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-rw-r--r--crawl-ref/source/beam.cc35
1 files changed, 35 insertions, 0 deletions
diff --git a/crawl-ref/source/beam.cc b/crawl-ref/source/beam.cc
index 5f86991643..78cd63f25e 100644
--- a/crawl-ref/source/beam.cc
+++ b/crawl-ref/source/beam.cc
@@ -1792,6 +1792,41 @@ void bolt::hit_wall()
const dungeon_feature_type feat = grd(pos());
ASSERT( grid_is_solid(feat) );
+ if (is_tracer && YOU_KILL(thrower) && flavour != BEAM_DIGGING
+ && flavour <= BEAM_LAST_REAL && pos() != target && pos() != source
+ && !affects_nothing && bounces == 0 && reflections == 0
+ && see_grid(target) && !grid_is_solid(grd(target)))
+ {
+ // Okay, with all those tests passed, this is probably an instance
+ // of the player manually targetting something whose line of fire
+ // is blocked, even though its line of sight isn't blocked. Give
+ // a warning about this fact.
+ std::string prompt = "Your line of fire to ";
+ const monsters* mon = monster_at(target);
+
+ if (mon && you.can_see(mon))
+ prompt += mon->name(DESC_NOCAP_THE);
+ else
+ {
+ prompt += "the targeted "
+ + feature_description(target, false, DESC_PLAIN, false);
+ }
+
+ prompt += " is blocked by "
+ + feature_description(pos(), false, DESC_NOCAP_A, false);
+
+ prompt += ". Continue anyway?";
+
+ if (!yesno(prompt.c_str(), false, 'n'))
+ {
+ beam_cancelled = true;
+ finish_beam();
+ return;
+ }
+
+ // Well, we warned them.
+ }
+
if (affects_wall(feat))
affect_wall();
else if (is_bouncy(feat) && !in_explosion_phase)