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        <title>Crossfire Wiki</title>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>archetype_cleanup</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:archetype_cleanup?rev=1744998684&amp;do=diff</link>
        <description>Archetype Cleanup

No details were provided to this concept or this list item.

So, here&#039;s your chance to list things that are inconsistent or problematic with the formatting or structure of the archetypes.

See also:

	*  TODO List
	*  The Big 2.0
	*  New Development TODO List</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>artifacts_treasurelists</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:artifacts_treasurelists?rev=1744998685&amp;do=diff</link>
        <description>The basic idea of this is to make remove a lot of the hardcoding from the server:

Add template objects - objects that don&#039;t appear by themselves, but instead modify the object they are applied to.

That is to say, you make up objects of type &#039;template&#039;.   The values and what not would work similar to how the artifacts file.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>auction_house</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:auction_house?rev=1744998687&amp;do=diff</link>
        <description>Auction House

Place holder page for Auction House map and/or auction command concept and discussion.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>better_npcs</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:better_npcs?rev=1744998687&amp;do=diff</link>
        <description>Better NPCs

The in game Non Player Characters could be smarter.

	*  Reconize if you are responding to a question that they just asked (yes/no)
	*  Dynamicly match wording of the phrases said by players
	*  Remember details about a player&#039;s prior conversations</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>buildableshops</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:buildableshops?rev=1744998690&amp;do=diff</link>
        <description>Buildable Shops

The concept is to allow a player to build and run shops.

This is partially implemented and working status is unknown for some select shop maps inThe Kingdom of Scorn.

FIXME - More details are needed on this.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>centralized_map_passwords</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:centralized_map_passwords?rev=1744998687&amp;do=diff</link>
        <description>Currently, passwords required on maps map be spread accross many different maps (eg, map A tells you the password that you need to use on map B).

This works fine, but makes it very difficult to change passwords - one must find all occurences, update all the maps, and then hope that future map changes don&#039;t create conflicts.</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:cf2.0?rev=1744998689&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>cf2.0</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:cf2.0?rev=1744998689&amp;do=diff</link>
        <description>The Big 2.0

NOTE: When adding a link to a item, please make sure that it is on the general todo also

See also:

	*  TODO List
	*  The Big 2.0
	*  New Development TODO List

This is a list for tracking features that may be added for the 2.0 release of crossfire.  Feel free to revise it if your a developer.</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>change_player_speed</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:change_player_speed?rev=1744998691&amp;do=diff</link>
        <description>Update 2010/09: trunk has different speed, so this is probably not relevant anymore. Nicolas


Currently, high level players move insanely fast (1.5+).  And low level players tend to move quite slowly.

Both of these cause problems - high level players outrun lightning bolts, and low level players spend large amounts of time just moving slowly from point a to point b.

My general thoughts:
  * Player speed is adjusted to go from 0.25 to 0.75.  Fully loaded, player moves at 0.25.  Lightly loaded,…</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>char_creation</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:char_creation?rev=1744998686&amp;do=diff</link>
        <description>The idea is to add new method for login and character creation.  This would be done by client side logic.

brief outline

	*  Player is present with a small login window, and in that window is a button for new character (if player enters incorrect name/password, would say try again or say create a new character)</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>companions</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:companions?rev=1744998689&amp;do=diff</link>
        <description>Companions

The idea is originally ERACC&#039;s.  Mostly.  I think.  Yeah, I kind of corrupted it beyond recognition, but he still gets credit. -- LaloMartins

A companion is akin to a pet, but more permanent.  It&#039;s a friendly monster, “owned” by a player.  Different from pets, they:</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>discrete_attack_damage</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:discrete_attack_damage?rev=1744998687&amp;do=diff</link>
        <description>update: as of april 21, 2007, new code handles damage_[fire|cold|electricity|...] and uses that if it is set as value for damage instead of the &#039;dam&#039; field. This is still experimental, but is a first big step towards this feature :)

----------

various attack types</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>exp_table</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:exp_table?rev=1744998690&amp;do=diff</link>
        <description>Crossfire experience table

The current experience tables are not very well balanced.  This has been discussed by some developers during the get together meeting (under the heading Crossfire needs to become more fun) and one proposal was to use a more regular exponential progression for the various levels.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>experience_rewarder</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:experience_rewarder?rev=1744998689&amp;do=diff</link>
        <description>Experience Rewarder

:!: Done ! (and can be improved if needed) through this script (except the nrof part).

