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Revision 1.39 by root, Thu Feb 15 16:22:50 2007 UTC vs.
Revision 1.68 by root, Sun Jan 29 02:47:04 2017 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * 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,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * The authors can be reached via e-mail at crossfire@schmorp.de 22 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 23 */
24 24
25/* This file contains various #defines that select various options. 25/* This file contains various #defines that select various options.
26 * Some may not be desirable, and some just may not work. 26 * Some may not be desirable, and some just may not work.
27 * 27 *
33 * 33 *
34 * prepare_weapon, improve_*: Allow characters to enchant their own 34 * prepare_weapon, improve_*: Allow characters to enchant their own
35 * weapons 35 * weapons
36 * ench_armour: Allow characters to enchant their armor. 36 * ench_armour: Allow characters to enchant their armor.
37 * 37 *
38 * In theory, most of the values here should just be defaults, and 38 * In theory, most of the values here should just be defaults, and
39 * everything here should just be selectable by different run time 39 * everything here should just be selectable by different run time
40 * flags However, for some things, that would just be too messy. 40 * flags However, for some things, that would just be too messy.
41 */ 41 */
42 42
43/* There are 4 main sections to this file- 43/* There are 4 main sections to this file-
61 * You don't have to change anything here to get a working program, but 61 * You don't have to change anything here to get a working program, but
62 * you may want to on personal preferance. Items are arranged 62 * you may want to on personal preferance. Items are arranged
63 * alphabetically. 63 * alphabetically.
64 * 64 *
65 * Short list of features, and what to search for: 65 * Short list of features, and what to search for:
66 * CS_LOGSTATS - log various new client/server data.
67 * DEBUG - more verbose message logging? 66 * DEBUG - more verbose message logging?
68 * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive 67 * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive
69 * MAX_TIME - how long an internal tick is in microseconds 68 * MAX_TIME - how long an internal tick is in microseconds
70 * MANY_CORES - generate core dumps on gross errors instead of continuing? 69 * MANY_CORES - generate core dumps on gross errors instead of continuing?
71 * PARTY_KILL_LOG - stores party kill information 70 * PARTY_KILL_LOG - stores party kill information
72 * 71 *
73 ***********************************************************************/ 72 ***********************************************************************/
74 73
75/* Use a very easy, non-challenging server? 74/* Use a very easy, non-challenging server?
76 * Defining the COZY_SERVER will make the server much less challenging: 75 * Defining the COZY_SERVER will make the server much less challenging:
77 * no stats loss on death, much less experience loss, and party members 76 * no stats loss on death, much less experience loss.
78 * are treated by pet monsters as the owner itself when moving "through" them.
79 */ 77 */
80#define COZY_SERVER 1 78#define COZY_SERVER 1
81
82/*
83 * Make it impossible to pk outside the arena.
84 */
85#define PROHIBIT_PLAYERKILL 1
86 79
87/* Use balanced stat loss code? 80/* Use balanced stat loss code?
88 * This code is a little more merciful with repeated stat loss at lower 81 * 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 82 * levels. Basically, the more stats you have lost, the less likely that
90 * you will lose more. Additionally, lower level characters are shown 83 * you will lose more. Additionally, lower level characters are shown
100 * The BALSL_.. values control this behaviour. 93 * The BALSL_.. values control this behaviour.
101 * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose. 94 * 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 95 * the character level is divided by that value, and that is how many
103 * stats are lost. 96 * stats are lost.
104 * 97 *
105 * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat - 98 * 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. 99 * basically, level/max_loss_ratio is the most a stat can be depleted.
107 * 100 *
108 * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted. 101 * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
109 * The chance not to lose a stat is 102 * The chance not to lose a stat is
110 * depleteness^2 / (depletedness^2+ level/ratio). 103 * depleteness^2 / (depletedness^2+ level/ratio).
111 * ie, if the stats current depleted value is 2 and the character is level 104 * 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 105 * 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 106 * level, the more likely it is a stat can get really depleted, but
114 * this gets more offset as the stat gets more depleted. 107 * this gets more offset as the stat gets more depleted.
