* this is done in two passes. -- JDL
* </pre>
*/
-bool project_hack(EFFECT_ID typ, HIT_POINT dam)
+bool project_all_los(EFFECT_ID typ, HIT_POINT dam)
{
MONSTER_IDX i;
POSITION x, y;
*/
bool speed_monsters(void)
{
- return (project_hack(GF_OLD_SPEED, p_ptr->lev));
+ return (project_all_los(GF_OLD_SPEED, p_ptr->lev));
}
/*!
*/
bool slow_monsters(int power)
{
- return (project_hack(GF_OLD_SLOW, power));
+ return (project_all_los(GF_OLD_SLOW, power));
}
/*!
*/
bool sleep_monsters(int power)
{
- return (project_hack(GF_OLD_SLEEP, power));
+ return (project_all_los(GF_OLD_SLEEP, power));
}
/*!
*/
bool banish_evil(int dist)
{
- return (project_hack(GF_AWAY_EVIL, dist));
+ return (project_all_los(GF_AWAY_EVIL, dist));
}
/*!
*/
bool turn_undead(void)
{
- bool tester = (project_hack(GF_TURN_UNDEAD, p_ptr->lev));
+ bool tester = (project_all_los(GF_TURN_UNDEAD, p_ptr->lev));
if (tester)
chg_virtue(V_UNLIFE, -1);
return tester;
*/
bool dispel_undead(HIT_POINT dam)
{
- bool tester = (project_hack(GF_DISP_UNDEAD, dam));
+ bool tester = (project_all_los(GF_DISP_UNDEAD, dam));
if (tester)
chg_virtue(V_UNLIFE, -2);
return tester;
*/
bool dispel_evil(HIT_POINT dam)
{
- return (project_hack(GF_DISP_EVIL, dam));
+ return (project_all_los(GF_DISP_EVIL, dam));
}
/*!
*/
bool dispel_good(HIT_POINT dam)
{
- return (project_hack(GF_DISP_GOOD, dam));
+ return (project_all_los(GF_DISP_GOOD, dam));
}
/*!
*/
bool dispel_monsters(HIT_POINT dam)
{
- return (project_hack(GF_DISP_ALL, dam));
+ return (project_all_los(GF_DISP_ALL, dam));
}
/*!
*/
bool dispel_living(HIT_POINT dam)
{
- return (project_hack(GF_DISP_LIVING, dam));
+ return (project_all_los(GF_DISP_LIVING, dam));
}
/*!
*/
bool dispel_demons(HIT_POINT dam)
{
- return (project_hack(GF_DISP_DEMON, dam));
+ return (project_all_los(GF_DISP_DEMON, dam));
}
/*!
*/
bool crusade(void)
{
- return (project_hack(GF_CRUSADE, p_ptr->lev*4));
+ return (project_all_los(GF_CRUSADE, p_ptr->lev*4));
}
/*!
*/
bool confuse_monsters(HIT_POINT dam)
{
- return (project_hack(GF_OLD_CONF, dam));
+ return (project_all_los(GF_OLD_CONF, dam));
}
*/
bool charm_monsters(HIT_POINT dam)
{
- return (project_hack(GF_CHARM, dam));
+ return (project_all_los(GF_CHARM, dam));
}
*/
bool charm_animals(HIT_POINT dam)
{
- return (project_hack(GF_CONTROL_ANIMAL, dam));
+ return (project_all_los(GF_CONTROL_ANIMAL, dam));
}
*/
bool stun_monsters(HIT_POINT dam)
{
- return (project_hack(GF_STUN, dam));
+ return (project_all_los(GF_STUN, dam));
}
*/
bool stasis_monsters(HIT_POINT dam)
{
- return (project_hack(GF_STASIS, dam));
+ return (project_all_los(GF_STASIS, dam));
}
*/
bool mindblast_monsters(HIT_POINT dam)
{
- return (project_hack(GF_PSI, dam));
+ return (project_all_los(GF_PSI, dam));
}
*/
bool banish_monsters(int dist)
{
- return (project_hack(GF_AWAY_ALL, dist));
+ return (project_all_los(GF_AWAY_ALL, dist));
}
*/
bool turn_evil(HIT_POINT dam)
{
- return (project_hack(GF_TURN_EVIL, dam));
+ return (project_all_los(GF_TURN_EVIL, dam));
}
*/
bool turn_monsters(HIT_POINT dam)
{
- return (project_hack(GF_TURN_ALL, dam));
+ return (project_all_los(GF_TURN_ALL, dam));
}
*/
bool deathray_monsters(void)
{
- return (project_hack(GF_DEATH_RAY, p_ptr->lev * 200));
+ return (project_all_los(GF_DEATH_RAY, p_ptr->lev * 200));
}
/*!