X-Git-Url: https://plomlompom.com/repos//%22https:/validator.w3.org/check?a=blobdiff_plain;f=TODO;h=5082737046988a0f62bdceec57e5f2bfc56e398c;hb=85cd980ab5f84ea2d1979ea39af6d230b2788120;hp=58a6a6b60e95bdfb8fe4c1e355c7a1035d995fdb;hpb=955f4387a3346c2d6e92d8539972a5be76a87819;p=plomrogue diff --git a/TODO b/TODO index 58a6a6b..5082737 100644 --- a/TODO +++ b/TODO @@ -1,26 +1,27 @@ Next planned steps in plomrogue development: -BOTH SERVER/CLIENT: - -- make server and client communicate by specific world state info requests - in server/out, replacing server/worldstate +IN GENERAL: - check for return values of *printf() - be more strict and humble when allocating memory from the stack -SERVER: +- expand use of hardcoded_strings module(s) -- implement field of view / line of sight and obstacles for those on the map +BOTH SERVER/CLIENT: -- is it actually useful to define map object action ids in the config file? +- make server and client communicate by specific world state info requests + in server/out, replacing server/worldstate + +SERVER: -- for game continuation, replace re-playing of whole record files with loading - game state snapshots / save files +- optimize too-slow AI / FOV algorithms; maybe use + ? -- why does an MapObjAct id of 0 fail? +- save confserver/world data in record and save file, too; handle them like god + commands -- make config file define to which map object type the player belongs +- ensure atomic re-writing of savefile CLIENT: