version 1.24 | | version 1.25 |
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/* | | /* |
* static char *rcsid_config_h = | | * static char *rcsid_config_h = |
* "$Id: config.h,v 1.24 2001/06/13 12:52:07 michtoen Exp $"; | | * "$Id: config.h,v 1.25 2001/07/14 04:06:50 mwedel Exp $"; |
*/ | | */ |
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/* | | /* |
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* NO_CONE_PROPOGATE - makes cone spells stop at the first monster | | * NO_CONE_PROPOGATE - makes cone spells stop at the first monster |
* NOT_PERMADEATH - should death be the final end or not? | | * NOT_PERMADEATH - should death be the final end or not? |
* PARTY_KILL_LOG - stores party kill information | | * PARTY_KILL_LOG - stores party kill information |
* RANDOM_ENCOUNTERS - add in special encounter maps? | | |
* REAL_WIZ - changes wiz stuff to be more mudlike. | | * REAL_WIZ - changes wiz stuff to be more mudlike. |
* RECYCLE_TMP_MAPS - use tmp maps across multiple runs? | | * RECYCLE_TMP_MAPS - use tmp maps across multiple runs? |
* RESURRECTION - lets players bring other dead players back to life. | | * RESURRECTION - lets players bring other dead players back to life. |
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#define PARTY_KILL_LOG 20 | | #define PARTY_KILL_LOG 20 |
*/ | | */ |
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/* RANDOM_ENCOUNTERS determines if random encounter maps should be | | |
* done. What this means is that if you are in natural terrain | | |
* (grass, brush, trees, jungle, etc), there is a chance as you step into | | |
* that terrain that a 3x3 area will become a random encounter. You | | |
* automatically enter this encounter map, monsters are placed in it, | | |
* and you remain in it until you get to the outside of the encounter | | |
* map. Reasons for having it active might be to make things a little | | |
* more interesting (players can no longer be absolutely safe bringing | | |
* stuff back to town), and it gives low level characters a place to beat | | |
* up an endless supply of some monsters. Reasons for disabling is because | | |
* they might just be a nuisance, or you just don't like them. It | | |
* may also be broken (I have gotten one report of it putting characters | | |
* back to the wrong map.). I personally don't recommend its use because | | |
* you will get random encounters in many maps where you really should | | |
* not get them (any maps with appropriate terrain may get a random | | |
* encounter, and this includes things like dungeons or adventure maps that | | |
* actually have a few spaces of the terrain). For random encounters to | | |
* be useful, it needs to be changed so that by default maps do not have | | |
* random encounters unless that map is explicit set for it to be OK. | | |
*/ | | |
/* | | |
#define RANDOM_ENCOUNTERS | | |
*/ | | |
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/* Calling this REAL_WIZ is probably not really good. Something like | | /* Calling this REAL_WIZ is probably not really good. Something like |
* MUD_WIZ might be a better name. | | * MUD_WIZ might be a better name. |
* | | * |
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#define STAT_LOSS_ON_DEATH FALSE | | #define STAT_LOSS_ON_DEATH FALSE |
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/* | | |
* The following enables the new light/darkness code. Basically, darkness | | |
* affects line of sight, depending how dark the actual map is. There are | | |
* also objects that create light (torches, spells, etc), which counteract | | |
* this effect. | | |
* 0.94.2 - as per alchemy, this should probably be standard now | | |
*/ | | |
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#define USE_LIGHTING | | |
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/* Use permanent experience code? | | /* Use permanent experience code? |
* This code allows players to build up a small amount of 'permanent | | * This code allows players to build up a small amount of 'permanent |