--- deliantra/server/include/config.h 2010/06/18 17:31:01 1.61
+++ deliantra/server/include/config.h 2018/11/17 23:40:00 1.69
@@ -1,24 +1,25 @@
/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
- *
- * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
+ *
+ * Copyright (©) 2017,2018 Marc Alexander Lehmann / the Deliantra team
+ * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
* Copyright (©) 2002 Mark Wedel & Crossfire Development Team
* Copyright (©) 1992 Frank Tore Johansen
- *
+ *
* Deliantra is free software: you can redistribute it and/or modify it under
* the terms of the Affero GNU General Public License as published by the
* Free Software Foundation, either version 3 of the License, or (at your
* option) any later version.
- *
+ *
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
- *
+ *
* You should have received a copy of the Affero GNU General Public License
* and the GNU General Public License along with this program. If not, see
* .
- *
+ *
* The authors can be reached via e-mail to
*/
@@ -35,7 +36,7 @@
* weapons
* ench_armour: Allow characters to enchant their armor.
*
- * In theory, most of the values here should just be defaults, and
+ * In theory, most of the values here should just be defaults, and
* everything here should just be selectable by different run time
* flags However, for some things, that would just be too messy.
*/
@@ -95,17 +96,17 @@
* the character level is divided by that value, and that is how many
* stats are lost.
*
- * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
+ * BALSL_MAX_LOSS_RATIO puts the upper limit on depletion of a stat -
* basically, level/max_loss_ratio is the most a stat can be depleted.
*
* BALSL_LOSS_CHANCE_RATIO controls how likely it is a stat is depleted.
- * The chance not to lose a stat is
+ * The chance not to lose a stat is
* depleteness^2 / (depletedness^2+ level/ratio).
* ie, if the stats current depleted value is 2 and the character is level
* 15, the chance not to lose the stat is 4/(4+3) or 4/7. The higher the
* level, the more likely it is a stat can get really depleted, but
* this gets more offset as the stat gets more depleted.
- *
+ *
*/
/* GD */
@@ -129,7 +130,6 @@
#define RESURRECTION FALSE
#define SEARCH_ITEMS TRUE
#define NOT_PERMADETH TRUE
-#define EXPLORE_MODE FALSE
#define STAT_LOSS_ON_DEATH FALSE
#define PK_LUCK_PENALTY 0
#define SET_FRIENDLY_FIRE 0
@@ -218,15 +218,15 @@
/*
* The PERM_EXP values adjust the behaviour of permenent experience. - if
- * the setting permanent_experience_percentage is zero, these values have
- * no meaning. The value in the settings file is the percentage of the
+ * the setting permanent_experience_percentage is zero, these values have
+ * no meaning. The value in the settings file is the percentage of the
* experience that is permenent, the rest could be lost on death. When dying,
* the greatest amount of non-permenent exp it is possible to lose at one time
- * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
- * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
- * experience goes to the permanent value. This does not detract from total
- * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
- * 10 to the permanent value).
+ * is PERM_EXP_MAX_LOSS_RATIO - this is calculated as
+ * total exp - perm exp * loss ratio. The gain ratio is how much of experienced
+ * experience goes to the permanent value. This does not detract from total
+ * exp gain (ie, if you gained 100 exp, 100 would go to the skill total and
+ * 10 to the permanent value).
*
* A few thoughts on these default value (by MSW)
* gain ratio is pretty much meaningless until exp has been lost, as until
@@ -251,7 +251,6 @@
*
* Values:
*
- * CSPORT - port to use for new client/server
* DMFILE - file with dm/wizard access lists
* LOGFILE - where to log if using -daemon option
* MAP_ - various map timeout and swapping parameters
@@ -266,11 +265,6 @@
***********************************************************************
*/
-/* CSPORT is the port used for the new client/server code. Change
- * if desired. Only of relevance if ERIC_SERVER is set above
- */
-#define CSPORT 13327 /* old port + 1 */
-
/*
* DMFILE
* A file containing valid names that can be dm, one on each line. See
@@ -310,7 +304,7 @@
* This buffer is in addition to OS buffers, so it may not need to be very
* large. When the OS buffer and this buffer is exhausted, the server
* will drop the client connection for falling too far behind. So if
- * you have very slow client connections, a larger value may be
+ * you have very slow client connections, a larger value may be
* warranted.
*/
#define SOCKETBUFSIZE 256*1024
@@ -321,7 +315,7 @@
*/
#define TMPDIR "tmp"
-/* Directory to use for unique items. This is placed into the 'lib'
+/* Directory to use for unique items. This is placed into the 'lib'
* directory. Changing this will cause any old unique items file
* not to be used.
*/
@@ -331,11 +325,7 @@
* These defines tells where, relative to LIBDIR, the maps, the map-index,
* archetypes highscore and treaures files and directories can be found.
*/
-
#define MAPDIR "maps"
-#define ARCHETYPES "archetypes"
-#define REGIONS "regions"
-#define TREASURES "treasures"
#define MAXSTRING 20