-# 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
# 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
# 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.