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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-14 16:44:22 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-14 16:44:22 +0000
commit366c06789dcef1a3ae32f37fb9adcb1ca1a08ee4 (patch)
treee315d6b2270ce07d750b5ad3e372487c187809db /crawl-ref/source/beam.cc
parentbbbd701b88b0274d7f14d0957828ad4342648135 (diff)
downloadcrawl-ref-366c06789dcef1a3ae32f37fb9adcb1ca1a08ee4.tar.gz
crawl-ref-366c06789dcef1a3ae32f37fb9adcb1ca1a08ee4.zip
Fix compile (oops) and numerous whitespace changes.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4229 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/beam.cc')
-rw-r--r--crawl-ref/source/beam.cc193
1 files changed, 96 insertions, 97 deletions
diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc
index 3966e0afa2..d074f6b29c 100644
--- a/crawl-ref/source/beam.cc
+++ b/crawl-ref/source/beam.cc
@@ -109,10 +109,10 @@ static std::set<std::string> beam_message_cache;
static bool _beam_is_blockable( bolt &pbolt )
{
- // BEAM_ELECTRICITY is added here because chain lighting is not
+ // BEAM_ELECTRICITY is added here because chain lighting is not
// a true beam (stops at the first target it gets to and redirects
// from there)... but we don't want it shield blockable.
- return (!pbolt.is_beam && !pbolt.is_explosion
+ return (!pbolt.is_beam && !pbolt.is_explosion
&& pbolt.flavour != BEAM_ELECTRICITY);
}
@@ -214,7 +214,7 @@ void zapping(zap_type ztype, int power, bolt &pbolt)
{
#if DEBUG_DIAGNOSTICS
- mprf(MSGCH_DIAGNOSTICS, "zapping: power=%d", power );
+ mprf(MSGCH_DIAGNOSTICS, "zapping: power=%d", power );
#endif
// GDL: note that rangeMax is set to 0, which means that max range is
@@ -266,7 +266,7 @@ dice_def calc_dice( int num_dice, int max_damage )
}
else
{
- // Divied the damage among the dice, and add one
+ // Divide the damage among the dice, and add one
// occasionally to make up for the fractions. -- bwr
ret.size = max_damage / num_dice;
ret.size += (random2( num_dice ) < max_damage % num_dice);
@@ -282,15 +282,15 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
int temp_rand = 0; // probability determination {dlb}
// Note: The incoming power is not linear in the case of spellcasting.
- // The power curve currently allows for the character to reasonably
+ // The power curve currently allows for the character to reasonably
// get up to a power level of about a 100, but more than that will
// be very hard (and the maximum is 200). The low level power caps
// provide the useful feature in that they allow for low level spells
- // to have quick advancement, but don't cause them to obsolete the
+ // to have quick advancement, but don't cause them to obsolete the
// higher level spells. -- bwr
//
- // I've added some example characters below to show how little
- // people should be concerned about the power caps.
+ // I've added some example characters below to show how little
+ // people should be concerned about the power caps.
//
// The example characters are simplified to three stats:
//
@@ -299,19 +299,19 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
// - Skills: This represents the character having Spellcasting
// and the average of the component skills at this level.
// Although, Spellcasting probably isn't quite as high as
- // other spell skills for a lot of characters, note that it
+ // other spell skills for a lot of characters, note that it
// contributes much less to the total power (about 20%).
//
// - Enhancers: These are equipment that the player can use to
// apply additional magnifiers (x1.5) to power. There are
// also inhibitors that reduce power (/2.0), but we're not
- // concerned about those here. Anyways, the character can
+ // concerned about those here. Anyways, the character can
// currently have up to 3 levels (for x1.5, x2.25, x3.375).
// The lists below should help to point out the difficulty
// and cost of getting more than one level of enhancement.
