1 | apartments: |
1 | Here are listed some todos which should be looked into sometimes. |
2 | |
2 | |
3 | ultracheap |
3 | * look at these logs: |
4 | cheap |
4 | 2006-09-16 01:38:16 17 objects in mortal queue |
5 | moderate |
5 | 2006-09-16 01:38:16 Got unknown value in map header: race human |
6 | expensive |
6 | 2006-09-16 01:37:33 invalid type defined in shopitems in string cloak:5;spellbook:35;ring:15;book:28;scroll:25;wand:28;armour improver:2;weapon improver:2;rod:32;potion:10;horn:35;amulet:17;power_crystal:25;gem:0;lamp:-10;*:-90; |
7 | luxury |
7 | 2006-09-16 01:37:17 Map darkness for poison on /quests/peterm/FireTemple/Fire2 is too high (6) |
8 | |
8 | |
9 | /scorn/apartment/apartments ultracheap 1 silver |
9 | * requirements need to be dcoumented: |
10 | /santo/dominion/sdomino/appartment cheap 10 silver |
|
|
11 | /darcap/darcap/apartment moderate 30 silver |
|
|
12 | /navar_city/apartments/apartment expensive 250 |
|
|
13 | /pup_land/nurnberg/apartment/main expensive 300 |
|
|
14 | /pup_land/lone_town/apartment/groundfloor luxury 50000 silver |
|
|
15 | /brest/apartments/brest/town/house luxury 30000 silver |
|
|
16 | /azumauindo/ranbounagisatoshi/apartments/sapartment cheap 100 silver |
|
|
17 | /azumauindo/suno-yamatoshi/apartments/lapartment1 expensive+ 1000 silver |
|
|
18 | |
|
|
19 | grundsteuer: level * tage * partments in silber max. 30 |
|
|
20 | spielzeit: |
|
|
21 | |
|
|
22 | |
|
|
23 | 2006-09-16 01:38:16 17 objects in mortal queue |
|
|
24 | 2006-09-16 01:38:16 Got unknown value in map header: race human |
|
|
25 | 2006-09-16 01:37:33 invalid type defined in shopitems in string cloak:5;spellbook:35;ring:15;book:28;scroll:25;wand:28;armour improver:2;weapon improver:2;rod:32;potion:10;horn:35;amulet:17;power_crystal:25;gem:0;lamp:-10;*:-90; |
|
|
26 | 2006-09-16 01:37:17 Map darkness for poison on /quests/peterm/FireTemple/Fire2 is too high (6) |
|
|
27 | |
|
|
28 | requirements need to be dcoumented: json-sykc, safe:hole, gperf, glib, std::tr1 (::unoredred_map) |
10 | json-sykc, safe:hole, gperf, glib, std::tr1 (::unoredred_map) |
29 | |
|
|
30 | Various bits, in no particular order. This is far from a complete list - |
|
|
31 | however it keeps growing as various problems are discovered that |
|
|
32 | don't have an easy fix. Some of the things are put here just so my mailbox |
|
|
33 | doesn't overflow. |
|
|
34 | |
|
|
35 | ------------------------------------------------------------------------------ |
|
|
36 | Known Bugs: |
|
|
37 | |
|
|
38 | These are things which don't work as expected, but are difficult enough to |
|
|
39 | fix that they get put here: |
|
|
40 | |
|
|
41 | Make lighting not go through walls. Maybe move it to the 'set_wall' |
|
|
42 | function - hard to do so that it is still somewhat efficient yet the same |
|
|
43 | light source does not illuminate the same space multiple times. |
|
|
44 | |
|
|
45 | If a shop is placed in a random map (special map), the objects below the |
|
|
46 | shop wall stick around - normally not much a problem, unless it is placed |
|
|
47 | in a glory hole (treasure level), in which case coins are now beneath the wall. |
|
|
48 | |
|
|
49 | Slaying is sloppy in that it uses strstr. This, an item that has 'slaying |
|
|
50 | giant' (like holyword of mostrai) will kill ants. strstr matching was most |
|
|
51 | likely added to support comma seperated slaying lists (slaying demon,undead). |
|
|
52 | However, the code should really insist on exact matching, and if necessary |
|
|
53 | break apart the comma seperated list. Probably best to make something like a |
|
|
54 | 'does_slay()' function which can be used all over the place (consistent |
|
|
55 | behaviour is a good thing). If performance for this becomes an issue, making |
|
|
56 | a slaying a set of pointers could be done (char **slaying), and it gets filled |
|
|
57 | in at load time, and at save time, gets filled in the opposite direction. |
|
|