----------

Add exp rewarder type object.  It&#039;s basic properties:
  1) amount of exp to reward the player (stats.exp)
  2) Skill to award the exp to (skill field)
  3) Flag to denote we should teach the player this skill if they don&#039;t
      have it (can_use_skill flag?)  In this way, rewarders could grant
      skills to the player.
  4) Different ways to be activated (walk on/fly on, as …</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>fancy_generators</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:fancy_generators?rev=1744998690&amp;do=diff</link>
        <description>Fancy Generators

This idea grew out of a feature request on Sourceforge by mwedel, which was commented on by kshinji, and then fleshed out considerably on #crossfire.  I&#039;m going to try to implement it soon, so I thought I&#039;d write up a specification here to start from.

Initial Thoughts</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:fatigue?rev=1744998688&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>fatigue</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:fatigue?rev=1744998688&amp;do=diff</link>
        <description>The idea is to add fatigue.

Past discussion:

Basic idea fatigue is a stat, that you ideally want low.

You get fatigue by doing strenous things (swimming, flying via skill, attacking, moving a lot).

You lose fatigue by resting - this can basically be measured by the character having an action and not actually doing anything.  Certain magic potions could also reduce fatigue.</description>
    </item>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>fix_sound</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:fix_sound?rev=1744998688&amp;do=diff</link>
        <description>On sourceforge tracker

Current implementation

(section copied from server/doc/Developers/sound)

This document describes the sound support for Crossfire, and how the client should handle the commands it receives.

Client-side support

Sound support is activated by issuing a &#039;setup sound2 x&#039; command, with x a combination of:</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>fix_weather</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:fix_weather?rev=1744998686&amp;do=diff</link>
        <description>Fixing the weather

:!: Fixed by total removal on 1st of February 2008, the day the version 1.11.0 had been released.

See the announcement for 1.11.0 :  Fri Feb 1 01:45:44 CST 2008 

See the discussion mail message : Fri Feb 1 14:16:27 CST 2008 

So the weather is still available for version 1.11.0 of</description>
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        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>forgotten_town</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:forgotten_town?rev=1744998689&amp;do=diff</link>
        <description>Forgotten Town

Formerly located in Darcap, it now resides in the unlinked directory of maps due to its incompleteness.

It is designed to have a series of 40 quests and a corresponding treasure room, but only 3 (4 in the trunk revision) quests exist thus far.
One of the quests is not linked to the city map, anyway, making there only appear to be 2 (3 in trunk).</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:functions_implemented_but_not_yet_used?rev=1744998685&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:25+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>functions_implemented_but_not_yet_used</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:functions_implemented_but_not_yet_used?rev=1744998685&amp;do=diff</link>
        <description>Unused Functions

This page lists functions that are implemented in the code, but not actually used. 

Some could really be used, others may probably be removed.

discrete attack damage

Through the damage_xxx fields in archetypes, it is possible to define the damage for a specific attacktype. If at least one field is set,</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:game_balance?rev=1744998688&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>game_balance</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:game_balance?rev=1744998688&amp;do=diff</link>
        <description>Issues Affecting Game Balance

A list of of issues that may make it way too easy to level up, obtain items, and/or complete dungeons. (as believed by one or more persons)

Please dump any thing that you think needs review here.  And also add more information, possible fixes, reasons for keeping something, etc.</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:gfx_needing_fixing?rev=1744998688&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>gfx_needing_fixing</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:gfx_needing_fixing?rev=1744998688&amp;do=diff</link>
        <description>Graphics Needing Fixing

This page is meant to hold a list of faces (graphics) that at least one person thinks need improvement, or just doesn&#039;t fit in with everything else.

