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Revision: 1.9
Committed: Wed Mar 15 15:35:50 2006 UTC (18 years, 2 months ago) by elmex
Content type: text/plain
Branch: MAIN
Changes since 1.8: +15 -22 lines
Log Message:
UPSTREAM merge from 15.03.2006

File Contents

# Content
1 /*
2 * static char *rcsid_config_h =
3 * "$Id$";
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 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
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 #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
163 #define CS_LOGSTATS
164 #endif
165 #ifdef CS_LOGSTATS
166 #define CS_LOGTIME 600
167 #endif
168
169 /* DEBUG generates copious amounts of output. I tend to change the CC options
170 * in the crosssite.def file if I want this. By default, you probably
171 * dont want this defined.
172 */
173 #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */
174 #ifndef DEBUG
175 #define DEBUG
176 #endif
177 #endif
178 /*
179 * This option creates more core files. In some areas, there are certain
180 * checks done to try and make the program more stable (ie, check
181 * parameter for null, return if it is). These checks are being done
182 * for things that should not happen (ie, being supplied a null parameter).
183 * What MANY_CORES does, is if one of these checks is true, it will
184 * dump core at that time, allowing for fairly easy tracking down of the
185 * problem. Better to fix problems than create thousands of checks.
186 */
187
188 #define MANY_CORES
189
190 /*
191 * This determines the maximum map size the client can request (and
192 * thus what the server will send to the client.
193 * Client can still request a smaller map size (for bandwidth reasons
194 * or display size of whatever else).
195 * The larger this number, the more cpu time and memory the server will
196 * need to spend to figure this out in addition to bandwidth needs.
197 * The server cpu time should be pretty trivial.
198 * There may be reasons to keep it smaller for the 'classic' crossfire
199 * experience which was 11x11. Big maps will likely make the same at
200 * least somewhat easier, but client will need to worry about lag
201 * more.
202 * I put support in for non square map updates in the define, but
203 * there very well might be things that break horribly if this is
204 * used. I figure it is easier to fix that if needed than go back
205 * at the future and have to redo a lot of stuff to support rectangular
206 * maps at that point.
207 *
208 * MSW 2001-05-28
209 */
210
211 #define MAP_CLIENT_X 25
212 #define MAP_CLIENT_Y 25
213
214 /*
215 * If you feel the game is too fast or too slow, change MAX_TIME.
216 * You can experiment with the 'speed <new_max_time> command first.
217 * The length of a tick is MAX_TIME microseconds. During a tick,
218 * players, monsters, or items with speed 1 can do one thing.
219 */
220
221 #define MAX_TIME 120000
222
223 /* Polymorph as it currently stands is unbalancing, so by default
224 * we have it disabled. It can be enabled and it works, but
225 * it can be abused in various ways.
226 */
227 #define NO_POLYMORPH
228
229
230 /* This determine how many entries are stored in the kill log. You
231 * can see this information with the 'party kills' command. More entries
232 * mean slower performance and more memory. IF this is not defined, then
233 * this feature is disabled.
234 */
235 #define PARTY_KILL_LOG 20
236
237 /*
238 * The PERM_EXP values adjust the behaviour of permenent experience. - if
239 * the setting permanent_experience_percentage is zero, these values have
240 * no meaning. The value in the settings file is the percentage of the
241 * experience that is permenent, the rest could be lost on death. When dying,
242 * the greatest amount of non-permenent exp it is possible to lose at one time
243 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
244 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
245 * experience goes to the permanent value. This does not detract from total
246 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
247 * 10 to the permanent value).
248 *
249 * A few thoughts on these default value (by MSW)
250 * gain ratio is pretty much meaningless until exp has been lost, as until
251 * that poin, the value in the settings file will be used.
252 * It is also impossible for the exp to actually be reduced to the permanent
253 * exp ratio - since the loss ratio is .5, it will just get closer and
254 * closer. However, after about half a dozen hits, pretty much all the
255 * exp that can be lost has been lost, and after that, only minor loss
256 * will occur.
