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Don't punish the player for moving towards an ocean tile.
[plomrogue]
/
TODO
diff --git
a/TODO
b/TODO
index 6aebac58472a10052be412774533c01a8b186486..abed3b2e52c6f75260495c28b748e9d29876fbfc 100644
(file)
--- a/
TODO
+++ b/
TODO
@@
-2,29
+2,25
@@
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
()
--
make config files format more readable / self-explanatory
+-
think about refactoring occurrences of "free(...); ... = NULL;"
SERVER:
SERVER:
-- implement field of view / line of sight and obstacles for those on the map
-
-- get rid of the hard-coding of the MAGIC MEAT item type and its use mode
+- pythonize Python code
-- 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
+- old C code: pythonize, then re-C as needed by performance
CLIENT:
CLIENT:
-- enable toggling of window borders
-
-- make log scrollable
+- re-work unnecessary complex command / keybinding / server message mapping
--
re-organize code: empty misc.h into proper modules, split up windows.h
+-
only send "ITEM_HERE" query to server when the dependent window is open
--
simplify get_keyname_to_keycode(
)
+-
draw_win_log() is still buggy (make mem alloc for other line break styles!
)