58 | However, from a simple basis, a check in does_slay() can be done to see if |
|
|
59 | slaying does contain a comma, and if not, just do simple strcmp, and only if |
|
|
60 | it does does extra work need to be done. MSW 2003-03-28 |
|
|
61 | |
|
|
62 | |
|
|
63 | ------------------------------------------------------------------------------ |
|
|
64 | Future feature requests |
|
|
65 | |
|
|
66 | - Change code so that if a player kills another player, he gets no |
|
|
67 | exp. Perhaps also log number of times a player has killed another player |
|
|
68 | so problematic player killers can be more easily tracked. This should |
|
|
69 | be pretty simple, but is mostly here because I want to re-write the |
|
|
70 | kill_player for the new skill code, and that should clean things up |
|
|
71 | up a bit to make this code easier to put in. |
|
|
72 | |
|
|
73 | - Allow possibility of one players magic not harming another player (should |
|
|
74 | probably be a flag/settings value) - given that most spells are large |
|
|
75 | area of effect spells, this may make cooperative adventuring easier. |
|
|
76 | However, this could be a little odd - if my friend it immune to my fireball, |
|
|
77 | shouldn't I be immune to my fireball also? But if that is allowed, you |
|
|
78 | now have the case people could cast fireballs on themselves and hit a |
|
|
79 | whole bunch of surrounding monsters. Perhaps allow this no damage |
|
|
80 | attribute based on different spells, eg, it could be argued that for bolt |
|
|
81 | spells you'd aim it so that it doesn't hit your friend, but that same |
|
|
82 | claim can't be made for fireballs. Or maybe add something like the |
|
|
83 | ability of spells to not take effect to some range, eg, 'cast lightning |
|
|
84 | bolt range 6' or the like, in which case it goes 6 spaces before the |
|
|
85 | lightning actually starts. |
|
|
86 | |
|
|
87 | - Refine blocking of spaces - instead of 'blocks all or nothing', ability |
|
|
88 | to block walking but not flying, block swimming (for future expansion |
|
|
89 | of oceans). Also, add different LOS blocking for differing conditions - |
|
|
90 | if flying, jungles shouldn't block line of sight, but they still should |
|
|
91 | if your walking. Also, add seperate blocking (pass) for monsters and |
|
|
92 | players, eg, block_monster and block_player. What should probably be done |
|
|
93 | is make this a bitmask or the like with multiple possiblities. If the |
|
|
94 | object doesn't have another bitmask set, object can't pass through. For |
|
|
95 | compatiblity reasons, no_pass should set all the new no_pass_.. bits. |
|
|
96 | Note that these bits should also be extended for movement of more than |
|
|
97 | just the player, eg, spells, diseases, etc. Thus, you could have something |
|
|
98 | like a 'no spell propogation' space - players could still cast spells on |
|
|
99 | themselves, but range spells don't go anywhare. |
|
|
100 | |
|
|
101 | - Ability for stores to set different prices for goods (eg, remote store |
|
|
102 | charges more for the services it provides). |
|
|
103 | |
|
|
104 | - dm command 'Follow' which lets him see what a player is doing, where he |
|
|
105 | is going, etc. |
|
|
106 | |
|
|
107 | - Further control on what players can do on maps/spaces. For example, |
|
|
108 | prohibit players from shouting, attacking others, issuing tell, |
|
|
109 | etc. |
|
|
110 | |
|
|
111 | - Change inscription - instead of looking at range field of the player, |
|
|
112 | have the spell to be inscribed part of the inscription command, eg |
|
|
113 | 'inscribe scroll of identify'. |
|
|
114 | |
|
|
115 | - If player tries to login with same name/password as a character currently |
|
|
116 | active, drop the old connection and associate the player with the new |
|
|
117 | connection. Useful if connection is dropped but server hasn't detected |
|
|
118 | it yet. |
|
|
119 | |
|
|
120 | - Generalize the code better - split between 'rules' and 'engine'. The engine |
