--- deliantra/server/include/config.h 2006/09/16 22:06:17 1.20 +++ deliantra/server/include/config.h 2006/12/22 16:34:00 1.28 @@ -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 @@ -160,22 +158,16 @@ * which contains usage stats for the last X amount of time. * CS_LOGTIME is how often it will print out stats. */ -#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ #define CS_LOGSTATS -#endif -#ifdef CS_LOGSTATS #define CS_LOGTIME 600 -#endif /* DEBUG generates copious amounts of output. I tend to change the CC options * in the crosssite.def file if I want this. By default, you probably * dont want this defined. */ -#ifndef WIN32 /* ***win32 we set the following stuff in the IDE */ #ifndef DEBUG #define DEBUG #endif -#endif /* * This option creates more core files. In some areas, there are certain * checks done to try and make the program more stable (ie, check @@ -261,18 +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. - */ -#ifndef WIN32 /* ***win32 disable watchdog as win32 default */ -#define WATCHDOG -#endif - - /* 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 @@ -344,7 +324,6 @@ * backlogged messages. * TMPDIR - directory to use for temp files * UNIQUE_DIR - directory to put unique item files into - * USE_CALLOC for some memory requests *********************************************************************** */ @@ -380,12 +359,8 @@ */ #ifndef LOGFILE -#ifdef WIN32 /* change define path */ -#define LOGFILE "var\\crossfire.log" -#else #define LOGFILE "/var/log/crossfire/logfile" #endif -#endif /* * MAP_MAXTIMEOUT tells the maximum of ticks until a map is swapped out @@ -529,7 +504,7 @@ * warranted. */ -#define SOCKETBUFSIZE 128*1024 +#define SOCKETBUFSIZE 256*1024 /* * Your tmp-directory should be large enough to hold the uncompressed @@ -543,11 +518,7 @@ */ /*#define TMPDIR "/home/hugin/a/crossfire/crossfire/tmp"*/ -#ifdef WIN32 /* change define path tmp */ -#define TMPDIR "tmp" -#else #define TMPDIR "/tmp" -#endif /* Directory to use for unique items. This is placed into the 'lib' @@ -557,36 +528,14 @@ #define UNIQUE_DIR "unique-items" /* - * If undefined, malloc is always used. - * It looks like this can be oboleted. However, it can be useful to - * track down some bugs, as it will make sure that the entire data structure - * is set to 0, at the expense of speed. - * Rupert Goldie has run Purify against the code, and if this is disabled, - * apparantly there are a lot of uninitialized memory reads - I haven't - * seen any problem (maybe the memory reads are copies, and the destination - * doesn't actually use the garbage values either?), but the impact on speed - * of using this probably isn't great, and should make things more stable. - * Msw 8-9-97 - */ -#define USE_CALLOC - - -/* * 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. */ -#ifdef WIN32 /* change define path city */ - -# define EMERGENCY_MAPPATH "\\city\\city" -# define EMERGENCY_X 15 -# define EMERGENCY_Y 19 -#else -# define EMERGENCY_MAPPATH "/city/city" -# define EMERGENCY_X 15 -# define EMERGENCY_Y 19 -#endif +#define EMERGENCY_MAPPATH "/city/city" +#define EMERGENCY_X 15 +#define EMERGENCY_Y 19 /* @@ -683,22 +632,6 @@ #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