194 lines
8.7 KiB
Text
194 lines
8.7 KiB
Text
= Open Adventure Maintainer's Notes =
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by Eric S. Raymond
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In which we explain what has been done to this code since Don Woods
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authorized us to ship it under an open-source license. There's a
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separate link:history.html[history] describing how it came to us.
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== Who we are ==
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The principal maintainers of this code are Eric S. Raymond and Jason
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Ninneman. Eric received Don Woods's encouragement to update and ship
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the game; Jason signed on early in the process to help. The assistance
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of Peje Nilsson in restructuring some particularly grotty gotos is
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gratefully acknowledged. Petr Voropaev contributed fuzz testing and
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code cleanups. Aaron Traas did a lot of painstaking work to improve
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test coverage, and factored out the last handful of gotos.
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== Nomenclature ==
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This project is called "Open Adventure" because it's not at all clear
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to number Adventure past 2.5 without misleading or causing
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collisions. Various of the non-mainline versions have claimed to be
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versions 3, 4, 5, 6, 7 and for all I know higher than that. It seems
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best just to start a new numbering series while acknowledging the
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links back.
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We have reverted to "advent" for the binary to avoid a name collision
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with the BSD Games version.
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== Philosophy ==
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Extreme care has been taken not to make changes that would alter the
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logic of the game as we received it from Don Woods, except to fix
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glitches that were clearly bugs. By policy, all user-visible
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changes to gameplay must be revertible with the -o (oldstyle) option.
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It is a goal of this project to exactly preserve the *intended
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behavior* of 430-point Adventure, but the implementation of it is fair
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game for improvement. In particular, we are concerned to move it to a
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form that is (a) readable, and (b) friendly to forward translation to
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future languages. It has already survived a move from FORTRAN to C; a
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future as a Python or Go translation seems possible, even probable.
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== Functional changes ==
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Bug fixes:
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* The caged bird used to be counted as two items in your inventory.
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* Reading the relocated Witt's End sign in the endgame didn't work right.
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* Oyster was readable after first gotten even when not carried.
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* Behavior when saying the giant's magic words outside his room wasn't
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quite correct - the game responded as though the player were in
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the room ("...can't you read?"). The new message is "Nothing happens."
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* Attempting to extinguish an unlit urn caused it to lose its oil.
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* "A crystal bridge now spans the fissure." (progressive present) was
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incorrect most places it appeared and has been replaced by "A crystal
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bridge spans the fissure." (timeless present).
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* A few minor typos have been corrected: absence of capitalization on
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"Swiss" and "Persian", inconsistent selling of "imbedded" vs. "embedded",
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"eying" for "eyeing". "thresholds" for "threshholds".
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* Under odd circumstances (dropping rug or vase outdoors) the game could
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say "floor" when it should say "ground" (or "dirt", or something).
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* Bird starts uncaged in the endgame. This is an accidental change
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that doesn't seem worth the effort to fix.
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Enhancements:
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By default, advent issues "> " as a command prompt. This feature
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became common in many variants after the original 350-point version,
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but was never backported into Crowther & Woods's main line before now.
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The "-o" (oldstyle) option reverts the behavior.
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There is a set of standard one-letter command aliases conventional in modern
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text adventure games; 'l' and 'x'; for 'look' (or 'examine'), 'z' to do nothing
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for a turn, 'i' for 'inventory', 'g' for 'get', and 'd' for 'drop'. The 'd'
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alias collides with 'd' for 'down', but the others have been implemented.
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The "-o" (oldstyle) option disables them.
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Unrecognized words are no longer truncated to 5 characters and
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uppercased when they are echoed. The "-o" (oldstyle) option restores
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this behavior.
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A "seed" command has been added. This is not intended for human use
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but as a way for game logs to set the PRNG (pseudorandom-number generator) so
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that random events (dwarf & pirate appearances, the bird's magic word)
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will be reproducible.
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A "version" command has been added. This has no effect on gameplay.
