Protocol: | pserver | User: | anonymous |
Machine: | crossfire.cvs.sourceforge.net | CVSROOT: | /cvsroot/crossfire |
Filename: material.h | |||
Revision 1.10 | ryo_saeba | 2005/08/12 08:46:34 | +3 -3 |
Fields changed from char* to const char*, cleanup. | |||
Show difference between Revision 1.9 and 1.10 | |||
Revision 1.9 | garbled | 2003/02/13 23:50:33 | +3 -12 |
Lots of updates here: common/item.c: make item_power stop showing up in ring short descriptions. fix some of the items that were double-displaying materialnames, like mithril mithril chainmail. common/loader.l: add tooltype common/utils.c: Unless the object is armour or weapons, pick the first materialname we find. Now, newly generated diamonds will stack. Fix name_to_material to return NULL if it finds nothing, fixes navar_city/museum crash. Change set_materialname to take a materialtype_t argument, allowing functions to manually set the materialname, rather than let the randomizer pick for them. include/define.h: Add TOOL and BUILDFAC for item building. include/object.h: add tooltype for item building. include/materials.h: add M_SPECIAL. Set this in an object, to prevent things like mithril mithril chainmail. This is primarily only needed in artifacts, because they change the base material of the arch. Also useful in things like the demonspawn shield, and on maps. lib/artifacts: sprinkle M_SPECIAL around. server/player.c: remove auto_heal. This never should have been committed, and was never referenced by any code. server/c_object.c: add item building, but add it disabled. Too many bugfixes were tied in with this code to cleanly add them. When enabled, this code will add player item building, similar to create to take place. Requires a host of graphics and arches to be useable. | |||
Show difference between Revision 1.8 and 1.9 | |||
Revision 1.8 | garbled | 2003/01/29 18:07:08 | +25 -3 |
New materialtype system for crossfire. Based in concept on my original design, but rewritten from scratch to make it easily extensible. In a nutshell: Each of the old materialtypes (metal, glass, stone, wood) are now a class of materials. When an item in the game is created, if it does not have a specific materialname of it's own, a materialname is generated randomly from the matching entries in the "lib/materials" file. This file contains all of the saving throws, and other material specific modifications for each of the expanded materials. Materials can be manually specified in the arch with the "materialname" directive. Such as the gold coins, which are specified to be made of, you guessed it, gold. Saving throws have been slightly rewritten to use the new materialtypes, and a few other minor details associated with materialtypes have been patched up. Adding a new type of stone or wood, is as simple as adding a new entry in the lib/materials file. The game will automatically start distributing them around randomly. | |||
Show difference between Revision 1.7 and 1.8 | |||
Revision 1.7 | mwedel | 2002/07/14 23:25:40 | +3 -3 |
Update banner copyright with proper contact information. MSW 2002-07-14 | |||
Show difference between Revision 1.6 and 1.7 | |||
Revision 1.6 | mwedel | 2002/06/18 23:33:25 | +3 -30 |
common/item.c, include/material.h: Move the declaration/initialization of materialtype from material.h to item.c server/main.c: Modify crypt_string so that on Freebsd systems, it will use des_crypt if available, if not, won't encrypt. MSW 2002-06-19 | |||
Show difference between Revision 1.5 and 1.6 | |||
Revision 1.5 | mardahl | 2001/05/14 23:35:07 | +2 -2 |
material.h: Changed the name of the material from "iron" to "metal", which is a better description of what platinum coins are made of. --PeterM 5/14/2001 | |||
Show difference between Revision 1.4 and 1.5 | |||
Revision 1.4 | cvs | 2000/05/27 00:23:22 | +19 -19 |
common/living.c: Add entries for the attack type AT_INTERNAL in description. include/material.h: Update to include saves against INTERNAL attacktype. include/living.h: Remove defunct objects_saves external referance. The additions of internal to the tables should not really be needed, as internal attacktypes should not be used publically, but these also act as placeholders for future attacktypes. MSW 5/26/2000 | |||
Show difference between Revision 1.3 and 1.4 | |||
Revision 1.3 | cvs | 2000/04/13 23:39:56 | +1 -1 |
Fix rcsid string so it gets properly updated. Mark Wedel 4/13/2000 | |||
Show difference between Revision 1.2 and 1.3 | |||
Revision 1.2 | cvs | 2000/04/13 23:39:00 | +2 -2 |
Updated my mailing address to be accurate - Mark Wedel 4/12/2000 | |||
Show difference between Revision 1.1 and 1.2 | |||
Revision 1.1 | damn | 1999/09/17 14:41:18 | None |
- new file for definitions and initialization of materials -- DAMN | |||
First version | |||
Revision 1.4.2.1 | mwedel | 2001/05/22 23:27:53 | +2 -2 |
Minor updates for patch/stable release: socket/item.c: Don't raise player to top of stack when they look at something. I think this may be causing server crashes in some circumstances - plus its not really needed anyways. socket/loop.c: block_until_new_connections: Add call to flush_old_maps so maps are reset while waiting for a new player. MSW 2001-05-22 configure.in, configure: Fix png and Xpm library detection. Suggested patch by Yann Chackhoff, applied by MSW 2001-05-20 material.h - change name from iron to metal. | |||
Show difference between Revision 1.4 and 1.4.2.1 |