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authorDavid Lawrence Ramsey <dolorous@users.sourceforge.net>2009-10-28 14:04:58 -0500
committerDavid Lawrence Ramsey <dolorous@users.sourceforge.net>2009-10-28 14:04:58 -0500
commit46c80af55080d27ecea6c47d1d5a4c508549881d (patch)
tree17b8c700bd4a440075dbbf9cff6b2c3a0e12190a /crawl-ref/source
parent6a490e36dda5a64afc9ba8616e3c6ca4337e169c (diff)
downloadcrawl-ref-46c80af55080d27ecea6c47d1d5a4c508549881d.tar.gz
crawl-ref-46c80af55080d27ecea6c47d1d5a4c508549881d.zip
Simplify.
Diffstat (limited to 'crawl-ref/source')
-rw-r--r--crawl-ref/source/beam.cc12
-rw-r--r--crawl-ref/source/beam.h6
2 files changed, 8 insertions, 10 deletions
diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc
index fff34b7ecb..47bea2caf6 100644
--- a/crawl-ref/source/beam.cc
+++ b/crawl-ref/source/beam.cc
@@ -4700,9 +4700,9 @@ void bolt::affect_monster(monsters* mon)
if (mon->type == MONS_KIRKE) // deflect missiles
beam_hit = random2(beam_hit * 2) / 3;
- // FIXME We're randomising mon->evasion, which is further
- // randomised inside test_beam_hit. This is so we stay close to the 4.0
- // to-hit system (which had very little love for monsters).
+ // FIXME: We're randomising mon->evasion, which is further
+ // randomised inside test_beam_hit. This is so we stay close to the
+ // 4.0 to-hit system (which had very little love for monsters).
if (!engulfs && !test_beam_hit(beam_hit, random2(mon->ev)))
{
// If the PLAYER cannot see the monster, don't tell them anything!
@@ -4740,10 +4740,8 @@ void bolt::affect_monster(monsters* mon)
if (mons_near(mon))
{
if (hit_verb.empty())
- {
- hit_verb = (is_explosion || is_big_cloud)
- ? "engulfs" : "hits";
- }
+ hit_verb = engulfs ? "engulfs" : "hits";
+
mprf("The %s %s %s.",
name.c_str(),
hit_verb.c_str(),
diff --git a/crawl-ref/source/beam.h b/crawl-ref/source/beam.h
index f9103d8924..9f8779ae40 100644
--- a/crawl-ref/source/beam.h
+++ b/crawl-ref/source/beam.h
@@ -84,13 +84,13 @@ struct bolt
std::string name;
std::string short_name;
std::string hit_verb; // The verb to use when this beam hits
- // something. If not set, will use
+ // something. If not set, will use
// "engulfs" if an explosion or cloud
// and "hits" otherwise.
- bool is_beam; // beams? (can hits multiple targets?)
+ bool is_beam; // beam? (can hit multiple targets?)
bool is_explosion;
bool is_big_cloud; // expands into big_cloud at endpoint
- bool aimed_at_spot; // aimed at (x,y), should not cross
+ bool aimed_at_spot; // aimed at (x, y), should not cross
std::string aux_source; // source of KILL_MISC beams
bool affects_nothing; // should not hit monsters or features