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notnotdnethack/include/config.h
Ron Nazarov 2060298f77
Unconditionally enable HAVE_SETLOCALE
setlocale is standard C and POSIX.
2024-05-12 12:13:10 +01:00

261 lines
8 KiB
C++

/* SCCS Id: @(#)config.h 3.4 2003/12/06 */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed. See license for details. */
#ifndef CONFIG_H /* make sure the compiler does not see the typedefs twice */
#define CONFIG_H
#define DNETHACK /* Identifies this varient for patch-based utilities like Pinobot */
/*
* Section 1: Operating and window systems selection.
* Select the version of the OS you are using.
*/
#define UNIX /* delete if no fork(), exec() available */
/* #define MINIMAL_TERM */
/* if a terminal handles highlighting or tabs poorly,
try this define, used in pager.c and termcap.c */
#include "config1.h" /* should auto-detect MSDOS, MAC, AMIGA, and WIN32 */
/* Windowing systems...
* Define all of those you want supported in your binary.
* Some combinations make no sense. See the installation document.
*/
#define TTY_GRAPHICS /* good old tty based graphics */
#define CURSES_GRAPHICS /* Proper curses interface */
#define TTY_TILES_PATCH
#ifdef TTY_TILES_PATCH
#ifndef USE_TILES
#define USE_TILES
#endif
#endif
/*
* Define the default window system. This should be one that is compiled
* into your system (see defines above). Known window systems are:
*
* tty, curses
*/
#ifndef DEFAULT_WINDOW_SYS
# define DEFAULT_WINDOW_SYS "tty"
#endif
/*
* Section 2: Some global parameters and filenames.
* Commenting out WIZARD, LOGFILE, NEWS or PANICLOG removes that
* feature from the game; otherwise set the appropriate wizard
* name. LOGFILE, NEWS and PANICLOG refer to files in the
* playground.
*/
#ifndef WIZARD /* allow for compile-time or Makefile changes */
# define WIZARD "nethack" /* the person allowed to use the -D option */
#endif
#define LOGFILE "logfile" /* larger file for debugging purposes */
#define NEWS "news" /* the file containing the latest hack news */
#define PANICLOG "paniclog" /* log of panic and impossible events */
/*
* If COMPRESS is defined, it should contain the full path name of your
* 'compress' program. Defining INTERNAL_COMP causes NetHack to do
* simpler byte-stream compression internally. Both COMPRESS and
* INTERNAL_COMP create smaller bones/level/save files, but require
* additional code and time. Currently, only UNIX fully implements
* COMPRESS; other ports should be able to uncompress save files a
* la unixmain.c if so inclined.
* If you define COMPRESS, you must also define COMPRESS_EXTENSION
* as the extension your compressor appends to filenames after
* compression.
*/
#if 0
#ifdef UNIX
/* path and file name extension for compression program */
/* #define COMPRESS "/usr/bin/compress" */ /* Lempel-Ziv compression */
/* #define COMPRESS_EXTENSION ".Z" */ /* compress's extension */
/* An example of one alternative you might want to use: */
#define COMPRESS "/bin/gzip" /* FSF gzip compression */
#define COMPRESS_EXTENSION ".gz" /* normal gzip extension */
#endif
#ifndef COMPRESS
# define INTERNAL_COMP /* control use of NetHack's compression routines */
#endif
#endif
/*
* Defining INSURANCE slows down level changes, but allows games that
* died due to program or system crashes to be resumed from the point
* of the last level change, after running a utility program.
*/
#define INSURANCE /* allow crashed game recovery */
/*
* If you define HACKDIR, then this will be the default playground;
* otherwise it will be the current directory.
*/
#ifndef HACKDIR
# define HACKDIR "."
#endif
/*
* Some system administrators are stupid enough to make Hack suid root
* or suid daemon, where daemon has other powers besides that of reading or
* writing Hack files. In such cases one should be careful with chdir's
* since the user might create files in a directory of his choice.
* Of course SECURE is meaningful only if HACKDIR is defined.
*/
#define SECURE /* do setuid(getuid()) after chdir() */
/*
* If it is desirable to limit the number of people that can play Hack
* simultaneously, define HACKDIR, SECURE and MAX_NR_OF_PLAYERS.
