X-Git-Url: https://jxself.org/git/?a=blobdiff_plain;f=notes.adoc;h=19efbbc486cd724c77ae048639194049cb5e0f69;hb=06e8d5a83e2e8ee5f13c2d5439adecef6fdeb563;hp=e92d9407914844e1bc2e9852e00419befc8c51a9;hpb=7018354e228c7a25cc77257edb20305c79973ae4;p=open-adventure.git diff --git a/notes.adoc b/notes.adoc index e92d940..19efbbc 100644 --- a/notes.adoc +++ b/notes.adoc @@ -10,8 +10,8 @@ separate link:history.html[history] describing how it came to us. The principal maintainers of this code are Eric S. Raymond and Jason 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 Nilson in restructuring some particularly grotty gotos is -gratefully acknowledged. +of Peje Nilsson in restructuring some particularly grotty gotos is +gratefully acknowledged. Petr Voropaev contributed fuzz testing. == Nomenclature == @@ -62,7 +62,9 @@ a "seed" command) will replay reliably, including random events. 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 @@ -71,6 +73,9 @@ necessarily pretty ugly by modern standards. Encryption and checksumming have been discarded - it's pointless to try tamper-proofing saves when everyone has the source code. +A -r command-line been added. When it is given (with a file +path argument) it is functionally equivalent to RESTORE command. + == Translation == The 2.5 code was a mechanical C translation of a FORTRAN original. @@ -79,8 +84,10 @@ ugly and quite unreadable. Jason Ninneman and I have moved it to what is almost, but not quite, idiomatic modern C. We refactored the right way, checking correctness -against a comprehesive test suite that we built first and verified with -coverage tools. This is what you are running when you do "make check". +against a comprehensive test suite that we built first and verified +with coverage tools (we have 88% coverage, with the remaining 12% +confined to exception cases that are difficult to reach). This is +what you are running when you do "make check". This move entailed some structural changes. The most important was the refactoring of over 350 gotos into if/loop/break structures. We @@ -110,9 +117,10 @@ ways: and the choice to refrain will make forward translation into future languages easier. -* There are a few gotos left that resist restructuring; all of these +* There are a few gotos left that resist restructuring; all but of these are in the principal command interpreter function implementing its - state machine. + state machine. the remaining one is a truly mysterious artficat in + the player-movement code. * Linked lists (for objects at a location) are implemented using an array of link indices. This is a surviving FORTRANism that is quite unlike @@ -121,10 +129,13 @@ ways: 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.