For easy access, consider including path information or an SVN link to the referenced .</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:improve_client_ui?rev=1744998687&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>improve_client_ui</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:improve_client_ui?rev=1744998687&amp;do=diff</link>
        <description>Client UI Brainstorming

Brainstorming for the client&#039;s user interface.

	*  quickbar - A generic “quickbar”. (has slots which can contain items/spells/actions/etc)
	*  magicmap - Ideas on how to display magicmaps to the player.
	*  Keybinding Profiles - Switchable sets of keybindings.</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:improve_gtk_client?rev=1744998686&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>improve_gtk_client</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:improve_gtk_client?rev=1744998686&amp;do=diff</link>
        <description>Dev TODO - Improve GTKv2 Client

Placeholder page.

Add custom images and decoration, improve command binding menu to make it user friendly and reduce keyboard use to the minimum.</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:improved_player_communication?rev=1744998690&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>improved_player_communication</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:improved_player_communication?rev=1744998690&amp;do=diff</link>
        <description>Improving Player Communcations

Ideas on improving the communication between players.

Inter-Server Chat

Allow players on one server to chat with another server.

s2s

Servers connect to other servers directly, and exchange messages.

Possibly have a central blacklist of abusive servers (which one can choose not to use).</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:in-game_monster_information?rev=1744998689&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>in-game_monster_information</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:in-game_monster_information?rev=1744998689&amp;do=diff</link>
        <description>In-game monster information

The aim would be to have the server track information a player learns about monsters (by reading, by killing repeatedly, things like that). This information could be given to player in due time. Random ideas:

	*  when player knows hp of a monster, display an estimated status bar on a monster - like auto-estimated from done damage</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:kandora?rev=1744998684&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>kandora</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:kandora?rev=1744998684&amp;do=diff</link>
        <description>Kandora Maps

The maps in unlinked/kandora have never been converted to bigworld, and have most likely been broken by various changes to crossfire&#039;s code base.  It would be nice if these maps where converted to big world, and fixed.

Broken Stuff

Please list any issues found with the kandora maps below.</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:landplots?rev=1744998690&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>landplots</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:landplots?rev=1744998690&amp;do=diff</link>
        <description>Land Plots

Buildable plots of land throughout bigworld. Players can buy them and for a small rent build in them. They will tile together, and form what could be called a “verybigworld” or “plotworld”

Ideas

Already finished

	*  The &#039;template map&#039; framework that is required for storing them is complete. Reletive paths for tiling is done, so tiling between them should work</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:lighting?rev=1744998690&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>lighting</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:lighting?rev=1744998690&amp;do=diff</link>
        <description>Revamp Lighting

Possible Ideas

	*  colored lighting (use hue/saturation for color info, 5 bits for hue, 3 for saturation)
	*  more lighting levels (4 to 12)
	*  light levels should be calculated/stored on a per map basis, not per player.
	*  Add ambient light level map attributed.</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:make_slaying_consistent?rev=1744998688&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>make_slaying_consistent</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:make_slaying_consistent?rev=1744998688&amp;do=diff</link>
        <description>Slaying is sloppy in that it uses strstr.  This, an item that has &#039;slaying giant&#039; (like holyword of mostrai) will kill ants.  strstr matching was most likely added to support comma seperated slaying lists (slaying demon,undead). However, the code should really insist on exact matching, and if necessarybreak apart the comma seperated list.  Probably best to make something like a &#039;does_slay()&#039; function which can be used all over the place (consistent behaviour is a good thing).  If performance for…</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:map_cleanup?rev=1744998689&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>map_cleanup</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:map_cleanup?rev=1744998689&amp;do=diff</link>
        <description>Map Cleanup

Several maps are still using old tricks that are obsolete now.  Cleaning up these maps would make them easier to maintain and would also help the server cleanup by simplifying the map loading code (loader.l).

