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Revision: 1.3
Committed: Thu Feb 9 02:11:26 2006 UTC (18 years, 3 months ago) by root
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Branch: MAIN
Changes since 1.2: +7 -1 lines
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# Content
1 /*
2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.2 2006/02/03 07:25:25 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 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.
83 */
84 #define COZY_SERVER 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 USE_PERMANENT_EXPERIENCE FALSE
128 #define SET_TITLE TRUE
129 #define SIMPLE_EXP TRUE
130 #define SPELLPOINT_LEVEL_DEPEND TRUE
131 #define SPELL_ENCUMBRANCE TRUE
132 #define SPELL_FAILURE_EFFECTS FALSE
133 #define REAL_WIZ TRUE
134 #define RECYCLE_TMP_MAPS FALSE
135 #define RESURRECTION FALSE
136 #define SEARCH_ITEMS TRUE
137 #define NOT_PERMADETH TRUE
138 #define EXPLORE_MODE FALSE
139 #define STAT_LOSS_ON_DEATH FALSE
140 #define PK_LUCK_PENALTY 1
141 #define CASTING_TIME FALSE
142 #define SET_FRIENDLY_FIRE 5
143 #define ARMOR_MAX_ENCHANT 5
144 #define ARMOR_WEIGHT_REDUCTION 10
145 #define ARMOR_WEIGHT_LINEAR TRUE
146 #define ARMOR_SPEED_IMPROVEMENT 10
147 #define ARMOR_SPEED_LINEAR TRUE
148
149 /* you can edit the ones below */
150
151
152 /* CS_LOGSTATS will cause the server to log various usage stats
153 * (number of connections, amount of data sent, amount of data received,
154 * and so on.) This can be very useful if you are trying to measure
155 * server/bandwidth usage. It will periodially dump out information
156 * which contains usage stats for the last X amount of time.
157 * CS_LOGTIME is how often it will print out stats.
158 */
159 #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
160 #define CS_LOGSTATS
161 #endif
162 #ifdef CS_LOGSTATS
163 #define CS_LOGTIME 600
164 #endif
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 WIN32 /* ***win32 we set the following stuff in the IDE */
171 #ifndef DEBUG
172 #define DEBUG
173 #endif
174 #endif
175 /*
176 * This option creates more core files. In some areas, there are certain
177 * checks done to try and make the program more stable (ie, check
178 * parameter for null, return if it is). These checks are being done
179 * for things that should not happen (ie, being supplied a null parameter).
180 * What MANY_CORES does, is if one of these checks is true, it will
181 * dump core at that time, allowing for fairly easy tracking down of the
182 * problem. Better to fix problems than create thousands of checks.
183 */
184
185 #define MANY_CORES
186
187 /*
188 * This determines the maximum map size the client can request (and
189 * thus what the server will send to the client.
190 * Client can still request a smaller map size (for bandwidth reasons
191 * or display size of whatever else).
192 * The larger this number, the more cpu time and memory the server will
193 * need to spend to figure this out in addition to bandwidth needs.
194 * The server cpu time should be pretty trivial.
195 * There may be reasons to keep it smaller for the 'classic' crossfire
196 * experience which was 11x11. Big maps will likely make the same at
197 * least somewhat easier, but client will need to worry about lag
198 * more.
199 * I put support in for non square map updates in the define, but
200 * there very well might be things that break horribly if this is
201 * used. I figure it is easier to fix that if needed than go back
202 * at the future and have to redo a lot of stuff to support rectangular
203 * maps at that point.
204 *
205 * MSW 2001-05-28
206 */
207
208 #define MAP_CLIENT_X 25
209 #define MAP_CLIENT_Y 25
210
211 /*
212 * If you feel the game is too fast or too slow, change MAX_TIME.
213 * You can experiment with the 'speed <new_max_time> command first.
214 * The length of a tick is MAX_TIME microseconds. During a tick,
215 * players, monsters, or items with speed 1 can do one thing.
216 */
217
218 #define MAX_TIME 120000
219
220 /* Polymorph as it currently stands is unbalancing, so by default
221 * we have it disabled. It can be enabled and it works, but
222 * it can be abused in various ways.
223 */
224 #define NO_POLYMORPH
225
226
227 /* This determine how many entries are stored in the kill log. You
228 * can see this information with the 'party kills' command. More entries
229 * mean slower performance and more memory. IF this is not defined, then
230 * this feature is disabled.
231 */
232 #define PARTY_KILL_LOG 20
233
234 /* Use permanent experience code?
235 * This code allows players to build up a small amount of 'permanent
236 * experience' which reduces the effect of large experience drains, such as
237 * death. This makes multiple frequent deaths less devastating, and also
238 * ensures that any character will make some gradual progress even if they
239 * die all of the time.
