1 | /* |
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2 | * static char *rcsid_config_h = |
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3 | * "$Id: config.h,v 1.3 2006/02/09 02:11:26 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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77 | * |
72 | * |
78 | ***********************************************************************/ |
73 | ***********************************************************************/ |
79 | |
74 | |
80 | /* Use a very easy, non-challenging server? |
75 | /* Use a very easy, non-challenging server? |
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. |
77 | * no stats loss on death, much less experience loss, and party members |
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78 | * are treated by pet monsters as the owner itself when moving "through" them. |
83 | */ |
79 | */ |
84 | #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 |
85 | |
86 | |
86 | /* Use balanced stat loss code? |
87 | /* Use balanced stat loss code? |
87 | * 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 |
88 | * 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 |
89 | * 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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122 | |
123 | |
123 | /* 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 |
124 | Simply the defaults. */ |
125 | Simply the defaults. */ |
125 | |
126 | |
126 | #define BALANCED_STAT_LOSS FALSE |
127 | #define BALANCED_STAT_LOSS FALSE |
127 | #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 |
128 | #define SET_TITLE TRUE |
131 | #define SET_TITLE TRUE |
129 | #define SIMPLE_EXP TRUE |
132 | #define SIMPLE_EXP TRUE |
130 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
133 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
131 | #define SPELL_ENCUMBRANCE TRUE |
134 | #define SPELL_ENCUMBRANCE TRUE |
132 | #define SPELL_FAILURE_EFFECTS FALSE |
135 | #define SPELL_FAILURE_EFFECTS FALSE |
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143 | #define ARMOR_MAX_ENCHANT 5 |
146 | #define ARMOR_MAX_ENCHANT 5 |
144 | #define ARMOR_WEIGHT_REDUCTION 10 |
147 | #define ARMOR_WEIGHT_REDUCTION 10 |
145 | #define ARMOR_WEIGHT_LINEAR TRUE |
148 | #define ARMOR_WEIGHT_LINEAR TRUE |
146 | #define ARMOR_SPEED_IMPROVEMENT 10 |
149 | #define ARMOR_SPEED_IMPROVEMENT 10 |
147 | #define ARMOR_SPEED_LINEAR TRUE |
150 | #define ARMOR_SPEED_LINEAR TRUE |
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151 | #define CREATE_HOME_PORTALS FALSE |
148 | |
152 | |
149 | /* you can edit the ones below */ |
153 | /* you can edit the ones below */ |
150 | |
154 | |
151 | |
155 | |
152 | /* 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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154 | * 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 |
155 | * server/bandwidth usage. It will periodially dump out information |
159 | * server/bandwidth usage. It will periodially dump out information |
156 | * which contains usage stats for the last X amount of time. |
160 | * which contains usage stats for the last X amount of time. |
157 | * CS_LOGTIME is how often it will print out stats. |
161 | * CS_LOGTIME is how often it will print out stats. |
158 | */ |
162 | */ |
159 | #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ |
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160 | #define CS_LOGSTATS |
163 | #define CS_LOGSTATS |
161 | #endif |
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162 | #ifdef CS_LOGSTATS |
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163 | #define CS_LOGTIME 600 |
164 | #define CS_LOGTIME 600 |
164 | #endif |
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165 | |
165 | |
166 | /* 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 |
167 | * 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 |
168 | * dont want this defined. |
168 | * dont want this defined. |
169 | */ |
169 | */ |
170 | #ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ |
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171 | #ifndef DEBUG |
170 | #ifndef DEBUG |
172 | #define DEBUG |
171 | #define DEBUG |
173 | #endif |
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174 | #endif |
172 | #endif |
175 | /* |
173 | /* |
176 | * 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 |
177 | * 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 |
178 | * 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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203 | * maps at that point. |
201 | * maps at that point. |
204 | * |
202 | * |
205 | * MSW 2001-05-28 |
203 | * MSW 2001-05-28 |
206 | */ |
204 | */ |
207 | |
205 | |
208 | #define MAP_CLIENT_X 25 |
206 | #define MAP_CLIENT_X 31 |
209 | #define MAP_CLIENT_Y 25 |
207 | #define MAP_CLIENT_Y 31 |
210 | |
208 | |
211 | /* |
209 | /* |
212 | * 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. |
213 | * You can experiment with the 'speed <new_max_time> command first. |
211 | * You can experiment with the 'speed <new_max_time> command first. |
214 | * 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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229 | * 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 |
230 | * this feature is disabled. |
228 | * this feature is disabled. |
231 | */ |
229 | */ |
232 | #define PARTY_KILL_LOG 20 |
230 | #define PARTY_KILL_LOG 20 |
233 | |
231 | |
234 | /* Use permanent experience code? |
232 | /* |
235 | * This code allows players to build up a small amount of 'permanent |
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236 | * experience' which reduces the effect of large experience drains, such as |
