ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/TODO
Revision: 1.3
Committed: Mon Sep 4 11:07:58 2006 UTC (17 years, 8 months ago) by root
Branch: MAIN
Changes since 1.2: +1 -1 lines
Log Message:
Changes...

- alternative shstr representation, saves code
- use glibs splice memory allocator (seems slower)
- use simpler memory/lifetime management for objects, no recycling

File Contents

# Content
1 requirements need to be dcoumented: json-sykc, safe:hole, gperf, glib
2
3 Various bits, in no particular order. This is far from a complete list -
4 however it keeps growing as various problems are discovered that
5 don't have an easy fix. Some of the things are put here just so my mailbox
6 doesn't overflow.
7
8 ------------------------------------------------------------------------------
9 Known Bugs:
10
11 These are things which don't work as expected, but are difficult enough to
12 fix that they get put here:
13
14 Make lighting not go through walls. Maybe move it to the 'set_wall'
15 function - hard to do so that it is still somewhat efficient yet the same
16 light source does not illuminate the same space multiple times.
17
18 If a shop is placed in a random map (special map), the objects below the
19 shop wall stick around - normally not much a problem, unless it is placed
20 in a glory hole (treasure level), in which case coins are now beneath the wall.
21
22 Slaying is sloppy in that it uses strstr. This, an item that has 'slaying
23 giant' (like holyword of mostrai) will kill ants. strstr matching was most
24 likely added to support comma seperated slaying lists (slaying demon,undead).
25 However, the code should really insist on exact matching, and if necessary
26 break apart the comma seperated list. Probably best to make something like a
27 'does_slay()' function which can be used all over the place (consistent
28 behaviour is a good thing). If performance for this becomes an issue, making
29 a slaying a set of pointers could be done (char **slaying), and it gets filled
30 in at load time, and at save time, gets filled in the opposite direction.
31 However, from a simple basis, a check in does_slay() can be done to see if
32 slaying does contain a comma, and if not, just do simple strcmp, and only if
33 it does does extra work need to be done. MSW 2003-03-28
34
35
36 ------------------------------------------------------------------------------
37 Future feature requests
38
39 - Change code so that if a player kills another player, he gets no
40 exp. Perhaps also log number of times a player has killed another player
41 so problematic player killers can be more easily tracked. This should
42 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
46 - 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
54 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
58 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
62 of oceans). Also, add different LOS blocking for differing conditions -
63 if flying, jungles shouldn't block line of sight, but they still should
64 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
67 object doesn't have another bitmask set, object can't pass through. For
68 compatiblity reasons, no_pass should set all the new no_pass_.. bits.
69 Note that these bits should also be extended for movement of more than
70 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
72 themselves, but range spells don't go anywhare.
73
74 - Ability for stores to set different prices for goods (eg, remote store
75 charges more for the services it provides).
76
77 - dm command 'Follow' which lets him see what a player is doing, where he
78 is going, etc.
79
80 - Further control on what players can do on maps/spaces. For example,
81 prohibit players from shouting, attacking others, issuing tell,
82 etc.
83
84 - Change inscription - instead of looking at range field of the player,
85 have the spell to be inscribed part of the inscription command, eg
86 'inscribe scroll of identify'.
87
88 - If player tries to login with same name/password as a character currently
89 active, drop the old connection and associate the player with the new
90 connection. Useful if connection is dropped but server hasn't detected
91 it yet.
92
93 - Generalize the code better - split between 'rules' and 'engine'. The engine
94 would be the aspect of loading/saving objects, dealing with maps, and
95 basic object support (exits, levers, etc - things useful for any working
96 system). The 'rules' would be the more general genre of the game -
97 a science fiction game would have a different set of rules than the
98 fantasy game. And even the same genre may have a different ruleset
99 (ie, adding new skills). This is sort of like the current server/common
100 split, but goes a bit more than that - the engine would be able to compile
101 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
103 a world which time is pretty much stopped (as monsters would be in the
104 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
107 want to play - otherwise, I think some clients will be written that will
108 do this for the players in any case.
109 - Change draw_info so that server tells client what type of message it is
110 instead of the color. Client can then decide what color to draw it
111 or other special handling.
112 - Change code so that objects 'spill over' to other spaces if too many
113 get piled in one space.
114 - More/better maps. Add more quest maps or maps to take advantage of
115 newer features (ie, church maps for each god, maps for alchemy quests
116 or with rare ingredients, etc)
117 - Add some identifier for unique objects so that if the player that has
118 a unique objects quits the game, the object goes back into circulation.
119 - Add flag to make price of objects not affected by charisma or other
120 abilities. This should act like gems do right now (pay 1.03, receive
121 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
126 sort of mimics the gate behaviour, except keys may need to open them, etc.
127
128 - Add armor quality, with armor being damaged as it is used. Add repair
129 shops to go with this. Uncertain if people really like this idea or not
130 Further notes from mailing list:
131 Item has current quality rating - different items have different max
132 ratings - magic would increase its rating. ITem operates normally
133 when it has 50%+ of its quality. At less than 50%, item loses
134 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
137 that powerful items given to low level characters get dinged up just
138 as fast as their normal items.
139 Diminished effects would be handled in fix player.
140 Cost to repair based on how damage item is (100 = half cost,
141 0 = full cost). Items can be repaired on pro-rated basis. Repair
142 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
147 always damage items at a much higher rate. Different ideas is that
148 chance of item damage is fixed, but amount done is based on damage
149 sustained. Other idea is that chance of damage is based on
150 real damage (percent, square root, other adjustments, perhaps
151 ignoring low values), but damage is somewhat constant.
152 Should probably be tunables in settings to determine amount of damage
153 done to item, and how often item is damaged.
154
155 - Change players draining exp from others. Currently, there are problems
156 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:
159 - 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
162 useful). Maybe have monster lose some portion of the exp he would
163 award when drained, and try to adjust level/other stats downward as
164 it looses exp?
165 - Fix map loading/saving so it can do it over several ticks for smoother
166 performance (maybe thread it?)
167 - Add adjustments to objects that adjusts chance of skill success.
168 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
172 - Delete oldest swapped map in case the TMPDIR disk fills up while
173 swapping out a map. To do this, detection of error on save would need
174 to be done (presently, the fputs are done without return value checks.)
175
176 - Seperate weapon speed and real speed for players - one is used for attacking
177 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.
189 - Allow transportation objects (ie, horses, carts, dragon, griffins, boats,
190 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,
193 and this acts a bitmask. Thus, transports compare bitmasks to see if
194 travel through that is allowed.
195
196 - Change identification handling. Possible idea is to have different levels
197 of identification, with low level only showing basic information, and high
198 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,
203 orcs show up in forests or whatever.) Uses this as an option to use instead
204 of the existing random encounter code.
205 - 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:
212 [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
217 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
222 - 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