ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/TODO
(Generate patch)

Comparing deliantra/server/TODO (file contents):
Revision 1.6 by root, Sun Sep 17 16:21:53 2006 UTC vs.
Revision 1.7 by elmex, Wed Jan 3 01:42:29 2007 UTC

1apartments: 1Here are listed some todos which should be looked into sometimes.
2 2
3ultracheap 3* look at these logs:
4cheap 4 2006-09-16 01:38:16 17 objects in mortal queue
5moderate 5 2006-09-16 01:38:16 Got unknown value in map header: race human
6expensive 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;
7luxury 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
19grundsteuer: level * tage * partments in silber max. 30
20spielzeit:
21
22
232006-09-16 01:38:16 17 objects in mortal queue
242006-09-16 01:38:16 Got unknown value in map header: race human
252006-09-16 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;
262006-09-16 01:37:17 Map darkness for poison on /quests/peterm/FireTemple/Fire2 is too high (6)
27
28requirements 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
30Various bits, in no particular order. This is far from a complete list -
31however it keeps growing as various problems are discovered that
32don't have an easy fix. Some of the things are put here just so my mailbox
33doesn't overflow.
34
35------------------------------------------------------------------------------
36Known Bugs:
37
38These are things which don't work as expected, but are difficult enough to
39fix that they get put here:
40
41Make lighting not go through walls. Maybe move it to the 'set_wall'
42function - hard to do so that it is still somewhat efficient yet the same
43light source does not illuminate the same space multiple times.
44
45If a shop is placed in a random map (special map), the objects below the
46shop wall stick around - normally not much a problem, unless it is placed
47in a glory hole (treasure level), in which case coins are now beneath the wall.
48
49Slaying is sloppy in that it uses strstr. This, an item that has 'slaying
50giant' (like holyword of mostrai) will kill ants. strstr matching was most
51likely added to support comma seperated slaying lists (slaying demon,undead).
52However, the code should really insist on exact matching, and if necessary
53break 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
55behaviour is a good thing). If performance for this becomes an issue, making
56a slaying a set of pointers could be done (char **slaying), and it gets filled
57in at load time, and at save time, gets filled in the opposite direction.
58However, from a simple basis, a check in does_slay() can be done to see if
59slaying does contain a comma, and if not, just do simple strcmp, and only if
60it does does extra work need to be done. MSW 2003-03-28
61
62
63------------------------------------------------------------------------------
64Future 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
311Improve 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
316Add 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
336Secondary features:
337
338These are more features (low priority at that) to be added. Some of these
339may be related to items above, or they may be things that just would not
340add 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

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines