1 | /* |
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2 | * static char *rcsid_config_h = |
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3 | * "$Id: config.h,v 1.7 2006/03/13 20:45:30 root Exp $"; |
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4 | */ |
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5 | |
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6 | /* |
1 | /* |
7 | CrossFire, A Multiplayer game for X-windows |
2 | CrossFire, A Multiplayer game for X-windows |
8 | |
3 | |
9 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
4 | Copyright (C) 2002 Mark Wedel & Crossfire Development Team |
10 | Copyright (C) 1992 Frank Tore Johansen |
5 | Copyright (C) 1992 Frank Tore Johansen |
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81 | * Defining the COZY_SERVER will make the server much less challenging: |
76 | * Defining the COZY_SERVER will make the server much less challenging: |
82 | * no stats loss on death, much less experience loss, and party members |
77 | * 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. |
78 | * are treated by pet monsters as the owner itself when moving "through" them. |
84 | */ |
79 | */ |
85 | #define COZY_SERVER 1 |
80 | #define COZY_SERVER 1 |
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81 | |
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82 | /* |
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83 | * Make it impossible to pk outside the arena. |
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84 | */ |
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85 | #define PROHIBIT_PLAYERKILL 1 |
86 | |
86 | |
87 | /* Use balanced stat loss code? |
87 | /* Use balanced stat loss code? |
88 | * This code is a little more merciful with repeated stat loss at lower |
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 |
89 | * levels. Basically, the more stats you have lost, the less likely that |
90 | * you will lose more. Additionally, lower level characters are shown |
90 | * you will lose more. Additionally, lower level characters are shown |
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123 | |
123 | |
124 | /* Don't edit these values. They are configured in lib/settings. These are |
124 | /* Don't edit these values. They are configured in lib/settings. These are |
125 | Simply the defaults. */ |
125 | Simply the defaults. */ |
126 | |
126 | |
127 | #define BALANCED_STAT_LOSS FALSE |
127 | #define BALANCED_STAT_LOSS FALSE |
128 | #define USE_PERMANENT_EXPERIENCE FALSE |
128 | #define PERMANENT_EXPERIENCE_RATIO 25 |
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129 | #define DEATH_PENALTY_RATIO 20 |
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130 | #define DEATH_PENALTY_LEVEL 3 |
129 | #define SET_TITLE TRUE |
131 | #define SET_TITLE TRUE |
130 | #define SIMPLE_EXP TRUE |
132 | #define SIMPLE_EXP TRUE |
131 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
133 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
132 | #define SPELL_ENCUMBRANCE TRUE |
134 | #define SPELL_ENCUMBRANCE TRUE |
133 | #define SPELL_FAILURE_EFFECTS FALSE |
135 | #define SPELL_FAILURE_EFFECTS FALSE |
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144 | #define ARMOR_MAX_ENCHANT 5 |
146 | #define ARMOR_MAX_ENCHANT 5 |
145 | #define ARMOR_WEIGHT_REDUCTION 10 |
147 | #define ARMOR_WEIGHT_REDUCTION 10 |
146 | #define ARMOR_WEIGHT_LINEAR TRUE |
148 | #define ARMOR_WEIGHT_LINEAR TRUE |
147 | #define ARMOR_SPEED_IMPROVEMENT 10 |
149 | #define ARMOR_SPEED_IMPROVEMENT 10 |
148 | #define ARMOR_SPEED_LINEAR TRUE |
150 | #define ARMOR_SPEED_LINEAR TRUE |
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151 | #define CREATE_HOME_PORTALS FALSE |
149 | |
152 | |
150 | /* you can edit the ones below */ |
153 | /* you can edit the ones below */ |
151 | |
154 | |
152 | |
155 | |
153 | /* CS_LOGSTATS will cause the server to log various usage stats |
156 | /* CS_LOGSTATS will cause the server to log various usage stats |
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155 | * and so on.) This can be very useful if you are trying to measure |
158 | * and so on.) This can be very useful if you are trying to measure |
156 | * server/bandwidth usage. It will periodially dump out information |
159 | * server/bandwidth usage. It will periodially dump out information |
157 | * which contains usage stats for the last X amount of time. |
160 | * which contains usage stats for the last X amount of time. |
158 | * CS_LOGTIME is how often it will print out stats. |
161 | * CS_LOGTIME is how often it will print out stats. |
159 | */ |
162 | */ |
160 | #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ |
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161 | #define CS_LOGSTATS |
163 | #define CS_LOGSTATS |
162 | #endif |
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163 | #ifdef CS_LOGSTATS |
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164 | #define CS_LOGTIME 600 |
164 | #define CS_LOGTIME 600 |
165 | #endif |
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166 | |
165 | |
167 | /* DEBUG generates copious amounts of output. I tend to change the CC options |
