Difference for include/config.h from version 1.38 to 1.39


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 $";
  */   */
   
 /*  /*
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 #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
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 #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
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  */   */
 #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
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 #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
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 #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


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