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Revision: 1.29
Committed: Mon Dec 25 14:54:44 2006 UTC (17 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.28: +1 -1 lines
Log Message:
the big rename

File Contents

# Content
1 /*
2 CrossFire, A Multiplayer game for X-windows
3
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen
6
7 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 the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version.
11
12 This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details.
16
17 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 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20
21 The authors can be reached via e-mail at crossfire@schmorp.de
22 */
23
24 /* This file contains various #defines that select various options.
25 * Some may not be desirable, and some just may not work.
26 *
27 * There are some options that are not selectable in this file which
28 * may not always be undesirable. An example would be certain
29 * treasures that you may not want to have available. To remove the
30 * activation code would make these items worthless - instead remove
31 * these from the treasure file. Some things to look for are:
32 *
33 * prepare_weapon, improve_*: Allow characters to enchant their own
34 * weapons
35 * ench_armour: Allow characters to enchant their armor.
36 *
37 * In theory, most of the values here should just be defaults, and
38 * everything here should just be selectable by different run time
39 * flags However, for some things, that would just be too messy.
40 */
41
42 /* There are 4 main sections to this file-
43 * Section 1 is feature selection (enabling/disabling certain features)
44 *
45 * Section 2 is compiler/machine dependant section (stuff that just
46 * makes the program compile and run properly, but don't change the
47 * behavior)
48 *
49 * Section 3 is location of certain files and other defaults. Things in
50 * this section generally do not need to be changed, and generally do
51 * not alter the play as perceived by players. However, you may
52 * have your own values you want to set here.
53 *
54 * Section 4 deals with save file related options.
55 */
56
57 /*******************************************************************
58 * SECTION 1 - FEATURES
59 *
60 * You don't have to change anything here to get a working program, but
61 * you may want to on personal preferance. Items are arranged
62 * alphabetically.
63 *
64 * Short list of features, and what to search for:
65 * CS_LOGSTATS - log various new client/server data.
66 * DEBUG - more verbose message logging?
67 * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive
68 * MAX_TIME - how long an internal tick is in microseconds
69 * MANY_CORES - generate core dumps on gross errors instead of continuing?
70 * PARTY_KILL_LOG - stores party kill information
71 *
72 ***********************************************************************/
73
74 /* Use a very easy, non-challenging server?
75 * Defining the COZY_SERVER will make the server much less challenging:
76 * no stats loss on death, much less experience loss, and party members
77 * are treated by pet monsters as the owner itself when moving "through" them.
78 */
79 #define COZY_SERVER 1
80
81 /*
82 * Make it impossible to pk outside the arena.
83 */
84 #define PROHIBIT_PLAYERKILL 1
85
86 /* Use balanced stat loss code?
87 * 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 * you will lose more. Additionally, lower level characters are shown
90 * a lot more mercy (there are caps on how much of a stat you can lose too).
91 * On the nasty side, if you are higher level, you can lose mutiple stats
92 * _at_once_ and are shown less mercy when you die. But when you're higher
93 * level, it is much easier to buy back your stats with potions.
94 * Turn this on if you want death-based stat loss to be more merciful
95 * at low levels and more cruel at high levels.
96 * Only works when stats are depleted rather than lost. This option has
97 * no effect if you are using genuine stat loss.
98 *
99 * The BALSL_.. values control this behaviour.
100 * BALSL_NUMBER_LOSSES_RATIO determines the number of stats to lose.
101 * the character level is divided by that value, and that is how many
102 * stats are lost.
103 *
104 * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
105 * basically, level/max_loss_ratio is the most a stat can be depleted.
106 *
107 * BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
108 * The chance not to lose a stat is
109 * depleteness^2 / (depletedness^2+ level/ratio).
110 * ie, if the stats current depleted value is 2 and the character is level
111 * 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the
112 * level, the more likely it is a stat can get really depleted, but
113 * this gets more offset as the stat gets more depleted.