166 | /* 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 |
167 | * in the crosssite.def file if I want this. By default, you probably |
169 | * dont want this defined. |
168 | * dont want this defined. |
170 | */ |
169 | */ |
171 | #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ |
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172 | #ifndef DEBUG |
170 | #ifndef DEBUG |
173 | #define DEBUG |
171 | #define DEBUG |
174 | #endif |
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175 | #endif |
172 | #endif |
176 | /* |
173 | /* |
177 | * This option creates more core files. In some areas, there are certain |
174 | * 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 |
175 | * 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 |
176 | * parameter for null, return if it is). These checks are being done |
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204 | * maps at that point. |
201 | * maps at that point. |
205 | * |
202 | * |
206 | * MSW 2001-05-28 |
203 | * MSW 2001-05-28 |
207 | */ |
204 | */ |
208 | |
205 | |
209 | #define MAP_CLIENT_X 25 |
206 | #define MAP_CLIENT_X 31 |
210 | #define MAP_CLIENT_Y 25 |
207 | #define MAP_CLIENT_Y 31 |
211 | |
208 | |
212 | /* |
209 | /* |
213 | * If you feel the game is too fast or too slow, change MAX_TIME. |
210 | * 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. |
211 | * You can experiment with the 'speed <new_max_time> command first. |
215 | * The length of a tick is MAX_TIME microseconds. During a tick, |
212 | * The length of a tick is MAX_TIME microseconds. During a tick, |
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230 | * mean slower performance and more memory. IF this is not defined, then |
227 | * mean slower performance and more memory. IF this is not defined, then |
231 | * this feature is disabled. |
228 | * this feature is disabled. |
232 | */ |
229 | */ |
233 | #define PARTY_KILL_LOG 20 |
230 | #define PARTY_KILL_LOG 20 |
234 | |
231 | |
235 | /* Use permanent experience code? |
232 | /* |
236 | * This code allows players to build up a small amount of 'permanent |
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237 | * experience' which reduces the effect of large experience drains, such as |
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238 | * death. This makes multiple frequent deaths less devastating, and also |
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239 | * ensures that any character will make some gradual progress even if they |
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240 | * die all of the time. |
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241 | * A nice option if your keep dying due to massive client/server lags despite |
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242 | * playing well... or you like to swim well outside of your depth. :) |
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243 | * |
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244 | * The PERM_EXP values adjust the behaviour of this option - if |
233 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
245 | * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it |
234 | * the setting permanent_experience_percentage is zero, these values have |
246 | * is on, the minimum ratio is the minimum amount of permanent exp relative |
235 | * no meaning. The value in the settings file is the percentage of the |
247 | * to the total exp in the skill (ie, at a default of .25, if you had 100 |
236 | * experience that is permenent, the rest could be lost on death. When dying, |
248 | * experience, at least 25 of it would be permanent). The gain ratio |
237 | * the greatest amount of non-permenent exp it is possible to lose at one time |
249 | * is how much of experienced experience goes to the permanent value. |
238 | * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as |
250 | * This does not detract from total exp gain (ie, if you gained 100 exp, |
239 | * total exp - perm exp * loss ratio. The gain ratio is how much of experienced |
251 | * 100 would go to the skill total and 10 to the permanent value). |
240 | * experience goes to the permanent value. This does not detract from total |
252 | * the loss ratio is the maximum amount of experience that can be lost |
241 | * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and |
253 | * in any one hit - this is calculated as total exp - perm exp * loss ratio. |
242 | * 10 to the permanent value). |
254 | * |
243 | * |
255 | * A few thoughts on these default value (by MSW) |
244 | * A few thoughts on these default value (by MSW) |
256 | * gain ratio is pretty much meaningless until exp has been lost, as until |
245 | * gain ratio is pretty much meaningless until exp has been lost, as until |
257 | * that poin, the minimum ratio will be used. |
246 | * that poin, the value in the settings file will be used. |
258 | * It is also impossible for the exp to actually be reduced to the permanent |
247 | * 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 |
248 | * 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 |
