version 1.9 | | version 1.10 |
---|
| | |
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 |
| | |
- 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 |
| | |
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 |
| | |
- 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 |