--- deliantra/server/TODO 2006/09/17 16:21:53 1.6 +++ deliantra/server/TODO 2007/01/03 01:42:29 1.7 @@ -1,347 +1,10 @@ -apartments: +Here are listed some todos which should be looked into sometimes. -ultracheap -cheap -moderate -expensive -luxury - -/scorn/apartment/apartments ultracheap 1 silver -/santo/dominion/sdomino/appartment cheap 10 silver -/darcap/darcap/apartment moderate 30 silver -/navar_city/apartments/apartment expensive 250 -/pup_land/nurnberg/apartment/main expensive 300 -/pup_land/lone_town/apartment/groundfloor luxury 50000 silver -/brest/apartments/brest/town/house luxury 30000 silver -/azumauindo/ranbounagisatoshi/apartments/sapartment cheap 100 silver -/azumauindo/suno-yamatoshi/apartments/lapartment1 expensive+ 1000 silver - -grundsteuer: level * tage * partments in silber max. 30 -spielzeit: - - -2006-09-16 01:38:16 17 objects in mortal queue -2006-09-16 01:38:16 Got unknown value in map header: race human -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; -2006-09-16 01:37:17 Map darkness for poison on /quests/peterm/FireTemple/Fire2 is too high (6) - -requirements need to be dcoumented: json-sykc, safe:hole, gperf, glib, std::tr1 (::unoredred_map) - -Various bits, in no particular order. This is far from a complete list - -however it keeps growing as various problems are discovered that -don't have an easy fix. Some of the things are put here just so my mailbox -doesn't overflow. - ------------------------------------------------------------------------------- -Known Bugs: - -These are things which don't work as expected, but are difficult enough to -fix that they get put here: - -Make lighting not go through walls. Maybe move it to the 'set_wall' -function - hard to do so that it is still somewhat efficient yet the same -light source does not illuminate the same space multiple times. - -If a shop is placed in a random map (special map), the objects below the -shop wall stick around - normally not much a problem, unless it is placed -in a glory hole (treasure level), in which case coins are now beneath the wall. - -Slaying is sloppy in that it uses strstr. This, an item that has 'slaying -giant' (like holyword of mostrai) will kill ants. strstr matching was most -likely added to support comma seperated slaying lists (slaying demon,undead). -However, the code should really insist on exact matching, and if necessary -break apart the comma seperated list. Probably best to make something like a -'does_slay()' function which can be used all over the place (consistent -behaviour is a good thing). If performance for this becomes an issue, making -a slaying a set of pointers could be done (char **slaying), and it gets filled -in at load time, and at save time, gets filled in the opposite direction. -However, from a simple basis, a check in does_slay() can be done to see if -slaying does contain a comma, and if not, just do simple strcmp, and only if -it does does extra work need to be done. MSW 2003-03-28 - - ------------------------------------------------------------------------------- -Future feature requests - -- Change code so that if a player kills another player, he gets no - exp. Perhaps also log number of times a player has killed another player - so problematic player killers can be more easily tracked. This should - be pretty simple, but is mostly here because I want to re-write the - kill_player for the new skill code, and that should clean things up - up a bit to make this code easier to put in. - -- Allow possibility of one players magic not harming another player (should - probably be a flag/settings value) - given that most spells are large - area of effect spells, this may make cooperative adventuring easier. - However, this could be a little odd - if my friend it immune to my fireball, - shouldn't I be immune to my fireball also? But if that is allowed, you - now have the case people could cast fireballs on themselves and hit a - whole bunch of surrounding monsters. Perhaps allow this no damage - attribute based on different spells, eg, it could be argued that for bolt - spells you'd aim it so that it doesn't hit your friend, but that same - claim can't be made for fireballs. Or maybe add something like the - ability of spells to not take effect to some range, eg, 'cast lightning - bolt range 6' or the like, in which case it goes 6 spaces before the - lightning actually starts. - -- Refine blocking of spaces - instead of 'blocks all or nothing', ability - to block walking but not flying, block swimming (for future expansion - of oceans). Also, add different LOS blocking for differing conditions - - if flying, jungles shouldn't block line of sight, but they still should - if your walking. Also, add seperate blocking (pass) for monsters and - players, eg, block_monster and block_player. What should probably be done - is make this a bitmask or the like with multiple possiblities. If the - object doesn't have another bitmask set, object can't pass through. For - compatiblity reasons, no_pass should set all the new