Map and object syntax

	*  Objects using the old spell number instead of having a spell object in their inventory</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:mapdiff?rev=1744998687&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>mapdiff</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:mapdiff?rev=1744998687&amp;do=diff</link>
        <description>Diff/Patch for Crossfire maps

Reason

Currently diff does a reasonable job at creating patches for maps, however these patches are not reliable imperfect patching. This is because for imperfect patching relies on the context in the patch containing sufficient information to find where the change should happen. This situation is even worse for objects in inventories, where there will be no x or y coords in the context.
This could make patching player unique files much more practical.</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:material_type_improvement?rev=1744998684&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>material_type_improvement</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:material_type_improvement?rev=1744998684&amp;do=diff</link>
        <description>From TODO list:
- Improve material code:
1) Make material file more readable.  Mostly, make it one entry per
   line (no comma seperated lists), with values 0 by default, so only
   values that are different need to be entered.  Maybe make materials
   archtypes, and then use treasurelist type setup below?
2) Remove random material selection from the material file and put it
   elsewhere - basically, more fined grained material control (silver daggers,
   but not silver axes for example).  Perha…</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:metaserver_improvements?rev=1744998688&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>metaserver_improvements</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:metaserver_improvements?rev=1744998688&amp;do=diff</link>
        <description>Metaserver Redo

The current metaserver has room for some improvements.  The biggest right now is that there is a single metaserver (thus single point of failure).  It also doesn&#039;t record all the information that would be useful.

Currently, the metaserver records this information:</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:music?rev=1744998684&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>music</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:music?rev=1744998684&amp;do=diff</link>
        <description>Ambient Music

update: on april 22nd, 2007, new sound mode was added. Using the value &#039;2&#039; (instead of &#039;1&#039; to request sound) will make the server send background music information.

To complement, a new map field, &#039;background_music&#039;, was added. It&#039;s a free-form field.</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:newmapprotocol?rev=1744998686&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>newmapprotocol</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:newmapprotocol?rev=1744998686&amp;do=diff</link>
        <description>Updated Map Protocol

Ideas

	*  More layers (done in CVS by mwedel)
	*  Filling in rectangular areas?
		*  Would greatly reduce bandwidth used when sending floors and to a lesser degree walls
		*  Probably too complicated to be worthwhile

	*  Impliment a streaming compression protocol</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:news_paper?rev=1744998690&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>news_paper</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:news_paper?rev=1744998690&amp;do=diff</link>
        <description>On Sourceforge.net Tracker

In Game Newspaper

A in game newspaper that ties into events happening on a server would be nice.

Proposed Contents

	*  Interesting Player Deaths
	*  Interesting Auctions
	*  Arena Results
	*  pull important project news from the metaserver or RSS feed?
	*  DM notice area</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:npc_syntax_highlighting?rev=1744998687&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>npc_syntax_highlighting</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:npc_syntax_highlighting?rev=1744998687&amp;do=diff</link>
        <description>A common problem with NPC communications in crossfire is that it is very hard to know what magic word they are looking for to give more information.

With the extended tag and draw_ext_info, it is now possible for npcs or other messages to actually highlight words (bold, color, etc).</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:performance_improvements?rev=1744998690&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>performance_improvements</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:performance_improvements?rev=1744998690&amp;do=diff</link>
        <description>Performance Improvements

Spells

Meteor Swarm

	*  A few casts of meteor swarm can slow down a server for a bit
	*  Slowdown profiled to mainly be in ok_to_put_more() in spell_util.c
		*  ok_to_put_more() must transverse all objects on a square. Placing 20 spell effects on one square, requires the inside of the loop in ok_to_put_more to be ran 210 times. A few casts if meteor swarm often insert more than 50 effects per tile, covering an area around</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:player_clothing?rev=1744998689&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>player_clothing</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:player_clothing?rev=1744998689&amp;do=diff</link>
        <description>Dev TODO - Player Clothing

Concept page.