//
// Here's a list of current magnifiers:
- //
+ //
// - rings of fire/cold
// - staff of fire/cold/air/earth/poison/death/conjure/enchant/summon
// - staff of Olgreb (poison)
@@ -323,7 +323,7 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
// The maximum enhancement, by school (but capped at 3):
//
// - Necromancy: 4 (Mummies), 3 (others)
- // - Fire: 4
+ // - Fire: 4
// - Cold: 3
// - Conjuration: 2
// - Enchantment: 2
@@ -336,9 +336,9 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
switch (z_type)
{
// level 1
- //
- // This cap is to keep these easy and very cheap spells from
- // becoming too powerful.
+ //
+ // This cap is to keep these easy and very cheap spells from
+ // becoming too powerful.
//
// Example characters with about 25 power:
//
@@ -387,7 +387,7 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
// that a high level character can easily have 75 power.
//
// Example characters with about 75 power:
- //
+ //
// - int 10, skills 27, 1 enhancer
// - int 15, skills 27, 0 enhancers
// - int 15, skills 16, 1 enhancer
@@ -397,9 +397,9 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
// level 4
//
- // The following examples should make it clear that this is the
- // effective maximum power. Its not easy to get to 100 power,
- // but 20-20-1 or 25-16-1 is certainly attainable by a high level
+ // The following examples should make it clear that this is the
+ // effective maximum power. Its not easy to get to 100 power,
+ // but 20-20-1 or 25-16-1 is certainly attainable by a high level
// spellcaster. As you can see from the examples at 150 and 200,
// getting much power beyond this is very difficult.
//
@@ -423,9 +423,9 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
// levels 5-7
//
// These spells used to be capped, but its very hard to raise
- // power over 100, and these examples should show that.
+ // power over 100, and these examples should show that.
// Only the twinkiest of characters are expected to get to 150.
- //
+ //
// Example characters with about 150 power:
//
// - int 15, skills 27, 3 enhancers (actually, only 146)
@@ -455,7 +455,7 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
// levels 8-9
//
// These spells are capped at 200 (which is the cap in calc_spell_power).
- // As an example of how little of a cap that is, consider the fact
+ // As an example of how little of a cap that is, consider the fact
// that a 70-27-3 character has an uncapped power of 251. Characters
// are never expected to get to this cap.
//
@@ -543,7 +543,7 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
pbolt.range = 8 + random2(5);
pbolt.damage = dice_def( 1, 5 ); // dam: 5
pbolt.hit = 8 + power / 10; // 25: 10
- pbolt.type = dchar_glyph(DCHAR_SPACE);
+ pbolt.type = dchar_glyph(DCHAR_SPACE);
pbolt.flavour = BEAM_MMISSILE; // unresistable
pbolt.obvious_effect = true;
break;
@@ -588,7 +588,7 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
pbolt.name = "0";
pbolt.flavour = BEAM_DISINTEGRATION;
pbolt.range = 7 + random2(8);
- pbolt.damage = dice_def( 1, 4 + power / 5 ); // 25: 1d9
+ pbolt.damage = dice_def( 1, 4 + power / 5 ); // 25: 1d9
pbolt.ench_power *= 3;
break;
@@ -722,8 +722,8 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
pbolt.name = "orb of energy";
pbolt.colour = LIGHTMAGENTA;
pbolt.range = 8 + random2(5);
- pbolt.damage = calc_dice( 2, 15 + (power * 2) / 5 );
- pbolt.hit = 10 + power / 7; // 50: 17 100: 24
+ pbolt.damage = calc_dice( 2, 15 + (power * 2) / 5 );
+ pbolt.hit = 10 + power / 7; // 50: 17 100: 24
pbolt.type = dchar_glyph(DCHAR_FIRED_ZAP);
pbolt.flavour = BEAM_MMISSILE; // unresistable
@@ -806,7 +806,7 @@ static void _zappy( zap_type z_type, int power, bolt &pbolt )
