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-rw-r--r--crawl-ref/source/beam.cc8
-rw-r--r--crawl-ref/source/monstuff.cc12
2 files changed, 11 insertions, 9 deletions
diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc
index 7cf0d381d1..ff2c1ea606 100644
--- a/crawl-ref/source/beam.cc
+++ b/crawl-ref/source/beam.cc
@@ -1922,16 +1922,16 @@ void bolt::affect_cell(bool avoid_self)
const bool still_wall = (was_solid && old_pos == pos());
bool hit_player = false;
- // If the player can ever walk through walls, this will
- // need special-casing too.
+ // If the player can ever walk through walls, this will need
+ // special-casing too.
if (found_player() && !avoid_player)
{
affect_player();
hit_player = true;
}
- // We don't want to hit a monster in a wall square twice.
- // Also stop single target beams from affecting a monster if they already
+ // We don't want to hit a monster in a wall square twice. Also,
+ // stop single target beams from affecting a monster if they already
// affected the player on this square. -cao
if ((!hit_player || this->is_beam || this->is_explosion)
&& !still_wall && !avoid_monster)
diff --git a/crawl-ref/source/monstuff.cc b/crawl-ref/source/monstuff.cc
index b0d9c13840..f22a6d7d7f 100644
--- a/crawl-ref/source/monstuff.cc
+++ b/crawl-ref/source/monstuff.cc
@@ -7802,9 +7802,9 @@ static void _handle_monster_move(monsters *monster)
}
// See if we move into (and fight) an unfriendly monster.
- // FIXME: looks like the lack of a check on 'submerged' here is the
- // reason monsters can attack submerged monsters they happen to
- // walk into -cao
+ // FIXME: looks like the lack of a check on 'submerged' here
+ // is the reason monsters can attack submerged monsters they
+ // happen to walk into. -cao
monsters* targ = monster_at(monster->pos() + mmov);
if (targ
&& targ != monster
@@ -7842,9 +7842,11 @@ static void _handle_monster_move(monsters *monster)
if (mons_cannot_move(monster) || !_monster_move(monster))
monster->speed_increment -= non_move_energy;
else if (monster->pos() == old_pos)
- // There was nowhere the monster could move to, so it did
- // nothing.
+ {
+ // There was nowhere the monster could move to, so it
+ // did nothing.
monster->speed_increment -= non_move_energy;
+ }
}
update_beholders(monster);