249 | * 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 |
250 | * exp that can be lost has been lost, and after that, only minor loss |
262 | * will occur. |
251 | * will occur. |
263 | */ |
252 | */ |
264 | /* GD */ |
253 | /* GD */ |
265 | |
254 | |
266 | #define PERM_EXP_MINIMUM_RATIO 0.25f |
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267 | #define PERM_EXP_GAIN_RATIO 0.10f |
255 | #define PERM_EXP_GAIN_RATIO 0.10f |
268 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
256 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
269 | |
257 | |
270 | /* |
258 | /* |
271 | * WATCHDOG lets sends datagrams to port 13325 on localhost |
259 | * WATCHDOG lets sends datagrams to port 13325 on localhost |
272 | * in (more-or-less) regular intervals, so an external watchdog |
260 | * in (more-or-less) regular intervals, so an external watchdog |
273 | * program can kill the server if it hangs (for whatever reason). |
261 | * 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 |
262 | * It shouldn't hurt anyone if this is defined but you don't |
275 | * have an watchdog program. |
263 | * have an watchdog program. |
276 | */ |
264 | */ |
277 | #ifndef WIN32 /* ***win32 disable watchdog as win32 default */ |
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278 | #define WATCHDOG |
265 | #define WATCHDOG |
279 | #endif |
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280 | |
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281 | |
266 | |
282 | /* Enable the new material code - it needs some work. You can |
267 | /* Enable the new material code - it needs some work. You can |
283 | * enable this, and things will work, just you'll see a whole |
268 | * 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 |
269 | * 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. |
270 | * in your inventory, and the sorting for them isn't really good. |
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348 | * SHUTDOWN - used when shutting down the server |
333 | * SHUTDOWN - used when shutting down the server |
349 | * SOCKETBUFSIZE - size of buffer used internally by the server for storing |
334 | * SOCKETBUFSIZE - size of buffer used internally by the server for storing |
350 | * backlogged messages. |
335 | * backlogged messages. |
351 | * TMPDIR - directory to use for temp files |
336 | * TMPDIR - directory to use for temp files |
352 | * UNIQUE_DIR - directory to put unique item files into |
337 | * UNIQUE_DIR - directory to put unique item files into |
353 | * USE_CALLOC for some memory requests |
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354 | *********************************************************************** |
338 | *********************************************************************** |
355 | */ |
339 | */ |
356 | |
340 | |
357 | /* |
341 | /* |
358 | * BANFILE - file used to ban certain sites from playing. See the example |
342 | * BANFILE - file used to ban certain sites from playing. See the example |
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384 | /* LOGFILE specifies which file to log to when playing with the |
368 | /* LOGFILE specifies which file to log to when playing with the |
385 | * -daemon option. |
369 | * -daemon option. |
386 | */ |
370 | */ |
387 | |
371 | |
388 | #ifndef LOGFILE |
372 | #ifndef LOGFILE |
389 | #ifdef WIN32 /* change define path */ |
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390 | #define LOGFILE "var\\crossfire.log" |
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391 | #else |
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392 | #define LOGFILE "/var/log/crossfire/logfile" |
373 | #define LOGFILE "/var/log/crossfire/logfile" |
393 | #endif |
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394 | #endif |
374 | #endif |
395 | |
375 | |
396 | /* |
376 | /* |
397 | * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out |
377 | * 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 |
378 | * after a player has left it. If it is set to 0, maps are |
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414 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
394 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
415 | * maps. |
395 | * maps. |
416 | */ |
396 | */ |
417 | |
397 | |
418 | /* How many ticks till maps are swapped out */ |
398 | /* How many ticks till maps are swapped out */ |
419 | #define MAP_MAXTIMEOUT 1000 |
399 | #define MAP_MAXTIMEOUT 300 |
420 | /* At least that many ticks before swapout */ |
400 | /* At least that many ticks before swapout */ |
421 | #define MAP_MINTIMEOUT 500 |
401 | #define MAP_MINTIMEOUT 300 |
422 | |
402 | |
423 | /* |
403 | /* |
424 | * MAP_MAXRESET is the maximum time a map can have before being reset. It |
404 | * 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 |
405 | * 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 |
406 | * MAP_MAXRESET. This value is in seconds. If you are low on space on the |
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434 | */ |
414 | */ |
435 | |
415 | |
436 | /* Maximum time to reset. */ |
416 | /* Maximum time to reset. */ |
