* (polymorph and teleport being the obvious ones), a default damage, which
* is modified as needed based on various properties, and finally a "damage
* type" (see below).
- *
+ * </pre>
+ * <pre>
* Note that this routine can handle "no damage" attacks (like teleport) by
* taking a "zero" damage, and can even take "parameters" to attacks (like
* confuse) by accepting a "damage", using it to calculate the effect, and
* then setting the damage to zero. Note that the "damage" parameter is
* divided by the radius, so monsters not at the "epicenter" will not take
* as much damage (or whatever)...
- *
+ * <pre>
* Note that "polymorph" is dangerous, since a failure in "place_monster()"'
* may result in a dereference of an invalid pointer. XXX XXX XXX
- *
+ * </pre>
+ * <pre>
+ * </pre>
+ * <pre>
* Various messages are produced, and damage is applied.
- *
+ * </pre>
+ * <pre>
* Just "casting" a substance (i.e. plasma) does not make you immune, you must
* actually be "made" of that substance, or "breathe" big balls of it.
- *
* We assume that "Plasma" monsters, and "Plasma" breathers, are immune
* to plasma.
- *
* We assume "Nether" is an evil, necromantic force, so it doesn't hurt undead,
* and hurts evil less. If can breath nether, then it resists it as well.
- *
+ * </pre>
+ * <pre>
* Damage reductions use the following formulas:
* Note that "dam = dam * 6 / (randint1(6) + 6);"
* gives avg damage of .655, ranging from .858 to .500
* gives avg damage of .327, ranging from .427 to .250
* Note that "dam = dam * 2 / (randint1(6) + 6);"
* gives something simple.
- *
+ * </pre>
+ * <pre>
* In this function, "result" messages are postponed until the end, where
* the "note" string is appended to the monster name, if not NULL. So,
* to make a spell have "no effect" just set "note" to NULL. You should
* also set "notice" to FALSE, or the player will learn what the spell does.
- *
+ * </pre>
+ * <pre>
* We attempt to return "TRUE" if the player saw anything "useful" happen.
+ * "flg" was added.
+ * </pre>
*/
-/* "flg" was added. */
static bool project_m(int who, int r, int y, int x, int dam, int typ, int flg, bool see_s_msg)
{
int tmp;