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Use direction names instead of numbers in player move communication.
[plomrogue]
/
TODO
diff --git
a/TODO
b/TODO
index 16d126be2371c5374c1ab8b51ad0f58689f9700a..a892e094e48ea54ddeb473ce665008d89ea89aef 100644
(file)
--- a/
TODO
+++ b/
TODO
@@
-1,28
+1,23
@@
Next planned steps in plomrogue development:
Next planned steps in plomrogue development:
+IN GENERAL:
+
+- expand use of hardcoded_strings module(s)
+
BOTH SERVER/CLIENT:
- make server and client communicate by specific world state info requests
in server/out, replacing server/worldstate
BOTH SERVER/CLIENT:
- make server and client communicate by specific world state info requests
in server/out, replacing server/worldstate
-- check for return values of *printf()
-
-- be more strict and humble when allocating memory from the stack
-
-- may err_line store the processed line internally as it does the line count
-
SERVER:
SERVER:
-- implement field of view / line of sight and obstacles for those on the map
-
-- is it actually useful to define map object action ids in the config file?
-
-- make shape of map (and diagonal movement penalty) configurable in config file
+- consider
+ <http://www.plomlompom.de/PlomRogue/plomwiki.php?title=TheCreationOfSpace#comment_0>
--
for game continuation, replace re-playing of whole record files with loading
-
game state snapshots / save file
s
+-
save confserver/world data in record and save file, too; handle them like god
+
command
s
--
why does an MapObjAct id of 0 fail?
+-
rectify the mentioning of line counts in command reading error messages
CLIENT:
CLIENT:
@@
-30,4
+25,4
@@
CLIENT:
- make log scrollable
- make log scrollable
--
implement server-config-file-like parsing for client-config-files, too
+-
re-work unnecessary complex command / keybinding / server message mapping