115 * 108 *
116 */ 109 */
117/* GD */ 110/* GD */
118 111
119#define BALSL_LOSS_CHANCE_RATIO 100 112#define BALSL_LOSS_CHANCE_RATIO 100
120#define BALSL_NUMBER_LOSSES_RATIO 100 113#define BALSL_NUMBER_LOSSES_RATIO 100
122 115
123 116
124/* Don't edit these values. They are configured in lib/settings. These are 117/* Don't edit these values. They are configured in lib/settings. These are
125 Simply the defaults. */ 118 Simply the defaults. */
126 119
127#define BALANCED_STAT_LOSS FALSE 120#define BALANCED_STAT_LOSS TRUE
128#define PERMANENT_EXPERIENCE_RATIO 25 121#define PERMANENT_EXPERIENCE_RATIO 30
129#define DEATH_PENALTY_RATIO 20 122#define DEATH_PENALTY_RATIO 10
130#define DEATH_PENALTY_LEVEL 3 123#define DEATH_PENALTY_LEVEL 2
131#define SET_TITLE TRUE 124#define SET_TITLE TRUE
132#define SIMPLE_EXP TRUE 125#define SIMPLE_EXP TRUE
133#define SPELLPOINT_LEVEL_DEPEND TRUE 126#define SPELLPOINT_LEVEL_DEPEND TRUE
134#define SPELL_ENCUMBRANCE TRUE 127#define SPELL_ENCUMBRANCE FALSE
135#define SPELL_FAILURE_EFFECTS FALSE 128#define SPELL_FAILURE_EFFECTS FALSE
136#define REAL_WIZ TRUE
137#define RESURRECTION FALSE 129#define RESURRECTION FALSE
138#define SEARCH_ITEMS TRUE 130#define SEARCH_ITEMS TRUE
139#define NOT_PERMADETH TRUE 131#define NOT_PERMADETH TRUE
140#define EXPLORE_MODE FALSE
141#define STAT_LOSS_ON_DEATH FALSE 132#define STAT_LOSS_ON_DEATH FALSE
142#define PK_LUCK_PENALTY 1 133#define PK_LUCK_PENALTY 0
143#define CASTING_TIME FALSE
144#define SET_FRIENDLY_FIRE 5 134#define SET_FRIENDLY_FIRE 0
145#define ARMOR_MAX_ENCHANT 5 135#define ARMOR_MAX_ENCHANT 5
146#define ARMOR_WEIGHT_REDUCTION 10 136#define ARMOR_WEIGHT_REDUCTION 10
147#define ARMOR_WEIGHT_LINEAR TRUE 137#define ARMOR_WEIGHT_LINEAR TRUE
148#define ARMOR_SPEED_IMPROVEMENT 10 138#define ARMOR_SPEED_IMPROVEMENT 10
149#define ARMOR_SPEED_LINEAR TRUE 139#define ARMOR_SPEED_LINEAR TRUE
150#define CREATE_HOME_PORTALS FALSE 140#define CREATE_HOME_PORTALS FALSE
151 141
152/* you can edit the ones below */ 142/* you can edit the ones below */
153 143
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#define CS_LOGSTATS
163#define CS_LOGTIME 600
164
165/* DEBUG generates copious amounts of output. I tend to change the CC options 144/* DEBUG generates copious amounts of output. I tend to change the CC options
166 * in the crosssite.def file if I want this. By default, you probably 145 * in the crosssite.def file if I want this. By default, you probably
167 * dont want this defined. 146 * dont want this defined.
168 */ 147 */
169#ifndef DEBUG 148#ifndef DEBUG
170#define DEBUG 149# define DEBUG
171#endif 150#endif
172/* 151/*
173 * This option creates more core files. In some areas, there are certain 152 * This option creates more core files. In some areas, there are certain
174 * checks done to try and make the program more stable (ie, check 153 * checks done to try and make the program more stable (ie, check
175 * parameter for null, return if it is). These checks are being done 154 * parameter for null, return if it is). These checks are being done
200 * maps at that point. 179 * maps at that point.
201 * 180 *
202 * MSW 2001-05-28 181 * MSW 2001-05-28
203 */ 182 */
204 183
184// both must be 2**n
205#define MAP_CLIENT_X 32 185#define MAP_CLIENT_X 32
206#define MAP_CLIENT_Y 32 186#define MAP_CLIENT_Y 32
207 187
208/* 188/*
209 * If you feel the game is too fast or too slow, change MAX_TIME. 189 * If you feel the game is too fast or too slow, change MAX_TIME.
212 * players, monsters, or items with speed 1 can do one thing. 192 * players, monsters, or items with speed 1 can do one thing.
213 */ 193 */
214 194
215#define MAX_TIME 120000 195#define MAX_TIME 120000
216 196
197/*
198 * MAX_ITEM_PER_ACTION defines how many items a player can drop/take etc. at once.
199 * (be careful to set this to high values, as dropping lots of things
200 * can be a performance problem (for which a fix is worked on)).
201 */
202
203#define MAX_ITEM_PER_ACTION 100
204
217/* Polymorph as it currently stands is unbalancing, so by default 205/* Polymorph as it currently stands is unbalancing, so by default
218 * we have it disabled. It can be enabled and it works, but 206 * we have it disabled. It can be enabled and it works, but
219 * it can be abused in various ways. 207 * it can be abused in various ways.
220 */ 208 */
221#define NO_POLYMORPH 209#define NO_POLYMORPH
227 */ 215 */
228#define PARTY_KILL_LOG 40 216#define PARTY_KILL_LOG 40
229 217
230/* 218/*
231 * The PERM_EXP values adjust the behaviour of permenent experience. - if 219 * The PERM_EXP values adjust the behaviour of permenent experience. - if
232 * the setting permanent_experience_percentage is zero, these values have 220 * the setting permanent_experience_percentage is zero, these values have
233 * no meaning. The value in the settings file is the percentage of the 221 * no meaning. The value in the settings file is the percentage of the
234 * experience that is permenent, the rest could be lost on death. When dying, 222 * experience that is permenent, the rest could be lost on death. When dying,
235 * the greatest amount of non-permenent exp it is possible to lose at one time 223 * the greatest amount of non-permenent exp it is possible to lose at one time
236 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as 224 * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
237 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced 225 * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
238 * experience goes to the permanent value. This does not detract from total 226 * experience goes to the permanent value. This does not detract from total
239 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and 227 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
240 * 10 to the permanent value). 228 * 10 to the permanent value).
241 * 229 *
242 * A few thoughts on these default value (by MSW) 230 * A few thoughts on these default value (by MSW)
243 * gain ratio is pretty much meaningless until exp has been lost, as until 231 * gain ratio is pretty much meaningless until exp has been lost, as until
244 * that poin, the value in the settings file will be used. 232 * that poin, the value in the settings file will be used.
245 * It is also impossible for the exp to actually be reduced to the permanent 233 * It is also impossible for the exp to actually be reduced to the permanent
251/* GD */ 239/* GD */
252 240
253#define PERM_EXP_GAIN_RATIO 0.10f 241#define PERM_EXP_GAIN_RATIO 0.10f
254#define PERM_EXP_MAX_LOSS_RATIO 0.50f 242#define PERM_EXP_MAX_LOSS_RATIO 0.50f
255 243
256/* Enable the new material code - it needs some work. You can
257 * enable this, and things will work, just you'll see a whole
258 * bunch more materials show up, and thus a whole bunch more materials
259 * in your inventory, and the sorting for them isn't really good.
260 */
261
262/*
263#define NEW_MATERIAL_CODE
264*/
265
266/***********************************************************************
267 * SECTION 2 - Machine/Compiler specific stuff.
268 *
269 * Short list of items:
270 * COMPRESS_SUFFIX - selection of compression programs
271 * O_NDELAY - If you don't have O_NDELAY, uncomment it.
272 *
273 ***********************************************************************/
274
275/*
276 * If you compress your files to save space, set the COMPRESS_SUFFIX below
277 * to the compression suffix you want (.Z, .gz, .bz2). The autoconf
278 * should already find the program to use. If you set the suffix to
279 * something that autoconf did not find, you are likely to have serious
280 * problems, so make sure you have the appropriate compression tool installed
281 * before you set this. You can look at the autoconf.h file to see
282 * what compression tools it found (search for COMPRESS).
283 * Note that this is used when saving files. Crossfire will search all
284 * methods when loading a file to see if it finds a match
285 */
286
287#ifndef COMPRESS_SUFFIX
288/* #define COMPRESS_SUFFIX ".Z" */
289#endif
290
291/* If you get a complaint about O_NDELAY not being known/undefined, try
292 * uncommenting this.
