[Kde-games-devel] KSokoban: Who will revive it?

Dmitry Suzdalev dimsuzkde at gmail.com
Fri Dec 21 09:29:58 CET 2007


Hi, Ian.

On Friday 21 December 2007 00:53:24 Ian Wadham wrote:
> So, are you still interested in KSokoban? ... and is Dmitry?
> Let's sort this out.
It is nice you put this out as I quite like this little game.

Well, currently I have no plans and motivation on porting&fixing KSokoban. Or 
it will be more correct to say "If I will do it, then this will happen in 
future - i.e. not *now*"

But I am willing to see this game to be resurrected.

> So, if anyone is going to do a re-write, please at least scrutinise the
> old code thoroughly and try to understand it fully, however difficult
> that may be ... and it is &@*!^% difficult in the case of KSokoban.
Unfortunately, I would say that in KSokoban's current state rewrite is the 
only good option. Have you looked at the code, Ian? It's terrible IMO. non-
const references everywhere, C++ classes written in a C-mode (you know, that 
happens when one writes in C++, but isn't using it's features or using them to 
a very small degree), no good class hierarchy, mess in level saving/loading 
etc.

These memories come from the time I last looked at KSokoban, so I might have 
something said not correct, but I surely recall that general picture was 
*uuuuh, what an ugly code!*

What I am saying is that if  I was to improve KSokoban, I wouldn't go for any 
other option than rewrite :)
If someone manages to sort out existing code and be able to improve it - he 
can go for it :)

Speaking of levels. Seeing the level classes being in an ugly shape I once 
even rewrote them and IIRC they worked nicely. But if i'm not mistaken, I 
didn't managed to finish them and didn't commit. And those changes are surely 
lost now - I even can't remember what machine had them :)
Not very complex stuff anyway - 2 or 3 hours of work ;)

Cheers,
Dmitry.





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