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authordolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-17 06:33:24 +0000
committerdolorous <dolorous@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-17 06:33:24 +0000
commit24f899df4143cf27c98b218da786de393578e765 (patch)
tree9d81a68f2bb6e34647934b707d80036abc7f0cca /crawl-ref/source/fight.cc
parentc3e48e8a84795381523dc3c524a1720819341f74 (diff)
downloadcrawl-ref-24f899df4143cf27c98b218da786de393578e765.tar.gz
crawl-ref-24f899df4143cf27c98b218da786de393578e765.zip
Fix attack conduct handling to register more than one conduct for an
attack again. For example, if you make an unchivalric attack on a neutral monster, both the "unchivalric attack" and "attack neutral" conducts will be handled again, instead of just the former (big oops). Passing a constant-sized array of god_conduct_triggers and adding wrapper functions to enable and disable them all is not the most elegant solution, but I don't quite have the time or the understanding right now to rewrite the god_conduct_trigger class to handle more than one conduct at once, and this does work in the meantime. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5914 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/fight.cc')
-rw-r--r--crawl-ref/source/fight.cc8
1 files changed, 4 insertions, 4 deletions
diff --git a/crawl-ref/source/fight.cc b/crawl-ref/source/fight.cc
index a35f3a9c2e..8ca5e7f113 100644
--- a/crawl-ref/source/fight.cc
+++ b/crawl-ref/source/fight.cc
@@ -608,8 +608,8 @@ bool melee_attack::attack()
check_autoberserk();
check_special_wield_effects();
- god_conduct_trigger conduct;
- conduct.enabled = false;
+ god_conduct_trigger conducts[4];
+ disable_attack_conducts(conducts);
if (attacker->atype() == ACT_PLAYER)
{
@@ -619,7 +619,7 @@ bool melee_attack::attack()
return (false);
}
else
- set_attack_conducts(def, conduct);
+ set_attack_conducts(conducts, def);
}
// Trying to stay general beyond this point is a recipe for insanity.
@@ -628,7 +628,7 @@ bool melee_attack::attack()
(defender->atype() == ACT_PLAYER) ? mons_attack_you()
: mons_attack_mons());
- conduct.enabled = true;
+ enable_attack_conducts(conducts);
return retval;
}