215
216 #define MAX_TIME 120000
217
218 /* Polymorph as it currently stands is unbalancing, so by default
219 * we have it disabled. It can be enabled and it works, but
220 * it can be abused in various ways.
221 */
222 #define NO_POLYMORPH
223
224
225 /* This determine how many entries are stored in the kill log. You
226 * can see this information with the 'party kills' command. More entries
227 * mean slower performance and more memory. IF this is not defined, then
228 * this feature is disabled.
229 */
230 #define PARTY_KILL_LOG 20
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 #define WATCHDOG
266
267 /* Enable the new material code - it needs some work. You can
268 * enable this, and things will work, just you'll see a whole
269 * bunch more materials show up, and thus a whole bunch more materials
270 * in your inventory, and the sorting for them isn't really good.
271 */
272
273 /*
274 #define NEW_MATERIAL_CODE
275 */
276
277 /***********************************************************************
278 * SECTION 2 - Machine/Compiler specific stuff.
279 *
280 * Short list of items:
281 * COMPRESS_SUFFIX - selection of compression programs
282 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
283 *
284 ***********************************************************************/
285
286 /*
287 * If you compress your files to save space, set the COMPRESS_SUFFIX below
288 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
289 * should already find the program to use. If you set the suffix to
290 * something that autoconf did not find, you are likely to have serious
291 * problems, so make sure you have the appropriate compression tool installed
292 * before you set this. You can look at the autoconf.h file to see
293 * what compression tools it found (search for COMPRESS).
294 * Note that this is used when saving files. Crossfire will search all
295 * methods when loading a file to see if it finds a match
296 */
297
298 #ifndef COMPRESS_SUFFIX
299 /* #define COMPRESS_SUFFIX ".Z" */
300 #endif
301
302 /* If you get a complaint about O_NDELAY not being known/undefined, try
303 * uncommenting this.
304 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
305 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
306 * can be written - otherwise, the number of bytes written will be returned
307 * for both modes.
308 */
309
310 /*
311 #define O_NDELAY O_NONBLOCK
312 */
313
314
315 /***********************************************************************
316 * Section 3
317 *
318 * General file and other defaults that don't need to be changed, and
319 * do not change gameplay as percieved by players much. Some options
320 * may affect memory consumption however.
321 *
322 * Values:
323 *
324 * BANFILE - ban certain users/hosts.
325 * CSPORT - port to use for new client/server
326 * DMFILE - file with dm/wizard access lists
327 * LOGFILE - where to log if using -daemon option
328 * MAP_ - various map timeout and swapping parameters
329 * MAX_OBJECTS - how many objects to keep in memory.
330 * MAX_OBJECTS_LWM - only swap maps out if below that value
331 * MOTD - message of the day - printed each time someone joins the game
332 * PERM_FILE - limit play times
333 * SHUTDOWN - used when shutting down the server
334 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
335 * backlogged messages.
336 * TMPDIR - directory to use for temp files
337 * UNIQUE_DIR - directory to put unique item files into
338 ***********************************************************************
339 */
340
341 /*
342 * BANFILE - file used to ban certain sites from playing. See the example
343 * ban_file for examples.
344 */
345
346 #ifndef BANFILE
347 #define BANFILE "ban_file"
348 #endif
349
350 /* CSPORT is the port used for the new client/server code. Change
351 * if desired. Only of relevance if ERIC_SERVER is set above
352 */
353
354 #define CSPORT 13327 /* old port + 1 */
355
356
357 /*
358 * DMFILE
359 * A file containing valid names that can be dm, one on each line. See
360 * example dm_file for syntax help.
361 */
362
363 #ifndef DMFILE
364 #define DMFILE "dm_file"
365 #endif
366
367
368 /* LOGFILE specifies which file to log to when playing with the
369 * -daemon option.
370 */
371
372 #ifndef LOGFILE
373 #define LOGFILE "/var/log/crossfire/logfile"
374 #endif
375
376 /*
377 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
378 * after a player has left it. If it is set to 0, maps are
379 * swapped out the instant the last player leaves it.
380 * If you are low on memory, you should set this to 0.
381 * Note that depending on the map timeout variable, the number of
382 * objects can get quite high. This is because depending on the maps,
383 * a player could be having the objects of several maps in memory
384 * (the map he is in right now, and the ones he left recently.)
385 * Each map has it's own TIMEOUT value and value field and it is
386 * defaulted to 300
387 *
388 * Having a nonzero value can be useful: If a player leaves a map (and thus
389 * is on a new map), and realizes they want to go back pretty quickly, the
390 * old map is still in memory, so don't need to go disk and get it.
391 *
392 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
393 * to swap out in less than that many ticks, we use the MINTIMEOUT value
394 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
395 * maps.