pbolt.name = "bolt of negative energy";
pbolt.colour = DARKGREY;
pbolt.range = 7 + random2(10);
- pbolt.damage = calc_dice( 4, 15 + (power * 3) / 5 );
+ pbolt.damage = calc_dice( 4, 15 + (power * 3) / 5 );
pbolt.hit = 8 + power / 20; // 50: 10 100: 13
pbolt.type = dchar_glyph(DCHAR_FIRED_ZAP);
pbolt.flavour = BEAM_NEG; // drains levels
@@ -1328,13 +1328,13 @@ void fire_beam( bolt &pbolt, item_def *item, bool drop_item )
{
mprf( MSGCH_DIAGNOSTICS,
"%s%s%s (%d,%d) to (%d,%d): ty=%d col=%d flav=%d hit=%d dam=%dd%d range=%d",
- (pbolt.is_beam) ? "beam" : "missile",
- (pbolt.is_explosion) ? "*" :
- (pbolt.is_big_cloud) ? "+" : "",
+ (pbolt.is_beam) ? "beam" : "missile",
+ (pbolt.is_explosion) ? "*" :
+ (pbolt.is_big_cloud) ? "+" : "",
(pbolt.is_tracer) ? " tracer" : "",
- pbolt.source_x, pbolt.source_y,
- pbolt.target_x, pbolt.target_y,
- pbolt.type, pbolt.colour, pbolt.flavour,
+ pbolt.source_x, pbolt.source_y,
+ pbolt.target_x, pbolt.target_y,
+ pbolt.type, pbolt.colour, pbolt.flavour,
pbolt.hit, pbolt.damage.num, pbolt.damage.size,
pbolt.range);
}
@@ -1419,7 +1419,7 @@ void fire_beam( bolt &pbolt, item_def *item, bool drop_item )
ray.regress();
}
while (grid_is_solid(grd(ray.pos())));
-
+
tx = ray.x();
ty = ray.y();
break; // breaks from line tracing
@@ -1435,7 +1435,7 @@ void fire_beam( bolt &pbolt, item_def *item, bool drop_item )
ray.regress();
}
while (grid_is_solid(grd(ray.pos())));
-
+
ray.advance_and_bounce();
--rangeRemaining;
}
@@ -1453,7 +1453,7 @@ void fire_beam( bolt &pbolt, item_def *item, bool drop_item )
// couldn't find any path: bouncy, fuzzy, or not - so break.
if (grid_is_solid(grd[tx][ty]))
break;
-
+
// check for "target termination"
// occurs when beam can be targetted at empty
// cell (e.g. a mage wants an explosion to happen
@@ -1557,9 +1557,8 @@ void fire_beam( bolt &pbolt, item_def *item, bool drop_item )
// leave an object, if applicable
if (drop_item && item)
- {
beam_drop_object( pbolt, item, tx, ty );
- }
+
ASSERT(!drop_item || item);
// check for explosion. NOTE that for tracers, we have to make a copy
@@ -1625,7 +1624,7 @@ int mons_adjust_flavoured( monsters *monster, bolt &pbolt,
(pbolt.flavour == BEAM_FIRE) ? monster->res_fire()
: monster->res_steam(),
hurted, true);
-
+
if (!hurted)
{
if (doFlavouredEffects)
@@ -1843,7 +1842,7 @@ int mons_adjust_flavoured( monsters *monster, bolt &pbolt,
case BEAM_LAVA:
hurted = resist_adjust_damage(monster, pbolt.flavour,
monster->res_fire(), hurted, true);
-
+
if (hurted < original)
{
if (doFlavouredEffects)
@@ -1985,15 +1984,15 @@ bool mass_enchantment( enchant_type wh_enchant, int pow, int origin,
if (m_attempted)
++*m_attempted;
-
+
if (_monster_resists_mass_enchantment(monster, wh_enchant, pow))
- continue;
+ continue;
if (monster->add_ench(mon_enchant(wh_enchant, 0, kc)))
{
if (m_succumbed)
++*m_succumbed;
-
+
if (player_monster_visible( monster ))
{
// turn message on
@@ -2120,7 +2119,7 @@ int mons_ench_f2(monsters *monster, bolt &pbolt)
case BEAM_CONFUSION: /* 4 = confusion */
if (!mons_class_is_confusable(monster->type))
return (MON_UNAFFECTED);
-
+
if (monster->add_ench(
mon_enchant(ENCH_CONFUSION, 0, _whose_kill(pbolt))))
{
@@ -2134,7 +2133,7 @@ int mons_ench_f2(monsters *monster, bolt &pbolt)
{
// Store the monster name before it becomes an "it" -- bwr
const std::string monster_name = monster->name(DESC_CAP_THE);
-
+
if (!monster->has_ench(ENCH_INVIS)
&& monster->add_ench(ENCH_INVIS))
{
@@ -2259,8 +2258,8 @@ bool poison_monster( monsters *monster,
// note: order important here
if (verbose && new_pois.degree > old_pois.degree)
{
- simple_monster_message( monster,
- !old_pois.degree? " is poisoned."
