From TODO list: - Improve material code:
1) Make material file more readable. Mostly, make it one entry per line (no comma seperated lists), with values 0 by default, so only values that are different need to be entered. Maybe make materials archtypes, and then use treasurelist type setup below? 2) Remove random material selection from the material file and put it elsewhere - basically, more fined grained material control (silver daggers, but not silver axes for example). Perhaps the idea of material type treasurelists? 3) Remove material bitmask. Instead, have a pointer to the actual materialtype struct, and determine basis on that (eg, this could burn up, etc). If necessary, add some appropiates field to the material struct that denote those abilities. 4) Suffix to be used for alternative image names and animation sequence for objects (eg, dagger.111.gold for example) 5) Some way to denote that even though 'materialname' is set, that the loader should still do appropriate adjustements for the material. Thus, if a person sets the material in the editor, the server will adjust the values appropriately. 6) Allow for multiple materials in same object. Trickier to do this. 7) More hints for materials. Eg, is it a notable material that should be included in the object name, or mundane? Likewise, is it a type of material that can be reconstituted (metals) or not (wood, stone, etc)