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.) |
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- 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?) | | |
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- 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. |
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- 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. | | |
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Secondary features: | | Secondary features: |
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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 |