Various bits, in no particular order.  This is far from a complete list.

- A flag so that when an object burns it becomes other_arch (random chance?)
- Ability to specify TMPDIR in command-line option
- Add a ring of warning/ spell of warning, which compares your level
  with the level of the most high-level monster on the current map.
- Rewrite all variables, using own typedefs of type:
  int8, int16, int32    : Variables that should be exactly this size.
  int8u, int16u, int32u : Variables that can be larger to increase speed.
  Add stuff about this in config.h or other place.
  (The needed #ifdefs will need some debugging...)
- Try to get down to using only one select each loop.
- Expand the features of parse_message():
  Support for state-variables in messages.
- Fix bug that makes game crash on HP-computer (hplos) if it can't fix the
  font.
- When two players using pixmaps enters the game at the same time, the
  first player will be freezed while the pixmaps are loaded for the second.
  The other players won't notice anything though, so don't know if this is
  worth fixing.  (Shouldn't be noticable without debug option)
- Delete oldest swapped map in case the TMPDIR disk fills up while
  swapping out a map.
- Fix throw, and make giants throw boulders (medium size)
- The game can crash when a part of a monster is killed by a fire-wall.
  (There is a temporary fix for this though, so the chance of crash is small)
- Debug all use of the friendly flag.
- Maybe improve the way speed is used on spells (ie, getting disturbed, etc).
- Is it worth it to make the blocks_view routines more perfect?
  They way they are now they are very fast, and works 99.9% of the time.
  (100% if all maps were designed correctly)
- When dropping items onto objects that blocks view, make them "fall beneath".
- Statues turning into golems when activated (like doors).
- Finish converting to general object-windows.  These could also be
  used from the editor, to get a list of all objects at a place, and to
  get a list of objects within another object at that place, and then
  being able to edit any specific object.
- Make all .c files less than 50Kb.  If neccesary, split them up.
  (comp.sources.games postings must be a shar-arkive where all files
  are that small (the names must also be max 13 chars if I remember right))
- IDEA: Make spells be objects.  One object for each spell you know.  Same
  system for the monsters.  For now let the objects be invisible.
  Then later create a spellbook into which the spells can be "put".
  Thus knowing a spell consists of having the spell-object in some
  spellbook.
- Make a better time-scheme.  For instance using an integer as a counter,
  and compare this to the variable next_move in each object.  Thus a
  float doesn't have to be increased in *each* object *each* round.
  Of course, to get a resolution larger than 1/x, another variable, time_debt,
  must be made.
- SPEED_GAME still isn't working pefrectly (though close).
- Make push-keys not take effect when writing
- If an object is killed (removed/freed) while its firebreath (or other
  objects owned by it) are still moving, the game used to generate warnings.
  I'll try to make a system that uses refcounts in objects when freeing them.
  When an object is killed, it's speed is set to 0, and free_object() will
  decrease the refcount.  The refcount is increased for each pointer pointing
  at the object, ie each time set_owner() is called.
  When the refcount reaches 0, the object will be freed for good.
- make it possible to output hiscores for one class/player only, e.g. -s mage
- Use map->difficulty for more things than bonuses in treasure.c
- Fix some bugs so that it is possible to malloc instead of calloc everywhere.
  (Right now, it seems some pieces of code rely upon the fact that
  calloc clears what is allocated, those pieces must be hunted down.  I've
  managed to pin down that the problem is in the calloc() in player.c).
- Use X-resources more extensively (colors, etc)
- Fix the bugs in the above mentioned improvements

At this point v1.0.beta will be released to a wider audience.  But the
TODO list will never stop...:

- Change the speed variables from float to long to save speed in
  computers that lack floating-point co-processorc.
  System:  Have a global tick-variable which counts endlessly up (and wraps
  at MAX_INT).
  Have two variables in the objects, one int which specifies at which
  global tick the monster will move next, and one char containing
  the remainder from the last division.
- Maybe add light/darkness and moving light-sources to the game.
  (if it can be made fast enough)
- make more items!  Imagine _all_ the items from nethack/umoria/ularn/omega!
  (We're getting very close now, though!)
- make more graphics.
- make more spells.
- Figurine (when a figurine pet dies, it becomes a figurine, and can be reused)
- make/get more *good* maps, and get rid of some bad maps.
- make a client/server system (tcp/ip)
- make easier to make new object-types.
- maybe even make a simple interpreting programming language to be used by
  the objects. [object ob;ob=environment();set_speed(ob,3);sleep(30);
  set_speed(ob,default_speed(ob));destruct(this_object());]
  (sleep(30) is the easy part: speed_left=-1,speed=1/30.0)
- make (more) DOCS!
- make even more items/graphics...
- Some levels should contain a few tough monsters instead of 1000
  easy monsters.
- Make some general variable structures, try to get rid of the current
  mess where some variables are used for other things than they
  were meant to (union won't do either).
- Expand the TODO list.


CD

* The editor should handle stacks of objects, i.e. an earthwall
  may cover a chest.

* Parse the arguments with getopt in begining of main.

* Diffrent speeds, animate speed, generation speed, movement speed,
  attack speed, ?
[It can be changed by the maxsp variable (Generation speed=speed/maxsp)]
