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Revision: 1.4
Committed: Thu Feb 9 02:22:04 2006 UTC (18 years, 3 months ago) by root
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Branch: MAIN
Changes since 1.3: +3 -2 lines
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# Content
1 /*
2 * static char *rcsid_config_h =
3 * "$Id: config.h,v 1.3 2006/02/09 02:11:26 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, and party members
83 * are treated by pet monsters as the owner itself when moving "through" them.
84 */
85 #define COZY_SERVER 1
86
87 /* 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 USE_PERMANENT_EXPERIENCE FALSE
129 #define SET_TITLE TRUE
130 #define SIMPLE_EXP TRUE
131 #define SPELLPOINT_LEVEL_DEPEND TRUE
132 #define SPELL_ENCUMBRANCE TRUE
133 #define SPELL_FAILURE_EFFECTS FALSE
134 #define REAL_WIZ TRUE
135 #define RECYCLE_TMP_MAPS FALSE
136 #define RESURRECTION FALSE
137 #define SEARCH_ITEMS TRUE
138 #define NOT_PERMADETH TRUE
139 #define EXPLORE_MODE FALSE
140 #define STAT_LOSS_ON_DEATH FALSE
141 #define PK_LUCK_PENALTY 1
142 #define CASTING_TIME FALSE
143 #define SET_FRIENDLY_FIRE 5
144 #define ARMOR_MAX_ENCHANT 5
145 #define ARMOR_WEIGHT_REDUCTION 10
146 #define ARMOR_WEIGHT_LINEAR TRUE
147 #define ARMOR_SPEED_IMPROVEMENT 10
148 #define ARMOR_SPEED_LINEAR TRUE
149
150 /* you can edit the ones below */
151
152
153 /* CS_LOGSTATS will cause the server to log various usage stats
154 * (number of connections, amount of data sent, amount of data received,
155 * and so on.) This can be very useful if you are trying to measure
156 * server/bandwidth usage. It will periodially dump out information
157 * which contains usage stats for the last X amount of time.
158 * CS_LOGTIME is how often it will print out stats.
159 */
160 #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
161 #define CS_LOGSTATS
162 #endif
163 #ifdef CS_LOGSTATS
164 #define CS_LOGTIME 600
165 #endif
166
167 /* DEBUG generates copious amounts of output. I tend to change the CC options
168 * in the crosssite.def file if I want this. By default, you probably
169 * dont want this defined.
170 */
171 #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
172 #ifndef DEBUG
173 #define DEBUG
174 #endif
175 #endif
176 /*
177 * This option creates more core files. In some areas, there are certain
178 * checks done to try and make the program more stable (ie, check
179 * parameter for null, return if it is). These checks are being done
180 * for things that should not happen (ie, being supplied a null parameter).
181 * What MANY_CORES does, is if one of these checks is true, it will
182 * dump core at that time, allowing for fairly easy tracking down of the
183 * problem. Better to fix problems than create thousands of checks.
184 */
185
186 #define MANY_CORES
187
188 /*
189 * This determines the maximum map size the client can request (and
190 * thus what the server will send to the client.
191 * Client can still request a smaller map size (for bandwidth reasons
192 * or display size of whatever else).
193 * The larger this number, the more cpu time and memory the server will
194 * need to spend to figure this out in addition to bandwidth needs.
195 * The server cpu time should be pretty trivial.
196 * There may be reasons to keep it smaller for the 'classic' crossfire
197 * experience which was 11x11. Big maps will likely make the same at
198 * least somewhat easier, but client will need to worry about lag
199 * more.
200 * I put support in for non square map updates in the define, but
201 * there very well might be things that break horribly if this is
202 * used. I figure it is easier to fix that if needed than go back
203 * at the future and have to redo a lot of stuff to support rectangular
204 * maps at that point.
205 *
206 * MSW 2001-05-28
207 */
208
209 #define MAP_CLIENT_X 25
210 #define MAP_CLIENT_Y 25
211
212 /*
213 * If you feel the game is too fast or too slow, change MAX_TIME.
214 * You can experiment with the 'speed <new_max_time> command first.
215 * The length of a tick is MAX_TIME microseconds. During a tick,
216 * players, monsters, or items with speed 1 can do one thing.
217 */
218
219 #define MAX_TIME 120000
220
221 /* Polymorph as it currently stands is unbalancing, so by default
222 * we have it disabled. It can be enabled and it works, but
223 * it can be abused in various ways.