257 */
258 /* GD */
259
260 #define PERM_EXP_GAIN_RATIO 0.10f
261 #define PERM_EXP_MAX_LOSS_RATIO 0.50f
262
263 /*
264 * WATCHDOG lets sends datagrams to port 13325 on localhost
265 * in (more-or-less) regular intervals, so an external watchdog
266 * program can kill the server if it hangs (for whatever reason).
267 * It shouldn't hurt anyone if this is defined but you don't
268 * have an watchdog program.
269 */
270 #ifndef WIN32 /* ***win32 disable watchdog as win32 default */
271 #define WATCHDOG
272 #endif
273
274
275 /* Enable the new material code - it needs some work. You can
276 * enable this, and things will work, just you'll see a whole
277 * bunch more materials show up, and thus a whole bunch more materials
278 * in your inventory, and the sorting for them isn't really good.
279 */
280
281 /*
282 #define NEW_MATERIAL_CODE
283 */
284
285 /***********************************************************************
286 * SECTION 2 - Machine/Compiler specific stuff.
287 *
288 * Short list of items:
289 * COMPRESS_SUFFIX - selection of compression programs
290 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
291 *
292 ***********************************************************************/
293
294 /*
295 * If you compress your files to save space, set the COMPRESS_SUFFIX below
296 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
297 * should already find the program to use. If you set the suffix to
298 * something that autoconf did not find, you are likely to have serious
299 * problems, so make sure you have the appropriate compression tool installed
300 * before you set this. You can look at the autoconf.h file to see
301 * what compression tools it found (search for COMPRESS).
302 * Note that this is used when saving files. Crossfire will search all
303 * methods when loading a file to see if it finds a match
304 */
305
306 #ifndef COMPRESS_SUFFIX
307 /* #define COMPRESS_SUFFIX ".Z" */
308 #endif
309
310 /* If you get a complaint about O_NDELAY not being known/undefined, try
311 * uncommenting this.
312 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
313 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
314 * can be written - otherwise, the number of bytes written will be returned
315 * for both modes.
316 */
317
318 /*
319 #define O_NDELAY O_NONBLOCK
320 */
321
322
323 /***********************************************************************
324 * Section 3
325 *
326 * General file and other defaults that don't need to be changed, and
327 * do not change gameplay as percieved by players much. Some options
328 * may affect memory consumption however.
329 *
330 * Values:
331 *
332 * BANFILE - ban certain users/hosts.
333 * CSPORT - port to use for new client/server
334 * DMFILE - file with dm/wizard access lists
335 * LOGFILE - where to log if using -daemon option
336 * MAP_ - various map timeout and swapping parameters
337 * MAX_OBJECTS - how many objects to keep in memory.
338 * MAX_OBJECTS_LWM - only swap maps out if below that value
339 * MOTD - message of the day - printed each time someone joins the game
340 * PERM_FILE - limit play times
341 * SHUTDOWN - used when shutting down the server
342 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
343 * backlogged messages.
344 * TMPDIR - directory to use for temp files
345 * UNIQUE_DIR - directory to put unique item files into
346 * USE_CALLOC for some memory requests
347 ***********************************************************************
348 */
349
350 /*
351 * BANFILE - file used to ban certain sites from playing. See the example
352 * ban_file for examples.
353 */
354
355 #ifndef BANFILE
356 #define BANFILE "ban_file"
357 #endif
358
359 /* CSPORT is the port used for the new client/server code. Change
360 * if desired. Only of relevance if ERIC_SERVER is set above
361 */
362
363 #define CSPORT 13327 /* old port + 1 */
364
365
366 /*
367 * DMFILE
368 * A file containing valid names that can be dm, one on each line. See
369 * example dm_file for syntax help.
370 */
371
372 #ifndef DMFILE
373 #define DMFILE "dm_file"
374 #endif
375
376
377 /* LOGFILE specifies which file to log to when playing with the
378 * -daemon option.