437 | #define MAP_MAXRESET 7200 |
417 | #define MAP_MAXRESET 7200 |
438 | /* Default time to reset. */ |
418 | /* Default time to reset. */ |
439 | #define MAP_DEFAULTRESET 7200 |
419 | #define MAP_DEFAULTRESET 3600 |
440 | |
420 | |
441 | /* |
421 | /* |
442 | * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
422 | * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
443 | * will look for maps which are already scheldued for swapping, and |
423 | * will look for maps which are already scheldued for swapping, and |
444 | * promptly swap them out before new maps are being loaded. |
424 | * promptly swap them out before new maps are being loaded. |
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450 | * consumes more memory. If you have gobs of free memory, a high number |
430 | * 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. |
431 | * might not be a bad idea. Each object is around 350 bytes right now. |
452 | * 25000 is about 8.5 MB |
432 | * 25000 is about 8.5 MB |
453 | */ |
433 | */ |
454 | |
434 | |
455 | #define MAX_OBJECTS 100000 |
435 | #define MAX_OBJECTS 400000 |
456 | |
436 | |
457 | /* |
437 | /* |
458 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
438 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
459 | * is a bit different: |
439 | * is a bit different: |
460 | * 1) We only start swapping maps if the number of objects in use is |
440 | * 1) We only start swapping maps if the number of objects in use is |
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533 | * will drop the client connection for falling too far behind. So if |
513 | * will drop the client connection for falling too far behind. So if |
534 | * you have very slow client connections, a larger value may be |
514 | * you have very slow client connections, a larger value may be |
535 | * warranted. |
515 | * warranted. |
536 | */ |
516 | */ |
537 | |
517 | |
538 | #define SOCKETBUFSIZE 128*1024 |
518 | #define SOCKETBUFSIZE 256*1024 |
539 | |
519 | |
540 | /* |
520 | /* |
541 | * Your tmp-directory should be large enough to hold the uncompressed |
521 | * Your tmp-directory should be large enough to hold the uncompressed |
542 | * map-files for all who are playing. |
522 | * map-files for all who are playing. |
543 | * It ought to be locally mounted, since the function used to generate |
523 | * It ought to be locally mounted, since the function used to generate |
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547 | * something that is NFS mounted (but performance may suffer as NFS is |
527 | * something that is NFS mounted (but performance may suffer as NFS is |
548 | * slower than local disk) |
528 | * slower than local disk) |
549 | */ |
529 | */ |
550 | |
530 | |
551 | /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ |
531 | /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ |
552 | #ifdef WIN32 /* change define path tmp */ |
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553 | #define TMPDIR "tmp" |
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554 | #else |
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555 | #define TMPDIR "/tmp" |
532 | #define TMPDIR "/tmp" |
556 | #endif |
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557 | |
533 | |
558 | |
534 | |
559 | /* Directory to use for unique items. This is placed into the 'lib' |
535 | /* Directory to use for unique items. This is placed into the 'lib' |
560 | * directory. Changing this will cause any old unique items file |
536 | * directory. Changing this will cause any old unique items file |
561 | * not to be used. |
537 | * not to be used. |
562 | */ |
538 | */ |
563 | #define UNIQUE_DIR "unique-items" |
539 | #define UNIQUE_DIR "unique-items" |
564 | |
540 | |
565 | /* |
541 | /* |
566 | * If undefined, malloc is always used. |
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567 | * It looks like this can be oboleted. However, it can be useful to |
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568 | * track down some bugs, as it will make sure that the entire data structure |
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569 | * is set to 0, at the expense of speed. |
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570 | * Rupert Goldie has run Purify against the code, and if this is disabled, |
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571 | * apparantly there are a lot of uninitialized memory reads - I haven't |
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572 | * seen any problem (maybe the memory reads are copies, and the destination |
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573 | * doesn't actually use the garbage values either?), but the impact on speed |
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574 | * of using this probably isn't great, and should make things more stable. |
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575 | * Msw 8-9-97 |
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576 | */ |
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577 | #define USE_CALLOC |
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578 | |
