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Commit 1a2a894e authored by dg's avatar dg
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fix

git-svn-id: http://svn.net-core.org/repos/t-engine4@2277 51575b47-30f0-44d4-a5cc-537603b46e54
parent 0ece8687
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......@@ -75,6 +75,7 @@ function _M:generateList()
return tostring(config.settings.display_fps)
end, fct=function(item)
game:registerDialog(GetQuantity.new("Enter density", "From 5 to 60", config.settings.display_fps, 60, function(qty)
qty = util.bound(qty, 5, 60)
game:saveSettings("display_fps", ("display_fps = %d\n"):format(qty))
config.settings.display_fps = qty
core.game.setFPS(qty)
......
......@@ -121,6 +121,7 @@ end
--- Picks an object from the floor
function _M:pickupFloor(i, vocal, no_sort)
if not self:getInven(self.INVEN_INVEN) then return end
local o = game.level.map:getObject(self.x, self.y, i)
if o then
local prepickup = o:check("on_prepickup", self, i)
......@@ -390,6 +391,7 @@ end
function _M:sortInven(inven)
if not inven then inven = self.inven[self.INVEN_INVEN] end
inven = self:getInven(inven)
if not inven then return end
-- Stack objects first, from bottom
for i = #inven, 1, -1 do
......
......@@ -21,6 +21,7 @@ newAI("summoned", function(self)
-- Run out of time ?
if self.summon_time then
self.summon_time = self.summon_time - 1
print("==========",self.summon_time)
if self.summon_time <= 0 then
game.logPlayer(self.summoner, "#PINK#Your summoned %s disappears.", self.name)
self:die()
......
......@@ -70,7 +70,6 @@ function _M:init()
engine.interface.GameMusic.init(self)
engine.interface.GameSound.init(self)
self.persistent_actors = {}
-- Pause at birth
self.paused = true
......@@ -353,7 +352,7 @@ function _M:setupMiniMap()
end
function _M:save()
return class.save(self, self:defaultSavedFields{difficulty=true, persistent_actors=true, to_re_add_actors=true, party=true}, true)
return class.save(self, self:defaultSavedFields{difficulty=true, to_re_add_actors=true, party=true}, true)
end
function _M:getSaveDescription()
......@@ -386,8 +385,8 @@ function _M:leaveLevel(level, lev, old_lev)
level.exited.up = {x=self.player.x, y=self.player.y}
end
level.last_turn = self.turn
for act, _ in pairs(self.persistent_actors) do
if level:hasEntity(act) then
for act, _ in pairs(self.party.members) do
if self.player ~= act and level:hasEntity(act) then
level:removeEntity(act)
self.to_re_add_actors[act] = true
end
......
......@@ -117,8 +117,9 @@ function _M:setPlayer(actor)
end
function _M:findSuitablePlayer(type)
for actor, def in pairs(self.members) do
if def.control == "full" and (not type or def.type == type) then
for i, actor in ipairs(self.m_list) do
local def = self.members[actor]
if def.control == "full" and (not type or def.type == type) and not actor.dead then
self:setPlayer(actor)
return true
end
......
......@@ -90,7 +90,6 @@ newTalent{
if not self.alchemy_golem then
self.alchemy_golem = game.zone:finishEntity(game.level, "actor", makeGolem())
game.party:addMember(self.alchemy_golem, {control="full", type="golem", title="Golem"})
game.persistent_actors[self.alchemy_golem] = 1
if not self.alchemy_golem then return end
self.alchemy_golem.faction = self.faction
self.alchemy_golem.name = "golem (servant of "..self.name..")"
......
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