293 * This may cause problems - O_NONBLOCK will return -1 on blocking writes
294 * and set error to EAGAIN. O_NDELAY returns 0. This is only if no bytes
295 * can be written - otherwise, the number of bytes written will be returned
296 * for both modes.
297 */
298
299/*
300#define O_NDELAY O_NONBLOCK
301*/
302
303
304/*********************************************************************** 244/***********************************************************************
305 * Section 3 245 * Section 3
306 * 246 *
307 * General file and other defaults that don't need to be changed, and 247 * General file and other defaults that don't need to be changed, and
308 * do not change gameplay as percieved by players much. Some options 248 * do not change gameplay as percieved by players much. Some options
309 * may affect memory consumption however. 249 * may affect memory consumption however.
310 * 250 *
311 * Values: 251 * Values:
312 * 252 *
313 * BANFILE - ban certain users/hosts.
314 * CSPORT - port to use for new client/server
315 * DMFILE - file with dm/wizard access lists 253 * DMFILE - file with dm/wizard access lists
316 * LOGFILE - where to log if using -daemon option 254 * LOGFILE - where to log if using -daemon option
317 * MAP_ - various map timeout and swapping parameters 255 * MAP_ - various map timeout and swapping parameters
318 * MAX_OBJECTS - how many objects to keep in memory. 256 * MAX_OBJECTS - how many objects to keep in memory.
319 * MAX_OBJECTS_LWM - only swap maps out if below that value 257 * MAX_OBJECTS_LWM - only swap maps out if below that value
320 * MOTD - message of the day - printed each time someone joins the game
321 * PERM_FILE - limit play times 258 * PERM_FILE - limit play times
322 * SHUTDOWN - used when shutting down the server 259 * SHUTDOWN - used when shutting down the server
323 * SOCKETBUFSIZE - size of buffer used internally by the server for storing 260 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
324 * backlogged messages. 261 * backlogged messages.
325 * TMPDIR - directory to use for temp files 262 * TMPDIR - directory to use for temp files
326 * UNIQUE_DIR - directory to put unique item files into 263 * UNIQUE_DIR - directory to put unique item files into
327 *********************************************************************** 264 ***********************************************************************
328 */ 265 */
329 266
330/* 267/*
331 * BANFILE - file used to ban certain sites from playing. See the example
332 * ban_file for examples.
333 */
334#ifndef BANFILE
335#define BANFILE "ban_file"
336#endif
337
338/* CSPORT is the port used for the new client/server code. Change
339 * if desired. Only of relevance if ERIC_SERVER is set above
340 */
341#define CSPORT 13327 /* old port + 1 */
342
343
344/*
345 * DMFILE 268 * DMFILE
346 * A file containing valid names that can be dm, one on each line. See 269 * A file containing valid names that can be dm, one on each line. See
347 * example dm_file for syntax help. 270 * example dm_file for syntax help.
348 */ 271 */
349#ifndef DMFILE 272#ifndef DMFILE
350#define DMFILE "dm_file" 273#define DMFILE "dm_file"
351#endif 274#endif
352 275
353
354/* LOGFILE specifies which file to log to when playing with the 276/* LOGFILE specifies which file to log to when playing with the
355 * -daemon option. 277 * -daemon option.
356 */ 278 */
357#ifndef LOGFILE 279#ifndef LOGFILE
358#define LOGFILE "/var/log/crossfire/logfile" 280#define LOGFILE "/var/log/deliantra/logfile"
359#endif 281#endif
360
361/*
362 * If you want to have a Message Of The Day file, define MOTD to be
363 * the file with the message. If the file doesn't exist or if it
364 * is empty, no message will be displayed.
365 * (It resides in the CONFDIR directory)
366 */
367#define MOTD "motd"
368 282
369/* 283/*
370 * You can restrict playing in certain times by creating a PERMIT_FILE 284 * You can restrict playing in certain times by creating a PERMIT_FILE
371 * in CONFDIR. See the sample for usage notes. 285 * in CONFDIR. See the sample for usage notes.
372 */ 286 */
379 * (It resides in the CONFDIR directory) 293 * (It resides in the CONFDIR directory)
380 */ 294 */
381#ifndef SHUTDOWN_FILE 295#ifndef SHUTDOWN_FILE
382#define SHUTDOWN_FILE "shutdown" 296#define SHUTDOWN_FILE "shutdown"
383#endif 297#endif
384
385 298
386/* 299/*
387 * SOCKETBUFSIZE is the size of the buffer used internally by the server for 300 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
388 * storing backlogged messages for the client. This is not operating system 301 * storing backlogged messages for the client. This is not operating system
389 * buffers or the like. This amount is used per connection (client). 302 * buffers or the like. This amount is used per connection (client).