224 */
225 #define NO_POLYMORPH
226
227
228 /* This determine how many entries are stored in the kill log. You
229 * can see this information with the 'party kills' command. More entries
230 * mean slower performance and more memory. IF this is not defined, then
231 * this feature is disabled.
232 */
233 #define PARTY_KILL_LOG 20
234
235 /* Use permanent experience code?
236 * This code allows players to build up a small amount of 'permanent
237 * experience' which reduces the effect of large experience drains, such as
238 * death. This makes multiple frequent deaths less devastating, and also
239 * ensures that any character will make some gradual progress even if they
240 * die all of the time.
241 * A nice option if your keep dying due to massive client/server lags despite
242 * playing well... or you like to swim well outside of your depth. :)
243 *
244 * The PERM_EXP values adjust the behaviour of this option - if
245 * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it
246 * is on, the minimum ratio is the minimum amount of permanent exp relative
247 * to the total exp in the skill (ie, at a default of .25, if you had 100
248 * experience, at least 25 of it would be permanent). The gain ratio
249 * is how much of experienced experience goes to the permanent value.
250 * This does not detract from total exp gain (ie, if you gained 100 exp,
251 * 100 would go to the skill total and 10 to the permanent value).
252 * the loss ratio is the maximum amount of experience that can be lost
253 * in any one hit - this is calculated as total exp - perm exp * loss ratio.
254 *
255 * A few thoughts on these default value (by MSW)
256 * gain ratio is pretty much meaningless until exp has been lost, as until
257 * that poin, the minimum ratio will be used.
258 * It is also impossible for the exp to actually be reduced to the permanent
259 * exp ratio - since the loss ratio is .5, it will just get closer and
260 * closer. However, after about half a dozen hits, pretty much all the
261 * exp that can be lost has been lost, and after that, only minor loss
262 * will occur.
263 */
264 /* GD */
265
266 #define PERM_EXP_MINIMUM_RATIO 0.25f
267 #define PERM_EXP_GAIN_RATIO 0.10f
268 #define PERM_EXP_MAX_LOSS_RATIO 0.50f
269
270 /*
271 * WATCHDOG lets sends datagrams to port 13325 on localhost
272 * in (more-or-less) regular intervals, so an external watchdog
273 * program can kill the server if it hangs (for whatever reason).
274 * It shouldn't hurt anyone if this is defined but you don't
275 * have an watchdog program.
276 */
277 #ifndef WIN32 /* ***win32 disable watchdog as win32 default */
278 #define WATCHDOG
279 #endif
280
281
282 /* Enable the new material code - it needs some work. You can
283 * enable this, and things will work, just you'll see a whole
284 * bunch more materials show up, and thus a whole bunch more materials
285 * in your inventory, and the sorting for them isn't really good.
286 */
287
288 /*
289 #define NEW_MATERIAL_CODE
290 */
291
292 /***********************************************************************
293 * SECTION 2 - Machine/Compiler specific stuff.
294 *
295 * Short list of items:
296 * COMPRESS_SUFFIX - selection of compression programs
297 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
298 *
299 ***********************************************************************/
300
301 /*
302 * If you compress your files to save space, set the COMPRESS_SUFFIX below
303 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
304 * should already find the program to use. If you set the suffix to
305 * something that autoconf did not find, you are likely to have serious
306 * problems, so make sure you have the appropriate compression tool installed
307 * before you set this. You can look at the autoconf.h file to see
308 * what compression tools it found (search for COMPRESS).
309 * Note that this is used when saving files. Crossfire will search all
310 * methods when loading a file to see if it finds a match
311 */
312
313 #ifndef COMPRESS_SUFFIX
314 /* #define COMPRESS_SUFFIX ".Z" */
315 #endif
316
317 /* If you get a complaint about O_NDELAY not being known/undefined, try
318 * uncommenting this.
319 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
320 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
321 * can be written - otherwise, the number of bytes written will be returned
322 * for both modes.
323 */
324
325 /*
326 #define O_NDELAY O_NONBLOCK
327 */
328
329
330 /***********************************************************************
331 * Section 3
332 *
333 * General file and other defaults that don't need to be changed, and
334 * do not change gameplay as percieved by players much. Some options
335 * may affect memory consumption however.
336 *
337 * Values:
338 *
339 * BANFILE - ban certain users/hosts.
340 * CSPORT - port to use for new client/server
341 * DMFILE - file with dm/wizard access lists
342 * LOGFILE - where to log if using -daemon option
343 * MAP_ - various map timeout and swapping parameters
344 * MAX_OBJECTS - how many objects to keep in memory.
