version 1.12 | | version 1.13 |
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/* | | /* |
* static char *rcsid_config_h = | | * static char *rcsid_config_h = |
* "$Id: config.h,v 1.12 2001/01/15 22:33:32 cvs Exp $"; | | * "$Id: config.h,v 1.13 2001/02/11 09:12:13 cvs Exp $"; |
*/ | | */ |
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/* | | /* |
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#define MAP_RESET | | #define MAP_RESET |
#define MAP_MAXRESET 7200 | | #define MAP_MAXRESET 7200 |
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/* CHECK_ACTIVE_MAPS is in certain functions to determine how often | | |
* the process_active maps function should be called. In general, a simple | | |
* count variable is used (ie, every CHECK_ACTIVE_MAPS objects loaded/saved | | |
* or pixmaps built, call the function. The process_maps function will | | |
* return without doing any processing if not enough time has elapsed. | | |
* In general, a too low value for CHECK_ACTIVE_MAPS will cause some | | |
* loss in performance, a too high value will mean that the function is | | |
* not called enough, causing uneven movement. | | |
* If CHECK_ACTIVE_MAPS is 0, then the function is never called. | | |
* Also see PROCESS_WHILE_LOADING below. | | |
*/ | | |
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#define CHECK_ACTIVE_MAPS 25 | | |
| | |
/* This option will cause process_maps to be called while maps are | | |
* being loaded and saved. This has the advantage that other | | |
* players (the one that did not enter a new map) can do whatever they | | |
* want while the map is loading, and are not frozen. Same is true | | |
* when a map is being frozen. | | |
* | | |
* If you are on a sufficiently fast machine, the map loading and | | |
* saving time may be small enough, that the players don't notice | | |
* anything, so setting this might not be desirable. | | |
* | | |
* Also, there used to be bugs associated with this - players entering maps | | |
* to find that all the exits are closed, appearing the middle the | | |
* ocean as the exit a map, etc. Hopefully, I have fixed those bugs, | | |
* but it is difficult to be sure. If you set this, and find those | | |
* things happening, turn this option off, and please let me know. | | |
* | | |
* Apparantly, there are still some bugs associated with this option, so | | |
* it is better to leave commented out. | | |
* | | |
* Mark Wedel (mark@pyramid.com) | | |
*/ | | |
/*#define PROCESS_WHILE_LOADING*/ | | |
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/* | | /* |
* MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire | | * MAX_OBJECTS is no hard limit. If this limit is exceeded, crossfire |
* will look for maps which are already scheldued for swapping, and | | * will look for maps which are already scheldued for swapping, and |