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For large logs, only once (pre-)alloc winmap memory.
[plomrogue]
/
TODO
diff --git
a/TODO
b/TODO
index 58a6a6b60e95bdfb8fe4c1e355c7a1035d995fdb..9548c13d266664be30ee952f8ea4633630ae69ae 100644
(file)
--- a/
TODO
+++ b/
TODO
@@
-2,28
+2,28
@@
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
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?
+- fix hardcoded MAGIC MEAT eating message in thing_actions.c
-- for game continuation, replace re-playing of whole record files with loading
- game state snapshots / save files
+- grow amount of possible things from UINT8_MAX to UINT16_MAX
-- why does an MapObjAct id of 0 fail?
+CLIENT:
--
make config file define to which map object type the player belongs
+-
re-work unnecessary complex command / keybinding / server message mapping
-CLIENT:
+- only send "ITEM_HERE" query to server when the dependent window is open
-- enable toggling of window borders
+BUILD PROCESS:
-- make log scrollable
+- erlehmann's redo scripts are not OSX-compliant, see:
+ <https://github.com/plomlompom/plomrogue/issues/2>