Difference for include/config.h from version 1.24 to 1.25


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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  * 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
 */  */
   
 /* 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  
 */  
   
 /* 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
   
 /*  
  * 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  
  */  
   
 #define USE_LIGHTING  
   
 /* 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


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line(s) removed in v.1.24 
line(s) changed
 line(s) added in v.1.25

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