Fixups to the adventure.yaml commentary.

This commit is contained in:
Jason S. Ninneman 2017-06-22 10:20:42 -07:00 committed by Eric S. Raymond
parent e4b2877733
commit 3215930f64

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@ -1,4 +1,4 @@
# This YAML file gets processed into a collection of data structure and
# This YAML file gets processed into a collection of data structures and
# variable initializers describing Colossal Cave. It replaces an ad-hoc
# text database shipped with Adventure versions up to 2.5. The format
# change enabled a lot of use of symbolic names where there were previously
@ -26,12 +26,14 @@
# HOGRE Trying to deal with ogre
# HJADE Found all treasures except jade
#
# arbitrary_messages: These are arguments to RSPEAK(). Some spans of
# these messages need to be kept adjacent and ordered. To see which,
# grep for RSPEAK calls containing expressions with arithmetic.
# arbitrary_messages: These are arguments to rspeak(). Some spans of
# these messages need to be kept adjacent and ordered (for now).
# To see which, grep for rspeak() calls containing expressions with
# arithmetic. Eventually, these will be pulled out into more appropriate
# data structures. Then ordering can be dropped, and gaps removed.
#
# classes: Each item contains a point threshold and a message
# describing a classification of player. point thresholds must be
# describing a classification of player. Point thresholds must be
# in ascending order. The scoring code selects the appropriate
# message, where each message is considered to apply to players
# whose scores are higher than the previous N but not higher than
@ -39,10 +41,10 @@
# modification (and particularly expansion) of the program.
#
# turn_thresholds: Each item contains a number and a message
# berating the player for taking so many turns. The messages must
# be in the proper (ascending) order. The message gets printed if
# the player exceeds N % 100000 turns, at which time N/100000
# points get deducted from his score.
# berating the player for taking so many turns. When the turn count
# matches one of the thresholds, the corresponding message is shown.
# Order doesn't matter; the logic simply tests every threshold on
# the assumption that turn counts never decrease nor skip values.
#
# objects: Each item contains a description for use in the inventory command
# and one or more messages describing the object in different states.