114 *
115 */
116 /* GD */
117
118 #define BALSL_LOSS_CHANCE_RATIO 100
119 #define BALSL_NUMBER_LOSSES_RATIO 100
120 #define BALSL_MAX_LOSS_RATIO 100
121
122
123 /* Don't edit these values. They are configured in lib/settings. These are
124 Simply the defaults. */
125
126 #define BALANCED_STAT_LOSS FALSE
127 #define PERMANENT_EXPERIENCE_RATIO 25
128 #define DEATH_PENALTY_RATIO 20
129 #define DEATH_PENALTY_LEVEL 3
130 #define SET_TITLE TRUE
131 #define SIMPLE_EXP TRUE
132 #define SPELLPOINT_LEVEL_DEPEND TRUE
133 #define SPELL_ENCUMBRANCE TRUE
134 #define SPELL_FAILURE_EFFECTS FALSE
135 #define REAL_WIZ TRUE
136 #define RESURRECTION FALSE
137 #define SEARCH_ITEMS TRUE
138 #define NOT_PERMADETH TRUE
139 #define EXPLORE_MODE FALSE
140 #define STAT_LOSS_ON_DEATH FALSE
141 #define PK_LUCK_PENALTY 1
142 #define CASTING_TIME FALSE
143 #define SET_FRIENDLY_FIRE 5
144 #define ARMOR_MAX_ENCHANT 5
145 #define ARMOR_WEIGHT_REDUCTION 10
146 #define ARMOR_WEIGHT_LINEAR TRUE
147 #define ARMOR_SPEED_IMPROVEMENT 10
148 #define ARMOR_SPEED_LINEAR TRUE
149 #define CREATE_HOME_PORTALS FALSE
150
151 /* you can edit the ones below */
152
153
154 /* CS_LOGSTATS will cause the server to log various usage stats
155 * (number of connections, amount of data sent, amount of data received,
156 * and so on.) This can be very useful if you are trying to measure
157 * server/bandwidth usage. It will periodially dump out information
158 * which contains usage stats for the last X amount of time.
159 * CS_LOGTIME is how often it will print out stats.
160 */
161 #define CS_LOGSTATS
162 #define CS_LOGTIME 600
163
164 /* DEBUG generates copious amounts of output. I tend to change the CC options
165 * in the crosssite.def file if I want this. By default, you probably
166 * dont want this defined.
167 */
168 #ifndef DEBUG
169 #define DEBUG
170 #endif
171 /*
172 * This option creates more core files. In some areas, there are certain
173 * checks done to try and make the program more stable (ie, check
174 * parameter for null, return if it is). These checks are being done
175 * for things that should not happen (ie, being supplied a null parameter).
176 * What MANY_CORES does, is if one of these checks is true, it will
177 * dump core at that time, allowing for fairly easy tracking down of the
178 * problem. Better to fix problems than create thousands of checks.
179 */
180
181 #define MANY_CORES
182
183 /*
184 * This determines the maximum map size the client can request (and
185 * thus what the server will send to the client.
186 * Client can still request a smaller map size (for bandwidth reasons
187 * or display size of whatever else).
188 * The larger this number, the more cpu time and memory the server will
189 * need to spend to figure this out in addition to bandwidth needs.
190 * The server cpu time should be pretty trivial.
191 * There may be reasons to keep it smaller for the 'classic' crossfire
192 * experience which was 11x11. Big maps will likely make the same at
193 * least somewhat easier, but client will need to worry about lag
194 * more.
195 * I put support in for non square map updates in the define, but
196 * there very well might be things that break horribly if this is
197 * used. I figure it is easier to fix that if needed than go back
198 * at the future and have to redo a lot of stuff to support rectangular
199 * maps at that point.
200 *
201 * MSW 2001-05-28
202 */
203
204 #define MAP_CLIENT_X 31
205 #define MAP_CLIENT_Y 31
206
207 /*
208 * If you feel the game is too fast or too slow, change MAX_TIME.
209 * You can experiment with the 'speed <new_max_time> command first.
210 * The length of a tick is MAX_TIME microseconds. During a tick,
211 * players, monsters, or items with speed 1 can do one thing.
212 */
213
214 #define MAX_TIME 120000
215
216 /* Polymorph as it currently stands is unbalancing, so by default
217 * we have it disabled. It can be enabled and it works, but
218 * it can be abused in various ways.
219 */
220 #define NO_POLYMORPH
221
222
223 /* This determine how many entries are stored in the kill log. You
224 * can see this information with the 'party kills' command. More entries
225 * mean slower performance and more memory. IF this is not defined, then
226 * this feature is disabled.
227 */
228 #define PARTY_KILL_LOG 20
229
230 /*
231 * The PERM_EXP values adjust the behaviour of permenent experience. - if
232 * the setting permanent_experience_percentage is zero, these values have
233 * 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,
235 * 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
237 * 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
239 * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
240 * 10 to the permanent value).
241 *
242 * A few thoughts on these default value (by MSW)
243 * 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.
