diff options
Diffstat (limited to 'crawl-ref/source/beam.cc')
-rw-r--r-- | crawl-ref/source/beam.cc | 25 |
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) |