
#########################################
##
## Standard configuration file for bonus objects
## This configuration file is read by class BonusManager
##
#### section GENERAL: basic part for bonus configuration:
##
## active [BOOLEAN, OPTIONAL]
##     switches the boni in the game on or off
##
## spawndelay [2 INTEGERS, MANDATORY] :
##     These two integers determine an interval [m,n].
##     The number of update cycles that must be waited until
##     a new bonus object is generated in the world is chosen
##     randomly inside the interval [m,n].
##
#### section USAGE [INTEGERS]
##
## For each bonus object ID string, that is defined in
## constants.cpp a probability weight for the appereance of
## this bonus object can be given. It's an integer weight
## in terms of "odds". For a detailed description of this
## specification of such probability weights see the
## documentation of class WeightedRandom.
## If a bonus object does not appear in this section or has
## got a probability weight of 0, this will cause this bonus
## never to appear in the game. The sum of all weights must
## be > 0 (WeightedRandom::setWeights aborts the program, if
## this condition is not fullfilled.)
##
#### section LIMITS [INTEGERS]
##
## In this section one can define a maximal number of objects
## of ONE type, that should live at one time in the games world.
## If a bonus type does not appear in this list or has a limit
## smaller that 0, this will cause this bonus type to be
## unlimited in the game, i.e. an arbitrary number of boni of
## this type can coexist at one time.
## A limit equal to 0 will have the same effect as a zero weight
## in section USAGE, but due to the selection process in class
## BonusManager it is advantageous to forbit the existens of
## a bonus type in section USAGE rather than in section LIMITS.
##   
#########################################

>>section_enter<< GENERAL
active     = yes
spawndelay = 150, 900
>>section_leave<< GENERAL

>>section_enter<< USAGE
BONUS_HEALTH       = 5
BONUS_SHIELD       = 5
BONUS_INVISIBLE    = 10
BONUS_FUEL         = 6
BONUS_HOMING_VIRUS = 5
>>section_leave<< USAGE

>>section_enter<< LIMITS
BONUS_HEALTH       = 10
BONUS_SHIELD       =  3
BONUS_INVISIBLE    = 10
BONUS_FUEL         = 15
BONUS_HOMING_VIRUS = 10
>>section_leave<< LIMITS