245 * It is also impossible for the exp to actually be reduced to the permanent
246 * exp ratio - since the loss ratio is .5, it will just get closer and
247 * closer. However, after about half a dozen hits, pretty much all the
248 * exp that can be lost has been lost, and after that, only minor loss
249 * will occur.
250 */
251 /* GD */
252
253 #define PERM_EXP_GAIN_RATIO 0.10f
254 #define PERM_EXP_MAX_LOSS_RATIO 0.50f
255
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 /***********************************************************************
305 * Section 3
306 *
307 * 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
309 * may affect memory consumption however.
310 *
311 * Values:
312 *
313 * BANFILE - ban certain users/hosts.
314 * CSPORT - port to use for new client/server
315 * DMFILE - file with dm/wizard access lists
316 * LOGFILE - where to log if using -daemon option
317 * MAP_ - various map timeout and swapping parameters
318 * MAX_OBJECTS - how many objects to keep in memory.
319 * 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
322 * SHUTDOWN - used when shutting down the server
323 * SOCKETBUFSIZE - size of buffer used internally by the server for storing
324 * backlogged messages.
325 * TMPDIR - directory to use for temp files
326 * UNIQUE_DIR - directory to put unique item files into
327 ***********************************************************************
328 */
329
330 /*
331 * BANFILE - file used to ban certain sites from playing. See the example
332 * ban_file for examples.
333 */
334
335 #ifndef BANFILE
336 #define BANFILE "ban_file"
337 #endif
338
339 /* CSPORT is the port used for the new client/server code. Change
340 * if desired. Only of relevance if ERIC_SERVER is set above
341 */
342
343 #define CSPORT 13327 /* old port + 1 */
344
345
346 /*
347 * DMFILE
348 * A file containing valid names that can be dm, one on each line. See
349 * example dm_file for syntax help.
350 */
351
352 #ifndef DMFILE
353 #define DMFILE "dm_file"
354 #endif
355
356
357 /* LOGFILE specifies which file to log to when playing with the
358 * -daemon option.
359 */
360
361 #ifndef LOGFILE
362 #define LOGFILE "/var/log/crossfire/logfile"
363 #endif
364
365 /*
366 * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out
367 * after a player has left it. If it is set to 0, maps are
368 * swapped out the instant the last player leaves it.
369 * If you are low on memory, you should set this to 0.
370 * Note that depending on the map timeout variable, the number of
371 * objects can get quite high. This is because depending on the maps,
372 * a player could be having the objects of several maps in memory
373 * (the map he is in right now, and the ones he left recently.)
374 * Each map has it's own TIMEOUT value and value field and it is
375 * defaulted to 300
376 *
377 * Having a nonzero value can be useful: If a player leaves a map (and thus
378 * is on a new map), and realizes they want to go back pretty quickly, the
379 * old map is still in memory, so don't need to go disk and get it.
380 *
381 * MAP_MINTIMEOUT is used as a minimum timeout value - if the map is set
382 * to swap out in less than that many ticks, we use the MINTIMEOUT value
383 * velow. If MINTIMEOUT > MAXTIMEOUT, MAXTIMEOUT will be used for all
384 * maps.
385 */
386
387 /* How many ticks till maps are swapped out */
388 #define MAP_MAXTIMEOUT 300
389 /* At least that many ticks before swapout */
390 #define MAP_MINTIMEOUT 300
391
392 /*
393 * MAP_MAXRESET is the maximum time a map can have before being reset. It
394 * will override the time value set in the map, if that time is longer than
395 * MAP_MAXRESET. This value is in seconds. If you are low on space on the
396 * TMPDIR device, set this value to somethign small. The default
397 * value in the map object is given in seconds.->defaultreset
398 * I personally like 1 hour myself, for solo play. It is long enough that
399 * maps won't be resetting as a solve a quest, but short enough that some
400 * maps (like shops and inns) will be reset during the time I play.
401 * Comment out MAP_MAXRESET time if you always want to use the value
402 * in the map archetype.
403 */
404
405 /* Maximum time to reset. */
406 #define MAP_MAXRESET 7200
407 /* Default time to reset. */
408 #define MAP_DEFAULTRESET 3600
409
410 /*
411 * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire
412 * will look for maps which are already scheldued for swapping, and
413 * promptly swap them out before new maps are being loaded.
414 * If playing only by yourself, this number can probably be as low as
415 * 3000. If in server mode, probably figure about 1000-2000 objects per
416 * active player (if they typically play on different maps), for some guess
417 * on how many to define. If it is too low, maps just get swapped out
418 * immediately, causing a performance hit. If it is too high, the program
419 * consumes more memory. If you have gobs of free memory, a high number
420 * might not be a bad idea. Each object is around 350 bytes right now.
