--- crossfire/include ---


Protocol:pserver User:anonymous
Machine:crossfire.cvs.sourceforge.net CVSROOT:/cvsroot/crossfire

Filename: material.h
Revision 1.10ryo_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 1.9garbled 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 1.8garbled 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 1.7mwedel 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 1.6mwedel 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 1.5mardahl 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 1.4cvs 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 1.3cvs 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 1.2cvs 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 1.1damn 1999/09/17 14:41:18 None
- new file for definitions and initialization of materials -- DAMN
First version
Revision 1.4.2.1mwedel 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


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