version 1.38 | | version 1.39 |
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/* | | /* |
* static char *rcsid_config_h = | | * static char *rcsid_config_h = |
* "$Id: config.h,v 1.38 2002/11/14 00:19:32 garbled Exp $"; | | * "$Id: config.h,v 1.39 2002/11/14 00:32:55 garbled Exp $"; |
*/ | | */ |
| | |
/* | | /* |
| | |
#define BALSL_NUMBER_LOSSES_RATIO 6 | | #define BALSL_NUMBER_LOSSES_RATIO 6 |
#define BALSL_MAX_LOSS_RATIO 2 | | #define BALSL_MAX_LOSS_RATIO 2 |
| | |
/* casting times for spells, if you have this defined then it takes a | | |
* specific amount of time for a spell to go off. You may attack or | | |
* be hit during this time, and this will cause you to lose the spell. | | |
* I commented this out on my copy - I don't like the 'double clutch' | | |
* needed to cast it (first direction key starts casting, the | | |
* next actually puts the spell into effect.) It could perhaps | | |
* be changed so that the initial direction is where it goes, and it | | |
* is cast automatically in that direction (so only 1 key is needed.) | | |
* But this could be undesirable as various things move while you cast it. | | |
*/ | | |
| | |
| | /* Don't edit these values. They are configured in lib/settings. These are |
| | Simply the defaults. */ |
| | |
| | #define SET_TITLE TRUE |
| | #define SIMPLE_EXP TRUE |
| | #define SPELLPOINT_LEVEL_DEPEND TRUE |
| | #define SPELL_ENCUMBRANCE TRUE |
| | #define SPELL_FAILURE_EFFECTS FALSE |
| | #define REAL_WIZ TRUE |
| | #define RECYCLE_TMP_MAPS FALSE |
| | #define RESURRECTION FALSE |
| | #define SEARCH_ITEMS TRUE |
| | #define NOT_PERMADETH TRUE |
| | #define EXPLORE_MODE FALSE |
#define CASTING_TIME FALSE | | #define CASTING_TIME FALSE |
| | |
| | /* you can edit the ones below */ |
| | |
| | |
/* CS_LOGSTATS will cause the server to log various usage stats | | /* CS_LOGSTATS will cause the server to log various usage stats |
* (number of connections, amount of data sent, amount of data received, | | * (number of connections, amount of data sent, amount of data received, |
* and so on.) This can be very useful if you are trying to measure | | * and so on.) This can be very useful if you are trying to measure |
| | |
#endif | | #endif |
#endif | | #endif |
| | |
| | |
/* if EXPLORE_MODE is defined, it allows players to enter explore mode, | | |
* where they can not die. Unlike other games (nethack for instance) explore | | |
* modes, the only thing Crossfire explore mode does is prevent death. | | |
* Characters in explore mode will not be able to go on the scoreboard. Also, | | |
* once explore mode is entered, there is no return. Explore mode can | | |
* only be entered if the person doing so is the only player in the | | |
* game, and once done, that person can not add new players to the | | |
* game. To get into explore mode, type 'explore | | |
* Explore mode code added by Mark Wedel (mark@pyramid.com) | | |
* It's a good idea to turn off EXPLORE_MODE if you will only be running | | |
* on server, since it would block new players. | | |
*/ | | |
| | |
#define EXPLORE_MODE FALSE | | |
| | |
| | |
/* FULL_RING_DESCRIPTION has crossfire prints out the abilities of | | /* FULL_RING_DESCRIPTION has crossfire prints out the abilities of |
* rings or amulets in the appropriate windows. So instead of just | | * rings or amulets in the appropriate windows. So instead of just |
* have 'ring' get printed in your inventory, ring (Cha+1) or | | * have 'ring' get printed in your inventory, ring (Cha+1) or |
| | |
*/ | | */ |
#define NO_POLYMORPH | | #define NO_POLYMORPH |
| | |
/* NOT_PERMADEATH by Charles Henrich (henrich@crh.cl.msu.edu), April 9, 1993 | | |
* | | |
* Makes death non permanent. If enabled and you die, you lose a bunch of | | |
* exp, a random stat, and go back to starting town. | | |
* If not defined, if you die, you are dead. If an a multiplayer server, | | |
* resurrection may be possible | | |
* | | |
* This option changes the game significantly one way or the other - it makes | | |
* adventuring right at the edge of death something more reasonable to do | | |
* (death still hurts here). On the other hand, it certainly makes the | | |
* game a bit safer and easier. | | |
*/ | | |
| | |
#define NOT_PERMADETH TRUE | | |
| | |
| | |
/* This determine how many entries are stored in the kill log. You | | /* This determine how many entries are stored in the kill log. You |
* can see this information with the 'party kills' command. More entries | | * can see this information with the 'party kills' command. More entries |
| | |
#define PARTY_KILL_LOG 20 | | #define PARTY_KILL_LOG 20 |
*/ | | */ |
| | |
/* Calling this REAL_WIZ is probably not really good. Something like | | |
* MUD_WIZ might be a better name. | | |
* | | |
* Basically, if REAL_WIZ is define then the WIZ/WAS_WIZ flags for objects | | |
