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Linux Cubed Series 8: LINUX Games
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crossfir.92
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TODO
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1996-07-24
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Various bits, in no particular order. This is far from a complete list.
10/29/95: Moved entries that may not be needed to the end. I have also
merged the two sections (pre 1.0 and post 1.0) - I think the game is pretty
playable right now, and release of 1.0 probably will not be related to the
items that were in the first section.
- Clean up object structure, so dead objects (walls, floors, etc) don't use
as much space (with the amount of memory in systems now days, I
wonder how important this is - even if we do manage to reduce space
usage to about half it is, that only amounts to a savings of about 1.5
megs if there are 10,000 objects in use.)
- Move treasure type from archetype into object, so treasure types can
be specified.
-With this, 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)
- Better parsing of command line options - do it in multiple stages.
- Ability to specify TMPDIR in command-line option
- Rewrite all variables, using own typedefs of type:
[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?)
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)
- Delete oldest swapped map in case the TMPDIR disk fills up while
swapping out a map.
- Statues turning into golems when activated (like doors).
- Fix throw, and make giants throw boulders (medium size) (boulder throwing
works, but use a different boulder type)
For objects, some assumptions on how far it flies will need to be
made.
- IDEA: Make spells be objects. One object for each spell you know. Same
system for the monsters. For now let the objects be invisible.
Then later create a spellbook into which the spells can be "put".
Thus knowing a spell consists of having the spell-object in some
spellbook.
- make it possible to output hiscores for one class/player only, e.g. -s mage
- Use X-resources more extensively (colors, etc)
- 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 (more) DOCS! (or even keep the present docs up to date)
- Make some general variable structures, try to get rid of the current
mess where some variables are used for other things than they
were meant to (union won't do either).
Things that are client issues, or ones that will no longer apply if X11 code
is removed from the server:
- Ability to save keybindings/preferances across characters (either done with
X defaults or via client. Note - client already lets you do this)
- When two players using pixmaps enters the game at the same time, the
first player will be freezed while the pixmaps are loaded for the second.
The other players won't notice anything though, so don't know if this is
worth fixing. (Shouldn't be noticable without debug option - this will not
be an issue with the client)
- make a client/server system (tcp/ip) - work has been started, still some
stuff that needs to be done.
Things that should perhaps be removed - my comments are included.
- A flag so that when an object burns it becomes other_arch (random chance?)
(is there really much use for this)?
- Add a ring of warning/ spell of warning, which compares your level
with the level of the most high-level monster on the current map. (is this
really an accurate test?)