421 * 25000 is about 8.5 MB
422 */
423
424 #define MAX_OBJECTS 400000
425
426 /*
427 * Max objects low water mark (lwm). If defined, the map swapping strategy
428 * is a bit different:
429 * 1) We only start swapping maps if the number of objects in use is
430 * greater than MAX_OBJECTS above.
431 * 2) We keep swapping maps until there are no more maps to swap or the number
432 * of used objects drop below this low water mark value.
433 *
434 * If this is not defined, maps are swapped out on the timeout value above,
435 * or if the number of objects used is greater than MAX_OBJECTS above.
436 *
437 * Note: While this will prevent the pauses noticed when saving maps, there
438 * can instead be cpu performance penalties - any objects in memory get
439 * processed. So if there are 4000 objects in memory, and 1000 of them
440 * are living objects, the system will process all 1000 objects each tick.
441 * With swapping enable, maybe 600 of the objects would have gotten swapped
442 * out. This is less likely a problem with a smaller number of MAX_OBJECTS
443 * than if it is very large.
444 * Also, the pauses you do get can be worse, as if you enter a map with
445 * a lot of new objects and go above MAX_OBJECTS, it may have to swap out
446 * many maps to get below the low water mark.
447 */
448
449 /*#define MAX_OBJECTS_LWM MAX_OBJECTS/2*/
450
451 /*
452 * Turning on MEMORY_DEBUG slows down execution, but makes it easier
453 * to find memory corruption and leaks. Currently, the main thing
454 * that happens with this activated is that one malloc is done for
455 * each object - thus whatever debugging mechanism the malloc library
456 * (or other debugging tool provides, like purify), it can track this
457 * individual malloc. Default behaviour when turned off is that
458 * enough memory is malloced for a large group of objects so malloc does
459 * not need to be called as often.
460 * This should only be turned on if some form of memory debugging tool
461 * is being used - otherwise, turning this on will cause some performance
462 * hit with no useful advantage.
463 */
464
465 /*#define MEMORY_DEBUG*/
466
467
468 /*
469 * If you want to have a Message Of The Day file, define MOTD to be
470 * the file with the message. If the file doesn't exist or if it
471 * is empty, no message will be displayed.
472 * (It resides in the CONFDIR directory)
473 */
474
475 #define MOTD "motd"
476
477 /*
478 * You can restrict playing in certain times by creating a PERMIT_FILE
479 * in CONFDIR. See the sample for usage notes.
480 */
481
482 #define PERM_FILE "forbid"
483
484 /*
485 * If you want to take the game down while installing new versions, or
486 * for other reasons, put a message into the SHUTDOWN_FILE file.
487 * Remember to delete it when you open the game again.
488 * (It resides in the CONFDIR directory)
489 */
490
491 #ifndef SHUTDOWN_FILE
492 #define SHUTDOWN_FILE "shutdown"
493 #endif
494
495
496 /*
497 * SOCKETBUFSIZE is the size of the buffer used internally by the server for
498 * storing backlogged messages for the client. This is not operating system
499 * buffers or the like. This amount is used per connection (client).
500 * This buffer is in addition to OS buffers, so it may not need to be very
501 * large. When the OS buffer and this buffer is exhausted, the server
502 * will drop the client connection for falling too far behind. So if
503 * you have very slow client connections, a larger value may be
504 * warranted.
505 */
506
507 #define SOCKETBUFSIZE 256*1024
508
509 /*
510 * Your tmp-directory should be large enough to hold the uncompressed
511 * map-files for all who are playing.
512 * It ought to be locally mounted, since the function used to generate
513 * unique temporary filenames isn't guaranteed to work over NFS or AFS
514 * On the other hand, if you know that only one crossfire server will be
515 * running using this temporary directory, it is likely to be safe to use
516 * something that is NFS mounted (but performance may suffer as NFS is
517 * slower than local disk)
518 */
519
520 /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/
521 #define TMPDIR "/tmp"
522
523
524 /* Directory to use for unique items. This is placed into the 'lib'
525 * directory. Changing this will cause any old unique items file
526 * not to be used.
527 */
528 #define UNIQUE_DIR "unique-items"
529
530 /*
531 * These define the players starting map and location on that map, and where
532 * emergency saves are defined. This should be left as is unless you make
533 * major changes to the map.
