* This also sets up "game.place" and "fixed" as copies of "PLAC" and
* "FIXD". Also, since two-placed objects are typically best
* described last, we'll drop them first. */
- for (int i = 1; i <= NOBJECTS; i++) {
- int k = NOBJECTS + 1 - i;
- if (object_descriptions[k].fixd > 0) {
- DROP(k + NOBJECTS, object_descriptions[k].fixd);
- DROP(k, object_descriptions[k].plac);
+ for (int i = NOBJECTS; i >= 1; i--) {
+ if (object_descriptions[i].fixd > 0) {
+ DROP(i + NOBJECTS, object_descriptions[i].fixd);
+ DROP(i, object_descriptions[i].plac);
}
}
return trn_str
def get_locations(loc):
- template = """ {{
+ template = """ {{ // {}
.description = {{
.small = {},
.big = {},
}},
"""
loc_str = ""
- for item in loc:
+ for (i, item) in enumerate(loc):
short_d = make_c_string(item[1]["description"]["short"])
long_d = make_c_string(item[1]["description"]["long"])
sound = item[1].get("sound", "SILENT")
loud = "true" if item[1].get("loud") else "false"
- loc_str += template.format(short_d, long_d, sound, loud)
+ loc_str += template.format(i, short_d, long_d, sound, loud)
loc_str = loc_str[:-1] # trim trailing newline
return loc_str
def get_object_descriptions(obj):
- template = """ {{
+ template = """ {{ // {}
.inventory = {},
.plac = {},
.fixd = {},
}},
"""
obj_str = ""
- for item in obj:
+ for (i, item) in enumerate(obj):
attr = item[1]
i_msg = make_c_string(attr["inventory"])
longs_str = ""
sys.stderr.write("dungeon: unknown object location in %s\n" % locs)
sys.exit(1)
treasure = "true" if attr.get("treasure") else "false"
- obj_str += template.format(i_msg, locs[0], locs[1], treasure, longs_str, sounds_str, texts_str)
+ obj_str += template.format(i, i_msg, locs[0], locs[1], treasure, longs_str, sounds_str, texts_str)
obj_str = obj_str[:-1] # trim trailing newline
return obj_str
)
h = h_template.format(
- len(db["locations"]),
- len(db["object_descriptions"]),
+ len(db["locations"])-1,
+ len(db["object_descriptions"])-1,
len(db["hints"]),
len(db["classes"]),
len(db["obituaries"]),