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
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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 ) )