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authorfusion32 <marcopuzziello@gmail.com>2025-07-21 19:23:42 -0300
committerfusion32 <marcopuzziello@gmail.com>2025-07-21 22:49:41 -0300
commite4b8bf807b76f6f446d9617d9a3957dc77dd6e90 (patch)
treef974c51ca7ea111c7e96990e39453ae5dba9a6c5 /src/crnonpl.cc
parent7b9e7dbbcf1d779419be8f22df812ff523a25450 (diff)
downloadgame-e4b8bf807b76f6f446d9617d9a3957dc77dd6e90.tar.gz
game-e4b8bf807b76f6f446d9617d9a3957dc77dd6e90.zip
multiple bug-fixes and improvements
- Make uint32 -> Object conversion explicit. This can be more verbose but will get a lot of small mistakes, especially with function overloads. - Fix problem with the path finder not including the last step when `MustReach` was false. - Fix problem with NPC conditions. - Fix problem with monster homes continuously spawning monsters. - Fix problem with creating the standard inventory. - Fix problem with creature timers (IMPORTANT). - Fix problem with `ThrowPossible` (IMPORTANT). - Fix problem with rune casting. - Fix problem with executing moveuse events. - Fix problem with `MoveRel` and `WriteName` moveuse actions. - Fix problem with eating food deleting the whole stack. - Many other bug-fixes and improvements.
Diffstat (limited to 'src/crnonpl.cc')
-rw-r--r--src/crnonpl.cc11
1 files changed, 7 insertions, 4 deletions
diff --git a/src/crnonpl.cc b/src/crnonpl.cc
index 2e56f66..c425b02 100644
--- a/src/crnonpl.cc
+++ b/src/crnonpl.cc
@@ -324,7 +324,7 @@ TBehaviourDatabase::TBehaviourDatabase(TReadScriptFile *Script) :
Script->nextToken();
TBehaviourNode *Right = this->readTerm(Script);
Behaviour->addCondition(BEHAVIOUR_CONDITION_EXPRESSION,
- NewBehaviourNode(Operator, Right, Left));
+ NewBehaviourNode(Operator, Left, Right));
}else{
Script->nextToken();
}
@@ -1393,12 +1393,15 @@ void LoadMonsterhomes(void){
}
void ProcessMonsterhomes(void){
- for(int i = 0; i < Monsterhomes; i += 1){
+ for(int i = 1; i <= Monsterhomes; i += 1){
TMonsterhome *MH = Monsterhome.at(i);
- if(MH->Timer > 0){
- MH->Timer -= 1;
+
+ ASSERT(MH->Timer >= 0);
+ if(MH->Timer == 0){
+ continue;
}
+ MH->Timer -= 1;
if(MH->Timer > 0){
continue;
}