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16 | |
16 | |
17 | You should have received a copy of the GNU General Public License |
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 |
18 | along with this program; if not, write to the Free Software |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
19 | Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. |
20 | |
20 | |
21 | The authors can be reached via e-mail at crossfire-devel@real-time.com |
21 | The authors can be reached via e-mail at crossfire@schmorp.de |
22 | */ |
22 | */ |
23 | |
23 | |
24 | /* This file contains various #defines that select various options. |
24 | /* This file contains various #defines that select various options. |
25 | * Some may not be desirable, and some just may not work. |
25 | * Some may not be desirable, and some just may not work. |
26 | * |
26 | * |
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66 | * DEBUG - more verbose message logging? |
66 | * DEBUG - more verbose message logging? |
67 | * 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 |
68 | * MAX_TIME - how long an internal tick is in microseconds |
68 | * MAX_TIME - how long an internal tick is in microseconds |
69 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
69 | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
70 | * PARTY_KILL_LOG - stores party kill information |
70 | * PARTY_KILL_LOG - stores party kill information |
71 | * WATCHDOG - allows use of an external watchdog program |
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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: |
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132 | #define SIMPLE_EXP TRUE |
131 | #define SIMPLE_EXP TRUE |
133 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
132 | #define SPELLPOINT_LEVEL_DEPEND TRUE |
134 | #define SPELL_ENCUMBRANCE TRUE |
133 | #define SPELL_ENCUMBRANCE TRUE |
135 | #define SPELL_FAILURE_EFFECTS FALSE |
134 | #define SPELL_FAILURE_EFFECTS FALSE |
136 | #define REAL_WIZ TRUE |
135 | #define REAL_WIZ TRUE |
137 | #define RECYCLE_TMP_MAPS FALSE |
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138 | #define RESURRECTION FALSE |
136 | #define RESURRECTION FALSE |
139 | #define SEARCH_ITEMS TRUE |
137 | #define SEARCH_ITEMS TRUE |
140 | #define NOT_PERMADETH TRUE |
138 | #define NOT_PERMADETH TRUE |
141 | #define EXPLORE_MODE FALSE |
139 | #define EXPLORE_MODE FALSE |
142 | #define STAT_LOSS_ON_DEATH FALSE |
140 | #define STAT_LOSS_ON_DEATH FALSE |
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253 | /* GD */ |
251 | /* GD */ |
254 | |
252 | |
255 | #define PERM_EXP_GAIN_RATIO 0.10f |
253 | #define PERM_EXP_GAIN_RATIO 0.10f |
256 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
254 | #define PERM_EXP_MAX_LOSS_RATIO 0.50f |
257 | |
255 | |
258 | /* |
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259 | * WATCHDOG lets sends datagrams to port 13325 on localhost |
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260 | * in (more-or-less) regular intervals, so an external watchdog |
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261 | * program can kill the server if it hangs (for whatever reason). |
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262 | * It shouldn't hurt anyone if this is defined but you don't |
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263 | * have an watchdog program. |
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264 | */ |
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265 | #define WATCHDOG |
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266 | |
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267 | /* Enable the new material code - it needs some work. You can |
256 | /* Enable the new material code - it needs some work. You can |
268 | * enable this, and things will work, just you'll see a whole |
257 | * enable this, and things will work, just you'll see a whole |
269 | * bunch more materials show up, and thus a whole bunch more materials |
258 | * bunch more materials show up, and thus a whole bunch more materials |
270 | * in your inventory, and the sorting for them isn't really good. |
259 | * in your inventory, and the sorting for them isn't really good. |
271 | */ |
260 | */ |
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641 | * saves pretty well spread out (in a fairly random fashion.) |
630 | * saves pretty well spread out (in a fairly random fashion.) |
642 | */ |
631 | */ |
643 | |
632 | |
644 | #define AUTOSAVE 1000 |
633 | #define AUTOSAVE 1000 |
645 | |
634 | |
646 | /* Often, emergency save fails because the memory corruption that caused |
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647 | * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE |
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648 | * to disable emergency saves. This actually does |
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649 | * prevent emergency saves now (Version 0.90.5). |
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650 | */ |
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651 | |
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652 | #define NO_EMERGENCY_SAVE |
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653 | |
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654 | /* By selecting the following, whenever a player does a backup save (with |
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655 | * the 'save command), the player will be saved at home (EMERGENCY_MAP_* |
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656 | * information that is specified later). IF this is not set, the player |
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657 | * will be saved at his present location. |
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658 | */ |
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659 | |
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660 | /*#define BACKUP_SAVE_AT_HOME*/ |
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661 | |
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662 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
635 | /* RESET_LOCATION_TIME is the number of seconds that must elapse before |
663 | * we will return the player to his savebed location. If this is zero, |
636 | * we will return the player to his savebed location. If this is zero, |
664 | * this feature is disabled (player will resume where ever he was |
637 | * this feature is disabled (player will resume where ever he was |
665 | * when he last logged off). If this is set to less than two hours, |
638 | * when he last logged off). If this is set to less than two hours, |
666 | * it will prevent players from camping out in treasure rooms. |
639 | * it will prevent players from camping out in treasure rooms. |