XRally doesn't support yet run time loading of the configurations, so you
have to manually edit the source files to change some of the aspects of the
game.

After changing one of this options, will have to recompile the game (just type
make) so that they will be on effect.

I'm still testing which value is the better. If you play around with it and
discovered some nice ones, please tell me at perdig@linuxbr.com.br

To make things easier, this are the configuration options, the file/line where
they are, and their effect in gameplay:

ai.h:41
#define ONE_SEEK
If defined, only the closest enemy will chase the player. The others will
wander around the map. (It makes things harder, as the enemys won't crash with
each other so easily)

ai.h:43
#define ENEMY_STOP
If defined, the enemy that is chasing the player won't automatically avoid
walls (it disables the carAI() function) and can become paralysed in some
places.

global.h:29
#define FPS 20
FPS -> Frames per second. Higher numbers mean faster gameplay but worst
control. (and it may be just too fast to some computers. 20 works quite well
in my old Pentium 133)

global.h:118
#define STEP 16
How many pixels the player car advances per game loop. Higher numbers mean
faster gameplay, but sluggish animation (and worst control)

global.h:119
#define STEP2 18
How many pixels the enemy car advances per game loop. Higher numbers mean more
difficult gameplay

ai.h:45
#define CONFUSED_TIME (5 * FPS) / 2
How many game loops the enemy car will be confused. In this case, it will be
confused by 2.5 seconds. (note that it is multiplicated by FPS so that the
time will be in seconds)

ai.h:47
#define REST_TIME SPRITE_WIDTH / STEP2
How many game loops the enemy car will be unvulnerable after being confused.
The default number makes enough to it to came out of one tile. (so, it won't
be caught twice in the same smoke). But low numbers mean the the enemy can
crash with each other many times in a row.

global.h:93
#define SMOKE_NUM 10
Maximum number of smokes in the map at once.

global.h:95
#define SMOKE_DURATION 4 * FPS
How many game loops the smoke will remain in the map before vanishing (in the
case, 4 seconds)

global.h:97
#define SMOKE_FUEL FPS * 1
How may fuel using smoke can consume. In the case, the same fuel you would
waste walking a second.

global.h:132
#define PLAYABLE
If not defined, the enemy cars won't get you neither you will get the flags.
(Testing purposes only)

main.c:26
#define REARRANGE_FPS
If defined, the game will automatically slow himself down if it can support
the current fps.

main.c:28
#define FUEL_CONSUME 1
How much fuel is consumed in a frame

graphics.c:93
graphics.c:94
int TILE_WIDTH = 10;
int TILE_HEIGHT = 10;
How many tiles are painted on the screen. Be aware that large numbers slow
things a lot (unless the tiles are small) and small numbers make gameplay a
lot harder. The window size is automatically calculated depending on this
option and the sprite size one.

global.h:120
#define NUM_LIVES 5
The number of lives. If you undefine this option (just delete this line)
you will be able to play how many time you want and will be able to choose
the map

car.c:22
//#define OLD_INTERSECT
If defined, will use the old way of seeing if the cars intersect
The new way checks if both cars are in the same tileset, usually, that means
that it only happens when more than half of them intersect. The old way
checked if any part of them intersected

global.h:93
#define FLAG_VALUE 100
How many points a flag is worth (this means only the first flag... the second
one is worth two times it, the third one is worth three times, etc.)

global.h:94
#define SCORE_DIGITS 8
The size of the string that keeps the score value. The actual number of
painted digits is (SCORE_DIGITS - 1)

global.h:95
#define SCORE_TIMER 10
global.h:96
#define SCORE_COLOR "#FFFFFF"
When you get a flag, it's value will appear on the screen. The SCORE_TIMER
variable holds how many seconds it will remain on screen, and the SCORE_COLOR
is the hex value of the color in which is painted.

main.c:30
#define FUEL_IMPACT
Impact of the fuel on the car velocity when it ends. Higher numbers means
lower impact (carVelocity = startVelocity + actualFuel/FUEL_IMPACT)

#define MAXHISCORE