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579 | |
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580 | /* |
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581 | * These define the players starting map and location on that map, and where |
542 | * 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 |
543 | * emergency saves are defined. This should be left as is unless you make |
583 | * major changes to the map. |
544 | * major changes to the map. |
584 | */ |
545 | */ |
585 | |
546 | |
586 | #ifdef WIN32 /* change define path city */ |
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587 | |
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588 | # define EMERGENCY_MAPPATH "\\city\\city" |
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589 | # define EMERGENCY_X 15 |
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590 | # define EMERGENCY_Y 19 |
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591 | #else |
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592 | # define EMERGENCY_MAPPATH "/city/city" |
547 | #define EMERGENCY_MAPPATH "/city/city" |
593 | # define EMERGENCY_X 15 |
548 | #define EMERGENCY_X 15 |
594 | # define EMERGENCY_Y 19 |
549 | #define EMERGENCY_Y 19 |
595 | #endif |
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596 | |
550 | |
597 | |
551 | |
598 | /* |
552 | /* |
599 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
553 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
600 | * archetypes highscore and treaures files and directories can be found. |
554 | * archetypes highscore and treaures files and directories can be found. |
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607 | #define HIGHSCORE "highscore" |
561 | #define HIGHSCORE "highscore" |
608 | #define TREASURES "treasures" |
562 | #define TREASURES "treasures" |
609 | #define BANISHFILE "banish_file" |
563 | #define BANISHFILE "banish_file" |
610 | |
564 | |
611 | #define MAX_ERRORS 25 /* Bail out if more are received during tick */ |
565 | #define MAX_ERRORS 25 /* Bail out if more are received during tick */ |
612 | #define STARTMAX 500 /* How big array of objects to start with */ |
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613 | #define OBJ_EXPAND 100 /* How big steps to use when expanding array */ |
566 | #define OBJ_EXPAND 5000 /* How big steps to use when expanding array */ |
614 | |
567 | |
615 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
568 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
616 | |
569 | |
617 | #define ARCHTABLE 32749 /* Used when hashing archetypes */ |
570 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
618 | #define MAXSTRING 20 |
571 | #define MAXSTRING 20 |
619 | |
572 | |
620 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
573 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
621 | |
574 | |
622 | |
575 | |
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686 | * may not be large enough to save all of them.) As it is now, it will |
639 | * may not be large enough to save all of them.) As it is now, it will |
687 | * just set the base tick of when they log on, which should keep the |
640 | * just set the base tick of when they log on, which should keep the |
688 | * saves pretty well spread out (in a fairly random fashion.) |
641 | * saves pretty well spread out (in a fairly random fashion.) |
689 | */ |
642 | */ |
690 | |
643 | |
691 | #define AUTOSAVE 500 |
644 | #define AUTOSAVE 1000 |
692 | |
645 | |
693 | /* Often, emergency save fails because the memory corruption that caused |
646 | /* Often, emergency save fails because the memory corruption that caused |
694 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
647 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
695 | * to disable emergency saves. This actually does |
648 | * to disable emergency saves. This actually does |
696 | * prevent emergency saves now (Version 0.90.5). |
649 | * prevent emergency saves now (Version 0.90.5). |
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705 | */ |
658 | */ |
706 | |
659 | |
707 | /*#define BACKUP_SAVE_AT_HOME*/ |
660 | /*#define BACKUP_SAVE_AT_HOME*/ |
708 | |
661 | |
709 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
662 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
710 | * we fill return the player to his savebed location. If this is zero, |
663 | * we will return the player to his savebed location. If this is zero, |
711 | * this feature is disabled (player will resume where ever he was |
664 | * this feature is disabled (player will resume where ever he was |
712 | * when he last logged off). If this is set to less than two hours, |
665 | * when he last logged off). If this is set to less than two hours, |
713 | * it will prevent players from camping out in treasure rooms. |
666 | * it will prevent players from camping out in treasure rooms. |
714 | * Do not comment this out - it must be set to something - if you |
667 | * Do not comment this out - it must be set to something - if you |
715 | * comment this out, the program will not compile. |
668 | * comment this out, the program will not compile. |