* are not set - instead, wizard created/manipulated objects appear as | | |
* normal objects. This makes the wizard a little more mudlike, since | | |
* object manipulations will be usable for other objects. | | |
*/ | | |
| | |
#define REAL_WIZ TRUE | | |
| | |
| | |
/* | | |
* Set this if you want the temporary maps to be saved and reused across | | |
* crossfire runs. This can be especially useful for single player | | |
* servers, but even holds use for multiplayer servers. The file used | | |
* is updated each time a temp map is updated. | | |
* Note that the file used to store this information is stored in | | |
* the LIB directory. Running multiple crossfires with the same LIB | | |
* directory will cause serious problems, simply because in order for | | |
* this to really work, the filename must be constant so the next run | | |
* knows where to find the information. | | |
*/ | | |
| | |
#define RECYCLE_TMP_MAPS FALSE | | |
| | |
| | |
/* define RESURECTION if you want to let players bring other players | | |
* back to life via some spells. If RESURRECTION is undefined, then a | | |
* death is permanent. NOTE: RESURRECTION (either defined or undefined) | | |
* has no meaning if NOT_PERMADEATH is defined. SAVE_PLAYER also needs | | |
* to be defined for this to have any use | | |
*/ | | |
| | |
#define RESURRECTION FALSE | | |
| | |
| | |
/* | | |
* Enables the 'search-item command; a method to find equipment | | |
* in shops. | | |
* This is somewhat useful is FULL_RING_DESCRIPTION is enabled (above.) | | |
* It matches by substrings of the name of the item as it appears in | | |
* the look window. Therefor, if FULL_RING_DESCRIPTION is not enabled, | | |
* you can never match by ring abilities, as these are then not | | |
* displayed in the look window. | | |
* Seems like it now works, and doesn't cause the game to hang. | | |
* 0.94.2 - I think this really should be a client issue - after all, the | | |
* client has all the info the player does. | | |
*/ | | |
| | |
#define SEARCH_ITEMS TRUE | | |
| | |
| | |
/* | | /* |
* If SECURE is defined, crossfire will not accept enviromental variables | | * If SECURE is defined, crossfire will not accept enviromental variables |
| | |
#define SECURE | | #define SECURE |
*/ | | */ |
| | |
/* | | |
* Define the following if you wish to allow players to set their title | | |
* and to save it on the disk | | |
* 0.94.2 - this will probably become a default option sometime unless | | |
* someone has a good reason why it shouldn't | | |
*/ | | |
| | |
#define SET_TITLE TRUE | | |
| | |
/* | | |
* Set to true if you want to use the new (0.95.3) experience system. | | |
* The system has the following changes: | | |
* | | |
* 1) Your stats in your skill categories don't affect the amount of | | |
* exp you get. | | |
* 2) Your level difference doesn't affect the exp you get for killing | | |
* monsters. | | |
* | | |
* If this is set to FALSE out, you get the old system. | | |
* | | |
* This can also be set by using -simple-exp/+simple-exp as a run | | |
* time option, or update the settings file | | |
*/ | | |
| | |
#define SIMPLE_EXP TRUE | | |
| | |
/* SPELLPOINT_LEVEL_DEPEND -- Causes the spellpoint cost | | |
* of spells to vary with their power. Spells that become very | | |
* powerful at high level cost more. The damage/time of | | |
* characters increases though. | | |
*/ | | |
| | |
#define SPELLPOINT_LEVEL_DEPEND TRUE | | |
| | |
| | |
/* SPELL_ENCUMBRANCE -- If you're carrying a weapon or wearing heavy armour, | | |
you have a chance of fumbling your spellcasting with this on. Formula is: | | |
encumbrance = 3*weapon_weight + armour_weight | | |
| | |
failure if roll from 1-200 is less than encumbrance + sp->level - | | |
op->level - 35 | | |
*/ | | |
| | |
#define SPELL_ENCUMBRANCE TRUE | | |
| | |
/* SPELL_FAILURE_EFFECTS only has meaing if SPELL_ENCUMBRANCE is defined. | | |
* What it does, is that when the player fails a spell, various effects | | |
* will happen (player is paralyzed, confused, wonder spell is cast, etc.) | | |
* I disabled it because I think it would make life much too hazardous | | |
* for low level casters. They either need to wear light armor (which | | |
* means that they will get pounded on by monsters), or will get | | |
* confused/paralyzed/other effects often. High level casters would | | |
* be mostly unaffected, since they would be casting spells that are | | |
* below their level. | | |
* Note- it seems that you still get some failur effects even with this | | |
* not defined - most notably when reading scrolls and fail to read | | |
* them properly. | | |
*/ | | |
| | |
#define SPELL_FAILURE_EFFECTS FALSE | | |
| | |
| | |
/* Set this to FALSE if you don't want characters to loose a random stat when | | /* Set this to FALSE if you don't want characters to loose a random stat when |