X-Git-Url: https://jxself.org/git/?p=open-adventure.git;a=blobdiff_plain;f=notes.adoc;h=c1b5c849603b61edc93074c9b4db53ae8749a3dd;hp=6fac22c072fe80d4eca52fed861a721c765e692b;hb=d5d6a3e02d344ed4097a38f54ccf6757e627a1f6;hpb=ea963d4af8ae1e591ee988b86978ea5b748ded84 diff --git a/notes.adoc b/notes.adoc index 6fac22c..c1b5c84 100644 --- a/notes.adoc +++ b/notes.adoc @@ -11,8 +11,9 @@ 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. Petr Voropaev contributed fuzz testing. Aaron -Traas did a lot of painstaking work to improve test coverage. +gratefully acknowledged. Petr Voropaev contributed fuzz testing and +code cleanups. Aaron Traas did a lot of painstaking work to improve +test coverage. == Nomenclature == @@ -31,7 +32,7 @@ with the BSD Games version. Extreme care has been taken not to make changes that would alter the logic of the game as we received it from Don Woods, except to fix glitches that were clearly bugs. By policy, all user-visible -changes must be revertible with the -o (oldstyle) option. +changes to gameplay must be revertible with the -o (oldstyle) option. It is a goal of this project to exactly preserve the *intended behavior* of 430-point Adventure, but the implementation of it is fair @@ -42,10 +43,41 @@ future as a Python or Go translation seems possible, even probable. == Functional changes == +Bug fixes: + +* Reading the relocated Witt's End sign in the endgame didn't work right. + +* 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 "Well, that was + remarkably pointless." + +* Attempting to extinguish an unlit urn caused it to lose its oil. + +* "A crystal bridge now spans the fissure." (progressive present) was + incorrect most places it appeared and has been replaced by "A crystal + bridge spans the fissure."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. -The "-o" (oldstyle) version reverts the behavior. +The "-o" (oldstyle) option reverts the behavior. + +There is a set of standard one-letter command aliases conventional in modern +text adventure games; 'l' and 'x'; for 'look' (or 'examine'), 'z' to do nothing +for a turn, 'i' for 'inventory', 'g' for 'get', and 'd' for 'drop'. The 'd' +alias collides with 'd' for 'down', but the others have been implemented. +The "-o" (oldstyle) option disables them. + +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 liteteral 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 @@ -75,8 +107,8 @@ 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 a RESTORE command. +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. == Translation == @@ -87,19 +119,9 @@ 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 now have over 95% 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". -In the process we found and fixed a few minor bugs: - -* Reading the relocated Witt's End sign in the endgame didn't work. - -* Behavior when saying the giant's magic words outside his room wasn't - quite right - the game responded as though the player were in the room. - -* Attempting to extinguish an unlit urn caused it to lose its oil. - The move to modern C entailed some structural changes. The most important was the refactoring of over 350 gotos into if/loop/break structures. We also abolished almost all shared globals; the main one