240 * A nice option if your keep dying due to massive client/server lags despite
241 * playing well... or you like to swim well outside of your depth. :)
242 *
243 * The PERM_EXP values adjust the behaviour of this option - if
244 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it
245 * is on, the minimum ratio is the minimum amount of permanent exp relative
246 * to the total exp in the skill (ie, at a default of .25, if you had 100
247 * experience, at least 25 of it would be permanent). The gain ratio
248 * is how much of experienced experience goes to the permanent value.
249 * This does not detract from total exp gain (ie, if you gained 100 exp,
250 * 100 would go to the skill total and 10 to the permanent value).
251 * the loss ratio is the maximum amount of experience that can be lost
252 * in any one hit - this is calculated as total exp - perm exp * loss ratio.
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 minimum ratio 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_MINIMUM_RATIO 0.25f
266 #define PERM_EXP_GAIN_RATIO 0.10f
267 #define PERM_EXP_MAX_LOSS_RATIO 0.50f
268
269 /*
270 * WATCHDOG lets sends datagrams to port 13325 on localhost
271 * in (more-or-less) regular intervals, so an external watchdog
272 * program can kill the server if it hangs (for whatever reason).
273 * It shouldn't hurt anyone if this is defined but you don't
274 * have an watchdog program.
275 */
276 #ifndef WIN32 /* ***win32 disable watchdog as win32 default */
277 #define WATCHDOG
278 #endif
279
280
281 /* Enable the new material code - it needs some work. You can
282 * enable this, and things will work, just you'll see a whole
283 * bunch more materials show up, and thus a whole bunch more materials
284 * in your inventory, and the sorting for them isn't really good.
285 */
286
287 /*
288 #define NEW_MATERIAL_CODE
289 */
290
291 /***********************************************************************
292 * SECTION 2 - Machine/Compiler specific stuff.
293 *
294 * Short list of items:
295 * COMPRESS_SUFFIX - selection of compression programs
296 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
297 *
298 ***********************************************************************/
299
300 /*
301 * If you compress your files to save space, set the COMPRESS_SUFFIX below
302 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
303 * should already find the program to use. If you set the suffix to
304 * something that autoconf did not find, you are likely to have serious
305 * problems, so make sure you have the appropriate compression tool installed
306 * before you set this. You can look at the autoconf.h file to see
307 * what compression tools it found (search for COMPRESS).
308 * Note that this is used when saving files. Crossfire will search all
309 * methods when loading a file to see if it finds a match
310 */
311
312 #ifndef COMPRESS_SUFFIX
313 /* #define COMPRESS_SUFFIX ".Z" */
314 #endif
315
316 /* If you get a complaint about O_NDELAY not being known/undefined, try
317 * uncommenting this.
318 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
319 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
320 * can be written - otherwise, the number of bytes written will be returned
321 * for both modes.
322 */
323
324 /*
325 #define O_NDELAY O_NONBLOCK
326 */
327
328
329 /***********************************************************************
330 * Section 3
331 *
332 * General file and other defaults that don't need to be changed, and
333 * do not change gameplay as percieved by players much. Some options
334 * may affect memory consumption however.
335 *
336 * Values:
337 *
338 * BANFILE - ban certain users/hosts.
339 * CSPORT - port to use for new client/server
340 * DMFILE - file with dm/wizard access lists
341 * LOGFILE - where to log if using -daemon option
342 * MAP_ - various map timeout and swapping parameters
343 * MAX_OBJECTS - how many objects to keep in memory.
344 * MAX_OBJECTS_LWM - only swap maps out if below that value
345 * MOTD - message of the day - printed each time someone joins the game
346 * PERM_FILE - limit play times
347 * SHUTDOWN - used when shutting down the server
348 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
349 * backlogged messages.
350 * TMPDIR - directory to use for temp files
351 * UNIQUE_DIR - directory to put unique item files into
352 * USE_CALLOC for some memory requests
353 ***********************************************************************
354 */
355
356 /*
357 * BANFILE - file used to ban certain sites from playing. See the example
358 * ban_file for examples.
359 */
360
361 #ifndef BANFILE
362 #define BANFILE "ban_file"
363 #endif
364
365 /* CSPORT is the port used for the new client/server code. Change
366 * if desired. Only of relevance if ERIC_SERVER is set above
367 */
368
369 #define CSPORT 13327 /* old port + 1 */
370
371
372 /*
373 * DMFILE
374 * A file containing valid names that can be dm, one on each line. See
375 * example dm_file for syntax help.
376 */
377
378 #ifndef DMFILE
379 #define DMFILE "dm_file"
380 #endif
381
382
383 /* LOGFILE specifies which file to log to when playing with the
384 * -daemon option.
