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Revision: 1.25
Committed: Fri Dec 15 20:07:02 2006 UTC (17 years, 5 months ago) by root
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Branch: MAIN
Changes since 1.24: +1 -1 lines
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more slight copyright adjustments

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# 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.de
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 *
72 ***********************************************************************/
73
74 /* Use a very easy, non-challenging server?
75 * Defining the COZY_SERVER will make the server much less challenging:
76 * no stats loss on death, much less experience loss, and party members
77 * are treated by pet monsters as the owner itself when moving "through" them.
78 */
79 #define COZY_SERVER 1
80
81 /*
82 * Make it impossible to pk outside the arena.
83 */
84 #define PROHIBIT_PLAYERKILL 1
85
86 /* Use balanced stat loss code?
87 * This code is a little more merciful with repeated stat loss at lower
88 * levels. Basically, the more stats you have lost, the less likely that
89 * you will lose more. Additionally, lower level characters are shown
90 * a lot more mercy (there are caps on how much of a stat you can lose too).
91 * On the nasty side, if you are higher level, you can lose mutiple stats
92 * _at_once_ and are shown less mercy when you die. But when you're higher
93 * level, it is much easier to buy back your stats with potions.
94 * Turn this on if you want death-based stat loss to be more merciful
95 * at low levels and more cruel at high levels.
96 * Only works when stats are depleted rather than lost. This option has
97 * no effect if you are using genuine stat loss.
98 *
99 * The BALSL_.. values control this behaviour.
100 * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose.
101 * the character level is divided by that value, and that is how many
102 * stats are lost.
103 *
104 * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
105 * basically, level/max_loss_ratio is the most a stat can be depleted.
106 *
107 * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
108 * The chance not to lose a stat is
109 * depleteness^2 / (depletedness^2+ level/ratio).
110 * ie, if the stats current depleted value is 2 and the character is level
111 * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the
112 * level, the more likely it is a stat can get really depleted, but
113 * this gets more offset as the stat gets more depleted.
114 *
115 */
116 /* GD */
117
118 #define BALSL_LOSS_CHANCE_RATIO 100
119 #define BALSL_NUMBER_LOSSES_RATIO 100
120 #define BALSL_MAX_LOSS_RATIO 100
121
122
123 /* Don't edit these values. They are configured in lib/settings. These are
124 Simply the defaults. */
125
126 #define BALANCED_STAT_LOSS FALSE
127 #define PERMANENT_EXPERIENCE_RATIO 25
128 #define DEATH_PENALTY_RATIO 20
129 #define DEATH_PENALTY_LEVEL 3
130 #define SET_TITLE TRUE
131 #define SIMPLE_EXP TRUE
132 #define SPELLPOINT_LEVEL_DEPEND TRUE
133 #define SPELL_ENCUMBRANCE TRUE
134 #define SPELL_FAILURE_EFFECTS FALSE
135 #define REAL_WIZ TRUE
136 #define RECYCLE_TMP_MAPS FALSE
137 #define RESURRECTION FALSE
138 #define SEARCH_ITEMS TRUE
139 #define NOT_PERMADETH TRUE
140 #define EXPLORE_MODE FALSE
141 #define STAT_LOSS_ON_DEATH FALSE
142 #define PK_LUCK_PENALTY 1
143 #define CASTING_TIME FALSE
144 #define SET_FRIENDLY_FIRE 5
145 #define ARMOR_MAX_ENCHANT 5
146 #define ARMOR_WEIGHT_REDUCTION 10
147 #define ARMOR_WEIGHT_LINEAR TRUE
148 #define ARMOR_SPEED_IMPROVEMENT 10
149 #define ARMOR_SPEED_LINEAR TRUE
150 #define CREATE_HOME_PORTALS FALSE
151
152 /* you can edit the ones below */
153
154
155 /* CS_LOGSTATS will cause the server to log various usage stats
156 * (number of connections, amount of data sent, amount of data received,
157 * and so on.) This can be very useful if you are trying to measure
158 * server/bandwidth usage. It will periodially dump out information
159 * which contains usage stats for the last X amount of time.
160 * CS_LOGTIME is how often it will print out stats.
161 */
162 #define CS_LOGSTATS
163 #define CS_LOGTIME 600
164
165 /* DEBUG generates copious amounts of output. I tend to change the CC options
166 * in the crosssite.def file if I want this. By default, you probably
167 * dont want this defined.