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237 | * death. This makes multiple frequent deaths less devastating, and also |
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238 | * ensures that any character will make some gradual progress even if they |
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239 | * die all of the time. |
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240 | * A nice option if your keep dying due to massive client/server lags despite |
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241 | * playing well... or you like to swim well outside of your depth. :) |
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242 | * |
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243 | * The PERM_EXP values adjust the behaviour of this option - if |
233 | * The PERM_EXP values adjust the behaviour of permenent experience. - if |
244 | * USE_PERMAMENT_EXPERIENCE if off, these values have no meaning. If it |
234 | * the setting permanent_experience_percentage is zero, these values have |
245 | * 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 |
246 | * 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, |
247 | * 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 |
248 | * is how much of experienced experience goes to the permanent value. |
238 | * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as |
249 | * 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 |
250 | * 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 |
251 | * 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 |
252 | * in any one hit - this is calculated as total exp - perm exp * loss ratio. |
242 | * 10 to the permanent value). |
253 | * |
243 | * |
254 | * A few thoughts on these default value (by MSW) |
244 | * A few thoughts on these default value (by MSW) |
255 | * 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 |
256 | * that poin, the minimum ratio will be used. |
246 | * that poin, the value in the settings file will be used. |
257 | * 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 |
258 | * 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 |
259 | * 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 |
260 | * 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 |
261 | * will occur. |
251 | * will occur. |
262 | */ |
252 | */ |
263 | /* GD */ |
253 | /* GD */ |
264 | |
254 | |
265 | #define PERM_EXP_MINIMUM_RATIO 0.25f |
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266 | #define PERM_EXP_GAIN_RATIO 0.10f |
255 | #define PERM_EXP_GAIN_RATIO 0.10f |
267 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
256 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
268 | |
257 | |
269 | /* |
258 | /* |
270 | * WATCHDOG lets sends datagrams to port 13325 on localhost |
259 | * WATCHDOG lets sends datagrams to port 13325 on localhost |
271 | * in (more-or-less) regular intervals, so an external watchdog |
260 | * in (more-or-less) regular intervals, so an external watchdog |
272 | * program can kill the server if it hangs (for whatever reason). |
261 | * program can kill the server if it hangs (for whatever reason). |
273 | * 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 |
274 | * have an watchdog program. |
263 | * have an watchdog program. |
275 | */ |
264 | */ |
276 | #ifndef WIN32 /* ***win32 disable watchdog as win32 default */ |
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277 | #define WATCHDOG |
265 | #define WATCHDOG |
278 | #endif |
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279 | |
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280 | |
266 | |
281 | /* Enable the new material code - it needs some work. You can |
267 | /* Enable the new material code - it needs some work. You can |
282 | * 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 |
283 | * 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 |
284 | * 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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383 | /* LOGFILE specifies which file to log to when playing with the |
369 | /* LOGFILE specifies which file to log to when playing with the |
384 | * -daemon option. |
370 | * -daemon option. |
385 | */ |
371 | */ |
386 | |
372 | |
387 | #ifndef LOGFILE |
373 | #ifndef LOGFILE |
388 | #ifdef WIN32 /* change define path */ |
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389 | #define LOGFILE "var\\crossfire.log" |
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390 | #else |
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391 | #define LOGFILE "/var/log/crossfire/logfile" |
374 | #define LOGFILE "/var/log/crossfire/logfile" |
392 | #endif |
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393 | #endif |
375 | #endif |
394 | |
376 | |
395 | /* |
377 | /* |
396 | * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out |
378 | * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out |
397 | * after a player has left it. If it is set to 0, maps are |
379 | * after a player has left it. If it is set to 0, maps are |
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413 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
395 | * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all |
414 | * maps. |
396 | * maps. |
415 | */ |
397 | */ |
416 | |
398 | |
417 | /* How many ticks till maps are swapped out */ |
399 | /* How many ticks till maps are swapped out */ |
418 | #define MAP_MAXTIMEOUT 1000 |
400 | #define MAP_MAXTIMEOUT 300 |
419 | /* At least that many ticks before swapout */ |
401 | /* At least that many ticks before swapout */ |
420 | #define MAP_MINTIMEOUT 500 |
402 | #define MAP_MINTIMEOUT 300 |
421 | |
403 | |
422 | /* |
404 | /* |
423 | * MAP_MAXRESET is the maximum time a map can have before being reset. It |
405 | * MAP_MAXRESET is the maximum time a map can have before being reset. It |