|
|
121 | would be the aspect of loading/saving objects, dealing with maps, and |
|
|
122 | basic object support (exits, levers, etc - things useful for any working |
|
|
123 | system). The 'rules' would be the more general genre of the game - |
|
|
124 | a science fiction game would have a different set of rules than the |
|
|
125 | fantasy game. And even the same genre may have a different ruleset |
|
|
126 | (ie, adding new skills). This is sort of like the current server/common |
|
|
127 | split, but goes a bit more than that - the engine would be able to compile |
|
|
128 | into an executable with the addition of some basic stub functions, |
|
|
129 | but playing as such would really just amount to a ghost moving accross |
|
|
130 | a world which time is pretty much stopped (as monsters would be in the |
|
|
131 | rules side, and not engine). |
|
|
132 | - Changing the stat generation system - instead of roll based, give some |
|
|
133 | number of points. This makes it easier for players to choose what they |
|
|
134 | want to play - otherwise, I think some clients will be written that will |
|
|
135 | do this for the players in any case. |
|
|
136 | - Change draw_info so that server tells client what type of message it is |
|
|
137 | instead of the color. Client can then decide what color to draw it |
|
|
138 | or other special handling. |
|
|
139 | - Change code so that objects 'spill over' to other spaces if too many |
|
|
140 | get piled in one space. |
|
|
141 | - More/better maps. Add more quest maps or maps to take advantage of |
|
|
142 | newer features (ie, church maps for each god, maps for alchemy quests |
|
|
143 | or with rare ingredients, etc) |
|
|
144 | - Add some identifier for unique objects so that if the player that has |
|
|
145 | a unique objects quits the game, the object goes back into circulation. |
|
|
146 | - Add flag to make price of objects not affected by charisma or other |
|
|
147 | abilities. This should act like gems do right now (pay 1.03, receive |
|
|
148 | 0.97). In this way, gems don't have to be hardcoded, and other items |
|
|
149 | could be similarly set. Nuggets should be added to this list - its possible |
|
|
150 | to make small amounts of money alchemy silver and then selling the nuggets. |
|
|
151 | - Add/change door handling - make them more real life - they stick around, |
|
|
152 | can be opened, closed, different keys for different doors, etc. This |
|
|
153 | sort of mimics the gate behaviour, except keys may need to open them, etc. |
|
|
154 | |
|
|
155 | - Add armor quality, with armor being damaged as it is used. Add repair |
|
|
156 | shops to go with this. Uncertain if people really like this idea or not |
|
|
157 | Further notes from mailing list: |
|
|
158 | Item has current quality rating - different items have different max |
|
|
159 | ratings - magic would increase its rating. ITem operates normally |
|
|
160 | when it has 50%+ of its quality. At less than 50%, item loses |
|
|
161 | functionality in a limited fashion (eg, multiply quality percentage |
|
|
162 | by two to determine effective abilities in terms of percentage.) |
|
|
163 | Item max qualities should be in the same range for most all items, so |
|
|
164 | that powerful items given to low level characters get dinged up just |
|
|
165 | as fast as their normal items. |
|
|
166 | Diminished effects would be handled in fix player. |
|
|
167 | Cost to repair based on how damage item is (100 = half cost, |
|
|
168 | 0 = full cost). Items can be repaired on pro-rated basis. Repair |
|
|
169 | anvils would need to get added. |
|
|
170 | Items are damaged based on how much damage player takes - more |
|
|
171 | damaging attacks have higher chance to do item damage. Amount of |
|
|
172 | damage done to items might depend somewhat on damage done to player. |
|
|
173 | Acid attacks would be changed to use this same code - they just |
|
|
174 | always damage items at a much higher rate. Different ideas is that |
