I've tinkered with the material item myself, and found I wanted a lot
more materials available than a bitvector could hold :P
I ended up using bitfields (but then, I use bitfields for everything! :)
With integers, you could always just add a new integer:
"Steel and wood", which would work as well as steel | wood.
You would just have to be careful about updating everything to
account for the new integer. So, you might have an IS_STEEL(obj)
macro which would have to be added to if you added a new "steel and
xentronium" integer.
Not as convenient in that sense, but the unlimited material types
should more than offset any such inconvenience.
>----------
>From: Whitey[SMTP:zacker@ACSU.BUFFALO.EDU]
>Sent: Friday, November 21, 1997 11:06 AM
>To: CIRCLE@POST.QUEENSU.CA
>Subject: Re: adding new levels gone off topic, and onto flaming
>
>On Thu, 20 Nov 1997, John Evans wrote:
>[SNIP]
>>
>> Also in structs.h add lines like:
>> #define ITEM_MAT_UNDEFINED -1
>> #define ITEM_MAT_LEATHER 0
>> #define ITEM_MAT_SILVER 1
>> #define ITEM_MAT_IRON 2
>> #define etc.....
>
>You may want to define these as bitvectors, so a certain object can have
>several material types. Such as a steel axe with a wooden handle, or a
>studded leather jacket. Just a thought.
>
>Whitey
>
>
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