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authorharanp <haranp@c06c8d41-db1a-0410-9941-cceddc491573>2008-09-20 10:56:39 +0000
committerharanp <haranp@c06c8d41-db1a-0410-9941-cceddc491573>2008-09-20 10:56:39 +0000
commitd31d7584ae39422c3ba70297d6abd1da69d2e714 (patch)
tree021abc01ae108f766018be4835deedc80dc1efdc /crawl-ref/source/spells2.cc
parenta324c4ba0fbb3c8b96c549301237db8b6efdea1c (diff)
downloadcrawl-ref-d31d7584ae39422c3ba70297d6abd1da69d2e714.tar.gz
crawl-ref-d31d7584ae39422c3ba70297d6abd1da69d2e714.zip
2058436: better interface for the range-1 attack spells.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6955 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/spells2.cc')
-rw-r--r--crawl-ref/source/spells2.cc54
1 files changed, 14 insertions, 40 deletions
diff --git a/crawl-ref/source/spells2.cc b/crawl-ref/source/spells2.cc
index d987299724..495f92fe42 100644
--- a/crawl-ref/source/spells2.cc
+++ b/crawl-ref/source/spells2.cc
@@ -819,44 +819,25 @@ bool vampiric_drain(int pow, const dist &vmove)
return (true);
}
-char burn_freeze(int pow, beam_type flavour)
+bool burn_freeze(int pow, beam_type flavour, int targetmon )
{
- dist spd;
-
pow = std::min(25, pow);
- mpr("Which direction?", MSGCH_PROMPT);
- direction(spd, DIR_DIR, TARG_ENEMY);
-
- if (!spd.isValid)
- {
- canned_msg(MSG_OK);
- return (-1);
- }
-
- if (spd.isMe)
- {
- canned_msg(MSG_UNTHINKING_ACT);
- return (-1);
- }
-
- const int mgr = mgrd(you.pos() + spd.delta);
-
- // Yes, this is strange, but it does maintain the original
- // behaviour. Possibly to avoid giving information about invisible
- // monsters?
- if (mgr == NON_MONSTER)
+ if (targetmon == NON_MONSTER)
{
mpr("There isn't anything close enough!");
- return (0);
+ // If there's no monster there, you still pay the costs in
+ // order to prevent locating invisible monsters, unless
+ // you know that you see invisible.
+ return (!player_see_invis(false));
}
- monsters *monster = &menv[mgr];
+ monsters *monster = &menv[targetmon];
god_conduct_trigger conducts[3];
disable_attack_conducts(conducts);
- bool success = !stop_attack_prompt(monster, false, false);
+ const bool success = !stop_attack_prompt(monster, false, false);
if (success)
{
@@ -879,27 +860,20 @@ char burn_freeze(int pow, beam_type flavour)
{
bolt beam;
beam.flavour = flavour;
+ beam.thrower = KILL_YOU;
int hurted = roll_dice(1, 3 + pow / 3);
+ hurted = mons_adjust_flavoured(monster, beam, hurted);
+ monster->hurt(&you, hurted);
- if (flavour != BEAM_MISSILE)
- hurted = mons_adjust_flavoured(monster, beam, hurted);
-
- hurt_monster(monster, hurted);
-
- if (monster->hit_points < 1)
- monster_die(monster, KILL_YOU, 0);
- else
+ if (monster->alive())
{
print_wounds(monster);
if (flavour == BEAM_COLD)
{
- if (mons_class_flag(monster->type, M_COLD_BLOOD)
- && coinflip())
- {
+ if (mons_class_flag(monster->type, M_COLD_BLOOD) && coinflip())
monster->add_ench(ENCH_SLOW);
- }
const int cold_res = mons_res_cold( monster );
if (cold_res <= 0)
@@ -911,7 +885,7 @@ char burn_freeze(int pow, beam_type flavour)
}
}
- return (1);
+ return (success);
}
bool summon_animals(int pow)