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Revision: 1.6
Committed: Sun Sep 17 16:21:53 2006 UTC (17 years, 7 months ago) by root
Branch: MAIN
Changes since 1.5: +22 -1 lines
Log Message:
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File Contents

# User Rev Content
1 root 1.6 apartments:
2    
3     ultracheap
4     cheap
5     moderate
6     expensive
7     luxury
8    
9     /scorn/apartment/apartments ultracheap 1 silver
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 root 1.5 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 root 1.4 requirements need to be dcoumented: json-sykc, safe:hole, gperf, glib, std::tr1 (::unoredred_map)
29 root 1.2
30 root 1.1 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