Main goals:
===========
[...  ] Main interface design, keyb+mouse events (core).
[..   ] Maze render engine (w/ minimal gfx).
[...  ] Intro/menu/credits
[.    ] Inventory management
[     ] Team's life.
[     ] NPC's life.
[     ] Complete gfx (+original gfx import).
[     ] Sound rendering
[     ] Game global playability
[     ] Design maps (+map editor including a character editor, +original map import).
[     ] Game playability.
[     ] Original data extraction
[     ] DM portability (BeOS MacOS/Darwin Win32 *nix *BSD embed?)
[     ] DM versioning
[..   ] Packaging

TODO / short-range tasks:
=======================
package:
o add testers and contributors to AUTHORS file
o start Changelog, AUTHORS and NEWS filling
o new file: TODO.yank
o use GNU install (from fileutils)
o fix the fscking problem in editing release for DMLE in sf.net

game itself:
o fix door render problems (sprites coordinates are corrupted)
o config file (see sndmgr)
o add --nosound

portability & normalization:
o work on a BeOS configuration of the sources
o work on endianness (SDL) -> feedback from PPC
o think about releases and portability (in general)
o use snprintf instead of sprintf
o track memory leaks w/ profiler (memprof?)


TODO / features:
==============
o prohibit multiple launch
o game save: team+maps+timers
o draw other panels (characters, team, casts, actions, text)
o implement bitmap fonts (see daedalus)
o complete missing gfx (stairs, doors, door buttons, doorway@sight+3, trap, pit@sight+3)
o ground/doorway/door stuff has to be drawn when on left or right, @sight+1+2+3
  -> WAITING for the atari to be repaired

o add menu's "door animation when entering"
o make intro original animations (slash, presents, DM, according to the platform issued)

o use unions in game.*?
o complete commandLine parsing

o use door's orientation flag in ALL rendering cases
o what to do w/ teleportations/spinners and items? add items_list to map_teleportation?
o learn more tech about: bitmap fonts, maze renderer/generator, magnifier, general
	SDL use (sound, sprites, IO, main loop)
o decide what to do w/ some modifiers (always ignore numlock and some others?)
o light render (alpha blending?)
o sound support (later mixer for # channels, stereo & distance support)

o map editor
o team: creation (hall), structures, inventory management, collision, members placement
o CPU chars: structs, life
o right panel interface: magical spelling and actions
o interactions: shots/hits, throw/put
o PC/other version features (PC/ST walls are not the same, PC has more sight on the sides)
o enhance gfx to 256 palettized
o a demo mode (recordable demos!)
o see autoconf
..


Already done:
=============
+ user config/saves must be stored in his home, upgrade Makefile.config
+ implement some structures *_options
+ door animation: check if doors's button can be activated on-the-fly (motion changed without having to
  wait the end of the current motion)
+ screenshot capture (press F12)
+ optimize scaling code (gain: around 40-45%)
+ add menu (menu draw, interface)
+ implement map loading (and perform checks eheh)
+ add & manage blue arrows
+ make timer sync (instead of vbl sync)
+ add mouse support
+ add fadeIn & fadeOut funcs (event sensitive)
+ add intro
+ add credits
+ make the delay loops abortable (any key+timer)
+ masked blitting
+ implement lists (util.c)
+ complete doors & stairs former management (remove hardcoded 10? and 20? cases)
+ decide what to do w/ stairs: keep facing (currently) or set a default facing
	attribute for the stairs cell? DM compliance is: force facing
+ decide what to do w/ doors: allow passing thru when nearly opened? DM
	compliance is:
~ complete map array[] structure (each cell is a type+pointer)
	pointer -> specific cases/behaviour, or attributes (light, speed, puzzles)
~ complete scene render: stairs, pits, doors


Notes:
======
Map elements:
	wall,
	doors (iron, wood, stone, magical),
	stairs (up/down),
	pit (square, stone),
	trap (on the floor and the ceilar),
	immaterial wall,
	teleportation (active/non-active),
	pass-thru wall,
	decorations (ground: mould, water, sewers grid, footprints, dust;
		wall: fontain, ring, chains, sewers grid, torch, hook, niche, missile hole, etc.)
	buttons (door's ones, lever, stick, round, square, gem, hidden in other decorations),
	key locks,

Dungeon Master versions (old=1.1, new=3.6):
			DM				CSB				DMII	Theron's Quest	Dungeon Master Nexus
			engine	screen	engine	screen	screen	engine	screen	screen
Atari ST	old		320x200	old		320x200
Amiga		new		320x200	new		320x200	320x200
AppleIIGS	old		320x200
X68000		old		456x256	new		320x200
PC-Engine											old		320x200		
SegaCD										320x200
SNES		?		256x224
Sega Saturn															280x175?
PC			new		320x200					320x200

Dungeon Master family:
Dungeon Master, Chaos Strikes Back, Dungeon Master II: The Legend Of Skullkeep,
Theron's Quest, Dungeon Master Nexus.