345 * MAX_OBJECTS_LWM - only swap maps out if below that value
346 * MOTD - message of the day - printed each time someone joins the game
347 * PERM_FILE - limit play times
348 * SHUTDOWN - used when shutting down the server
349 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
350 * backlogged messages.
351 * TMPDIR - directory to use for temp files
352 * UNIQUE_DIR - directory to put unique item files into
353 * USE_CALLOC for some memory requests
354 ***********************************************************************
355 */
356
357 /*
358 * BANFILE - file used to ban certain sites from playing. See the example
359 * ban_file for examples.
360 */
361
362 #ifndef BANFILE
363 #define BANFILE "ban_file"
364 #endif
365
366 /* CSPORT is the port used for the new client/server code. Change
367 * if desired. Only of relevance if ERIC_SERVER is set above
368 */
369
370 #define CSPORT 13327 /* old port + 1 */
371
372
373 /*
374 * DMFILE
375 * A file containing valid names that can be dm, one on each line. See
376 * example dm_file for syntax help.
377 */
378
379 #ifndef DMFILE
380 #define DMFILE "dm_file"
381 #endif
382
383
384 /* LOGFILE specifies which file to log to when playing with the
385 * -daemon option.
386 */
387
388 #ifndef LOGFILE
389 #ifdef WIN32 /* change define path */
390 #define LOGFILE "var\\crossfire.log"
391 #else
392 #define LOGFILE "/var/log/crossfire/logfile"
393 #endif
394 #endif
395
396 /*
397 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
398 * after a player has left it. If it is set to 0, maps are
399 * swapped out the instant the last player leaves it.
400 * If you are low on memory, you should set this to 0.
401 * Note that depending on the map timeout variable, the number of
402 * objects can get quite high. This is because depending on the maps,
403 * a player could be having the objects of several maps in memory
404 * (the map he is in right now, and the ones he left recently.)
405 * Each map has it's own TIMEOUT value and value field and it is
406 * defaulted to 300
407 *
408 * Having a nonzero value can be useful: If a player leaves a map (and thus
409 * is on a new map), and realizes they want to go back pretty quickly, the
410 * old map is still in memory, so don't need to go disk and get it.
411 *
412 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
413 * to swap out in less than that many ticks, we use the MINTIMEOUT value
414 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
415 * maps.
416 */
417
418 /* How many ticks till maps are swapped out */
419 #define MAP_MAXTIMEOUT 1000
420 /* At least that many ticks before swapout */
421 #define MAP_MINTIMEOUT 500
422
423 /*
424 * MAP_MAXRESET is the maximum time a map can have before being reset. It
425 * will override the time value set in the map, if that time is longer than
426 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
427 * TMPDIR device, set this value to somethign small. The default
428 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
429 * I personally like 1 hour myself, for solo play. It is long enough that
430 * maps won't be resetting as a solve a quest, but short enough that some
431 * maps (like shops and inns) will be reset during the time I play.
432 * Comment out MAP_MAXRESET time if you always want to use the value
433 * in the map archetype.
434 */
435
436 /* Maximum time to reset. */
437 #define MAP_MAXRESET 7200
438 /* Default time to reset. */
439 #define MAP_DEFAULTRESET 7200
440
441 /*
442 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
443 * will look for maps which are already scheldued for swapping, and
444 * promptly swap them out before new maps are being loaded.
445 * If playing only by yourself, this number can probably be as low as
446 * 3000. If in server mode, probably figure about 1000-2000 objects per
447 * active player (if they typically play on different maps), for some guess
448 * on how many to define. If it is too low, maps just get swapped out
449 * immediately, causing a performance hit. If it is too high, the program
450 * consumes more memory. If you have gobs of free memory, a high number
451 * might not be a bad idea. Each object is around 350 bytes right now.
452 * 25000 is about 8.5 MB
453 */
454
455 #define MAX_OBJECTS 100000
456
457 /*
458 * Max objects low water mark (lwm). If defined, the map swapping strategy
459 * is a bit different:
460 * 1) We only start swapping maps if the number of objects in use is
461 * greater than MAX_OBJECTS above.
462 * 2) We keep swapping maps until there are no more maps to swap or the number
463 * of used objects drop below this low water mark value.
464 *
465 * If this is not defined, maps are swapped out on the timeout value above,
466 * or if the number of objects used is greater than MAX_OBJECTS above.
