X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=notes.adoc;h=538de28a347624f318044db3112df091b311de7a;hp=d06f170f7661d60b96f34e618bfe7980245684ec;hb=3ca9613bcd75130a24a1ac4af19d4842aac2cf9c;hpb=2935e07bc9b01751bfcb2972f84f5df1bc82d75c diff --git a/notes.adoc b/notes.adoc index d06f170..538de28 100644 --- a/notes.adoc +++ b/notes.adoc @@ -58,6 +58,9 @@ Bug fixes: incorrect most places it appeared and has been replaced by "A crystal bridge spans the fissure." (timeless present). +* Under odd circumstances (dropping rug or vase outdoors) the game could + say "floor" when it should say "ground" (or "dirt", or something). + By default, advent issues "> " as a command prompt. This feature became common in many variants after the original 350-point version, but was never backported into Crowther & Woods's main line before now. @@ -73,6 +76,9 @@ Unrecognized words are no longer truncated to 5 characters and uppercased when they are echoed. The "-o" (oldstyle) option restores this behavior. +Typing a numeric literal to the command prompt no longer triggers a +fatal error. This change is reverted by the oldstyle option. + A "seed" command has been added. This is not intended for human use but as a way for game logs to set the PRNG (pseudorandom-number generator) so that random events (dwarf & pirate appearances, the bird's magic word) @@ -113,8 +119,7 @@ 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 comprehensive test suite that we built first and verified -with coverage tools (we have over 98% coverage, with the remaining -confined to exception cases that are very difficult to reach). This is +with coverage tools (there is effectively 100% code coverage). This is what you are running when you do "make check". The move to modern C entailed some structural changes. The most @@ -172,6 +177,6 @@ We have made exactly one minor architectural change. In addition to the old code's per-object state-description messages, we now have a per-object message series for state *changes*. This makes it possible to pull a fair amount of text out of the arbitrary-messages list and associate those -mesages with the objects that conceptually own them. +messages with the objects that conceptually own them. // end