X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=notes.adoc;h=19efbbc486cd724c77ae048639194049cb5e0f69;hp=475ca94fa7aea635737685bbb3137f4349f203b7;hb=c2df849dade5bb7d8214c6abb6c0856b84d0d1d1;hpb=4993be4c086b2a81dbf5af5a2c687cf2f0c93d21 diff --git a/notes.adoc b/notes.adoc index 475ca94..19efbbc 100644 --- a/notes.adoc +++ b/notes.adoc @@ -11,7 +11,7 @@ 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 Nilsson in restructuring some particularly grotty gotos is -gratefully acknowledged. +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. @@ -111,9 +116,11 @@ ways: We don't need whatever minor performance gains this might collect, 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 @@ -122,10 +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.