Comment polishing.

This commit is contained in:
Eric S. Raymond 2017-06-25 13:54:07 -04:00
parent 81be19238c
commit 4821aeff60

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@ -6,10 +6,11 @@
#
# We define a bunch of YAML structures:
#
# vocabulary: Almost all the words the game knows - one of them gets
# replaced with a randomly-generated cookie. For each word there
# is a type (motion, action, object, or special) and a numeric value.
# Multiple synonyms may have the same value.
# vocabulary: Almost all the words the game knows - one of them (the
# reservoir magic word) gets replaced with a randomly-generated
# cookie. For each word there is a type (motion, action, object,
# or special) and a numeric value. Multiple synonyms may have the
# same value.
#
# hints: Each item contains a hint number, a hint label (used to
# generate the value macro for the hint) the number of turns he
@ -64,16 +65,17 @@
# 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.
# There is also a boolean "treasure" attribute, defaulting to false.
# An pbject may have one or two start locations (the gate is an example
# of a two-location object; it can be accessed from above or below).
# An object may also be flagged immovable, meaning it cannot be carried.
# If a state message is a tuple then the first element is made the name
# of a #define viible to the code for the associayed state, numbered
# from zero upwards. If the inventory desription begins with "*" the
# object is dungeon furniture that cannot be taken or carried.
# object_descriptions: Each item contains a description for use in the
# inventory command and one or more messages describing the object
# in different states. There is also a boolean "treasure"
# attribute, defaulting to false. An pbject may have one or two
# start locations (the gate is an example of a two-location object;
# it can be accessed from above or below). An object may also be
# flagged immovable, meaning it cannot be carried. If a state
# message is a tuple then the first element is made the name of a
# #define viible to the code for the associayed state, numbered
# from zero upwards. If the inventory desription begins with "*"
# the object is dungeon furniture that cannot be taken or carried.
#
# obituaries: Death messages and reincarnation queries. Order is
# significant, they're used in succession as the player racks up
@ -99,7 +101,8 @@
# %B = Variable number of blanks
# %! = The entire message should be suppressed
# There are duplicate keys in this voavulary, that's why it can't be a normal map
# There are duplicate keys in this vocabulary, that's why it can't be a normal
# map. You have to iterate through it looking for a match qualified by type.
vocabulary: [
{word: "ROAD", type: motion, value: 2},
{word: "HILL", type: motion, value: 2},