379 */
380
381 #ifndef LOGFILE
382 #ifdef WIN32 /* change define path */
383 #define LOGFILE "var\\crossfire.log"
384 #else
385 #define LOGFILE "/var/log/crossfire/logfile"
386 #endif
387 #endif
388
389 /*
390 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
391 * after a player has left it. If it is set to 0, maps are
392 * swapped out the instant the last player leaves it.
393 * If you are low on memory, you should set this to 0.
394 * Note that depending on the map timeout variable, the number of
395 * objects can get quite high. This is because depending on the maps,
396 * a player could be having the objects of several maps in memory
397 * (the map he is in right now, and the ones he left recently.)
398 * Each map has it's own TIMEOUT value and value field and it is
399 * defaulted to 300
400 *
401 * Having a nonzero value can be useful: If a player leaves a map (and thus
402 * is on a new map), and realizes they want to go back pretty quickly, the
403 * old map is still in memory, so don't need to go disk and get it.
404 *
405 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
406 * to swap out in less than that many ticks, we use the MINTIMEOUT value
407 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
408 * maps.
409 */
410
411 /* How many ticks till maps are swapped out */
412 #define MAP_MAXTIMEOUT 1000
413 /* At least that many ticks before swapout */
414 #define MAP_MINTIMEOUT 500
415
416 /*
417 * MAP_MAXRESET is the maximum time a map can have before being reset. It
418 * will override the time value set in the map, if that time is longer than
419 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
420 * TMPDIR device, set this value to somethign small. The default
421 * value in the map object is MAP_DEFAULTRESET (given in seconds.)
422 * I personally like 1 hour myself, for solo play. It is long enough that
423 * maps won't be resetting as a solve a quest, but short enough that some
424 * maps (like shops and inns) will be reset during the time I play.
425 * Comment out MAP_MAXRESET time if you always want to use the value
426 * in the map archetype.
427 */
428
429 /* Maximum time to reset. */
430 #define MAP_MAXRESET 7200
431 /* Default time to reset. */
432 #define MAP_DEFAULTRESET 7200
433
434 /*
435 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
436 * will look for maps which are already scheldued for swapping, and
437 * promptly swap them out before new maps are being loaded.
438 * If playing only by yourself, this number can probably be as low as
439 * 3000. If in server mode, probably figure about 1000-2000 objects per
440 * active player (if they typically play on different maps), for some guess
441 * on how many to define. If it is too low, maps just get swapped out
442 * immediately, causing a performance hit. If it is too high, the program
443 * consumes more memory. If you have gobs of free memory, a high number
444 * might not be a bad idea. Each object is around 350 bytes right now.
445 * 25000 is about 8.5 MB
446 */
447
448 #define MAX_OBJECTS 100000
449
450 /*
451 * Max objects low water mark (lwm). If defined, the map swapping strategy
452 * is a bit different:
453 * 1) We only start swapping maps if the number of objects in use is
454 * greater than MAX_OBJECTS above.
455 * 2) We keep swapping maps until there are no more maps to swap or the number
456 * of used objects drop below this low water mark value.
457 *
458 * If this is not defined, maps are swapped out on the timeout value above,
459 * or if the number of objects used is greater than MAX_OBJECTS above.
460 *
461 * Note: While this will prevent the pauses noticed when saving maps, there
462 * can instead be cpu performance penalties - any objects in memory get
463 * processed. So if there are 4000 objects in memory, and 1000 of them
464 * are living objects, the system will process all 1000 objects each tick.
465 * With swapping enable, maybe 600 of the objects would have gotten swapped
466 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
467 * than if it is very large.
468 * Also, the pauses you do get can be worse, as if you enter a map with
469 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
470 * many maps to get below the low water mark.
471 */
472
473 /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
474
475 /*
476 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
477 * to find memory corruption and leaks. Currently, the main thing
478 * that happens with this activated is that one malloc is done for
479 * each object - thus whatever debugging mechanism the malloc library
480 * (or other debugging tool provides, like purify), it can track this
481 * individual malloc. Default behaviour when turned off is that
482 * enough memory is malloced for a large group of objects so malloc does
483 * not need to be called as often.