+ simple_monster_message( monster,
+ !old_pois.degree? " is poisoned."
: " looks even sicker." );
}
@@ -2343,7 +2342,7 @@ bool check_line_of_sight( int sx, int sy, int tx, int ty )
// currently we limit the range to 8
if (dist > MONSTER_LOS_RANGE)
return (false);
-
+
// Note that we are guaranteed to be within the player LOS range,
// so fallback is unnecessary.
ray_def ray;
@@ -2366,13 +2365,13 @@ void mimic_alert(monsters *mimic)
{
if (should_id)
mimic->flags |= MF_KNOWN_MIMIC;
-
+
return;
}
-
+
const bool instant_tele = !one_chance_in(3);
monster_teleport( mimic, instant_tele );
-
+
// at least for this short while, we know it's a mimic
if (!instant_tele && should_id)
mimic->flags |= MF_KNOWN_MIMIC;
@@ -2540,11 +2539,11 @@ void beam_drop_object( bolt &beam, item_def *item, int x, int y )
if (beam.is_tracer || beam.flavour != BEAM_MISSILE)
return;
- if ((YOU_KILL(beam.thrower) &&
- !thrown_object_destroyed(item, x, y, false)) ||
- (MON_KILL(beam.thrower) &&
- !mons_thrown_object_destroyed(item, x, y, false,
- beam.beam_source)))
+ if (YOU_KILL(beam.thrower)
+ && !thrown_object_destroyed(item, x, y, false)
+ || MON_KILL(beam.thrower)
+ && !mons_thrown_object_destroyed(item, x, y, false,
+ beam.beam_source))
{
if (item->sub_type == MI_THROWING_NET)
{
@@ -2634,7 +2633,7 @@ int affect(bolt &beam, int x, int y)
{
rangeUsed += _affect_player( beam );
}
-
+
if (_beam_term_on_target(beam, x, y))
return (BEAM_STOP);
}
@@ -2658,7 +2657,7 @@ int affect(bolt &beam, int x, int y)
{
rangeUsed += _affect_monster( beam, &menv[mid] );
}
-
+
if (_beam_term_on_target(beam, x, y))
return (BEAM_STOP);
}
@@ -2690,7 +2689,7 @@ static bool _affects_wall(const bolt &beam, int wall)
if (beam.flavour == BEAM_DIGGING)
return (true);
- // Isn't this much nicer than the hack to remove ice bolts, disrupt,
+ // Isn't this much nicer than the hack to remove ice bolts, disrupt,
// and needles (just because they were also coloured "white") -- bwr
if (beam.flavour == BEAM_DISINTEGRATION && beam.damage.num >= 3)
return (true);
@@ -2726,7 +2725,7 @@ static int _affect_wall(bolt &beam, int x, int y)
if (grd[x][y] == DNGN_ROCK_WALL || grd[x][y] == DNGN_CLEAR_ROCK_WALL)
{
grd[x][y] = DNGN_FLOOR;
-
+
// blood does not transfer onto floor
if (is_bloodcovered(x,y))
env.map[x][y].property = FPROP_NONE;
@@ -2746,7 +2745,7 @@ static int _affect_wall(bolt &beam, int x, int y)
return (rangeUsed);
}
// END DIGGING EFFECT
-
+
// FIRE effect
if (_is_fiery(beam))
{
@@ -2798,8 +2797,8 @@ static int _affect_wall(bolt &beam, int x, int y)
}
}
- if (targ_grid == DNGN_ORCISH_IDOL
