when just looking…"
While I was at it, I also added another parameter needs_path that is set to false for spells that can be applied directly to a target (SPFLAG_GRID, SPFLAG_TARGET) such as Smiting, Conjure Flame or Freezing Cloud, so for these the initial beam path doesn't show, even if the option should be set to true. Note "initial beam path" - you can still toggle it to show the path anyway. For cases such as this we might enforce not drawing the path but there would have to be some kind of feedback, so the player doesn't go crazy trying to toggle the option. ;)
I'll probably do it later, once I've found a way to give the information. Or would that be too spoily, in any case?
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@2091 c06c8d41-db1a-0410-9941-cceddc491573
EAAACIJUVSBDOB6S73O4NFSMRDLFLQTFO7SXWWALGMVDZTQTHQBQC 6BO27PEAAOYJEOL5F5RWDMSLU7WUYSKC4LCANVIDMRZRMZWCEYUAC PFEJ4LMDNEKLMGRCMWQ7EIRVU4JMYGICI4G7X4WVWOROVXQCBZ7QC NQMXQ6OQVUSC7Y7F7IL252QW4A5JED224EECNHWAM4ZZYVNY745AC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC LS3DAZVRDCXVN2BKBC6RGCKO3R43Z7HKG4GXJWLBK4AKBL2G6QDQC C7ZG3QMG2CDCRQFCCC5BAY7Q7EQ2I634BXGVOOTMSR7EYBARJ6MAC WG6O475IOLZFMUQSLVR2KHM7XTBF5HH276L2KDGF7UOSESDOAILQC TJRYL3NXPW5IUGEV3YOC7JYWEXCZDBFPLT4AUG4P227WVKVB72ZAC HSRRNAU5UAYC6B6IQWGJPFROMZBTJICPCH6DJVZDHDTAGOQ6IOYAC VD4KDTGHVKCN35AWREYB4TEOUMCTW7SAUPAMTMF5ABC7VBHVKP4AC if (dir == DIR_DIR)
if (spell == SPELL_PORTALED_PROJECTILE){const int idx = get_fire_item_index();if ( idx == ENDOFPACK ){mpr("No suitable missiles.");return (SPRET_ABORT);}mprf(MSGCH_PROMPT, "Where do you want to aim %s?",you.inv[idx].name(DESC_NOCAP_YOUR).c_str());}else if (dir == DIR_DIR)
if ( !spell_direction( spd, beam, dir, targ, prompt ) )
bool needs_path =!(testbits(flags, SPFLAG_GRID) || testbits(flags, SPFLAG_TARGET));if ( !spell_direction( spd, beam, dir, targ, needs_path, prompt ) )