no_pass_.. bits. - Note that these bits should also be extended for movement of more than - just the player, eg, spells, diseases, etc. Thus, you could have something - like a 'no spell propogation' space - players could still cast spells on - themselves, but range spells don't go anywhare. - -- Ability for stores to set different prices for goods (eg, remote store - charges more for the services it provides). - -- dm command 'Follow' which lets him see what a player is doing, where he - is going, etc. - -- Further control on what players can do on maps/spaces. For example, - prohibit players from shouting, attacking others, issuing tell, - etc. - -- Change inscription - instead of looking at range field of the player, - have the spell to be inscribed part of the inscription command, eg - 'inscribe scroll of identify'. - -- If player tries to login with same name/password as a character currently - active, drop the old connection and associate the player with the new - connection. Useful if connection is dropped but server hasn't detected - it yet. - -- Generalize the code better - split between 'rules' and 'engine'. The engine - would be the aspect of loading/saving objects, dealing with maps, and - basic object support (exits, levers, etc - things useful for any working - system). The 'rules' would be the more general genre of the game - - a science fiction game would have a different set of rules than the - fantasy game. And even the same genre may have a different ruleset - (ie, adding new skills). This is sort of like the current server/common - split, but goes a bit more than that - the engine would be able to compile - into an executable with the addition of some basic stub functions, - but playing as such would really just amount to a ghost moving accross - a world which time is pretty much stopped (as monsters would be in the - rules side, and not engine). -- Changing the stat generation system - instead of roll based, give some - number of points. This makes it easier for players to choose what they - want to play - otherwise, I think some clients will be written that will - do this for the players in any case. -- Change draw_info so that server tells client what type of message it is - instead of the color. Client can then decide what color to draw it - or other special handling. -- Change code so that objects 'spill over' to other spaces if too many - get piled in one space. -- More/better maps. Add more quest maps or maps to take advantage of - newer features (ie, church maps for each god, maps for alchemy quests - or with rare ingredients, etc) -- Add some identifier for unique objects so that if the player that has - a unique objects quits the game, the object goes back into circulation. -- Add flag to make price of objects not affected by charisma or other - abilities. This should act like gems do right now (pay 1.03, receive - 0.97). In this way, gems don't have to be hardcoded, and other items - could be similarly set. Nuggets should be added to this list - its possible - to make small amounts of money alchemy silver and then selling the nuggets. -- Add/change door handling - make them more real life - they stick around, - can be opened, closed, different keys for different doors, etc. This - sort of mimics the gate behaviour, except keys may need to open them, etc. - -- Add armor quality, with armor being damaged as it is used. Add repair - shops to go with this. Uncertain if people really like this idea or not - Further notes from mailing list: - Item has current quality rating - different items have different max - ratings - magic would increase its rating. ITem operates normally - when it has 50%+ of its quality. At less than 50%, item loses - functionality in a limited fashion (eg, multiply quality percentage - by two to determine effective abilities in terms of percentage.) - Item max qualities should be in the same range for most all items, so - that powerful items given to low level characters get dinged up just - as fast as their normal items. - Diminished effects would be handled in fix player. - Cost to repair based on how damage item is (100 = half cost, - 0 = full cost). Items can be repaired on pro-rated basis. Repair - anvils would need to get added. - Items are damaged based on how much damage player takes - more - damaging attacks have higher chance to do item damage. Amount of - damage done to items might depend somewhat on damage done to player. - Acid attacks would be changed to use this same code - they just - always damage items at a much higher rate. Different ideas is that - chance of item damage is fixed, but amount done is based on damage - sustained. Other idea is that chance of damage is based on - real damage (percent, square root, other adjustments, perhaps - ignoring low values), but damage is somewhat constant. - Should probably be tunables in settings to determine amount of damage - done to item, and how often item is damaged. - -- Change players draining exp from others. Currently, there are problems - in that