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/cvs/deliantra/server/TODO
Revision: 1.1.1.1 (vendor branch)
Committed: Fri Feb 3 07:11:14 2006 UTC (18 years, 3 months ago) by root
Branch: UPSTREAM
CVS Tags: LAST_C_VERSION, UPSTREAM_2006_03_15, UPSTREAM_2006_02_22, UPSTREAM_2006_02_03, difficulty_fix_merge_060810_2300
Branch point for: difficulty_fix
Changes since 1.1: +0 -0 lines
Log Message:
initial import

File Contents

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