396 */
397
398 /* How many ticks till maps are swapped out */
399 #define MAP_MAXTIMEOUT 300
400 /* At least that many ticks before swapout */
401 #define MAP_MINTIMEOUT 300
402
403 /*
404 * MAP_MAXRESET is the maximum time a map can have before being reset. It
405 * will override the time value set in the map, if that time is longer than
406 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
407 * TMPDIR device, set this value to somethign small. The default
408 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
409 * I personally like 1 hour myself, for solo play. It is long enough that
410 * maps won't be resetting as a solve a quest, but short enough that some
411 * maps (like shops and inns) will be reset during the time I play.
412 * Comment out MAP_MAXRESET time if you always want to use the value
413 * in the map archetype.
414 */
415
416 /* Maximum time to reset. */
417 #define MAP_MAXRESET 7200
418 /* Default time to reset. */
419 #define MAP_DEFAULTRESET 3600
420
421 /*
422 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
423 * will look for maps which are already scheldued for swapping, and
424 * promptly swap them out before new maps are being loaded.
425 * If playing only by yourself, this number can probably be as low as
426 * 3000. If in server mode, probably figure about 1000-2000 objects per
427 * active player (if they typically play on different maps), for some guess
428 * on how many to define. If it is too low, maps just get swapped out
429 * immediately, causing a performance hit. If it is too high, the program
430 * consumes more memory. If you have gobs of free memory, a high number
431 * might not be a bad idea. Each object is around 350 bytes right now.
432 * 25000 is about 8.5 MB
433 */
434
435 #define MAX_OBJECTS 400000
436
437 /*
438 * Max objects low water mark (lwm). If defined, the map swapping strategy
439 * is a bit different:
440 * 1) We only start swapping maps if the number of objects in use is
441 * greater than MAX_OBJECTS above.
442 * 2) We keep swapping maps until there are no more maps to swap or the number
443 * of used objects drop below this low water mark value.
444 *
445 * If this is not defined, maps are swapped out on the timeout value above,
446 * or if the number of objects used is greater than MAX_OBJECTS above.
447 *
448 * Note: While this will prevent the pauses noticed when saving maps, there
449 * can instead be cpu performance penalties - any objects in memory get
450 * processed. So if there are 4000 objects in memory, and 1000 of them
451 * are living objects, the system will process all 1000 objects each tick.
452 * With swapping enable, maybe 600 of the objects would have gotten swapped
453 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
454 * than if it is very large.
455 * Also, the pauses you do get can be worse, as if you enter a map with
456 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
457 * many maps to get below the low water mark.
458 */
459
460 /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
461
462 /*
463 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
464 * to find memory corruption and leaks. Currently, the main thing
465 * that happens with this activated is that one malloc is done for
466 * each object - thus whatever debugging mechanism the malloc library
467 * (or other debugging tool provides, like purify), it can track this
468 * individual malloc. Default behaviour when turned off is that
469 * enough memory is malloced for a large group of objects so malloc does
470 * not need to be called as often.
471 * This should only be turned on if some form of memory debugging tool
472 * is being used - otherwise, turning this on will cause some performance
473 * hit with no useful advantage.
474 */
475
476 /*#define MEMORY_DEBUG*/
477
478
479 /*
480 * If you want to have a Message Of The Day file, define MOTD to be
481 * the file with the message. If the file doesn't exist or if it
482 * is empty, no message will be displayed.
483 * (It resides in the CONFDIR directory)
484 */
485
486 #define MOTD "motd"
487
488 /*
489 * You can restrict playing in certain times by creating a PERMIT_FILE
490 * in CONFDIR. See the sample for usage notes.
491 */
492
493 #define PERM_FILE "forbid"
494
495 /*
496 * If you want to take the game down while installing new versions, or
497 * for other reasons, put a message into the SHUTDOWN_FILE file.
498 * Remember to delete it when you open the game again.
499 * (It resides in the CONFDIR directory)
500 */
501
502 #ifndef SHUTDOWN_FILE
503 #define SHUTDOWN_FILE "shutdown"
504 #endif
505
506
507 /*
508 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
509 * storing backlogged messages for the client. This is not operating system
510 * buffers or the like. This amount is used per connection (client).
511 * This buffer is in addition to OS buffers, so it may not need to be very
512 * large. When the OS buffer and this buffer is exhausted, the server
513 * will drop the client connection for falling too far behind. So if
514 * you have very slow client connections, a larger value may be
515 * warranted.
516 */
517
518 #define SOCKETBUFSIZE 256*1024
519
520 /*
521 * Your tmp-directory should be large enough to hold the uncompressed
522 * map-files for all who are playing.
523 * It ought to be locally mounted, since the function used to generate
524 * unique temporary filenames isn't guaranteed to work over NFS or AFS
525 * On the other hand, if you know that only one crossfire server will be
526 * running using this temporary directory, it is likely to be safe to use
527 * something that is NFS mounted (but performance may suffer as NFS is
528 * slower than local disk)
529 */
530
531 /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
532 #define TMPDIR "/tmp"
533
534
535 /* Directory to use for unique items. This is placed into the 'lib'
536 * directory. Changing this will cause any old unique items file
537 * not to be used.