168 */
169 #ifndef DEBUG
170 #define DEBUG
171 #endif
172 /*
173 * This option creates more core files. In some areas, there are certain
174 * checks done to try and make the program more stable (ie, check
175 * parameter for null, return if it is). These checks are being done
176 * for things that should not happen (ie, being supplied a null parameter).
177 * What MANY_CORES does, is if one of these checks is true, it will
178 * dump core at that time, allowing for fairly easy tracking down of the
179 * problem. Better to fix problems than create thousands of checks.
180 */
181
182 #define MANY_CORES
183
184 /*
185 * This determines the maximum map size the client can request (and
186 * thus what the server will send to the client.
187 * Client can still request a smaller map size (for bandwidth reasons
188 * or display size of whatever else).
189 * The larger this number, the more cpu time and memory the server will
190 * need to spend to figure this out in addition to bandwidth needs.
191 * The server cpu time should be pretty trivial.
192 * There may be reasons to keep it smaller for the 'classic' crossfire
193 * experience which was 11x11. Big maps will likely make the same at
194 * least somewhat easier, but client will need to worry about lag
195 * more.
196 * I put support in for non square map updates in the define, but
197 * there very well might be things that break horribly if this is
198 * used. I figure it is easier to fix that if needed than go back
199 * at the future and have to redo a lot of stuff to support rectangular
200 * maps at that point.
201 *
202 * MSW 2001-05-28
203 */
204
205 #define MAP_CLIENT_X 31
206 #define MAP_CLIENT_Y 31
207
208 /*
209 * If you feel the game is too fast or too slow, change MAX_TIME.
210 * You can experiment with the 'speed <new_max_time> command first.
211 * The length of a tick is MAX_TIME microseconds. During a tick,
212 * players, monsters, or items with speed 1 can do one thing.
213 */
214
215 #define MAX_TIME 120000
216
217 /* Polymorph as it currently stands is unbalancing, so by default
218 * we have it disabled. It can be enabled and it works, but
219 * it can be abused in various ways.
220 */
221 #define NO_POLYMORPH
222
223
224 /* This determine how many entries are stored in the kill log. You
225 * can see this information with the 'party kills' command. More entries
226 * mean slower performance and more memory. IF this is not defined, then
227 * this feature is disabled.
228 */
229 #define PARTY_KILL_LOG 20
230
231 /*
232 * The PERM_EXP values adjust the behaviour of permenent experience. - if
233 * the setting permanent_experience_percentage is zero, these values have
234 * no meaning. The value in the settings file is the percentage of the
235 * experience that is permenent, the rest could be lost on death. When dying,
236 * the greatest amount of non-permenent exp it is possible to lose at one time
237 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
238 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
239 * experience goes to the permanent value. This does not detract from total
240 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
241 * 10 to the permanent value).
242 *
243 * A few thoughts on these default value (by MSW)
244 * gain ratio is pretty much meaningless until exp has been lost, as until
245 * that poin, the value in the settings file will be used.
246 * It is also impossible for the exp to actually be reduced to the permanent
247 * exp ratio - since the loss ratio is .5, it will just get closer and
248 * closer. However, after about half a dozen hits, pretty much all the
249 * exp that can be lost has been lost, and after that, only minor loss
250 * will occur.
251 */
252 /* GD */
253
254 #define PERM_EXP_GAIN_RATIO 0.10f
255 #define PERM_EXP_MAX_LOSS_RATIO 0.50f
256
257 /* Enable the new material code - it needs some work. You can
258 * enable this, and things will work, just you'll see a whole
259 * bunch more materials show up, and thus a whole bunch more materials
260 * in your inventory, and the sorting for them isn't really good.
261 */
262
263 /*
264 #define NEW_MATERIAL_CODE
265 */
266
267 /***********************************************************************
268 * SECTION 2 - Machine/Compiler specific stuff.
269 *
270 * Short list of items:
271 * COMPRESS_SUFFIX - selection of compression programs
272 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
273 *
274 ***********************************************************************/
275
276 /*
277 * If you compress your files to save space, set the COMPRESS_SUFFIX below
278 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
279 * should already find the program to use. If you set the suffix to
280 * something that autoconf did not find, you are likely to have serious
281 * problems, so make sure you have the appropriate compression tool installed
282 * before you set this. You can look at the autoconf.h file to see
283 * what compression tools it found (search for COMPRESS).