385 */
386
387 #ifndef LOGFILE
388 #ifdef WIN32 /* change define path */
389 #define LOGFILE "var\\crossfire.log"
390 #else
391 #define LOGFILE "/var/log/crossfire/logfile"
392 #endif
393 #endif
394
395 /*
396 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
397 * after a player has left it. If it is set to 0, maps are
398 * swapped out the instant the last player leaves it.
399 * If you are low on memory, you should set this to 0.
400 * Note that depending on the map timeout variable, the number of
401 * objects can get quite high. This is because depending on the maps,
402 * a player could be having the objects of several maps in memory
403 * (the map he is in right now, and the ones he left recently.)
404 * Each map has it's own TIMEOUT value and value field and it is
405 * defaulted to 300
406 *
407 * Having a nonzero value can be useful: If a player leaves a map (and thus
408 * is on a new map), and realizes they want to go back pretty quickly, the
409 * old map is still in memory, so don't need to go disk and get it.
410 *
411 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
412 * to swap out in less than that many ticks, we use the MINTIMEOUT value
413 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
414 * maps.
415 */
416
417 /* How many ticks till maps are swapped out */
418 #define MAP_MAXTIMEOUT 1000
419 /* At least that many ticks before swapout */
420 #define MAP_MINTIMEOUT 500
421
422 /*
423 * MAP_MAXRESET is the maximum time a map can have before being reset. It
424 * will override the time value set in the map, if that time is longer than
425 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
426 * TMPDIR device, set this value to somethign small. The default
427 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
428 * I personally like 1 hour myself, for solo play. It is long enough that
429 * maps won't be resetting as a solve a quest, but short enough that some
430 * maps (like shops and inns) will be reset during the time I play.
431 * Comment out MAP_MAXRESET time if you always want to use the value
432 * in the map archetype.
433 */
434
435 /* Maximum time to reset. */
436 #define MAP_MAXRESET 7200
437 /* Default time to reset. */
438 #define MAP_DEFAULTRESET 7200
439
440 /*
441 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
442 * will look for maps which are already scheldued for swapping, and
443 * promptly swap them out before new maps are being loaded.
444 * If playing only by yourself, this number can probably be as low as
445 * 3000. If in server mode, probably figure about 1000-2000 objects per
446 * active player (if they typically play on different maps), for some guess
447 * on how many to define. If it is too low, maps just get swapped out
448 * immediately, causing a performance hit. If it is too high, the program
449 * consumes more memory. If you have gobs of free memory, a high number
450 * might not be a bad idea. Each object is around 350 bytes right now.
451 * 25000 is about 8.5 MB
452 */
453
454 #define MAX_OBJECTS 100000
455
456 /*
457 * Max objects low water mark (lwm). If defined, the map swapping strategy
458 * is a bit different:
459 * 1) We only start swapping maps if the number of objects in use is
460 * greater than MAX_OBJECTS above.
461 * 2) We keep swapping maps until there are no more maps to swap or the number
462 * of used objects drop below this low water mark value.
463 *
464 * If this is not defined, maps are swapped out on the timeout value above,
465 * or if the number of objects used is greater than MAX_OBJECTS above.
466 *
467 * Note: While this will prevent the pauses noticed when saving maps, there
468 * can instead be cpu performance penalties - any objects in memory get
469 * processed. So if there are 4000 objects in memory, and 1000 of them
470 * are living objects, the system will process all 1000 objects each tick.
471 * With swapping enable, maybe 600 of the objects would have gotten swapped
472 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
473 * than if it is very large.
474 * Also, the pauses you do get can be worse, as if you enter a map with
475 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
476 * many maps to get below the low water mark.
477 */
478
479 /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
480
481 /*
482 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
483 * to find memory corruption and leaks. Currently, the main thing
484 * that happens with this activated is that one malloc is done for
485 * each object - thus whatever debugging mechanism the malloc library
486 * (or other debugging tool provides, like purify), it can track this
487 * individual malloc. Default behaviour when turned off is that
488 * enough memory is malloced for a large group of objects so malloc does
489 * not need to be called as often.
490 * This should only be turned on if some form of memory debugging tool
491 * is being used - otherwise, turning this on will cause some performance
492 * hit with no useful advantage.
493 */
494
495 /*#define MEMORY_DEBUG*/
496
497
498 /*
499 * If you want to have a Message Of The Day file, define MOTD to be
500 * the file with the message. If the file doesn't exist or if it
501 * is empty, no message will be displayed.
502 * (It resides in the CONFDIR directory)
503 */
504
505 #define MOTD "motd"
506
507 /*
508 * You can restrict playing in certain times by creating a PERMIT_FILE
509 * in CONFDIR. See the sample for usage notes.
510 */
511
512 #define PERM_FILE "forbid"
513
514 /*
515 * If you want to take the game down while installing new versions, or
516 * for other reasons, put a message into the SHUTDOWN_FILE file.
