ref: fb1f788be91b201e2587534f593417fc92b4212f
parent: c9529c2432e1ee96fb139d7e2b7a650f9ca4c600
author: mkf <mkf@cloud9p.org>
date: Sat Apr 20 19:17:34 EDT 2024
doc/todo: update
--- a/doc/todo
+++ b/doc/todo
@@ -13,65 +13,64 @@
- write info for score1, calc and nextglenda
- have one paragraph per each function
- add enums and variables
+
engine:
- - move win/lose to engine
- - make engine.c and engine.h from plan 9 client √
- - improve portablity √
- - compiles on plan 9 √
- - compiles on unix √
+ - move win/lose to engine X
+ - make engine.c and engine.h from plan 9 client X
+ - improve portablity X
+ - compiles on plan 9 X
+ - compiles on unix X
- compiles on windows, dos?
- - add turn √
- - use turn in cli client √
- - use turn in plan 9 client √
- - show turn somewhere
- - domove() check if there are walls there √
- - move move() to engine √
+ - add turn X
+ - domove() check if there are walls there X
+ - move move() to engine X
- some client-dependent parts are still in gui9
- - use dirmove in domove() √
+ - use dirmove in domove() X
- figure what we should do with checknext, should we keep it? it's pretty like domove();
- bring turn mangment to engine
- - undo √
- - restart √
- - move √
- - put √
+ - undo X
+ - restart X
+ - move X
+ - put X
- should we make grid, turn and other stuff private and access them with some wrapper function?
- seprate computer player stuff into seprate functions
- - unix.h √
- - make sysfatal noreturn √
+ - unix.h X
+ - make sysfatal noreturn X
9 client:
- game board often is way smaller than window itself, what gives?
- - acme/sam colors √ (somewhat)
+ - acme/sam colors X (somewhat)
- real ACME™ colors!
- undo
- - ed-style dumb undo √
+ - ed-style dumb undo X
- ed-style smarter? undo
- sam-style (∞) undo
- - multiplayer version √
- - ok, needs more testing √
- - even more testing √
+ - multiplayer version X
+ - ok, needs more testing X
+ - even more testing X
- net
- - add flags for multiplayer √
+ - add flags for multiplayer X
- show turn, player somewhere
cli client:
- single player
- - multiplayer √ (somewhat)
+ - multiplayer X (somewhat)
- net
- - zig-zag effect √
+ - zig-zag effect X
- fix bugs
- - SE sometimes goes to east?? √ (it's ok, engine does it)
- - make map feel hex √ (somewhat)
+ - SE sometimes goes to east?? X (it's ok, engine does it, client should do zig-zag correctly)
+ - make map feel hex X (somewhat)
- see if there are any better ways to do so
- - compile and test? in plan 9 √
+ - compile and test? in plan 9 X
- compile and test in linux
- compile and test in windows(!)
- handle (handle what?)
- remove m and p, do actions based on turn (NE instead of m NE etc)
- - undo √
- - quit √
+ - undo X
+ - quit X
SDL client:
+ - write one. [URGENT]
- makefile
- compile and test? in plan 9
- compile and test in linux
@@ -78,13 +77,19 @@
- compile and test in windows(!)
network protocol:
- - define protocol, rfc style?
- - refrence impl.
+ - define protocol, rfc style X
+ - introduce HI msg [URGENT]
+ - introduce session cookies (to resume a disconnected session?) [MED]
+ - refrence impl. of server X
+ - refernce impl. of client [URGENT]
plan 9 server:
- - ???
+ - write one? (maybe port it from unix server?) [LOW]
unix server:
- have a barebones version X
+ - allow multiplayers (4+) to play in the same time
+ - lock values
+ - don't crash once one disconnections
- pick a port
- multithreaded