|
|
175 | chance of item damage is fixed, but amount done is based on damage |
|
|
176 | sustained. Other idea is that chance of damage is based on |
|
|
177 | real damage (percent, square root, other adjustments, perhaps |
|
|
178 | ignoring low values), but damage is somewhat constant. |
|
|
179 | Should probably be tunables in settings to determine amount of damage |
|
|
180 | done to item, and how often item is damaged. |
|
|
181 | |
|
|
182 | - Change players draining exp from others. Currently, there are problems |
|
|
183 | in that it not adjusted based on levels, so there are various abuses |
|
|
184 | draining from low level characters. Also, generally it is not possibled |
|
|
185 | to drain exp from monsters. Possible ideas: |
|
|
186 | - Change draining from other players to be a ratio of levels (ie, a level |
|
|
187 | 10 character draining from level 5 only gets half the exp. |
|
|
188 | - Ability to drain exp from monsters (might make drain weapons more |
|
|
189 | useful). Maybe have monster lose some portion of the exp he would |
|
|
190 | award when drained, and try to adjust level/other stats downward as |
|
|
191 | it looses exp? |
|
|
192 | - Fix map loading/saving so it can do it over several ticks for smoother |
|
|
193 | performance (maybe thread it?) |
|
|
194 | - Add adjustments to objects that adjusts chance of skill success. |
|
|
195 | Eg, objects the player use may adjust the characters effective level in |
|
|
196 | using a skill. Likewise, objects/monsters could have resistances to |
|
|
197 | certain skills (eg, skill_resist values). |
|
|
198 | |
|
|
199 | - Delete oldest swapped map in case the TMPDIR disk fills up while |
|
|
200 | swapping out a map. To do this, detection of error on save would need |
|
|
201 | to be done (presently, the fputs are done without return value checks.) |
|
|
202 | |
|
|
203 | - Seperate weapon speed and real speed for players - one is used for attacking |
|
|
204 | only, and the other for movement only. Right now, a characters real speed |
|
|
205 | could become the weapon speed when they attack something. |
|
|
206 | Make speed more variable for some actions (limit how much can be picked up |
|
|
207 | at once, certain skills should take longer than others.) |
|
|
208 | - Make monster pick up more intelligent - only pick up items if they may be of |
|
|
209 | some use (perhaps base this on int - stupid monsters might pick up everything) |
|
|
210 | - Add different dragon scales, in which different types of armor could be made |
|
|
211 | from. |
|
|
212 | - Add random terrain type square. Idea being you might make something a |
|
|
213 | random tree, and when the map is loaded, it chooses a tree random. This |
|
|
214 | would allow some variation in maps each time with possibly keeping the bulk |
|
|
215 | of it the same (Depending how extensively the random trees are used. |
|
|
216 | - Allow transportation objects (ie, horses, carts, dragon, griffins, boats, |
|
|
217 | etc.) Flying objects should probably ignore line of sight for most |
|
|
218 | objects (you are above the forest or mountains, but then fog should still |
|
|
219 | affect things). To do this, a terrain type value probably needs to be added, |
|
|
220 | and this acts a bitmask. Thus, transports compare bitmasks to see if |
|
|
221 | travel through that is allowed. |
|
|
222 | |
|
|
223 | - Change identification handling. Possible idea is to have different levels |
|
|
224 | of identification, with low level only showing basic information, and high |
|
|
225 | level showing full detail. Skill identification should basically use this, |
|
|
226 | with the skill level determining actual level. Depending on level of |
|
|
227 | identification, different information may be revealed (value, face, |
|
|
228 | name, etc). |
|
|
229 | - Allow monsters to be randomly generated on a map without generators (ie, |
|
|
230 | orcs show up in forests or whatever.) Uses this as an option to use instead |
