## TODO NEXT - merge creature headers into a single one CR.HH - this should help preventing dependency cycles and centralize creature data structures and globals in a single place - CRMAIN.CC, CRPLAYER.CC, CRNONPL.CC, CRACT.CC - HOUSES.CC - INFO.CC - OPERATE.CC - MOVEUSE.CC - SENDING.CC - RECEIVING.CC - CONNECTIONS.CC - COMMUNICATION.CC - READER.CC - WRITER.CC - QUERY.CC - DBFUNCS.CC ## 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. ## Estimate 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 - 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... - Handle connections inline with `poll`/`epoll` (probably?). - Remove exceptions. - Review signal usage for timing (SIGALRM, etc...). - Support Windows.