538 */
539 #define UNIQUE_DIR "unique-items"
540
541 /*
542 * These define the players starting map and location on that map, and where
543 * emergency saves are defined. This should be left as is unless you make
544 * major changes to the map.
545 */
546
547 #define EMERGENCY_MAPPATH "/city/city"
548 #define EMERGENCY_X 15
549 #define EMERGENCY_Y 19
550
551
552 /*
553 * These defines tells where, relative to LIBDIR, the maps, the map-index,
554 * archetypes highscore and treaures files and directories can be found.
555 */
556
557 #define MAPDIR "maps"
558 #define TEMPLATE_DIR "template-maps"
559 #define ARCHETYPES "archetypes"
560 #define REGIONS "regions"
561 #define HIGHSCORE "highscore"
562 #define TREASURES "treasures"
563 #define BANISHFILE "banish_file"
564
565 #define MAX_ERRORS 25 /* Bail out if more are received during tick */
566 #define OBJ_EXPAND 5000 /* How big steps to use when expanding array */
567
568 #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
569
570 #define ARCHTABLE 16384 /* Arch hashtable size */
571 #define MAXSTRING 20
572
573 #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
574
575
576
577 /***********************************************************************
578 * Section 4 - save player options.
579 *
580 * There are a lot of things that deal with the save files, and what
581 * gets saved with them, so I put them in there own section.
582 *
583 ***********************************************************************/
584
585 /*
586 * If you want the players to be able to save their characters between
587 * games, define SAVE_PLAYER and set PLAYERDIR to the directories
588 * where the player-files will be put.
589 * Remember to create the directory (make install will do that though).
590 *
591 * If you intend to run a central server, and not allow the players to
592 * start their own crossfire, you won't need to define this.
593 *
594 */
595
596 #ifndef PLAYERDIR
597 #define PLAYERDIR "players"
598 #endif
599
600 /*
601 * If you have defined SAVE_PLAYER, you might want to change this, too.
602 * This is the access rights for the players savefiles.
603 * Given that crossfire runs in a client/server model, there should
604 * be no issue setting these to be quite restrictive (600 and 700).
605 * Before client/server, multiple people might run the executable,
606 * thus requiring that the server be setuid/setgid, and more generous
607 * permisisons needed.
608 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
609 * for nay directories created.
610 */
611 /* IMPORTANT: there is a race during saving, where the umask is being applied */
612 #define SAVE_MODE 0660
613 #define SAVE_DIR_MODE 0770
614
615 /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
616 * needs to be selected. You can set both, and things will work fine,
617 * however, it just means that a lot more saving will be done, which
618 * can slow things down some.
619 */
620
621 /* How often (in seconds) the player is saved if he drops things. If it is
622 * set to 0, the player will be saved for every item he drops. Otherwise,
623 * if the player drops and item, and the last time he was saved
624 * due to item drop is longer
625 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
626 * environment, you may want to set this to a higher value, so that
627 * you are not spending too much time saving the characters.
628 * This option should now work (Crossfire 0.90.5)
629 */
630
631 //#define SAVE_INTERVAL 60
632
633 /*
634 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
635 * 5000 with MAX_TIME set at 120,000 means that the player will be
636 * saved every 10 minutes. Some effort should probably be made to
637 * spread out these saves, but that might be more effort than it is
638 * worth (Depending on the spacing, if enough players log on, the spacing
639 * may not be large enough to save all of them.) As it is now, it will
640 * just set the base tick of when they log on, which should keep the
641 * saves pretty well spread out (in a fairly random fashion.)
642 */
643
644 #define AUTOSAVE 1000
645
646 /* Often, emergency save fails because the memory corruption that caused
647 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
648 * to disable emergency saves. This actually does
649 * prevent emergency saves now (Version 0.90.5).
650 */
651
652 #define NO_EMERGENCY_SAVE
653
654 /* By selecting the following, whenever a player does a backup save (with
655 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
656 * information that is specified later). IF this is not set, the player
657 * will be saved at his present location.
658 */
659
660 /*#define BACKUP_SAVE_AT_HOME*/
661
662 /* RESET_LOCATION_TIME is the number of seconds that must elapse before
663 * we will return the player to his savebed location. If this is zero,
664 * this feature is disabled (player will resume where ever he was
665 * when he last logged off). If this is set to less than two hours,
666 * it will prevent players from camping out in treasure rooms.
667 * Do not comment this out - it must be set to something - if you
668 * comment this out, the program will not compile.
669 *
670 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player
671 * where appear under what conditions is a little complicated depending
672 * on how the player exited the game. But if the elapsed time is greater than
673 * the value below, player will always get returned to savebed location
674 * location.
675 *
676 * Set to one hour as default
677 */
678
679 #define RESET_LOCATION_TIME 3600
680