Actually show what the player is wearing, allow them to modify their appearance.</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:player_economy?rev=1744998688&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>player_economy</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:player_economy?rev=1744998688&amp;do=diff</link>
        <description>Have the actions that the players take effect overall economy.
For example, if lots of objects are sold, shop keeper would be less willing to buy new objects, more willing to sell what they have.
This could lead to a merchant type class (buy equipment from town where there is an excess, take it to a town where there is a shortage and make some money).</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:plugin_logger?rev=1744998686&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>plugin_logger</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:plugin_logger?rev=1744998686&amp;do=diff</link>
        <description>Dev TODO - Plugin_Logger

Concept page.

Fix the logger plugin, and possibly add more features to make it useful on small machines. It can latter be used for stuff like the News Paper, and placing server statistics on a website.</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:pupland?rev=1744998688&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>pupland</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:pupland?rev=1744998688&amp;do=diff</link>
        <description>Lalo initiated the work on a Bigworld version of Pupland . 

Rick Tanner has picked up this project, but it has stalled again.

:!: At least three big issues have stalled this project.

	*  The map content in lalo-pupland will break the existing guild maps and the apartment maps already in pup land</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:python_guilds?rev=1744998688&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>python_guilds</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:python_guilds?rev=1744998688&amp;do=diff</link>
        <description>Python Based Guilds

Quite a bit of framework is already in place to add new features to the Crossfire guild system.  However, this functions hasn&#039;t seen any development or updates for quite some time.  This TODO was setup to re-implement and update what has been started.</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:quest_management_system?rev=1744998684&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>quest_management_system</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:quest_management_system?rev=1744998684&amp;do=diff</link>
        <description>Update: quests are currently implemented in server, and seem to work along the general ideas below. Thus this is kept for reference.  --- Nicolas 2010/09/04 02:43

(copy of a mail sent to CF  --- Ryo Saeba 2006/06/10 07:58)

Quests should be finite state automates. Meaning different states, with 
transitions between states, with conditions for those transitions, etc.
Each state would specify special behaviour for NPCs, texts so the player knows 
the quest status and what to do (or at least some …</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:race_class_changes?rev=1744998686&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:26+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>race_class_changes</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:race_class_changes?rev=1744998686&amp;do=diff</link>
        <description>Within crossfire, the races &amp; classes are not different enough in most cases.  Reasons for this:

	*  Pretty much all skills are learnable, so starting skills are not that important.
	*  A couple point state bonus/penalty is easy to overcome with magic devices.</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:races_as_treasurelists?rev=1744998687&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>races_as_treasurelists</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:races_as_treasurelists?rev=1744998687&amp;do=diff</link>
        <description>Summary

Convert the races file to treasures, and adjust any code which uses the old race lists to select monsters from treasurelists.

Notes

A discussion started on #crossfire tonight about how summon_cult_monsters doesn&#039;t always work as expected because many monsters aren&#039;t in the races file.  The angel race, for example, only lists four monsters, the lowest in level being level 12, so the summon_cult_monsters spell inexplicably fails for Valriel followers below that level in praying.</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:random_name_generator?rev=1744998687&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:27+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>random_name_generator</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:random_name_generator?rev=1744998687&amp;do=diff</link>
        <description>Dev TODO - Random Name Generator (script)

Concept page.

Generate random names, for objects, and monsters.</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:refactor?rev=1744998684&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:24+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>refactor</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:refactor?rev=1744998684&amp;do=diff</link>
        <description>Object-type refactoring

Reason

Currently in the crossfire code, how objects behave is intertwined all throughout the code, and this is in many ways a problem as it makes it difficult to find code related to a type of object. It&#039;s current state also makes it relatively difficult to add code for new object types. Though it will never be that easy to add object types, refactoring could improve this significantly. Also, refactoring this to separate code for different object types, will make it eas…</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:rename_binaries?rev=1744998691&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>rename_binaries</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:rename_binaries?rev=1744998691&amp;do=diff</link>
        <description>This todo item has been completed.

----------

The binaries in crossfire should be renamed in.  This is easy to do, just has to wait for 2.0 to happen.