484 * This should only be turned on if some form of memory debugging tool
485 * is being used - otherwise, turning this on will cause some performance
486 * hit with no useful advantage.
487 */
488
489 /*#define MEMORY_DEBUG*/
490
491
492 /*
493 * If you want to have a Message Of The Day file, define MOTD to be
494 * the file with the message. If the file doesn't exist or if it
495 * is empty, no message will be displayed.
496 * (It resides in the CONFDIR directory)
497 */
498
499 #define MOTD "motd"
500
501 /*
502 * You can restrict playing in certain times by creating a PERMIT_FILE
503 * in CONFDIR. See the sample for usage notes.
504 */
505
506 #define PERM_FILE "forbid"
507
508 /*
509 * If you want to take the game down while installing new versions, or
510 * for other reasons, put a message into the SHUTDOWN_FILE file.
511 * Remember to delete it when you open the game again.
512 * (It resides in the CONFDIR directory)
513 */
514
515 #ifndef SHUTDOWN_FILE
516 #define SHUTDOWN_FILE "shutdown"
517 #endif
518
519
520 /*
521 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
522 * storing backlogged messages for the client. This is not operating system
523 * buffers or the like. This amount is used per connection (client).
524 * This buffer is in addition to OS buffers, so it may not need to be very
525 * large. When the OS buffer and this buffer is exhausted, the server
526 * will drop the client connection for falling too far behind. So if
527 * you have very slow client connections, a larger value may be
528 * warranted.
529 */
530
531 #define SOCKETBUFSIZE 128*1024
532
533 /*
534 * Your tmp-directory should be large enough to hold the uncompressed
535 * map-files for all who are playing.
536 * It ought to be locally mounted, since the function used to generate
537 * unique temporary filenames isn't guaranteed to work over NFS or AFS
538 * On the other hand, if you know that only one crossfire server will be
539 * running using this temporary directory, it is likely to be safe to use
540 * something that is NFS mounted (but performance may suffer as NFS is
541 * slower than local disk)
542 */
543
544 /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
545 #ifdef WIN32 /* change define path tmp */
546 #define TMPDIR "tmp"
547 #else
548 #define TMPDIR "/tmp"
549 #endif
550
551
552 /* Directory to use for unique items. This is placed into the 'lib'
553 * directory. Changing this will cause any old unique items file
554 * not to be used.
555 */
556 #define UNIQUE_DIR "unique-items"
557
558 /*
559 * If undefined, malloc is always used.
560 * It looks like this can be oboleted. However, it can be useful to
561 * track down some bugs, as it will make sure that the entire data structure
562 * is set to 0, at the expense of speed.
563 * Rupert Goldie has run Purify against the code, and if this is disabled,
564 * apparantly there are a lot of uninitialized memory reads - I haven't
565 * seen any problem (maybe the memory reads are copies, and the destination
566 * doesn't actually use the garbage values either?), but the impact on speed
567 * of using this probably isn't great, and should make things more stable.
568 * Msw 8-9-97
569 */
570 #define USE_CALLOC
571
572
573 /*
574 * These define the players starting map and location on that map, and where
575 * emergency saves are defined. This should be left as is unless you make
576 * major changes to the map.
577 */
578
579 #ifdef WIN32 /* change define path city */
580
581 # define EMERGENCY_MAPPATH "\\city\\city"
582 # define EMERGENCY_X 15
583 # define EMERGENCY_Y 19
584 #else
585 # define EMERGENCY_MAPPATH "/city/city"
586 # define EMERGENCY_X 15
587 # define EMERGENCY_Y 19
588 #endif
589
590
591 /*
592 * These defines tells where, relative to LIBDIR, the maps, the map-index,
593 * archetypes highscore and treaures files and directories can be found.