467 *
468 * Note: While this will prevent the pauses noticed when saving maps, there
469 * can instead be cpu performance penalties - any objects in memory get
470 * processed. So if there are 4000 objects in memory, and 1000 of them
471 * are living objects, the system will process all 1000 objects each tick.
472 * With swapping enable, maybe 600 of the objects would have gotten swapped
473 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
474 * than if it is very large.
475 * Also, the pauses you do get can be worse, as if you enter a map with
476 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
477 * many maps to get below the low water mark.
478 */
479
480 /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
481
482 /*
483 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
484 * to find memory corruption and leaks. Currently, the main thing
485 * that happens with this activated is that one malloc is done for
486 * each object - thus whatever debugging mechanism the malloc library
487 * (or other debugging tool provides, like purify), it can track this
488 * individual malloc. Default behaviour when turned off is that
489 * enough memory is malloced for a large group of objects so malloc does
490 * not need to be called as often.
491 * This should only be turned on if some form of memory debugging tool
492 * is being used - otherwise, turning this on will cause some performance
493 * hit with no useful advantage.
494 */
495
496 /*#define MEMORY_DEBUG*/
497
498
499 /*
500 * If you want to have a Message Of The Day file, define MOTD to be
501 * the file with the message. If the file doesn't exist or if it
502 * is empty, no message will be displayed.
503 * (It resides in the CONFDIR directory)
504 */
505
506 #define MOTD "motd"
507
508 /*
509 * You can restrict playing in certain times by creating a PERMIT_FILE
510 * in CONFDIR. See the sample for usage notes.
511 */
512
513 #define PERM_FILE "forbid"
514
515 /*
516 * If you want to take the game down while installing new versions, or
517 * for other reasons, put a message into the SHUTDOWN_FILE file.
518 * Remember to delete it when you open the game again.
519 * (It resides in the CONFDIR directory)
520 */
521
522 #ifndef SHUTDOWN_FILE
523 #define SHUTDOWN_FILE "shutdown"
524 #endif
525
526
527 /*
528 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
529 * storing backlogged messages for the client. This is not operating system
530 * buffers or the like. This amount is used per connection (client).
531 * This buffer is in addition to OS buffers, so it may not need to be very
532 * large. When the OS buffer and this buffer is exhausted, the server
533 * will drop the client connection for falling too far behind. So if
534 * you have very slow client connections, a larger value may be
535 * warranted.
536 */
537
538 #define SOCKETBUFSIZE 128*1024
539
540 /*
541 * Your tmp-directory should be large enough to hold the uncompressed
542 * map-files for all who are playing.
543 * It ought to be locally mounted, since the function used to generate
544 * unique temporary filenames isn't guaranteed to work over NFS or AFS
545 * On the other hand, if you know that only one crossfire server will be
546 * running using this temporary directory, it is likely to be safe to use
547 * something that is NFS mounted (but performance may suffer as NFS is
548 * slower than local disk)
549 */
550
551 /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
552 #ifdef WIN32 /* change define path tmp */
553 #define TMPDIR "tmp"
554 #else
555 #define TMPDIR "/tmp"
556 #endif
557
558
559 /* Directory to use for unique items. This is placed into the 'lib'
560 * directory. Changing this will cause any old unique items file
561 * not to be used.
562 */
563 #define UNIQUE_DIR "unique-items"
564
565 /*
566 * If undefined, malloc is always used.
567 * It looks like this can be oboleted. However, it can be useful to
568 * track down some bugs, as it will make sure that the entire data structure
569 * is set to 0, at the expense of speed.
570 * Rupert Goldie has run Purify against the code, and if this is disabled,
571 * apparantly there are a lot of uninitialized memory reads - I haven't
572 * seen any problem (maybe the memory reads are copies, and the destination
573 * doesn't actually use the garbage values either?), but the impact on speed
574 * of using this probably isn't great, and should make things more stable.
575 * Msw 8-9-97
576 */
577 #define USE_CALLOC
578
579
580 /*
581 * These define the players starting map and location on that map, and where
582 * emergency saves are defined. This should be left as is unless you make
583 * major changes to the map.
584 */
585
586 #ifdef WIN32 /* change define path city */
587
588 # define EMERGENCY_MAPPATH "\\city\\city"
589 # define EMERGENCY_X 15
590 # define EMERGENCY_Y 19
591 #else
592 # define EMERGENCY_MAPPATH "/city/city"
593 # define EMERGENCY_X 15
594 # define EMERGENCY_Y 19
595 #endif
596
597
598 /*
599 * These defines tells where, relative to LIBDIR, the maps, the map-index,
600 * archetypes highscore and treaures files and directories can be found.