|
|
231 | of the existing random encounter code. |
|
|
232 | - Have monsters potentially attack others if they are damaged by a friend. |
|
|
233 | It looks like the code should already allow this, but I think the problem is |
|
|
234 | that monster reevaluate their objectives too often, and which time they |
|
|
235 | switch back to attacking the player. |
|
|
236 | - Allow treasure lists to be specified as part of the objects message |
|
|
237 | - Perhaps print out a message shortly before a spell effect is about to end. |
|
|
238 | - Rewrite all variables, using own typedefs of type: |
|
|
239 | [us]int8, [us]int16, [us]int32 : Variables that should be at least that |
|
|
240 | size (is there actually anything that needs to be precisely some size?) |
|
|
241 | These typedefs can be set depending on system type. |
|
|
242 | - If communication remains the same (keyword matches), |
|
|
243 | highlite the keywords or in some way make them more noticable so players |
|
|
244 | can know to use them. This is no worse than many commercial games which |
|
|
245 | give you just a few choices to choose from to continue a conversation. |
|
|
246 | - Statues turning into golems when activated (like doors). |
|
|
247 | - Figurine (when a figurine pet dies, it becomes a figurine, and can be reused) |
|
|
248 | |
|
|
249 | - Ability to aim at targets not in the front row. This should apply for |
|
|
250 | most range attacks (thus, in a group of orcs, the ones not immediately |
|
|
251 | around the player could still use missile weapons.) |
|
|
252 | |
|
|
253 | - Better sound support - instead of having hardcoded events for sounds (eg, |
|
|
254 | button push, door open, etc), sounds should be tied to objects, with some |
|
|
255 | number of sound events (eg, object active, object destroyed, object moved, |
|
|
256 | objected attacked, repeat forever, random, etc). Information about how far |
|
|
257 | they can be heard (in spaces) should also be contained. When a sound is |
|
|
258 | played, then do a simple check to see nearby players, and if one is within |
|
|
259 | potential range, then check for intervening objects (walls). Walls would |
|
|
260 | have some dampening effect, counting for more spaces (something behind a |
|
|
261 | wall may sound 5 spaces further away.) |
|
|
262 | Exactly how to store the sound information would need to be investigated - |
|
|
263 | the cheapest in terms of memory would be something like how animations are |
|
|
264 | done - have a global array of the sound information. However, sound |
|
|
265 | information would be tied pretty closely to object types (eg, if the sound |
|
|
266 | info said its used for both apply and destroy, then if some other object |
|
|
267 | used that same info, it'd also get that apply and destroy behaviour). This |
|
|
268 | is probably good enough - one could make individual sound information |
|
|
269 | sequences for the individual parts if those were needed. |
|
|
270 | |
|
|
271 | - Make the elevation of terrain adjust line of sight. If on the tallest |
|
|
272 | mountain, you would be able to see over neighboring mountains and not |
|
|
273 | get your view blocked. |
|
|
274 | |
|
|
275 | - Change attacktype handling. Currently, attacktypes are just bitmasks, |
|
|
276 | so if a weapon does 'dam 30' it does 30 dam for all attacktypes it has |
|
|
277 | set. |
|
|
278 | The idea is to make an array of dam values for the attacktype, so |
|
|
279 | you could have a weapon like 'phys 12, fire 6'. This then gets adjusted by |
|
|
280 | appropriate resistances the creature has. |
|
|
281 | For attacktypes that are effects (slow, paralyze, etc) dam should be the |
|
|
282 | potency of the effect (number of ticks player is effected). |
|
|
283 | If an item has multiple dam values set, then it would do damage from all |
|
|
284 | the attacktypes (eg, a phys 10 fire 3 is something like a flameblade |
|
|