517 * Remember to delete it when you open the game again.
518 * (It resides in the CONFDIR directory)
519 */
520
521 #ifndef SHUTDOWN_FILE
522 #define SHUTDOWN_FILE "shutdown"
523 #endif
524
525
526 /*
527 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
528 * storing backlogged messages for the client. This is not operating system
529 * buffers or the like. This amount is used per connection (client).
530 * This buffer is in addition to OS buffers, so it may not need to be very
531 * large. When the OS buffer and this buffer is exhausted, the server
532 * will drop the client connection for falling too far behind. So if
533 * you have very slow client connections, a larger value may be
534 * warranted.
535 */
536
537 #define SOCKETBUFSIZE 128*1024
538
539 /*
540 * Your tmp-directory should be large enough to hold the uncompressed
541 * map-files for all who are playing.
542 * It ought to be locally mounted, since the function used to generate
543 * unique temporary filenames isn't guaranteed to work over NFS or AFS
544 * On the other hand, if you know that only one crossfire server will be
545 * running using this temporary directory, it is likely to be safe to use
546 * something that is NFS mounted (but performance may suffer as NFS is
547 * slower than local disk)
548 */
549
550 /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
551 #ifdef WIN32 /* change define path tmp */
552 #define TMPDIR "tmp"
553 #else
554 #define TMPDIR "/tmp"
555 #endif
556
557
558 /* Directory to use for unique items. This is placed into the 'lib'
559 * directory. Changing this will cause any old unique items file
560 * not to be used.
561 */
562 #define UNIQUE_DIR "unique-items"
563
564 /*
565 * If undefined, malloc is always used.
566 * It looks like this can be oboleted. However, it can be useful to
567 * track down some bugs, as it will make sure that the entire data structure
568 * is set to 0, at the expense of speed.
569 * Rupert Goldie has run Purify against the code, and if this is disabled,
570 * apparantly there are a lot of uninitialized memory reads - I haven't
571 * seen any problem (maybe the memory reads are copies, and the destination
572 * doesn't actually use the garbage values either?), but the impact on speed
573 * of using this probably isn't great, and should make things more stable.
574 * Msw 8-9-97
575 */
576 #define USE_CALLOC
577
578
579 /*
580 * These define the players starting map and location on that map, and where
581 * emergency saves are defined. This should be left as is unless you make
582 * major changes to the map.
583 */
584
585 #ifdef WIN32 /* change define path city */
586
587 # define EMERGENCY_MAPPATH "\\city\\city"
588 # define EMERGENCY_X 15
589 # define EMERGENCY_Y 19
590 #else
591 # define EMERGENCY_MAPPATH "/city/city"
592 # define EMERGENCY_X 15
593 # define EMERGENCY_Y 19
594 #endif
595
596
597 /*
598 * These defines tells where, relative to LIBDIR, the maps, the map-index,
599 * archetypes highscore and treaures files and directories can be found.
600 */
601
602 #define MAPDIR "maps"
603 #define TEMPLATE_DIR "template-maps"
604 #define ARCHETYPES "archetypes"
605 #define REGIONS "regions"
606 #define HIGHSCORE "highscore"
607 #define TREASURES "treasures"
608 #define BANISHFILE "banish_file"
609
610 #define MAX_ERRORS 25 /* Bail out if more are received during tick */
611 #define STARTMAX 500 /* How big array of objects to start with */
612 #define OBJ_EXPAND 100 /* How big steps to use when expanding array */
613
614 #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
615
616 #define ARCHTABLE 5003 /* Used when hashing archetypes */
617 #define MAXSTRING 20
618
619 #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
620
621
622
623 /***********************************************************************
624 * Section 4 - save player options.
625 *
626 * There are a lot of things that deal with the save files, and what
627 * gets saved with them, so I put them in there own section.
628 *
629 ***********************************************************************/
630
631 /*
632 * If you want the players to be able to save their characters between
633 * games, define SAVE_PLAYER and set PLAYERDIR to the directories
634 * where the player-files will be put.
635 * Remember to create the directory (make install will do that though).
636 *
637 * If you intend to run a central server, and not allow the players to
638 * start their own crossfire, you won't need to define this.
639 *
640 */
641
642 #ifndef PLAYERDIR
643 #define PLAYERDIR "players"
644 #endif
645
646 /*
647 * If you have defined SAVE_PLAYER, you might want to change this, too.
648 * This is the access rights for the players savefiles.
649 * Given that crossfire runs in a client/server model, there should
650 * be no issue setting these to be quite restrictive (600 and 700).
651 * Before client/server, multiple people might run the executable,
652 * thus requiring that the server be setuid/setgid, and more generous
653 * permisisons needed.
654 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
655 * for nay directories created.
656 */
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 fill 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