Changes:

	*  crossfire -&gt; crossfire-server
	*  cfclient -&gt; crossfire-client-x11 (or maybe just go away alltogether) - rpm name should change if this is kept.</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:server_cleanup?rev=1744998689&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>server_cleanup</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:server_cleanup?rev=1744998689&amp;do=diff</link>
        <description>TODO: Server Cleanup

The current code organization for the server is a bit of a mish mash.

Code in the common directory should just be for the common aspects, but there is code in that directory that seems more in place in the server.

The current fix_object() code makes some assumption that all objects behave in a similar fashion, so it then makes sense that all objects that behave similarly have the same type.</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:server_error_handling?rev=1744998689&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>server_error_handling</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:server_error_handling?rev=1744998689&amp;do=diff</link>
        <description>There are different critical conditions the server should handle. Here is a small list of different things, and how they could be managed:

	*  disk read failure: should LOG() and warn online DMs. Also don&#039;t let player enter map, totally erase map from memory to keep file as-in on disk - or write it somewhere to keep what was recovered?</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:ship_war_arena?rev=1744998689&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>ship_war_arena</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:ship_war_arena?rev=1744998689&amp;do=diff</link>
        <description>Crossfire Dev 2.0 - Ship War Arena

Interesting half-baked idea.

Ship War Arena - Arena fight, but with with ships. Need some way for transports to have their own ranged attacks.</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:smarter_monsters?rev=1744998690&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>smarter_monsters</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:smarter_monsters?rev=1744998690&amp;do=diff</link>
        <description>Monsters are generally pretty stupid in their tactics when attacking and defending.  In particular, changes I can see:

	*  If monsters have defensive spells/devices, should use them at the start of combat.
	*  If monster has healing devices, should use them when wounded beyond some level.</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:stabilize_gtk2_client?rev=1744998688&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:28+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>stabilize_gtk2_client</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:stabilize_gtk2_client?rev=1744998688&amp;do=diff</link>
        <description>Dev TODO - Stabilize GTKv2 Client

Place holder page.

Set up proper configure.ac for the client compilation and detection of correct gtk version. Test the client and make it stable</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:thread_the_server?rev=1744998691&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:31+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>thread_the_server</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:thread_the_server?rev=1744998691&amp;do=diff</link>
        <description>Threading the server

Plans/Ideas

	*  Per-map threads and per-player threads
	*  Mutex locks in players, and in &#039;map queues&#039;.
		*  &#039;map queues&#039; are queues of things for a map thread to do, that it is told to do by other maps.

	*  One map thread when wanting to do something such as teleport an object to another map, get a lock on the map&#039;s queue and put it in a queue of things for the other map thread to do in it&#039;s next tick.</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:time_of_day_based_events?rev=1744998690&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>time_of_day_based_events</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:time_of_day_based_events?rev=1744998690&amp;do=diff</link>
        <description>Hooks have been added to the plugin system for time of day based events.  Additionaly, the python plugin was extended with those hooks.  Now all thats left is making scripts that use it.

On the sourceforge tracker

Time of Day based events

Allow map makers to utilize date and time for their maps.</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:tron-like_arena?rev=1744998689&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:29+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>tron-like_arena</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:tron-like_arena?rev=1744998689&amp;do=diff</link>
        <description>Crossfire Dev 2.0 - Tron-like Arena

Interesting half-baked ideas.

Tron-like Arena - An arena like those tron games, utilizing transports</description>
    </item>
    <item rdf:about="https://wiki-test.cross-fire.org/dev_todo:unified_event_system?rev=1744998690&amp;do=diff">
        <dc:format>text/html</dc:format>
        <dc:date>2025-04-18T17:51:30+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>unified_event_system</title>
        <link>https://wiki-test.cross-fire.org/dev_todo:unified_event_system?rev=1744998690&amp;do=diff</link>
        <description>Unified Event System

Reason

These things that exist or are planned all use some event-like constructs:

	*  the plugin system
	*  connections (i.e. buttons and gates)
	*  the callbacks from common to server
	*  the proposed refactoring to have “method-like</description>
    </item>
</rdf:RDF>