594 */
595
596 #define MAPDIR "maps"
597 #define TEMPLATE_DIR "template-maps"
598 #define ARCHETYPES "archetypes"
599 #define REGIONS "regions"
600 #define HIGHSCORE "highscore"
601 #define TREASURES "treasures"
602 #define BANISHFILE "banish_file"
603
604 #define MAX_ERRORS 25 /* Bail out if more are received during tick */
605 #define STARTMAX 500 /* How big array of objects to start with */
606 #define OBJ_EXPAND 100 /* How big steps to use when expanding array */
607
608 #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
609
610 #define ARCHTABLE 16384 /* Arch hashtable size */
611 #define MAXSTRING 20
612
613 #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
614
615
616
617 /***********************************************************************
618 * Section 4 - save player options.
619 *
620 * There are a lot of things that deal with the save files, and what
621 * gets saved with them, so I put them in there own section.
622 *
623 ***********************************************************************/
624
625 /*
626 * If you want the players to be able to save their characters between
627 * games, define SAVE_PLAYER and set PLAYERDIR to the directories
628 * where the player-files will be put.
629 * Remember to create the directory (make install will do that though).
630 *
631 * If you intend to run a central server, and not allow the players to
632 * start their own crossfire, you won't need to define this.
633 *
634 */
635
636 #ifndef PLAYERDIR
637 #define PLAYERDIR "players"
638 #endif
639
640 /*
641 * If you have defined SAVE_PLAYER, you might want to change this, too.
642 * This is the access rights for the players savefiles.
643 * Given that crossfire runs in a client/server model, there should
644 * be no issue setting these to be quite restrictive (600 and 700).
645 * Before client/server, multiple people might run the executable,
646 * thus requiring that the server be setuid/setgid, and more generous
647 * permisisons needed.
648 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
649 * for nay directories created.
650 */
651 /* IMPORTANT: there is a race during saving, where the umask is being applied */
652 #define SAVE_MODE 0660
653 #define SAVE_DIR_MODE 0770
654
655 /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
656 * needs to be selected. You can set both, and things will work fine,
657 * however, it just means that a lot more saving will be done, which
658 * can slow things down some.
659 */
660
661 /* How often (in seconds) the player is saved if he drops things. If it is
662 * set to 0, the player will be saved for every item he drops. Otherwise,
663 * if the player drops and item, and the last time he was saved
664 * due to item drop is longer
665 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
666 * environment, you may want to set this to a higher value, so that
667 * you are not spending too much time saving the characters.
668 * This option should now work (Crossfire 0.90.5)
669 */
670
671 //#define SAVE_INTERVAL 60
672
673 /*
674 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
675 * 5000 with MAX_TIME set at 120,000 means that the player will be
676 * saved every 10 minutes. Some effort should probably be made to
677 * spread out these saves, but that might be more effort than it is
678 * worth (Depending on the spacing, if enough players log on, the spacing
679 * may not be large enough to save all of them.) As it is now, it will
680 * just set the base tick of when they log on, which should keep the
681 * saves pretty well spread out (in a fairly random fashion.)
682 */
683
684 #define AUTOSAVE 500
685
686 /* Often, emergency save fails because the memory corruption that caused
687 * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE
688 * to disable emergency saves. This actually does
689 * prevent emergency saves now (Version 0.90.5).
690 */
691
692 #define NO_EMERGENCY_SAVE
693
694 /* By selecting the following, whenever a player does a backup save (with
695 * the 'save command), the player will be saved at home (EMERGENCY_MAP_*
696 * information that is specified later). IF this is not set, the player
697 * will be saved at his present location.
698 */
699
700 /*#define BACKUP_SAVE_AT_HOME*/
701
702 /* RESET_LOCATION_TIME is the number of seconds that must elapse before
703 * we fill return the player to his savebed location. If this is zero,
704 * this feature is disabled (player will resume where ever he was
705 * when he last logged off). If this is set to less than two hours,
706 * it will prevent players from camping out in treasure rooms.
707 * Do not comment this out - it must be set to something - if you
708 * comment this out, the program will not compile.
709 *
710 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player
711 * where appear under what conditions is a little complicated depending
712 * on how the player exited the game. But if the elapsed time is greater than
713 * the value below, player will always get returned to savebed location
714 * location.
715 *
716 * Set to one hour as default
717 */
718
719 #define RESET_LOCATION_TIME 3600
720