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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-16 14:58:51 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-06-16 14:58:51 +0000
commit42acab0b7d5738062a3d4efc83002d9ad890381f (patch)
treee56f08883a15f1ee79ee5ff234512a25208b433e /crawl-ref/source/beam.cc
parente2e74507bbc5ce16bad61bedc0bd881acdbea280 (diff)
downloadcrawl-ref-42acab0b7d5738062a3d4efc83002d9ad890381f.tar.gz
crawl-ref-42acab0b7d5738062a3d4efc83002d9ad890381f.zip
Don't change beam names for tracers. (Fixes 1994978.)
Clean up the vampire ability screen a bit. Special case naga bardings of running (according to makeitem.cc they can exist) to be called "naga barding of speedy slithering" instead. Yes, it's a hack, and yes, the name is rather unwieldy, but it makes more sense this way. I hope. :p git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5880 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/beam.cc')
-rw-r--r--crawl-ref/source/beam.cc25
1 files changed, 12 insertions, 13 deletions
diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc
index 6172e1f1ae..5df920a6e4 100644
--- a/crawl-ref/source/beam.cc
+++ b/crawl-ref/source/beam.cc
@@ -5098,21 +5098,19 @@ static int _range_used_on_hit(bolt &beam)
return (0);
}
-/*
- Takes a bolt and refines it for use in the explosion function. Called
- from missile() and beam() in beam.cc. Explosions which do not follow from
- beams (eg scrolls of immolation) bypass this function.
- */
+// Takes a bolt and refines it for use in the explosion function. Called
+// from missile() and beam() in beam.cc. Explosions which do not follow from
+// beams (eg scrolls of immolation) bypass this function.
static void _explosion1(bolt &pbolt)
{
int ex_size = 1;
// convenience
int x = pbolt.target_x;
int y = pbolt.target_y;
- const char *seeMsg = NULL;
+ const char *seeMsg = NULL;
const char *hearMsg = NULL;
- // assume that the player can see/hear the explosion, or
+ // Assume that the player can see/hear the explosion, or
// gets burned by it anyway. :)
pbolt.msg_generated = true;
@@ -5190,14 +5188,16 @@ static void _explosion1(bolt &pbolt)
{
seeMsg = "The ball expands into a vile cloud!";
hearMsg = "You hear a gentle \'poof\'.";
- pbolt.name = "stinking cloud";
+ if (!pbolt.is_tracer)
+ pbolt.name = "stinking cloud";
}
if (pbolt.name == "potion")
{
seeMsg = "The potion explodes!";
hearMsg = "You hear an explosion!";
- pbolt.name = "cloud";
+ if (!pbolt.is_tracer)
+ pbolt.name = "cloud";
}
if (seeMsg == NULL)
@@ -5228,12 +5228,11 @@ static void _explosion1(bolt &pbolt)
#define MAX_EXPLOSION_RADIUS 9
-// explosion is considered to emanate from beam->target_x, target_y
+// explosion() is considered to emanate from beam->target_x, target_y
// and has a radius equal to ex_size. The explosion will respect
// boundaries like walls, but go through/around statues/idols/etc.
-
-// for each cell affected by the explosion, affect() is called.
-
+//
+// For each cell affected by the explosion, affect() is called.
void explosion( bolt &beam, bool hole_in_the_middle,
bool explode_in_wall, bool stop_at_statues,
bool stop_at_walls, bool show_more)