424 | * will override the time value set in the map, if that time is longer than |
406 | * will override the time value set in the map, if that time is longer than |
425 | * MAP_MAXRESET. This value is in seconds. If you are low on space on the |
407 | * MAP_MAXRESET. This value is in seconds. If you are low on space on the |
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433 | */ |
415 | */ |
434 | |
416 | |
435 | /* Maximum time to reset. */ |
417 | /* Maximum time to reset. */ |
436 | #define MAP_MAXRESET 7200 |
418 | #define MAP_MAXRESET 7200 |
437 | /* Default time to reset. */ |
419 | /* Default time to reset. */ |
438 | #define MAP_DEFAULTRESET 7200 |
420 | #define MAP_DEFAULTRESET 3600 |
439 | |
421 | |
440 | /* |
422 | /* |
441 | * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
423 | * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
442 | * will look for maps which are already scheldued for swapping, and |
424 | * will look for maps which are already scheldued for swapping, and |
443 | * promptly swap them out before new maps are being loaded. |
425 | * promptly swap them out before new maps are being loaded. |
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449 | * consumes more memory. If you have gobs of free memory, a high number |
431 | * consumes more memory. If you have gobs of free memory, a high number |
450 | * might not be a bad idea. Each object is around 350 bytes right now. |
432 | * might not be a bad idea. Each object is around 350 bytes right now. |
451 | * 25000 is about 8.5 MB |
433 | * 25000 is about 8.5 MB |
452 | */ |
434 | */ |
453 | |
435 | |
454 | #define MAX_OBJECTS 100000 |
436 | #define MAX_OBJECTS 400000 |
455 | |
437 | |
456 | /* |
438 | /* |
457 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
439 | * Max objects low water mark (lwm). If defined, the map swapping strategy |
458 | * is a bit different: |
440 | * is a bit different: |
459 | * 1) We only start swapping maps if the number of objects in use is |
441 | * 1) We only start swapping maps if the number of objects in use is |
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532 | * will drop the client connection for falling too far behind. So if |
514 | * will drop the client connection for falling too far behind. So if |
533 | * you have very slow client connections, a larger value may be |
515 | * you have very slow client connections, a larger value may be |
534 | * warranted. |
516 | * warranted. |
535 | */ |
517 | */ |
536 | |
518 | |
537 | #define SOCKETBUFSIZE 128*1024 |
519 | #define SOCKETBUFSIZE 256*1024 |
538 | |
520 | |
539 | /* |
521 | /* |
540 | * Your tmp-directory should be large enough to hold the uncompressed |
522 | * Your tmp-directory should be large enough to hold the uncompressed |
541 | * map-files for all who are playing. |
523 | * map-files for all who are playing. |
542 | * It ought to be locally mounted, since the function used to generate |
524 | * It ought to be locally mounted, since the function used to generate |
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546 | * something that is NFS mounted (but performance may suffer as NFS is |
528 | * something that is NFS mounted (but performance may suffer as NFS is |
547 | * slower than local disk) |
529 | * slower than local disk) |
548 | */ |
530 | */ |
549 | |
531 | |
550 | /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ |
532 | /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ |
551 | #ifdef WIN32 /* change define path tmp */ |
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552 | #define TMPDIR "tmp" |
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553 | #else |
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554 | #define TMPDIR "/tmp" |
533 | #define TMPDIR "/tmp" |
555 | #endif |
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556 | |
534 | |
557 | |
535 | |
558 | /* Directory to use for unique items. This is placed into the 'lib' |
536 | /* Directory to use for unique items. This is placed into the 'lib' |
559 | * directory. Changing this will cause any old unique items file |
537 | * directory. Changing this will cause any old unique items file |
560 | * not to be used. |
538 | * not to be used. |
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580 | * These define the players starting map and location on that map, and where |
558 | * These define the players starting map and location on that map, and where |
581 | * emergency saves are defined. This should be left as is unless you make |
559 | * emergency saves are defined. This should be left as is unless you make |
582 | * major changes to the map. |
560 | * major changes to the map. |
583 | */ |
561 | */ |
584 | |
562 | |
585 | #ifdef WIN32 /* change define path city */ |
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586 | |
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587 | # define EMERGENCY_MAPPATH "\\city\\city" |
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588 | # define EMERGENCY_X 15 |
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589 | # define EMERGENCY_Y 19 |
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590 | #else |
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591 | # define EMERGENCY_MAPPATH "/city/city" |
563 | #define EMERGENCY_MAPPATH "/city/city" |
592 | # define EMERGENCY_X 15 |
564 | #define EMERGENCY_X 15 |
593 | # define EMERGENCY_Y 19 |
565 | #define EMERGENCY_Y 19 |
594 | #endif |
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595 | |
566 | |
596 | |
567 | |
597 | /* |
568 | /* |
598 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
569 | * These defines tells where, relative to LIBDIR, the maps, the map-index, |