284 * Note that this is used when saving files. Crossfire will search all
285 * methods when loading a file to see if it finds a match
286 */
287
288 #ifndef COMPRESS_SUFFIX
289 /* #define COMPRESS_SUFFIX ".Z" */
290 #endif
291
292 /* If you get a complaint about O_NDELAY not being known/undefined, try
293 * uncommenting this.
294 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
295 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
296 * can be written - otherwise, the number of bytes written will be returned
297 * for both modes.
298 */
299
300 /*
301 #define O_NDELAY O_NONBLOCK
302 */
303
304
305 /***********************************************************************
306 * Section 3
307 *
308 * General file and other defaults that don't need to be changed, and
309 * do not change gameplay as percieved by players much. Some options
310 * may affect memory consumption however.
311 *
312 * Values:
313 *
314 * BANFILE - ban certain users/hosts.
315 * CSPORT - port to use for new client/server
316 * DMFILE - file with dm/wizard access lists
317 * LOGFILE - where to log if using -daemon option
318 * MAP_ - various map timeout and swapping parameters
319 * MAX_OBJECTS - how many objects to keep in memory.
320 * MAX_OBJECTS_LWM - only swap maps out if below that value
321 * MOTD - message of the day - printed each time someone joins the game
322 * PERM_FILE - limit play times
323 * SHUTDOWN - used when shutting down the server
324 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
325 * backlogged messages.
326 * TMPDIR - directory to use for temp files
327 * UNIQUE_DIR - directory to put unique item files into
328 ***********************************************************************
329 */
330
331 /*
332 * BANFILE - file used to ban certain sites from playing. See the example
333 * ban_file for examples.
334 */
335
336 #ifndef BANFILE
337 #define BANFILE "ban_file"
338 #endif
339
340 /* CSPORT is the port used for the new client/server code. Change
341 * if desired. Only of relevance if ERIC_SERVER is set above
342 */
343
344 #define CSPORT 13327 /* old port + 1 */
345
346
347 /*
348 * DMFILE
349 * A file containing valid names that can be dm, one on each line. See
350 * example dm_file for syntax help.
351 */
352
353 #ifndef DMFILE
354 #define DMFILE "dm_file"
355 #endif
356
357
358 /* LOGFILE specifies which file to log to when playing with the
359 * -daemon option.
360 */
361
362 #ifndef LOGFILE
363 #define LOGFILE "/var/log/crossfire/logfile"
364 #endif
365
366 /*
367 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
368 * after a player has left it. If it is set to 0, maps are
369 * swapped out the instant the last player leaves it.
370 * If you are low on memory, you should set this to 0.
371 * Note that depending on the map timeout variable, the number of
372 * objects can get quite high. This is because depending on the maps,
373 * a player could be having the objects of several maps in memory
374 * (the map he is in right now, and the ones he left recently.)
375 * Each map has it's own TIMEOUT value and value field and it is
376 * defaulted to 300
377 *
378 * Having a nonzero value can be useful: If a player leaves a map (and thus
379 * is on a new map), and realizes they want to go back pretty quickly, the
380 * old map is still in memory, so don't need to go disk and get it.
381 *
382 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
383 * to swap out in less than that many ticks, we use the MINTIMEOUT value
384 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
385 * maps.
386 */
387
388 /* How many ticks till maps are swapped out */
389 #define MAP_MAXTIMEOUT 300
390 /* At least that many ticks before swapout */
391 #define MAP_MINTIMEOUT 300
392
393 /*
394 * MAP_MAXRESET is the maximum time a map can have before being reset. It
395 * will override the time value set in the map, if that time is longer than
396 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
397 * TMPDIR device, set this value to somethign small. The default
398 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
399 * I personally like 1 hour myself, for solo play. It is long enough that
400 * maps won't be resetting as a solve a quest, but short enough that some
401 * maps (like shops and inns) will be reset during the time I play.
402 * Comment out MAP_MAXRESET time if you always want to use the value
403 * in the map archetype.
404 */
405
406 /* Maximum time to reset. */
407 #define MAP_MAXRESET 7200
408 /* Default time to reset. */
409 #define MAP_DEFAULTRESET 3600
410
411 /*
412 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
413 * will look for maps which are already scheldued for swapping, and
414 * promptly swap them out before new maps are being loaded.
