1 | /* |
1 | /* |
2 | CrossFire, A Multiplayer game for X-windows |
2 | * CrossFire, A Multiplayer game for X-windows |
3 | |
3 | * |
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4 | * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | * Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
5 | Copyright (C) 1992 Frank Tore Johansen |
6 | * Copyright (C) 1992 Frank Tore Johansen |
6 | |
7 | * |
7 | This program is free software; you can redistribute it and/or modify |
8 | * 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 | * 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 | * the Free Software Foundation; either version 2 of the License, or |
10 | (at your option) any later version. |
11 | * (at your option) any later version. |
11 | |
12 | * |
12 | This program is distributed in the hope that it will be useful, |
13 | * This program is distributed in the hope that it will be useful, |
13 | but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
14 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
15 | GNU General Public License for more details. |
16 | * GNU General Public License for more details. |
16 | |
17 | * |
17 | You should have received a copy of the GNU General Public License |
18 | * 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 | * along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
21 | * |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
22 | * The authors can be reached via e-mail at crossfire@schmorp.de |
22 | */ |
23 | */ |
23 | |
24 | |
24 | /* This file contains various #defines that select various options. |
25 | /* This file contains various #defines that select various options. |
25 | * Some may not be desirable, and some just may not work. |
26 | * Some may not be desirable, and some just may not work. |
26 | * |
27 | * |
27 | * There are some options that are not selectable in this file which |
28 | * There are some options that are not selectable in this file which |
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447 | * start their own crossfire, you won't need to define this. |
448 | * start their own crossfire, you won't need to define this. |
448 | * |
449 | * |
449 | */ |
450 | */ |
450 | |
451 | |
451 | #ifndef PLAYERDIR |
452 | #ifndef PLAYERDIR |
452 | #define PLAYERDIR "players" |
453 | # define PLAYERDIR "players" |
453 | #endif |
454 | #endif |
454 | |
455 | |
455 | /* |
456 | /* |
456 | * If you have defined SAVE_PLAYER, you might want to change this, too. |
457 | * If you have defined SAVE_PLAYER, you might want to change this, too. |
457 | * This is the access rights for the players savefiles. |
458 | * This is the access rights for the players savefiles. |
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465 | */ |
466 | */ |
466 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
467 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
467 | #define SAVE_MODE 0660 |
468 | #define SAVE_MODE 0660 |
468 | #define SAVE_DIR_MODE 0770 |
469 | #define SAVE_DIR_MODE 0770 |
469 | |
470 | |
470 | /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really |
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471 | * needs to be selected. You can set both, and things will work fine, |
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472 | * however, it just means that a lot more saving will be done, which |
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473 | * can slow things down some. |
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474 | */ |
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475 | |
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476 | /* How often (in seconds) the player is saved if he drops things. If it is |
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477 | * set to 0, the player will be saved for every item he drops. Otherwise, |
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478 | * if the player drops and item, and the last time he was saved |
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479 | * due to item drop is longer |
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480 | * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing |
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481 | * environment, you may want to set this to a higher value, so that |
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482 | * you are not spending too much time saving the characters. |
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483 | * This option should now work (Crossfire 0.90.5) |
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484 | */ |
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485 | |
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486 | //#define SAVE_INTERVAL 60 |
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487 | |
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488 | /* |
471 | /* |
489 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
472 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
490 | * 5000 with MAX_TIME set at 120,000 means that the player will be |
473 | * 5000 with MAX_TIME set at 120,000 means that the player will be |
491 | * saved every 10 minutes. Some effort should probably be made to |
474 | * saved every 10 minutes. Some effort should probably be made to |
492 | * spread out these saves, but that might be more effort than it is |
475 | * spread out these saves, but that might be more effort than it is |
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515 | * Set to one hour as default |
498 | * Set to one hour as default |
516 | */ |
499 | */ |
517 | |
500 | |
518 | #define RESET_LOCATION_TIME 3600 |
501 | #define RESET_LOCATION_TIME 3600 |
519 | |
502 | |
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503 | /* |
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504 | * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on). |
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505 | */ |
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506 | #define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies." |
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507 | |