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