415 * If playing only by yourself, this number can probably be as low as
416 * 3000. If in server mode, probably figure about 1000-2000 objects per
417 * active player (if they typically play on different maps), for some guess
418 * on how many to define. If it is too low, maps just get swapped out
419 * immediately, causing a performance hit. If it is too high, the program
420 * consumes more memory. If you have gobs of free memory, a high number
421 * might not be a bad idea. Each object is around 350 bytes right now.
422 * 25000 is about 8.5 MB
423 */
424
425 #define MAX_OBJECTS 400000
426
427 /*
428 * Max objects low water mark (lwm). If defined, the map swapping strategy
429 * is a bit different:
430 * 1) We only start swapping maps if the number of objects in use is
431 * greater than MAX_OBJECTS above.
432 * 2) We keep swapping maps until there are no more maps to swap or the number
433 * of used objects drop below this low water mark value.
434 *
435 * If this is not defined, maps are swapped out on the timeout value above,
436 * or if the number of objects used is greater than MAX_OBJECTS above.
437 *
438 * Note: While this will prevent the pauses noticed when saving maps, there
439 * can instead be cpu performance penalties - any objects in memory get
440 * processed. So if there are 4000 objects in memory, and 1000 of them
441 * are living objects, the system will process all 1000 objects each tick.
442 * With swapping enable, maybe 600 of the objects would have gotten swapped
443 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
444 * than if it is very large.
445 * Also, the pauses you do get can be worse, as if you enter a map with
446 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
447 * many maps to get below the low water mark.
448 */
449
450 /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
451
452 /*
453 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
454 * to find memory corruption and leaks. Currently, the main thing
455 * that happens with this activated is that one malloc is done for
456 * each object - thus whatever debugging mechanism the malloc library
457 * (or other debugging tool provides, like purify), it can track this
458 * individual malloc. Default behaviour when turned off is that
459 * enough memory is malloced for a large group of objects so malloc does
460 * not need to be called as often.
461 * This should only be turned on if some form of memory debugging tool
462 * is being used - otherwise, turning this on will cause some performance
463 * hit with no useful advantage.
464 */
465
466 /*#define MEMORY_DEBUG*/
467
468
469 /*
470 * If you want to have a Message Of The Day file, define MOTD to be
471 * the file with the message. If the file doesn't exist or if it
472 * is empty, no message will be displayed.
473 * (It resides in the CONFDIR directory)
474 */
475
476 #define MOTD "motd"
477
478 /*
479 * You can restrict playing in certain times by creating a PERMIT_FILE
480 * in CONFDIR. See the sample for usage notes.
481 */
482
483 #define PERM_FILE "forbid"
484
485 /*
486 * If you want to take the game down while installing new versions, or
487 * for other reasons, put a message into the SHUTDOWN_FILE file.
488 * Remember to delete it when you open the game again.
489 * (It resides in the CONFDIR directory)
490 */
491
492 #ifndef SHUTDOWN_FILE
493 #define SHUTDOWN_FILE "shutdown"
494 #endif
495
496
497 /*
498 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
499 * storing backlogged messages for the client. This is not operating system
500 * buffers or the like. This amount is used per connection (client).
501 * This buffer is in addition to OS buffers, so it may not need to be very
502 * large. When the OS buffer and this buffer is exhausted, the server
503 * will drop the client connection for falling too far behind. So if
504 * you have very slow client connections, a larger value may be
505 * warranted.
506 */
507
508 #define SOCKETBUFSIZE 256*1024
509
510 /*
511 * Your tmp-directory should be large enough to hold the uncompressed
512 * map-files for all who are playing.
513 * It ought to be locally mounted, since the function used to generate
514 * unique temporary filenames isn't guaranteed to work over NFS or AFS
515 * On the other hand, if you know that only one crossfire server will be
516 * running using this temporary directory, it is likely to be safe to use
517 * something that is NFS mounted (but performance may suffer as NFS is
518 * slower than local disk)
519 */
520
521 /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
522 #define TMPDIR "/tmp"
523
524
525 /* Directory to use for unique items. This is placed into the 'lib'
526 * directory. Changing this will cause any old unique items file
527 * not to be used.
528 */
529 #define UNIQUE_DIR "unique-items"
530
531 /*
532 * These define the players starting map and location on that map, and where
533 * emergency saves are defined. This should be left as is unless you make
534 * major changes to the map.
535 */
536
537 #define EMERGENCY_MAPPATH "/city/city"
538 #define EMERGENCY_X 15
539 #define EMERGENCY_Y 19
540
541
542 /*
543 * These defines tells where, relative to LIBDIR, the maps, the map-index,
544 * archetypes highscore and treaures files and directories can be found.