390 * This buffer is in addition to OS buffers, so it may not need to be very 303 * This buffer is in addition to OS buffers, so it may not need to be very
391 * large. When the OS buffer and this buffer is exhausted, the server 304 * large. When the OS buffer and this buffer is exhausted, the server
392 * will drop the client connection for falling too far behind. So if 305 * will drop the client connection for falling too far behind. So if
393 * you have very slow client connections, a larger value may be 306 * you have very slow client connections, a larger value may be
394 * warranted. 307 * warranted.
395 */ 308 */
396#define SOCKETBUFSIZE 256*1024 309#define SOCKETBUFSIZE 256*1024
397 310
398/* 311/*
399 * Your tmp-directory should be large enough to hold the uncompressed 312 * Your tmp-directory should be large enough to hold the uncompressed
400 * map-files for all who are playing. Local to 'lib' directory. 313 * map-files for all who are playing. Local to 'lib' directory.
401 */ 314 */
402#define TMPDIR "tmp" 315#define TMPDIR "tmp"
403 316
404
405/* Directory to use for unique items. This is placed into the 'lib' 317/* Directory to use for unique items. This is placed into the 'lib'
406 * directory. Changing this will cause any old unique items file 318 * directory. Changing this will cause any old unique items file
407 * not to be used. 319 * not to be used.
408 */ 320 */
409#define UNIQUE_DIR "unique-items" 321#define UNIQUE_DIR "unique-items"
410 322
411/* 323/*
412 * These defines tells where, relative to LIBDIR, the maps, the map-index, 324 * These defines tells where, relative to LIBDIR, the maps, the map-index,
413 * archetypes highscore and treaures files and directories can be found. 325 * archetypes highscore and treaures files and directories can be found.
414 */ 326 */
415
416#define MAPDIR "maps" 327#define MAPDIR "maps"
417#define TEMPLATE_DIR "template-maps"
418#define ARCHETYPES "archetypes"
419#define REGIONS "regions"
420#define HIGHSCORE "highscore"
421#define TREASURES "treasures"
422#define BANISHFILE "banish_file"
423
424#define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
425 328
426#define MAXSTRING 20 329#define MAXSTRING 20
427 330
428#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */ 331#define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
429 332
466/* IMPORTANT: there is a race during saving, where the umask is being applied */ 369/* IMPORTANT: there is a race during saving, where the umask is being applied */
467#define SAVE_MODE 0660 370#define SAVE_MODE 0660
468#define SAVE_DIR_MODE 0770 371#define SAVE_DIR_MODE 0770
469 372
470/* 373/*
471 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
472 * 5000 with MAX_TIME set at 120,000 means that the player will be
473 * saved every 10 minutes. Some effort should probably be made to
474 * spread out these saves, but that might be more effort than it is
475 * worth (Depending on the spacing, if enough players log on, the spacing
476 * may not be large enough to save all of them.) As it is now, it will
477 * just set the base tick of when they log on, which should keep the
478 * saves pretty well spread out (in a fairly random fashion.)
479 */
480
481#define AUTOSAVE 1000
482
483/* RESET_LOCATION_TIME is the number of seconds that must elapse before
484 * we will return the player to his savebed location. If this is zero,
485 * this feature is disabled (player will resume where ever he was
486 * when he last logged off). If this is set to less than two hours,
487 * it will prevent players from camping out in treasure rooms.
488 * Do not comment this out - it must be set to something - if you
489 * comment this out, the program will not compile.
490 *
491 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player
492 * where appear under what conditions is a little complicated depending
493 * on how the player exited the game. But if the elapsed time is greater than
494 * the value below, player will always get returned to savebed location
495 * location.
496 *
497 * Set to one hour as default
498 */
499
500#define RESET_LOCATION_TIME 3600
501
502/*
503 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on). 374 * The message to send to clients when the server calls cleanup (on crash, shutdown, restart and so on).
504 */ 375 */
505#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies." 376#define CLEANUP_MESSAGE "The server will likely restart within the minute. Our apologies."
506 377

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