BOTH SERVER/CLIENT:
-- implement better server/client architecture, meeting these criteria:
- - keep interaction of server and client in the filesystem (as currently
- happens by use of plain text files and fifos) to allow for easy scripting
- - allow for specific requests of the client for specific server data (such as:
- "what path do you propose for the player character to get from A to B?")
- - reduce hard disk i/o for server/client interaction (use fifos only?)
- - further avoid exits that keep the server running and the lock file existing
- when it shouldn't
+- expand use of hardcoded_strings module(s)
-- check for return values of *printf()
+- make server and client communicate by specific world state info requests
+ in server/out, replacing server/worldstate
-SERVER:
+- quote escaping in token_from_line()
+
+- think about refactoring occurrences of "free(...); ... = NULL;"
-- implement field of view / line of sight and obstacles for those on the map
+SERVER:
-- get rid of the hard-coding of the MAGIC MEAT item type and its use mode
+- pythonize Python code
-- is it actually useful to define map object action ids in the config file?
+- old C code: pythonize, then re-C as needed by performance
CLIENT:
-- enable toggling of window borders
-
-- enable toggling of showing "\n" in the window content either as newline breaks
- (as currently) or as " / " (without newline break) for more efficent screen
- estate use
+- re-work unnecessary complex command / keybinding / server message mapping
-- does get_n_of_keybs() really need to be its own function? (only used once)
+- only send "ITEM_HERE" query to server when the dependent window is open
-- transform Keybindings struct series from a linked list into an array
+- draw_win_log() is still buggy (make mem alloc for other line break styles!)