545 */
546
547 #define MAPDIR "maps"
548 #define TEMPLATE_DIR "template-maps"
549 #define ARCHETYPES "archetypes"
550 #define REGIONS "regions"
551 #define HIGHSCORE "highscore"
552 #define TREASURES "treasures"
553 #define BANISHFILE "banish_file"
554
555 #define MAX_ERRORS 25 /* Bail out if more are received during tick */
556 #define OBJ_EXPAND 5000 /* How big steps to use when expanding array */
557
558 #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
559
560 #define ARCHTABLE 16384 /* Arch hashtable size */
561 #define MAXSTRING 20
562
563 #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
564
565
566
567 /***********************************************************************
568 * Section 4 - save player options.
569 *
570 * There are a lot of things that deal with the save files, and what
571 * gets saved with them, so I put them in there own section.
572 *
573 ***********************************************************************/
574
575 /*
576 * If you want the players to be able to save their characters between
577 * games, define SAVE_PLAYER and set PLAYERDIR to the directories
578 * where the player-files will be put.
579 * Remember to create the directory (make install will do that though).
580 *
581 * If you intend to run a central server, and not allow the players to
582 * start their own crossfire, you won't need to define this.
583 *
584 */
585
586 #ifndef PLAYERDIR
587 #define PLAYERDIR "players"
588 #endif
589
590 /*
591 * If you have defined SAVE_PLAYER, you might want to change this, too.
592 * This is the access rights for the players savefiles.
593 * Given that crossfire runs in a client/server model, there should
594 * be no issue setting these to be quite restrictive (600 and 700).
595 * Before client/server, multiple people might run the executable,
596 * thus requiring that the server be setuid/setgid, and more generous
597 * permisisons needed.
598 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
599 * for nay directories created.
600 */
601 /* IMPORTANT: there is a race during saving, where the umask is being applied */
602 #define SAVE_MODE 0660
603 #define SAVE_DIR_MODE 0770
604
605 /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
606 * needs to be selected. You can set both, and things will work fine,
607 * however, it just means that a lot more saving will be done, which
608 * can slow things down some.
609 */
610
611 /* How often (in seconds) the player is saved if he drops things. If it is
612 * set to 0, the player will be saved for every item he drops. Otherwise,
613 * if the player drops and item, and the last time he was saved
614 * due to item drop is longer
615 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
616 * environment, you may want to set this to a higher value, so that
617 * you are not spending too much time saving the characters.
618 * This option should now work (Crossfire 0.90.5)
619 */
620
621 //#define SAVE_INTERVAL 60
622
623 /*
624 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
625 * 5000 with MAX_TIME set at 120,000 means that the player will be
626 * saved every 10 minutes. Some effort should probably be made to
627 * spread out these saves, but that might be more effort than it is
628 * worth (Depending on the spacing, if enough players log on, the spacing
629 * may not be large enough to save all of them.) As it is now, it will
630 * just set the base tick of when they log on, which should keep the
631 * saves pretty well spread out (in a fairly random fashion.)
632 */
633
634 #define AUTOSAVE 1000
635
636 /* Often, emergency save fails because the memory corruption that caused
637 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
638 * to disable emergency saves. This actually does
639 * prevent emergency saves now (Version 0.90.5).
640 */
641
642 #define NO_EMERGENCY_SAVE
643
644 /* By selecting the following, whenever a player does a backup save (with
645 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
646 * information that is specified later). IF this is not set, the player
647 * will be saved at his present location.
648 */
649
650 /*#define BACKUP_SAVE_AT_HOME*/
651
652 /* RESET_LOCATION_TIME is the number of seconds that must elapse before
653 * we will return the player to his savebed location. If this is zero,
654 * this feature is disabled (player will resume where ever he was
655 * when he last logged off). If this is set to less than two hours,
656 * it will prevent players from camping out in treasure rooms.
657 * Do not comment this out - it must be set to something - if you
658 * comment this out, the program will not compile.
659 *
660 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player
661 * where appear under what conditions is a little complicated depending
662 * on how the player exited the game. But if the elapsed time is greater than
663 * the value below, player will always get returned to savebed location
664 * location.
665 *
666 * Set to one hour as default
667 */
668
669 #define RESET_LOCATION_TIME 3600
670