Difference for ./TODO from version 1.8 to 1.9


version 1.8 version 1.9
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   easy to check and make sure the player is surrounded by ocean - not sure    easy to check and make sure the player is surrounded by ocean - not sure
   if this might be used to cheat somehow (dimension door to the ocean,    if this might be used to cheat somehow (dimension door to the ocean,
   then use the command instead of word of recall?)    then use the command instead of word of recall?)
 - When you try to load a map that you already have loaded, have crossedit    I believe this problem is now fixed - MSW 2001/07/07
   raise the window of the original map.  
 - 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.)
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   [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
  size (is there actually anything that needs to be precisely some size?)   size (is there actually anything that needs to be precisely some size?)
  These typedefs can be set depending on system type.   These typedefs can be set depending on system type.
 - Expand the features of parse_message():  
   Support for state-variables in messages.  
   Support for services (ie, receive item, give different item, or advice)  
   Allow for automated movement (ie, guards could do patrols, etc).  Both  
   relative direction and absolute coordinates should be supported.  
 - Related to above:  In communication remains the same (keyword matches),  - Related to above:  In communication remains the same (keyword matches),
   highlite the keywords or in some way make them more noticable so players    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    can know to use them.  This is no worse than many commercial games which
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   other words, the spell objects could pretty much provide all the information    other words, the spell objects could pretty much provide all the information
   needed for some of the more general functions (cast cone, fire_bolt, etc.)    needed for some of the more general functions (cast cone, fire_bolt, etc.)
 - Figurine (when a figurine pet dies, it becomes a figurine, and can be reused)  - Figurine (when a figurine pet dies, it becomes a figurine, and can be reused)
 - maybe even make a simple interpreting programming language to be used by  
   the objects. [object ob;ob=environment();set_speed(ob,3);sleep(30);  
   set_speed(ob,default_speed(ob));destruct(this_object());]  
   (sleep(30) is the easy part: speed_left=-1,speed=1/30.0)  
 - Make some general variable structures, try to get rid of the current  - Make some general variable structures, try to get rid of the current
   mess where some variables are used for other things than they    mess where some variables are used for other things than they
   were meant to (union won't do either).    were meant to (union won't do either).
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   most range attacks (thus, in a group of orcs, the ones not immediately    most range attacks (thus, in a group of orcs, the ones not immediately
   around the player could still use missile weapons.)    around the player could still use missile weapons.)
   
 - Look into updating the map look at the end of each time.  Presently, when  
   ever an object is inserted, it recalculates what the maps looks like on  
   a particular space as well as properties.  However, for things like buttons,  
   this function may be called several times (as well as if a bunch of objects  
   is being inserted.)  Better method would be to add some flag stating if a  
   space needs to be updated (ie, is stale), and if so, update it.  In fact,  
   a lot of updates would not need to be done until it is needed (ie, who cares  
   if a space out of the players view is out of date?)  
   
 - Ability to rename objects in your inventory.  Best way would probably be  - Ability to rename objects in your inventory.  Best way would probably be
   to just add another pointer to the object that points to the desired name.    to just add another pointer to the object that points to the desired name.
   That name is only used when in the inventory, other name is still used    That name is only used when in the inventory, other name is still used
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   could be a client issue, but something more would need to be added to     could be a client issue, but something more would need to be added to
   preserve the names accross runs.    preserve the names accross runs.
   
 - Handle multi space objects more efficiently in saved files.  The current  
   problem is since multi space objects are saved last in the map, they can  
   'bury' objects below them (ie, drop a sword on a shop, and when the map  
   resets, the sword will now be below the shop.)  Best method might be  
   to only save a monsters head when the map is saved (head contains all  
   the needed information), and the rest of the monster can be inferred when  
   loading the map.  For buildings, we probably jsut need to break apart the  
   building into individual segments - main gain of it being 1 object is  
   that updates to it affect all pieces.  
   
 Secondary features:  Secondary features:
   
 These are more features (low priority at that) to be added.  Some of these  These are more features (low priority at that) to be added.  Some of these


Legend:
line(s) removed in v.1.8 
line(s) changed
 line(s) added in v.1.9

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