It was a leak in the abstraction that we weren't even using that much.
This is technically a de-optimization, but it's okay since it's not a
hot code path.
* Groups can now be abandoned using the "leave group" button.
* Non-group passive powers no longer buff the group leader instead of buffing the summoner.
* Adjusted various warning causing code pieces.
* Adjusted potions and battery prices.
Also:
* Made the timeout configurable
* Removed the stale randomcharacters config option
* Switched to time_t for time values, even though it doesn't really
matter that much
* Halved the keepAliveTimer frequency
This is an insignificant optimization now, but will be necessary when we
start switching around the the algorithms and datastructures used in
proximity detection.
Also changed output buffer in pcAttackNpcs() from dynamically to
statically allocated. This in itself is temporary as I have a better
idea as to how we can allocate buffers with a bit less boilerplate.