- || targ_grid == DNGN_GRANITE_STATUE)
+ if (targ_grid == DNGN_ORCISH_IDOL
+ || targ_grid == DNGN_GRANITE_STATUE)
{
grd[x][y] = DNGN_FLOOR;
@@ -2917,7 +2916,7 @@ static int _affect_place_clouds(bolt &beam, int x, int y)
// following two functions used with explosions:
static void _affect_place_explosion_clouds(bolt &beam, int x, int y)
{
- cloud_type cl_type;
+ cloud_type cl_type;
int duration;
// first check: FIRE/COLD over water/lava
@@ -2969,7 +2968,7 @@ static void _affect_place_explosion_clouds(bolt &beam, int x, int y)
break;
case BEAM_POTION_RANDOM:
- switch (random2(10))
+ switch (random2(10))
{
case 0: cl_type = CLOUD_FIRE; break;
case 1: cl_type = CLOUD_STINK; break;
@@ -3084,12 +3083,12 @@ static void _beam_ouch( int dam, bolt &beam )
if (beam.flavour == BEAM_SPORE)
ouch( dam, beam.beam_source, KILLED_BY_SPORE );
else
- ouch( dam, beam.beam_source, KILLED_BY_BEAM,
+ ouch( dam, beam.beam_source, KILLED_BY_BEAM,
beam.aux_source.c_str() );
}
else // KILL_MISC || (YOU_KILL && aux_source)
{
- ouch( dam, beam.beam_source, KILLED_BY_WILD_MAGIC,
+ ouch( dam, beam.beam_source, KILLED_BY_WILD_MAGIC,
beam.aux_source.c_str() );
}
}
@@ -3099,7 +3098,7 @@ static void _beam_ouch( int dam, bolt &beam )
static bool _fuzz_invis_tracer(bolt &beem)
{
// Did the monster have a rough idea of where you are?
- int dist = grid_distance(beem.target_x, beem.target_y,
+ int dist = grid_distance(beem.target_x, beem.target_y,
you.x_pos, you.y_pos);
// No, ditch this.
@@ -3109,7 +3108,7 @@ static bool _fuzz_invis_tracer(bolt &beem)
const int beam_src = _beam_source(beem);
if (beam_src != MHITNOT && beam_src != MHITYOU)
{
- // Monsters that can sense invisible
+ // Monsters that can sense invisible
const monsters *mon = &menv[beam_src];
if (mons_sense_invis(mon))
return (!dist);
@@ -3166,7 +3165,7 @@ static int _affect_player( bolt &beam )
// check for tracer
if (beam.is_tracer)
{
- // check can see player
+ // check can see player
if (beam.can_see_invis || !you.invisible()
|| _fuzz_invis_tracer(beam))
{
@@ -3199,7 +3198,7 @@ static int _affect_player( bolt &beam )
if (you.invisible() && !beam.can_see_invis)
beamHit /= 2;
- if (beam.name[0] != '0')
+ if (beam.name[0] != '0')
{
if (!beam.is_explosion && !beam.aimed_at_feet)
{
@@ -3230,7 +3229,7 @@ static int _affect_player( bolt &beam )
else if (_beam_is_blockable(beam))
{
// non-beams can be blocked or dodged
- if (you.equip[EQ_SHIELD] != -1
+ if (you.equip[EQ_SHIELD] != -1
&& !beam.aimed_at_feet
&& player_shield_class() > 0)
{
@@ -3281,7 +3280,7 @@ static int _affect_player( bolt &beam )
