X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=notes.adoc;h=6ee80a5a463cc51799207b2295d0f92c671f98f4;hp=f5116bce0cbba8a3e70154c393cc074b02e78e64;hb=HEAD;hpb=4eccfa127cb9f212c9b6ad0ff96ff26588f24e85 diff --git a/notes.adoc b/notes.adoc index f5116bc..b970e7c 100644 --- a/notes.adoc +++ b/notes.adoc @@ -1,5 +1,7 @@ = Open Adventure Maintainer's Notes = by Eric S. Raymond +// SPDX-FileCopyrightText: (C) Eric S. Raymond +// SPDX-License-Identifier: CC-BY-4.0 In which we explain what has been done to this code since Don Woods authorized us to ship it under an open-source license. There's a @@ -13,7 +15,9 @@ 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. Petr Voropaev contributed fuzz testing and code cleanups. Aaron Traas did a lot of painstaking work to improve -test coverage, and factored out the last handful of gotos. +test coverage, and factored out the last handful of gotos. Ryan +Sarson nudged us into fixing a longstannding minor bug in the +handling of incorrect magic-word sequebcesm, == Nomenclature == @@ -41,6 +45,11 @@ form that is (a) readable, and (b) friendly to forward translation to future languages. It has already survived a move from FORTRAN to C; a future as a Python or Go translation seems possible, even probable. +Compatibility with the 2.5 source we found has been checked by +building a version patched minimally to support the seed command and +running it against the entire test suite, which has 100% code +coverage. + == Functional changes == Bug fixes: @@ -53,11 +62,11 @@ Bug fixes: * Response to an attempt to unlock the oyster while carrying it was incorrect. -* Behavior when saying the giant's magic words outside his room wasn't - quite correct - the game responded as though the player were in - the room ("...can't you read?"). The new message is "Nothing happens." - The -o option reverts this change. - +* Behavior when saying the giant's magic words before having seen them + wasn't quite correct - the game responded as though the player had + already read them ("...can't you read?"). The new message is "Well, + that was remarkably pointless!" The -o option reverts this change. + * Attempting to extinguish an unlit urn caused it to lose its oil. * "A crystal bridge now spans the fissure." (progressive present) was @@ -119,7 +128,10 @@ functions; without C's fread(3)/fwrite() and structs it was 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. However -the game still integrity-checks savefiles on resume. +the game still integrity-checks savefiles on resume, including an +abort if the endianness of the restoring machine does not match that of +the saving machine. There is a magic-cookie header on the saves so +in theory they could be identified by programs like file(1). Save and resume filenames are stripped of leading and trailing whitespace before processing. @@ -127,7 +139,7 @@ whitespace before processing. A -r command-line option has been added. When it is given (with a file path argument) it is functionally equivalent to a RESTORE command. -An -a command-line option has been added (comditionally on +An -a command-line option has been added (conditionally on ADVENT_AUTOSAVE) for use in BBS door systems. When this option is given, the game roads from the specified filename argument on startup and saves to it on quit or a received signal. There is a new nmessage @@ -206,7 +218,7 @@ messages with the objects that conceptually own them. We consider this project finished. All issues and TODOs have been cleared, behavior has been carefully checked against original ADVENT, no future demand for new features is expected, and the test suite has -100% code coverage. If new bugs appear the toolchain bit-rots out +100% code coverage. If new bugs appear as the toolchain bit-rots out from under underneath, we will fix those problems. // end