it not adjusted based on levels, so there are various abuses - draining from low level characters. Also, generally it is not possibled - to drain exp from monsters. Possible ideas: - - Change draining from other players to be a ratio of levels (ie, a level - 10 character draining from level 5 only gets half the exp. - - Ability to drain exp from monsters (might make drain weapons more - useful). Maybe have monster lose some portion of the exp he would - award when drained, and try to adjust level/other stats downward as - it looses exp? -- Fix map loading/saving so it can do it over several ticks for smoother - performance (maybe thread it?) -- Add adjustments to objects that adjusts chance of skill success. - Eg, objects the player use may adjust the characters effective level in - using a skill. Likewise, objects/monsters could have resistances to - certain skills (eg, skill_resist values). - -- Delete oldest swapped map in case the TMPDIR disk fills up while - swapping out a map. To do this, detection of error on save would need - to be done (presently, the fputs are done without return value checks.) - -- Seperate weapon speed and real speed for players - one is used for attacking - only, and the other for movement only. Right now, a characters real speed - could become the weapon speed when they attack something. - Make speed more variable for some actions (limit how much can be picked up - at once, certain skills should take longer than others.) -- Make monster pick up more intelligent - only pick up items if they may be of - some use (perhaps base this on int - stupid monsters might pick up everything) -- Add different dragon scales, in which different types of armor could be made - from. -- Add random terrain type square. Idea being you might make something a - random tree, and when the map is loaded, it chooses a tree random. This - would allow some variation in maps each time with possibly keeping the bulk - of it the same (Depending how extensively the random trees are used. -- Allow transportation objects (ie, horses, carts, dragon, griffins, boats, - etc.) Flying objects should probably ignore line of sight for most - objects (you are above the forest or mountains, but then fog should still - affect things). To do this, a terrain type value probably needs to be added, - and this acts a bitmask. Thus, transports compare bitmasks to see if - travel through that is allowed. - -- Change identification handling. Possible idea is to have different levels - of identification, with low level only showing basic information, and high - level showing full detail. Skill identification should basically use this, - with the skill level determining actual level. Depending on level of - identification, different information may be revealed (value, face, - name, etc). -- Allow monsters to be randomly generated on a map without generators (ie, - orcs show up in forests or whatever.) Uses this as an option to use instead - of the existing random encounter code. -- Have monsters potentially attack others if they are damaged by a friend. - It looks like the code should already allow this, but I think the problem is - that monster reevaluate their objectives too often, and which time they - switch back to attacking the player. -- Allow treasure lists to be specified as part of the objects message -- Perhaps print out a message shortly before a spell effect is about to end. -- Rewrite all variables, using own typedefs of type: - [us]int8, [us]int16, [us]int32 : Variables that should be at least that - size (is there actually anything that needs to be precisely some size?) - These typedefs can be set depending on system type. -- If communication remains the same (keyword matches), - highlite the keywords or in some way make them more noticable so players - can know to use them. This is no worse than many commercial games which - give you just a few choices to choose from to continue a conversation. -- Statues turning into golems when activated (like doors). -- Figurine (when a figurine pet dies, it becomes a figurine, and can be reused) - -- Ability to aim at targets not in the front row. This should apply for - most range attacks (thus, in a group of orcs, the ones not immediately - around the player could still use missile weapons.) - -- Better sound support - instead of having hardcoded events for sounds (eg, - button push, door open, etc), sounds should be tied to objects, with some - number of sound events (eg, object active, object destroyed, object moved, - objected attacked, repeat forever, random, etc). Information about how far - they can be heard (in spaces) should also be contained. When a sound is - played, then do a simple check to see nearby players, and if one is within - potential range, then check for intervening objects (walls). Walls would - have some dampening effect, counting for more spaces (something behind a - wall may sound 5 spaces further away.) - Exactly how to store the sound information would need to be investigated - - the cheapest in