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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-22 15:53:37 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-05-22 15:53:37 +0000
commit2a73bdc6a3be5efa46dfdf32bb86edfcf5d0bd4c (patch)
tree8f0fc9dad7bcda05c27e23aca77ec987ed21c8c5 /crawl-ref/source/spells4.cc
parent9a1e7565ec8802a38a9649744920923fc262dff7 (diff)
downloadcrawl-ref-2a73bdc6a3be5efa46dfdf32bb86edfcf5d0bd4c.tar.gz
crawl-ref-2a73bdc6a3be5efa46dfdf32bb86edfcf5d0bd4c.zip
Improve player beam tracer for firing through friendlies:
* name the monster you're firing through ("your goblin zombie") * use maximum possible range * make it work for spells and abilities, as well Still todo: * apply the same logic to firing missiles * don't prompt for monsters that wouldn't be harmed (e.g. living allies for Dispel Undead, etc.) git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5177 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/spells4.cc')
-rw-r--r--crawl-ref/source/spells4.cc13
1 files changed, 8 insertions, 5 deletions
diff --git a/crawl-ref/source/spells4.cc b/crawl-ref/source/spells4.cc
index a2cf1ee5e6..3004edbfe8 100644
--- a/crawl-ref/source/spells4.cc
+++ b/crawl-ref/source/spells4.cc
@@ -2636,21 +2636,24 @@ int cast_apportation(int pow)
return (done);
}
-void cast_sandblast(int pow, bolt &beam)
+bool cast_sandblast(int pow, bolt &beam)
{
bool big = false;
if (you.weapon())
{
const item_def& wpn(*you.weapon());
- big = (wpn.base_type == OBJ_MISSILES)
- && (wpn.sub_type == MI_STONE || wpn.sub_type == MI_LARGE_ROCK);
+ big = (wpn.base_type == OBJ_MISSILES
+ && (wpn.sub_type == MI_STONE || wpn.sub_type == MI_LARGE_ROCK));
}
- if (big)
+ bool success = zapping(big ? ZAP_SANDBLAST
+ : ZAP_SMALL_SANDBLAST, pow, beam, true);
+
+ if (big && success)
dec_inv_item_quantity( you.equip[EQ_WEAPON], 1 );
- zapping(big ? ZAP_SANDBLAST : ZAP_SMALL_SANDBLAST, pow, beam);
+ return (success);
}
void cast_condensation_shield(int pow)