* #define MAX_NR_OF_PLAYERS 6
*/
/*
* Section 3: Definitions that may vary with system type.
* For example, both schar and uchar should be short ints on
* the AT&T 3B2/3B5/etc. family.
*/
#include "tradstdc.h"
/*
* type schar: small signed integers (8 bits suffice) (eg. TOS)
*
* typedef char schar;
*
* will do when you have signed characters; otherwise use
*
* typedef short int schar;
*/
typedef signed char schar;
/*
* type uchar: small unsigned integers (8 bits suffice - but 7 bits do not)
*
* typedef unsigned char uchar;
*
* will be satisfactory if you have an "unsigned char" type;
* otherwise use
*
* typedef unsigned short int uchar;
*/
typedef unsigned char uchar;
typedef uint32_t glyph_t;
/*
* Various structures have the option of using bitfields to save space.
* If your C compiler handles bitfields well (e.g., it can initialize structs
* containing bitfields), you can define BITFIELDS. Otherwise, the game will
* allocate a separate character for each bitfield. (The bitfields used never
* have more than 7 bits, and most are only 1 bit.)
*/
#define BITFIELDS /* Good bitfield handling */
/* #define STRNCMPI */ /* compiler/library has the strncmpi function */
/*
* Section 4: THE FUN STUFF!!!
*
* Conditional compilation of special options are controlled here.
* If you define the following flags, you will add not only to the
* complexity of the game but also to the size of the load module.
*/
/* dungeon features */
/* dungeon levels */
/* #define REINCARNATION */ /* Special Rogue-like levels */
/* monsters & objects */
#define SEDUCE /* Succubi/incubi seduction, by KAA, suggested by IM */
/* difficulty */
/* I/O */
/*
* Section 5: EXPERIMENTAL STUFF
*
* Conditional compilation of new or experimental options are controlled here.
* Enable any of these at your own risk -- there are almost certainly
* bugs left here.
*/
/*
* Enable support for playing user-specified sounds using libsndfile
* and portaudio. Make sure to add -lsndfile -lportaudio to GAMELIBS
* if you enable this.
*/
/* #define USER_SOUNDS */
#ifdef TTY_GRAPHICS
# define WIN_EDGE /* windows aligned left&top */
#endif
/*#define GOLDOBJ */ /* Gold is kept on obj chains - Helge Hafting */
#define DUMP_LOG /* Dump game end information to a file */
#ifndef DUMP_FN
#define DUMP_FN "dumplog/%t" /* Fixed dumpfile name, if you want
* to prevent definition by users */
#endif
#ifndef DUMPMSGS
#define DUMPMSGS 20 /* Number of latest messages in the dump file */
#endif
/* In the following filename definitions, you can use the some string substitutions:
%n = player's name
%N = first character of player's name
%t = character's starting time, in unix epoch format
*/
/* Filename for the wizard-mode command for dumping the map data.
Can be left undefined, in which case the wiz-mode command does nothing. */
/* #define MAPDUMP_FN "/dgldir/userdata/%N/%n/dnao.mapdump" */
/* Filename for where HUPping a game is saved.
Can be left undefined, in which case HUPping doesn't write the data. */
#ifndef HUPLIST_FN
#define HUPLIST_FN "/dgldir/userdata/%n/notdnethack/hangup"
#endif
/* Filename for dgamelaunch extra info field.
Can be left undefined for not writing extrainfo. */
/* #define EXTRAINFO_FN "/dgldir/extrainfo-dnao/%n.extrainfo" */
#define SIMPLE_MAIL /* dgamelaunch simple mail */
/* If this file exists, players get a message from the user defined
in the file. The file format is "username:message to be shown" all
in one line. Can be left undefined to disable the feature.
Requires UNIX
*/
#define SERVER_ADMIN_MSG "admin_msg"
#define LIVELOGFILE "livelog"
#define XLOGFILE "xlogfile" /* even larger logfile */
/* Write out player's current location to this file.
Can be left undefined, which will disable the feature. */
#define WHEREIS_FILE "whereis/%n.whereis"
#define USER_DUNGEONCOLOR
#define BONES_POOL /* Multiple bones files per level */
/* End of Section 5 */
#include "global.h" /* Define everything else according to choices above */
#endif /* CONFIG_H */