bool nasty = true, nice = false;
// BEGIN enchantment beam
- if (beam.flavour != BEAM_HASTE
+ if (beam.flavour != BEAM_HASTE
&& beam.flavour != BEAM_INVISIBILITY
&& beam.flavour != BEAM_HEALING
&& beam.flavour != BEAM_POLYMORPH
@@ -3308,7 +3307,7 @@ static int _affect_player( bolt &beam )
case BEAM_SLEEP:
you.put_to_sleep(beam.ench_power);
break;
-
+
case BEAM_BACKLIGHT:
if (!you.duration[DUR_INVIS])
{
@@ -3316,7 +3315,7 @@ static int _affect_player( bolt &beam )
mpr("You glow brighter.");
else
mpr("You are outlined in light.");
-
+
you.duration[DUR_BACKLIGHT] += random_range(15, 35);
if (you.duration[DUR_BACKLIGHT] > 250)
you.duration[DUR_BACKLIGHT] = 250;
@@ -3331,7 +3330,7 @@ static int _affect_player( bolt &beam )
beam.obvious_effect = true;
}
break;
-
+
case BEAM_POLYMORPH:
if (MON_KILL(beam.thrower))
{
@@ -3507,7 +3506,7 @@ static int _affect_player( bolt &beam )
// THE BEAM IS NOW GUARANTEED TO BE A NON-ENCHANTMENT WHICH HIT
const bool engulfs = (beam.is_explosion || beam.is_big_cloud);
- mprf( "The %s %s you!",
+ mprf( "The %s %s you!",
beam.name.c_str(), (engulfs) ? "engulfs" : "hits" );
int hurted = 0;
@@ -3515,7 +3514,7 @@ static int _affect_player( bolt &beam )
(beam.is_beam) ? 3 : 2;
// Roll the damage
- hurted += roll_dice( beam.damage );
+ hurted += roll_dice( beam.damage );
#if DEBUG_DIAGNOSTICS
int roll = hurted;
@@ -3561,7 +3560,7 @@ static int _affect_player( bolt &beam )
int blood = hurted/2; // assumes DVORP_PIERCING, factor: 0.5
if (blood > you.hp)
blood = you.hp;
-
+
bleed_onto_floor(you.x_pos, you.y_pos, -1, blood, true);
}
@@ -3595,7 +3594,7 @@ static int _affect_player( bolt &beam )
was_affected = true;
}
}
-
+
if (beam.name.find("throwing net") != std::string::npos)
{
player_caught_in_net();
@@ -3727,7 +3726,7 @@ static int _affect_monster(bolt &beam, monsters *mon)
{
const int tid = mgrd[mon->x][mon->y];
const int mons_type = menv[tid].type;
- const int thrower = YOU_KILL(beam.thrower)? KILL_YOU_MISSILE
+ const int thrower = YOU_KILL(beam.thrower)? KILL_YOU_MISSILE
: KILL_MON_MISSILE;
const bool submerged = mon->submerged();
@@ -3935,7 +3934,7 @@ static int _affect_monster(bolt &beam, monsters *mon)
if (!beam.is_tracer)
{
mprf(MSGCH_DIAGNOSTICS,
- "Monster: %s; Damage: pre-AC: %d; post-AC: %d; post-resist: %d",
+ "Monster: %s; Damage: pre-AC: %d; post-AC: %d; post-resist: %d",
mon->name(DESC_PLAIN).c_str(), hurt, raw_damage, hurt_final);
}
#endif
@@ -4009,7 +4008,7 @@ static int _affect_monster(bolt &beam, monsters *mon)
{
hit_woke_orc = true;
}
-
+
// Don't annoy friendlies if the player's beam did no damage.
