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 |
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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 | |