version 1.21 | | version 1.22 |
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| | |
/* | | /* |
* static char *rcsid_config_h = | | * static char *rcsid_config_h = |
* "$Id: config.h,v 1.21 2001/05/29 04:41:53 mwedel Exp $"; | | * "$Id: config.h,v 1.22 2001/06/04 06:41:02 mwedel Exp $"; |
*/ | | */ |
| | |
/* | | /* |
| | |
* DEBUG - more verbose message logging? | | * DEBUG - more verbose message logging? |
* EXPLORE_MODE - add an explore mode method of play? | | * EXPLORE_MODE - add an explore mode method of play? |
* FULL_RING_DESCRIPTION - makes rings abilities show in inventory window | | * FULL_RING_DESCRIPTION - makes rings abilities show in inventory window |
| | * MAP_CLIENT_X, MAP_CLIENT_Y - determines max size client map will receive |
* MAX_TIME - how long an internal tick is in microseconds | | * MAX_TIME - how long an internal tick is in microseconds |
* MANY_CORES - generate core dumps on gross errors instead of continuing? | | * MANY_CORES - generate core dumps on gross errors instead of continuing? |
* MULTIPLE_GODS - adds numerous gods to the game, with different powers | | * MULTIPLE_GODS - adds numerous gods to the game, with different powers |
| | |
| | |
#define MANY_CORES | | #define MANY_CORES |
| | |
| | /* |
| | * This determines the maximum map size the client can request (and |
| | * thus what the server will send to the client. |
| | * Client can still request a smaller map size (for bandwidth reasons |
| | * or display size of whatever else). |
| | * The larger this number, the more cpu time and memory the server will |
| | * need to spend to figure this out in addition to bandwidth needs. |
| | * The server cpu time should be pretty trivial. |
| | * There may be reasons to keep it smaller for the 'classic' crossfire |
| | * experience which was 11x11. Big maps will likely make the same at |
| | * least somewhat easier, but client will need to worry about lag |
| | * more. |
| | * I put support in for non square map updates in the define, but |
| | * there very well might be things that break horribly if this is |
| | * used. I figure it is easier to fix that if needed than go back |
| | * at the future and have to redo a lot of stuff to support rectangular |
| | * maps at that point. |
| | * |
| | * MSW 2001-05-28 |
| | */ |
| | |
| | #define MAP_CLIENT_X 25 |
| | #define MAP_CLIENT_Y 25 |
| | |
/* | | /* |
* If you feel the game is too fast or too slow, change MAX_TIME. | | * If you feel the game is too fast or too slow, change MAX_TIME. |