Difference for ./TODO from version 1.9 to 1.10


version 1.9 version 1.10
Line 19
 
Line 19
 don't have an easy fix.  don't have an easy fix.
   
 ------------------------------------------------------------------------------  ------------------------------------------------------------------------------
   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.
   
   ------------------------------------------------------------------------------
 Future feature requests  Future feature requests
   
 - Make random treasure chests lockable, such that you need a special key  - Make random treasure chests lockable, such that you need a special key
Line 101
 
Line 111
 - Delete oldest swapped map in case the TMPDIR disk fills up while  - 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    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.)    to be done (presently, the fputs are done without return value checks.)
 - Have map tiling handled automatically by the code - this should make  
   map designing easier and some spells work better.  Ideas for doing  
   this:  Keep present map system pretty much the same.  Add some extensions  
   so crossfire knows what directions, if any, there are other maps to  
   be tiled in.  Replace functions like out_of_map, get_map_ob,  
   insert_ob_in_map, et. al. to by multimap aware.  For example, if map  
   coordinates of -2 -2 are given to out_of_map, it would check to see  
   if due to tiling there is a map there.  If so, it claims it isn't out of  
   the map.  Likewise, if insert_map_in_ob gets such coordinates, it   
   inserts the object in that map (and updates the op->map appropriately.)  
   In some sense, the map becomes a hidden object.  In this scenario,  
   if get_map_object or insert_ob_in_map gives coordinates outside the  
   map, it would then load the map.  A member of last tick this map  
   was referanced probably needs to be added (a player could be moving  
   parallell to and edge, but we wouldnt' want that other map swapped out.)  
   Advantage of this map idea is that for most all objects, this tiling  
   should be invisbile to most objects - those spells, monsters, etc  
   would freely move accross this tiling.  
   Possible problems:  How to deal with multi space objects (both in  
   terms of movement and actual placement).  I think movement might be  
   OK (I am not sure there is any requirement that all of a monsters has  
   to be on the same map).  However, for multi space objects (towns,  
   forts, etc) placing them accross maps becomes more difficult because  
   you need to be able to save a map with that setup.  A possible solution would  
   be to break apart non living objects that span maps.  For monsters, it may  
   be possible to just save this head (however, this will not work if the  
   monster has treasure in other bodyparts.)  
      
 - Seperate weapon speed and real speed for players - one is used for attacking  - 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    only, and the other for movement only.  Right now, a characters real speed
Line 138
 
Line 121
   some use (perhaps base this on int - stupid monsters might pick up everything)    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  - Add different dragon scales, in which different types of armor could be made
   from.    from.
 - Look at getting better tools to split & merge the images.  
 - Add random terrain type square.  Idea being you might make something a   - 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    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    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.    of it the same (Depending how extensively the random trees are used.
 - Increase the outdoor scale, so travelling from one town to another is  
   actually a real adventure.  
 - Allow transportation objects (ie, horses, carts, dragon, griffins, boats,  - Allow transportation objects (ie, horses, carts, dragon, griffins, boats,
   etc.)  Flying objects should probably ignore line of sight for most    etc.)  Flying objects should probably ignore line of sight for most
   objects (you are above the forest or mountains, but then fog should still    objects (you are above the forest or mountains, but then fog should still
Line 175
 
Line 155
 - Add a confirmation setting for the dm command so that the password doesn't  - Add a confirmation setting for the dm command so that the password doesn't
   appear as plaintext.    appear as plaintext.
 - Allow treasure lists to be specified as part of the objects message  - Allow treasure lists to be specified as part of the objects message
 - Set up config file that is read when the program is run that control  
  many of the options presently in config.h - for ones that make  
  sense (inventory icon, perhaps full ring descriptions), even let  
  them be things players can set. (even let TMPDIR be set in the file)  
 - Perhaps print out a message shortly before a spell effect is about to end.  - Perhaps print out a message shortly before a spell effect is about to end.
 - Rewrite all variables, using own typedefs of type:  - Rewrite all variables, using own typedefs of type:
   [us]int8, [us]int16, [us]int32    : Variables that should be at least that    [us]int8, [us]int16, [us]int32    : Variables that should be at least that


Legend:
line(s) removed in v.1.9 
line(s) changed
 line(s) added in v.1.10

File made using version 1.98 of cvs2html by leaf at 2011-07-21 16:53