git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@6955 c06c8d41-db1a-0410-9941-cceddc491573
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if ((flags & SPFLAG_TARGETING_MASK)
&& spell != SPELL_BURN && spell != SPELL_FREEZE
&& spell != SPELL_CRUSH && spell != SPELL_ARC
&& spell != SPELL_PORTAL_PROJECTILE)
if ((flags & SPFLAG_TARGETING_MASK) && spell != SPELL_PORTAL_PROJECTILE)
canned_msg(MSG_OK);
return (-1);
}
if (spd.isMe)
{
canned_msg(MSG_UNTHINKING_ACT);
return (-1);
}
const int mgr = mgrd(you.pos() + spd.delta);
// Yes, this is strange, but it does maintain the original
// behaviour. Possibly to avoid giving information about invisible
// monsters?
if (mgr == NON_MONSTER)
{
if (flavour != BEAM_MISSILE)
hurted = mons_adjust_flavoured(monster, beam, hurted);
hurt_monster(monster, hurted);
if (monster->hit_points < 1)
monster_die(monster, KILL_YOU, 0);
else
if (monster->alive())