Ninneman. Eric received Don Woods's encouragement to update and ship
the game; Jason signed on early in the process to help. The assistance
of Peje Nilsson in restructuring some particularly grotty gotos is
-gratefully acknowledged.
+gratefully acknowledged. Petr Voropaev contributed fuzz testing.
== Nomenclature ==
The adventure.text file is no longer required at runtime. Instead, it
is compiled at build time to a source module containing C structures,
-which is then linked to the advent binary.
+which is then linked to the advent binary. There is an adventure.yaml file
+as well; this is also compiled to C code, and will eventually replace
+adventure.text altogether.
The game-save format has changed. This was done to simplify the
FORTRAN-derived code that formerly implemented the save/restore
compromise forward-portability to other languages.
* The code still has an unfortunately high density of magic numbers - in
- particular, numeric object and room IDs. There are plans to fix this.
+ particular, numeric object IDs. There are plans to fix this.
* Much of the code still uses FORTRAN-style uppercase names.
+* The code still assumes one-origin array indexing. Thus, arrays are
+ a cell larger than they strictly need to be and cell 0 is unused.
+
* The code is still mostly typeless, slinging around machine longs
like a FORTRAN or BCPL program. Some (incomplete) effort has been made
to introduce semantic types.