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In actor_move(), don't test target cell passability earlier than needed.
[plomrogue]
/
TODO
diff --git
a/TODO
b/TODO
index 42c0e9a45c7d144e1a0f6261bb86c595df0e5819..c0428f70e62b06ebbf16bd972032addb58934cb2 100644
(file)
--- a/
TODO
+++ b/
TODO
@@
-5,31
+5,18
@@
BOTH SERVER/CLIENT:
- 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
()
-- be more strict and humble when allocating memory from the stack
-
-- in textfield_width(), handle too large lines somehow
-
-- may err_line store the processed line internally as it does the line count
+- think about refactoring occurrences of "free(...); ... = NULL;"
SERVER:
SERVER:
-- implement field of view / line of sight and obstacles for those on the map
-
-- is it actually useful to define map object action ids in the config file?
+- pythonize Python code
-- make shape of map (and diagonal movement penalty) configurable in config file
-
-- for game continuation, replace re-playing of whole record files with loading
- game state snapshots / save files
-
-- why does an MapObjAct id of 0 fail?
+- old C code: pythonize, then re-C as needed by performance
CLIENT:
CLIENT:
-- enable toggling of window borders
-
-- make log scrollable
+- re-work unnecessary complex command / keybinding / server message mapping
--
implement server-config-file-like parsing for client-config-files, too
+-
only send "ITEM_HERE" query to server when the dependent window is open