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Optimize Dijkstra map algorithm.
[plomrogue]
/
TODO
diff --git
a/TODO
b/TODO
index 825be244f0d58bf5a243e396d5540ae7084a14ea..02283ba3462cd27066aafb195733a4f9056d71fd 100644
(file)
--- a/
TODO
+++ b/
TODO
@@
-2,26
+2,30
@@
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()
+
+- do something about common crashes caused by server/client miscommunication
--
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
+-
grow amount of possible things from UINT8_MAX to UINT16_MAX
--
is it actually useful to define map object action ids in the config file?
+-
refactor occurrences of "if(...) { init_empty_map(...); }"
-- make shape of map (and diagonal movement penalty) configurable in config file
+CLIENT:
-- for game continuation, replace re-playing of whole record files with loading
- game state snapshots / save files
+- re-work unnecessary complex command / keybinding / server message mapping
-CLIENT:
+- only send "ITEM_HERE" query to server when the dependent window is open
-- enable toggling of window borders
+BUILD PROCESS:
-- make log scrollable
+- erlehmann's redo scripts are not OSX-compliant, see:
+ <https://github.com/plomlompom/plomrogue/issues/2>