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Server: Fix segfault when parsing THINGS_HERE on player sans .fov_map.
[plomrogue]
/
TODO
diff --git
a/TODO
b/TODO
index 16d126be2371c5374c1ab8b51ad0f58689f9700a..02283ba3462cd27066aafb195733a4f9056d71fd 100644
(file)
--- a/
TODO
+++ b/
TODO
@@
-2,32
+2,30
@@
Next planned steps in plomrogue development:
BOTH SERVER/CLIENT:
BOTH SERVER/CLIENT:
+- expand use of hardcoded_strings module(s)
+
- make server and client communicate by specific world state info requests
in server/out, replacing server/worldstate
- make server and client communicate by specific world state info requests
in server/out, replacing server/worldstate
--
check for return values of *printf
()
+-
quote escaping in token_from_line
()
--
be more strict and humble when allocating memory from the stack
+-
do something about common crashes caused by server/client miscommunication
--
may err_line store the processed line internally as it does the line count
+-
think about refactoring occurrences of "free(...); ... = NULL;"
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
+- grow amount of possible things from UINT8_MAX to UINT16_MAX
-- for game continuation, replace re-playing of whole record files with loading
- game state snapshots / save files
-
-- why does an MapObjAct id of 0 fail?
+- refactor occurrences of "if(...) { init_empty_map(...); }"
CLIENT:
CLIENT:
-- enable toggling of window borders
+- re-work unnecessary complex command / keybinding / server message mapping
+
+- only send "ITEM_HERE" query to server when the dependent window is open
-- make log scrollable
+BUILD PROCESS:
-- implement server-config-file-like parsing for client-config-files, too
+- erlehmann's redo scripts are not OSX-compliant, see:
+ <https://github.com/plomlompom/plomrogue/issues/2>