599 | * archetypes highscore and treaures files and directories can be found. |
570 | * archetypes highscore and treaures files and directories can be found. |
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606 | #define HIGHSCORE "highscore" |
577 | #define HIGHSCORE "highscore" |
607 | #define TREASURES "treasures" |
578 | #define TREASURES "treasures" |
608 | #define BANISHFILE "banish_file" |
579 | #define BANISHFILE "banish_file" |
609 | |
580 | |
610 | #define MAX_ERRORS 25 /* Bail out if more are received during tick */ |
581 | #define MAX_ERRORS 25 /* Bail out if more are received during tick */ |
611 | #define STARTMAX 500 /* How big array of objects to start with */ |
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612 | #define OBJ_EXPAND 100 /* How big steps to use when expanding array */ |
582 | #define OBJ_EXPAND 5000 /* How big steps to use when expanding array */ |
613 | |
583 | |
614 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
584 | #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ |
615 | |
585 | |
616 | #define ARCHTABLE 5003 /* Used when hashing archetypes */ |
586 | #define ARCHTABLE 16384 /* Arch hashtable size */ |
617 | #define MAXSTRING 20 |
587 | #define MAXSTRING 20 |
618 | |
588 | |
619 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
589 | #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ |
620 | |
590 | |
621 | |
591 | |
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652 | * thus requiring that the server be setuid/setgid, and more generous |
622 | * thus requiring that the server be setuid/setgid, and more generous |
653 | * permisisons needed. |
623 | * permisisons needed. |
654 | * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission |
624 | * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission |
655 | * for nay directories created. |
625 | * for nay directories created. |
656 | */ |
626 | */ |
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627 | /* IMPORTANT: there is a race during saving, where the umask is being applied */ |
657 | #define SAVE_MODE 0660 |
628 | #define SAVE_MODE 0660 |
658 | #define SAVE_DIR_MODE 0770 |
629 | #define SAVE_DIR_MODE 0770 |
659 | |
630 | |
660 | /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really |
631 | /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really |
661 | * needs to be selected. You can set both, and things will work fine, |
632 | * needs to be selected. You can set both, and things will work fine, |
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671 | * environment, you may want to set this to a higher value, so that |
642 | * environment, you may want to set this to a higher value, so that |
672 | * you are not spending too much time saving the characters. |
643 | * you are not spending too much time saving the characters. |
673 | * This option should now work (Crossfire 0.90.5) |
644 | * This option should now work (Crossfire 0.90.5) |
674 | */ |
645 | */ |
675 | |
646 | |
676 | #define SAVE_INTERVAL 60 |
647 | //#define SAVE_INTERVAL 60 |
677 | |
648 | |
678 | /* |
649 | /* |
679 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
650 | * AUTOSAVE saves the player every AUTOSAVE ticks. A value of |
680 | * 5000 with MAX_TIME set at 120,000 means that the player will be |
651 | * 5000 with MAX_TIME set at 120,000 means that the player will be |
681 | * saved every 10 minutes. Some effort should probably be made to |
652 | * saved every 10 minutes. Some effort should probably be made to |
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684 | * may not be large enough to save all of them.) As it is now, it will |
655 | * may not be large enough to save all of them.) As it is now, it will |
685 | * just set the base tick of when they log on, which should keep the |
656 | * just set the base tick of when they log on, which should keep the |
686 | * saves pretty well spread out (in a fairly random fashion.) |
657 | * saves pretty well spread out (in a fairly random fashion.) |
687 | */ |
658 | */ |
688 | |
659 | |
689 | #define AUTOSAVE 500 |
660 | #define AUTOSAVE 1000 |
690 | |
661 | |
691 | /* Often, emergency save fails because the memory corruption that caused |
662 | /* Often, emergency save fails because the memory corruption that caused |
692 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
663 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
693 | * to disable emergency saves. This actually does |
664 | * to disable emergency saves. This actually does |
694 | * prevent emergency saves now (Version 0.90.5). |
665 | * prevent emergency saves now (Version 0.90.5). |
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703 | */ |
674 | */ |
704 | |
675 | |
705 | /*#define BACKUP_SAVE_AT_HOME*/ |
676 | /*#define BACKUP_SAVE_AT_HOME*/ |
706 | |
677 | |
707 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
678 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
708 | * we fill return the player to his savebed location. If this is zero, |
679 | * we will return the player to his savebed location. If this is zero, |
709 | * this feature is disabled (player will resume where ever he was |
680 | * this feature is disabled (player will resume where ever he was |
710 | * when he last logged off). If this is set to less than two hours, |
681 | * when he last logged off). If this is set to less than two hours, |
711 | * it will prevent players from camping out in treasure rooms. |
682 | * it will prevent players from camping out in treasure rooms. |
712 | * Do not comment this out - it must be set to something - if you |
683 | * Do not comment this out - it must be set to something - if you |
713 | * comment this out, the program will not compile. |
684 | * comment this out, the program will not compile. |