285 | which does mostly physical and a little fire). |
|
|
286 | |
|
|
287 | - Improve material code: |
|
|
288 | 1) Make material file more readable. Mostly, make it one entry per |
|
|
289 | line (no comma seperated lists), with values 0 by default, so only |
|
|
290 | values that are different need to be entered. Maybe make materials |
|
|
291 | archtypes, and then use treasurelist type setup below? |
|
|
292 | 2) Remove random material selection from the material file and put it |
|
|
293 | elsewhere - basically, more fined grained material control (silver daggers, |
|
|
294 | but not silver axes for example). Perhaps the idea of material |
|
|
295 | type treasurelists? |
|
|
296 | 3) Remove material bitmask. Instead, have a pointer to the actual materialtype |
|
|
297 | struct, and determine basis on that (eg, this could burn up, etc). If |
|
|
298 | necessary, add some appropiates field to the material struct that |
|
|
299 | denote those abilities. |
|
|
300 | 4) Suffix to be used for alternative image names and animation sequence |
|
|
301 | for objects (eg, dagger.111.gold for example) |
|
|
302 | 5) Some way to denote that even though 'materialname' is set, that the loader |
|
|
303 | should still do appropriate adjustements for the material. Thus, if a |
|
|
304 | person sets the material in the editor, the server will adjust the values |
|
|
305 | appropriately. |
|
|
306 | 6) Allow for multiple materials in same object. Trickier to do this. |
|
|
307 | 7) More hints for materials. Eg, is it a notable material that should be |
|
|
308 | included in the object name, or mundane? Likewise, is it a type of material |
|
|
309 | that can be reconstituted (metals) or not (wood, stone, etc) |
|
|
310 | |
|
|
311 | Improve exit/teleporter code. With tiled maps, it is now desirable to move |
|
|
312 | monsters between those maps, so exits should be able to move monsters. Add |
|
|
313 | bitmask/flag to exit to denote what it moves - players, monsters, or |
|
|
314 | objects. |
|
|
315 | |
|
|
316 | Add exp rewarder type object. It's basic properties: |
|
|
317 | 1) amount of exp to reward the player (stats.exp) |
|
|
318 | 2) Skill to award the exp to (skill field) |
|
|
319 | 3) Flag to denote we should teach the player this skill if they don't |
|
|
320 | have it (can_use_skill flag?) In this way, rewarders could grant |
|
|
321 | skills to the player. |
|
|
322 | 4) Different ways to be activated (walk on/fly on, as well as it being |
|
|
323 | activated from something that 'pushes' it (aka, magic mouth, button, |
|
|
324 | etc)). In the case of another object activating it, the player |
|
|
325 | would still need to be on the space the object is on. |
|
|
326 | 5) Use the 'slaying' field to denote that if the player has a force in |
|
|
327 | his inventory by the same name, he doesn't get the reward, and if |
|
|
328 | they don't have such a force, we add one to the player (so you can't |
|
|
329 | get the same reward repeatedly). Use something like 'value' or |
|
|
330 | other field to denote how many ticks the force lasts for. If value |
|
|
331 | is zero, then force never expires |
|
|
332 | 6) Use nrof to denote how many times the reward works. Eg, if nrof |
|
|
333 | is 1, then once a player uses it, no one else can get that reward |
|
|
334 | until the map resets. |
|
|
335 | |
|
|
336 | Secondary features: |
|
|
337 | |
|
|
338 | These are more features (low priority at that) to be added. Some of these |
|
|
339 | may be related to items above, or they may be things that just would not |
|
|
340 | add a lot to the game (IMO). |
|
|
341 | |
|
|
342 | - Flag so that there is a random chance that an object will or will not appear |
|
|
343 | on a map (this is perhaps better handled by treasurelists. Unfortunately, |
|
|
344 | treasurelists can not be set in the maps). |
|
|
345 | - Ability to have pixmaps set in maps or otherwise be able to load images |
|
|
346 | without having to rebuild the default images. |
|
|
347 | |
|
|