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The text displayed by the "news" command has been updated.
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A -l command-line option has been added. When this is given (with a
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file path argument) each command entered will be logged to the
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specified file. Additionally, a generated "seed" command will be put
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early in the file capturing the randomized start state of the PRNG
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so that replays of the log will be reproducible.
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Using "seed" and -l, the distribution now includes a regression-test
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suite for the game. Any log captured with -l (and thus containing
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a "seed" command) will replay reliably, including random events.
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The adventure.text file is no longer required at runtime. Instead, an
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adventure.yaml file is compiled at build time to a source module
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containing C structures, which is then linked to the advent
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binary. The YAML is drastically easier to read and edit than
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the old ad-hoc format of adventure.txt.
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The game-save format has changed. This was done to simplify the
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FORTRAN-derived code that formerly implemented the save/restore
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functions; without C's fread(3)/fwrite() and structs it was
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necessarily pretty ugly by modern standards. Encryption and
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checksumming have been discarded - it's pointless to try
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tamper-proofing saves when everyone has the source code.
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A -r command-line option has been added. When it is given (with a file
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path argument) it is functionally equivalent to a RESTORE command.
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== Translation ==
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The 2.5 code was a mechanical C translation of a FORTRAN original.
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There were gotos everywhere and the code was, though functional,
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ugly and quite unreadable.
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Jason Ninneman and I have moved it to what is almost, but not quite,
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idiomatic modern C. We refactored the right way, checking correctness
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against a comprehensive test suite that we built first and verified
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with coverage tools (there is effectively 100% code coverage). This is
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what you are running when you do "make check".
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The move to modern C entailed some structural changes. The most
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important was the refactoring of over 350 gotos into if/loop/break
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structures. We also abolished almost all shared globals; the main one
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left is a struct holding the game's saveable/restorable state.
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The original code was greatly complicated by a kind of bit-packing
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that was performed because the FORTRAN it was written in had no string
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type. Text from the adventure.text file was compiled into sequences
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of sixbit code points in a restricted character set, packed 5 to a
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32-bit word (and it seems clear from the code that words were originally
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*6* chars each packed into a PDP-10 36-bit word). A command noun or
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verb was one of these words, and what would be string operations in a
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more recent language were all done on sequences of these words.
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We have removed all this bit-packing cruft in favor of proper C
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strings. C strings may be a weak and leaky abstraction, but this is
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one of the rare cases in which they are an obvious improvement over
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what they're displacing...
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We have also conducted extensive fuzz testing on the game using
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afl (American Fuzzy Lop). We've found and fixed some crashers in
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our new code (which occasionally uses malloc(3)), but none as yet
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in Don's old code (which didn't).
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The code falls short of being fully modern C in the following
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ways:
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* We have not attempted to translate the old code to pointer-based
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idioms (as opposed, in particular, to integer-based array indexing).
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We don't need whatever minor performance gains this might collect,
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and the choice to refrain will make forward translation into future
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languages easier.
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* Linked lists (for objects at a location) are implemented using an array
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of link indices. This is a surviving FORTRANism that is quite unlike
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normal practice in C or any more modern language. We have not tried
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to fix it because doing so would (a) be quite difficult, and (b)
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compromise forward-portability to other languages.
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* Much of the code still assumes one-origin array indexing. Thus,
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arrays are a cell larger than they strictly need to be and cell 0 is
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unused.
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We have made exactly one minor architectural change. In addition to the
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old code's per-object state-description messages, we now have a per-object
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message series for state *changes*. This makes it possible to pull a fair
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amount of text out of the arbitrary-messages list and associate those
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messages with the objects that conceptually own them.
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== Development status ==
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We consider this project finished. All issues and TODOs have been
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cleared, behavior has been carefully checked against original ADVENT,
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no future demand for new features is expected, and the test suite has
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100% code coverage. If the toolchain bit-rots out from under it,
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we will fix that.
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// end
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