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## TODO NEXT
-- CRNONPL.CC <- GAME
-- MOVEUSE.CC <- GAME
- HOUSES.CC <- GAME
- QUERY.CC
- READER.CC
@@ -13,11 +11,19 @@
`ObjectType` to be used as an alias when pertinent.
- Make some `TNonplayer` random step function? One version that does a random step and another that does a random step keeping some distance from a certain position.
+- I realized that `Change` with an `ObjectType` parameter was being called where
+ the version with `INSTANCEATTRIBUTE` parameter was expected due to `ObjectType`
+ having an implicit conversion constructor from `int`. I think it is best to make
+ all converting constructors explicit to avoid these types of errors, although
+ there aren't that many function overloads.
+
+- Define a few constants like `MAX_NAME_LENGTH`, `MAX_SKILLS`, and `MAX_OPEN_CONTAINERS` instead of relying on `NARRAY`.
+
## Stack allocations
Any functions that use `alloca` or some other form of dynamic stack allocations will cause decompiled functions to be an absolute mess. It usually shows up in the decompiled code as both a size computation like `-(VAR + CONST & 0xfffffff0)`, followed by some assignment. It doesn't make total sense without looking at the disassembly. I've encountered ~30 such computations and expect the functions containing them to be amongt the most challenging/annoying to be properly decompiled.
## Exceptions
-I didn't dive into how exceptions are handled, but it seems that the ones related to creature actions have the outter most endpoint at `TCreature::Execute`. There can also be some checkpoints in between to modify a `RESULT` value or handle a failure.
+It's absolute hell.
## Synchronization
I'm not sure whether synchronization is done properly. The implementation of the first few `crplayer.cc` functions left me with a taste of race conditions although integer loads on x86 are generally atomic.
@@ -31,6 +37,8 @@ We'll have to address this BEFORE trying to run the server.
The decompiled file has ~115K lines of C. If we take ~15K lines to be rubbish, this can be round to ~100K. Considering a low estimate of 200 lines per day, the whole process could take up to 500 days which is quite a bit but not impossible. Now considering a high estimate of 1K lines per day, it could take 100 days which is also quite a bit.
## TODO AFTER FIRST PASS
+- Remove VTABLE comments.
+- Split NPC, Monster, and Player into separate header files.
- Review dividing comments. I feel like the current "//========" blends in too easily, making it hard to see.
- Trim rough edges.
- Replace unsafe libc functions like `strcpy`, `strncpy`, `strcat`, `sprintf` etc...