601 */
602
603 #define MAPDIR "maps"
604 #define TEMPLATE_DIR "template-maps"
605 #define ARCHETYPES "archetypes"
606 #define REGIONS "regions"
607 #define HIGHSCORE "highscore"
608 #define TREASURES "treasures"
609 #define BANISHFILE "banish_file"
610
611 #define MAX_ERRORS 25 /* Bail out if more are received during tick */
612 #define STARTMAX 500 /* How big array of objects to start with */
613 #define OBJ_EXPAND 100 /* How big steps to use when expanding array */
614
615 #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
616
617 #define ARCHTABLE 5003 /* Used when hashing archetypes */
618 #define MAXSTRING 20
619
620 #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
621
622
623
624 /***********************************************************************
625 * Section 4 - save player options.
626 *
627 * There are a lot of things that deal with the save files, and what
628 * gets saved with them, so I put them in there own section.
629 *
630 ***********************************************************************/
631
632 /*
633 * If you want the players to be able to save their characters between
634 * games, define SAVE_PLAYER and set PLAYERDIR to the directories
635 * where the player-files will be put.
636 * Remember to create the directory (make install will do that though).
637 *
638 * If you intend to run a central server, and not allow the players to
639 * start their own crossfire, you won't need to define this.
640 *
641 */
642
643 #ifndef PLAYERDIR
644 #define PLAYERDIR "players"
645 #endif
646
647 /*
648 * If you have defined SAVE_PLAYER, you might want to change this, too.
649 * This is the access rights for the players savefiles.
650 * Given that crossfire runs in a client/server model, there should
651 * be no issue setting these to be quite restrictive (600 and 700).
652 * Before client/server, multiple people might run the executable,
653 * thus requiring that the server be setuid/setgid, and more generous
654 * permisisons needed.
655 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
656 * for nay directories created.
657 */
658 #define SAVE_MODE 0660
659 #define SAVE_DIR_MODE 0770
660
661 /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
662 * needs to be selected. You can set both, and things will work fine,
663 * however, it just means that a lot more saving will be done, which
664 * can slow things down some.
665 */
666
667 /* How often (in seconds) the player is saved if he drops things. If it is
668 * set to 0, the player will be saved for every item he drops. Otherwise,
669 * if the player drops and item, and the last time he was saved
670 * due to item drop is longer
671 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
672 * environment, you may want to set this to a higher value, so that
673 * you are not spending too much time saving the characters.
674 * This option should now work (Crossfire 0.90.5)
675 */
676
677 #define SAVE_INTERVAL 60
678
679 /*
680 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
681 * 5000 with MAX_TIME set at 120,000 means that the player will be
682 * saved every 10 minutes. Some effort should probably be made to
683 * spread out these saves, but that might be more effort than it is
684 * worth (Depending on the spacing, if enough players log on, the spacing
685 * may not be large enough to save all of them.) As it is now, it will
686 * just set the base tick of when they log on, which should keep the
687 * saves pretty well spread out (in a fairly random fashion.)
688 */
689
690 #define AUTOSAVE 500
691
692 /* Often, emergency save fails because the memory corruption that caused
693 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
694 * to disable emergency saves. This actually does
695 * prevent emergency saves now (Version 0.90.5).
696 */
697
698 #define NO_EMERGENCY_SAVE
699
700 /* By selecting the following, whenever a player does a backup save (with
701 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
702 * information that is specified later). IF this is not set, the player
703 * will be saved at his present location.
704 */
705
706 /*#define BACKUP_SAVE_AT_HOME*/
707
708 /* RESET_LOCATION_TIME is the number of seconds that must elapse before
709 * we fill return the player to his savebed location. If this is zero,
710 * this feature is disabled (player will resume where ever he was
711 * when he last logged off). If this is set to less than two hours,
712 * it will prevent players from camping out in treasure rooms.
713 * Do not comment this out - it must be set to something - if you
714 * comment this out, the program will not compile.
715 *
716 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player
717 * where appear under what conditions is a little complicated depending
718 * on how the player exited the game. But if the elapsed time is greater than
719 * the value below, player will always get returned to savebed location
720 * location.
721 *
722 * Set to one hour as default
723 */
724
725 #define RESET_LOCATION_TIME 3600
726