// Hostiles will still take umbrage.
if (hurt_final > 0 || !mons_friendly(mon) || !YOU_KILL(beam.thrower))
@@ -4051,7 +4050,7 @@ static int _affect_monster(bolt &beam, monsters *mon)
mprf("%s blocks the %s.",
mon->name(DESC_CAP_THE).c_str(),
beam.name.c_str());
-
+
mon->shield_block_succeeded();
return (BEAM_STOP);
}
@@ -4061,7 +4060,7 @@ static int _affect_monster(bolt &beam, monsters *mon)
_update_hurt_or_helped(beam, mon);
conduct.enabled = true;
-
+
// the beam hit.
if (mons_near(mon))
{
@@ -4105,7 +4104,7 @@ static int _affect_monster(bolt &beam, monsters *mon)
// now hurt monster
hurt_monster( mon, hurt_final );
-
+
if (mon->hit_points < 1)
{
_monster_die(mon, beam);
@@ -4363,7 +4362,7 @@ static int _affect_monster_enchantment(bolt &beam, monsters *mon)
//
if (!death_check
&& check_mons_resist_magic( mon, beam.ench_power )
- && beam.flavour != BEAM_HASTE
+ && beam.flavour != BEAM_HASTE
&& beam.flavour != BEAM_HEALING
&& beam.flavour != BEAM_INVISIBILITY)
{
@@ -4409,9 +4408,9 @@ static int _affect_monster_enchantment(bolt &beam, monsters *mon)
if (beam.flavour == BEAM_SLEEP)
{
if (mon->has_ench(ENCH_SLEEP_WARY)) // slept recently
- return (MON_RESIST);
+ return (MON_RESIST);
- if (mons_holiness(mon) != MH_NATURAL) // no unnatural
+ if (mons_holiness(mon) != MH_NATURAL) // no unnatural
return (MON_UNAFFECTED);
// Cold res monsters resist hibernation (for consistency
@@ -4552,7 +4551,7 @@ static void _explosion1(bolt &pbolt)
pbolt.flavour = BEAM_HOLY;
ex_size = 2;
}
-
+
if (pbolt.name == "fireball")
{
seeMsg = "The fireball explodes!";
@@ -4672,7 +4671,7 @@ void explosion( bolt &beam, bool hole_in_the_middle,
if (ray.x() == beam.source_x && ray.y() == beam.source_y)
{
max_dist--;
- ray.advance(true);
+ ray.advance(true);
}
int dist = 0;
@@ -4743,8 +4742,8 @@ void explosion( bolt &beam, bool hole_in_the_middle,
#if DEBUG_DIAGNOSTICS
mprf(MSGCH_DIAGNOSTICS,
"explosion at (%d, %d) : t=%d c=%d f=%d hit=%d dam=%dd%d",
- beam.target_x, beam.target_y,
- beam.type, beam.colour, beam.flavour,
+ beam.target_x, beam.target_y,
+ beam.type, beam.colour, beam.flavour,
beam.hit, beam.damage.num, beam.damage.size );
#endif
@@ -4786,7 +4785,7 @@ void explosion( bolt &beam, bool hole_in_the_middle,
// do center -- but only if its affected
if (!hole_in_the_middle)
_explosion_cell(beam, 0, 0, drawing);
-
+
// do the rest of it
for (int rad = 1; rad <= r; rad ++)
{
@@ -5009,7 +5008,7 @@ bool nice_beam( monsters *mon, bolt &beam )
// A constructor for bolt to help guarantee that we start clean (this has
// caused way too many bugs). Putting it here since there's no good place to
// put it, and it doesn't do anything other than initialize it's members.
-//
+//
// TODO: Eventually it'd be nice to have a proper factory for these things
// (extended from setup_mons_cast() and zapping() which act as limited ones).
bolt::bolt() : range(0), rangeMax(0), type('*'),
@@ -5034,7 +5033,7 @@ killer_type bolt::killer() const
{
if (flavour == BEAM_BANISH)
return (KILL_RESET);
-
+
switch (thrower)
{
case KILL_YOU:
@@ -5076,5 +5075,5 @@ void bolt::setup_retrace()
std::swap(source_x, target_x);
std::swap(source_y, target_y);
affects_nothing = true;
- aimed_at_spot = true;
+ aimed_at_spot = true;
}