--- 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