I always found the parallel-arrays (or rather parallel-lists) structure of Dunnet aggravating. Isn't there a better textual representation for an adventure game map than this? (setq dungeon-map '( ; no so ea we ne se nw sw up do in ot ( 96 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 -1 ) ;0 ( -1 -1 2 -1 -1 -1 -1 -1 -1 -1 -1 -1 ) ;1 ( -1 -1 3 1 -1 -1 -1 -1 -1 -1 -1 -1 ) ;2 ( -1 -1 -1 2 4 6 -1 -1 -1 -1 -1 -1 ) ;3 ( -1 -1 -1 -1 5 -1…
Re: Maclisp Dunnet (1982)
#11I considered a more textual representation, but obfuscation of this serves a purpose. I don't mind people cheating if they must, but it doesn't have to be easy. And sometimes people enjoy reading the code but don't want everything spoiled.