terms of memory would be something like how animations are - done - have a global array of the sound information. However, sound - information would be tied pretty closely to object types (eg, if the sound - info said its used for both apply and destroy, then if some other object - used that same info, it'd also get that apply and destroy behaviour). This - is probably good enough - one could make individual sound information - sequences for the individual parts if those were needed. - -- Make the elevation of terrain adjust line of sight. If on the tallest - mountain, you would be able to see over neighboring mountains and not - get your view blocked. - -- Change attacktype handling. Currently, attacktypes are just bitmasks, - so if a weapon does 'dam 30' it does 30 dam for all attacktypes it has - set. - The idea is to make an array of dam values for the attacktype, so - you could have a weapon like 'phys 12, fire 6'. This then gets adjusted by - appropriate resistances the creature has. - For attacktypes that are effects (slow, paralyze, etc) dam should be the - potency of the effect (number of ticks player is effected). - If an item has multiple dam values set, then it would do damage from all - the attacktypes (eg, a phys 10 fire 3 is something like a flameblade - which does mostly physical and a little fire). - -- Improve material code: - 1) Make material file more readable. Mostly, make it one entry per - line (no comma seperated lists), with values 0 by default, so only - values that are different need to be entered. Maybe make materials - archtypes, and then use treasurelist type setup below? - 2) Remove random material selection from the material file and put it - elsewhere - basically, more fined grained material control (silver daggers, - but not silver axes for example). Perhaps the idea of material - type treasurelists? - 3) Remove material bitmask. Instead, have a pointer to the actual materialtype - struct, and determine basis on that (eg, this could burn up, etc). If - necessary, add some appropiates field to the material struct that - denote those abilities. - 4) Suffix to be used for alternative image names and animation sequence - for objects (eg, dagger.111.gold for example) - 5) Some way to denote that even though 'materialname' is set, that the loader - should still do appropriate adjustements for the material. Thus, if a - person sets the material in the editor, the server will adjust the values - appropriately. - 6) Allow for multiple materials in same object. Trickier to do this. - 7) More hints for materials. Eg, is it a notable material that should be - included in the object name, or mundane? Likewise, is it a type of material - that can be reconstituted (metals) or not (wood, stone, etc) - -Improve exit/teleporter code. With tiled maps, it is now desirable to move - monsters between those maps, so exits should be able to move monsters. Add - bitmask/flag to exit to denote what it moves - players, monsters, or - objects. - -Add exp rewarder type object. It's basic properties: - 1) amount of exp to reward the player (stats.exp) - 2) Skill to award the exp to (skill field) - 3) Flag to denote we should teach the player this skill if they don't - have it (can_use_skill flag?) In this way, rewarders could grant - skills to the player. - 4) Different ways to be activated (walk on/fly on, as well as it being - activated from something that 'pushes' it (aka, magic mouth, button, - etc)). In the case of another object activating it, the player - would still need to be on the space the object is on. - 5) Use the 'slaying' field to denote that if the player has a force in - his inventory by the same name, he doesn't get the reward, and if - they don't have such a force, we add one to the player (so you can't - get the same reward repeatedly). Use something like 'value' or - other field to denote how many ticks the force lasts for. If value - is zero, then force never expires - 6) Use nrof to denote how many times the reward works. Eg, if nrof - is 1, then once a player uses it, no one else can get that reward - until the map resets. - -Secondary features: - -These are more features (low priority at that) to be added. Some of these -may be related to items above, or they may be things that just would not -add a lot to the game (IMO). - -- Flag so that there is a random chance that an object will or will not appear - on a map (this is perhaps better handled by treasurelists. Unfortunately, - treasurelists can not be set in the maps). -- Ability to have pixmaps set in maps or otherwise be able to load images - without having to rebuild the default images. +* look at these logs: + 2006-09-16 01:38:16 17 objects in mortal queue + 2006-09-16 01:38:16 Got unknown value in map header: race human + 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; + 2006-09-16 01:37:17 Map darkness for poison on /quests/peterm/FireTemple/Fire2 is too high (6) +* requirements need to be dcoumented: + json-sykc, safe:hole, gperf, glib, std::tr1 (::unoredred_map)