534 */
535
536 #define EMERGENCY_MAPPATH "/city/city"
537 #define EMERGENCY_X 15
538 #define EMERGENCY_Y 19
539
540
541 /*
542 * These defines tells where, relative to LIBDIR, the maps, the map-index,
543 * archetypes highscore and treaures files and directories can be found.
544 */
545
546 #define MAPDIR "maps"
547 #define TEMPLATE_DIR "template-maps"
548 #define ARCHETYPES "archetypes"
549 #define REGIONS "regions"
550 #define HIGHSCORE "highscore"
551 #define TREASURES "treasures"
552 #define BANISHFILE "banish_file"
553
554 #define MAX_ERRORS 25 /* Bail out if more are received during tick */
555 #define OBJ_EXPAND 5000 /* How big steps to use when expanding array */
556
557 #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */
558
559 #define ARCHTABLE 16384 /* Arch hashtable size */
560 #define MAXSTRING 20
561
562 #define COMMAND_HASH_SIZE 107 /* If you change this, delete all characters :) */
563
564
565
566 /***********************************************************************
567 * Section 4 - save player options.
568 *
569 * There are a lot of things that deal with the save files, and what
570 * gets saved with them, so I put them in there own section.
571 *
572 ***********************************************************************/
573
574 /*
575 * If you want the players to be able to save their characters between
576 * games, define SAVE_PLAYER and set PLAYERDIR to the directories
577 * where the player-files will be put.
578 * Remember to create the directory (make install will do that though).
579 *
580 * If you intend to run a central server, and not allow the players to
581 * start their own crossfire, you won't need to define this.
582 *
583 */
584
585 #ifndef PLAYERDIR
586 #define PLAYERDIR "players"
587 #endif
588
589 /*
590 * If you have defined SAVE_PLAYER, you might want to change this, too.
591 * This is the access rights for the players savefiles.
592 * Given that crossfire runs in a client/server model, there should
593 * be no issue setting these to be quite restrictive (600 and 700).
594 * Before client/server, multiple people might run the executable,
595 * thus requiring that the server be setuid/setgid, and more generous
596 * permisisons needed.
597 * SAVE_MODE is permissions for the files, SAVE_DIR_MODE is permission
598 * for nay directories created.
599 */
600 /* IMPORTANT: there is a race during saving, where the umask is being applied */
601 #define SAVE_MODE 0660
602 #define SAVE_DIR_MODE 0770
603
604 /* NOTE ON SAVE_INTERVAL and AUTOSAVE: Only one of these two really
605 * needs to be selected. You can set both, and things will work fine,
606 * however, it just means that a lot more saving will be done, which
607 * can slow things down some.
608 */
609
610 /* How often (in seconds) the player is saved if he drops things. If it is
611 * set to 0, the player will be saved for every item he drops. Otherwise,
612 * if the player drops and item, and the last time he was saved
613 * due to item drop is longer
614 * the SAVE_INTERVAL seconds, he is then saved. Depending on your playing
615 * environment, you may want to set this to a higher value, so that
616 * you are not spending too much time saving the characters.
617 * This option should now work (Crossfire 0.90.5)
618 */
619
620 //#define SAVE_INTERVAL 60
621
622 /*
623 * AUTOSAVE saves the player every AUTOSAVE ticks. A value of
624 * 5000 with MAX_TIME set at 120,000 means that the player will be
625 * saved every 10 minutes. Some effort should probably be made to
626 * spread out these saves, but that might be more effort than it is
627 * worth (Depending on the spacing, if enough players log on, the spacing
628 * may not be large enough to save all of them.) As it is now, it will
629 * just set the base tick of when they log on, which should keep the
630 * saves pretty well spread out (in a fairly random fashion.)
631 */
632
633 #define AUTOSAVE 1000
634
635 /* RESET_LOCATION_TIME is the number of seconds that must elapse before
636 * we will return the player to his savebed location. If this is zero,
637 * this feature is disabled (player will resume where ever he was
638 * when he last logged off). If this is set to less than two hours,
639 * it will prevent players from camping out in treasure rooms.
640 * Do not comment this out - it must be set to something - if you
641 * comment this out, the program will not compile.
642 *
643 * This will work to BACKUP_SAVE_AT_HOME at home above, but where the player
644 * where appear under what conditions is a little complicated depending
645 * on how the player exited the game. But if the elapsed time is greater than
646 * the value below, player will always get returned to savebed location
647 * location.
648 *
649 * Set to one hour as default
650 */
651
652 #define RESET_LOCATION_TIME 3600
653