--- deliantra/server/include/config.h 2006/12/13 02:55:50 1.23 +++ deliantra/server/include/config.h 2006/12/30 10:16:10 1.30 @@ -18,7 +18,7 @@ along with this program; if not, write to the Free Software Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. - The authors can be reached via e-mail at crossfire-devel@real-time.com + The authors can be reached via e-mail at crossfire@schmorp.de */ /* This file contains various #defines that select various options. @@ -68,7 +68,6 @@ * MAX_TIME - how long an internal tick is in microseconds * MANY_CORES - generate core dumps on gross errors instead of continuing? * PARTY_KILL_LOG - stores party kill information - * WATCHDOG - allows use of an external watchdog program * ***********************************************************************/ @@ -134,7 +133,6 @@ #define SPELL_ENCUMBRANCE TRUE #define SPELL_FAILURE_EFFECTS FALSE #define REAL_WIZ TRUE -#define RECYCLE_TMP_MAPS FALSE #define RESURRECTION FALSE #define SEARCH_ITEMS TRUE #define NOT_PERMADETH TRUE @@ -255,15 +253,6 @@ #define PERM_EXP_GAIN_RATIO 0.10f #define PERM_EXP_MAX_LOSS_RATIO 0.50f -/* - * WATCHDOG lets sends datagrams to port 13325 on localhost - * in (more-or-less) regular intervals, so an external watchdog - * program can kill the server if it hangs (for whatever reason). - * It shouldn't hurt anyone if this is defined but you don't - * have an watchdog program. - */ -#define WATCHDOG - /* Enable the new material code - it needs some work. You can * enable this, and things will work, just you'll see a whole * bunch more materials show up, and thus a whole bunch more materials @@ -405,7 +394,7 @@ * will override the time value set in the map, if that time is longer than * MAP_MAXRESET. This value is in seconds. If you are low on space on the * TMPDIR device, set this value to somethign small. The default - * value in the map object is MAP_DEFAULTRESET (given in seconds.) + * value in the map object is given in seconds.->defaultreset * I personally like 1 hour myself, for solo play. It is long enough that * maps won't be resetting as a solve a quest, but short enough that some * maps (like shops and inns) will be reset during the time I play. @@ -539,17 +528,6 @@ #define UNIQUE_DIR "unique-items" /* - * These define the players starting map and location on that map, and where - * emergency saves are defined. This should be left as is unless you make - * major changes to the map. - */ - -#define EMERGENCY_MAPPATH "/city/city" -#define EMERGENCY_X 15 -#define EMERGENCY_Y 19 - - -/* * These defines tells where, relative to LIBDIR, the maps, the map-index, * archetypes highscore and treaures files and directories can be found. */ @@ -562,9 +540,6 @@ #define TREASURES "treasures" #define BANISHFILE "banish_file" -#define MAX_ERRORS 25 /* Bail out if more are received during tick */ -#define OBJ_EXPAND 5000 /* How big steps to use when expanding array */ - #define HIGHSCORE_LENGTH 1000 /* How many entries there are room for */ #define ARCHTABLE 16384 /* Arch hashtable size */ @@ -643,22 +618,6 @@ #define AUTOSAVE 1000 -/* Often, emergency save fails because the memory corruption that caused - * the crash has trashed the characters too. Define NO_EMERGENCY_SAVE - * to disable emergency saves. This actually does - * prevent emergency saves now (Version 0.90.5). - */ - -#define NO_EMERGENCY_SAVE - -/* By selecting the following, whenever a player does a backup save (with - * the 'save command), the player will be saved at home (EMERGENCY_MAP_* - * information that is specified later). IF this is not set, the player - * will be saved at his present location. - */ - -/*#define BACKUP_SAVE_AT_HOME*/ - /* RESET_LOCATION_TIME is the number of seconds that must elapse before * we will return the player to his savebed location. If this is zero, * this feature is disabled (player will resume where ever he was