git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5196 c06c8d41-db1a-0410-9941-cceddc491573
SFWCESFCUEVKJ6ZQQX3Y5YTIQD5BC6MCVSLVZFRGRTU46BFLKKWAC GRIODTWHFS4UV4ZKPP4RDHMPYYRUWX3H3JA3ZBINCKADKVEP5U3QC 3EUPIYJNWOMOQBP2Z5SGSMWK453BXJD6KL2WFTR3NM565MEBYASAC VJDLV4PF2ZJ46NERO4LZUX5JE2CD5XBOBQCYYPTFWTHLUEYDUOYAC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC RPOZZWKG5GLPHVZZ7ZKMKS64ZMV2LDCQSARBJFJ6FZOTOKCQO7FAC 2E4RV454MTTCKYLKMSHEEAFPNAFVUXXPBZV3XP6V7QMF4BBWE7TAC CGYTZT5QWIEGYKUOLOK7MFXSLJKLYRZONER5ZCDZO5XYWSLG475QC DK362IHKSDADMUPD35NOTKM4WESQM37KG2PNOJRV2FGELDWULYPQC BBQWA33DPXWEDYOOPO45VAYD4JQDZQVMZSEJ4RUI5LLC733IMIIQC LJK4ZQATLSB4MKZG3ARZX5V6RFGTN3NLCN6GTCUGJQKU26SOXMUAC NVSFIV2ZKP44XHCSCXG6OZVGL67OIFINC34J2EMKTA4KULCERUEAC 4UXFU3FZOCBSLDQ4S7MJKAE2H7VUHCNRDQMIY6NJ3PHYXWNGISDQC XIDD2TZUOXG6DAMK7OQU5MUKVIEHQWJIJL5BVOTCVY33EPWJNX4QC PM65H4V4GNPVIJFUQW57DC3VDB7TRUUNXKVZONQKEFZSK3AXX5GQC LOEVXFCKSHE3TCQSUSHOIHHVDJT3RFLE6U3VDI6JXAQTQI5KCJ4AC F7Q5PX44SLPANIZXCY67TG2W5JTRVJMHGQW54VJLGB4XRH7R6JBQC FLAGBNUNSIQNFDN53CDWABJRTTFWDL4PG34AI474ZKPXDEPYHOAQC // Well, I guess you could allow it if the player is torment// resistant, but there's a very good reason torment resistant// players can't cast Torment themselves, and allowing your// allies to cast it would just introduce harmless Torment// through the backdoor. Thus, shouldn't happen. (jpeg)
snprintf(info, INFO_SIZE, "Really fire through this ""%s%s%screature?",
// listed in the form: "your rat", "Blork"snprintf(info, INFO_SIZE, "Really fire through %s?",mon->name(DESC_NOCAP_THE).c_str());if (!yesno(info, true, 'n'))return (true);}else if (wontAttack|| is_good_god(you.religion) && (isNeutral || isHoly)|| you.religion == GOD_SHINING_ONE && isUnchivalric){// "Really fire through the helpless neutral holy Daeva?"// was: "Really fire through this helpless neutral holy creature?"snprintf(info, INFO_SIZE, "Really fire through the ""%s%s%s%s?",
if (_stop_unchivalric_attack(mon)){beam.fr_count = 1;return (BEAM_STOP);}}else{beam.foe_count += 1;beam.foe_power += mons_power(mons_type);
beam.fr_count = 1;return (BEAM_STOP);
if (beam.thrower == KILL_YOU_MISSILE){if (!_beam_is_harmless(beam, mon)){snprintf(info, INFO_SIZE, "Really fire through %s?",mon->name(DESC_NOCAP_THE).c_str());if (!yesno(info, true, 'n')){beam.fr_count = 1;return (BEAM_STOP);}}// Don't count friends we don't want counted.}else{beam.fr_count += 1;beam.fr_power += mons_power(mons_type);}
beam.fr_count += 1;beam.fr_power += mons_power(mons_type);
// Check only if actual damage, but always count friends for player.if (hurt_final > 0 || beam.thrower == KILL_YOU_MISSILE)
if (beam.thrower == KILL_YOU_MISSILE){if (!_beam_is_harmless(beam, mon)&& _stop_unchivalric_attack(mon)){beam.fr_count = 1;return (BEAM_STOP);}}// Check only if actual damage.else if (hurt_final > 0)
if (beam.thrower == KILL_YOU_MISSILE){if (_stop_unchivalric_attack(mon)){beam.fr_count = 1;return (BEAM_STOP);}}else{// Counting foes is only important for monster tracers.beam.foe_count += 1;beam.foe_power += 2 * hurt_final * mons_power(mons_type)/ hurt;}
// Counting foes is only important for monster tracers.beam.foe_count += 1;beam.foe_power += 2 * hurt_final * mons_power(mons_type)/ hurt;
if (beam.thrower == KILL_YOU_MISSILE){if (!_beam_is_harmless(beam, mon)){snprintf(info, INFO_SIZE, "Really fire through %s?",mon->name(DESC_NOCAP_THE).c_str());if (!yesno(info, true, 'n')){beam.fr_count = 1;return (BEAM_STOP);}}// Don't count friends we don't want counted.}else{beam.fr_count += 1;beam.fr_power += 2 * hurt_final * mons_power(mons_type)/ hurt;}
beam.fr_count += 1;beam.fr_power += 2 * hurt_final * mons_power(mons_type)/ hurt;