/*
* Slow monsters
*/
-bool slow_monsters(void)
+bool slow_monsters(int power)
{
- return (project_hack(GF_OLD_SLOW, p_ptr->lev));
+ return (project_hack(GF_OLD_SLOW, power));
}
/*
* Sleep monsters
*/
-bool sleep_monsters(void)
+bool sleep_monsters(int power)
{
- return (project_hack(GF_OLD_SLEEP, p_ptr->lev));
+ return (project_hack(GF_OLD_SLEEP, power));
}
/*
* Some of the old functions
*/
-bool lite_line(int dir)
+bool lite_line(int dir, int dam)
{
int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
- return (project_hook(GF_LITE_WEAK, dir, damroll(6, 8), flg));
+ return (project_hook(GF_LITE_WEAK, dir, dam, flg));
}
}
-bool wall_to_mud(int dir)
+bool wall_to_mud(int dir, int dam)
{
int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- return (project_hook(GF_KILL_WALL, dir, 20 + randint1(30), flg));
+ return (project_hook(GF_KILL_WALL, dir, dam, flg));
}
}
-bool speed_monster(int dir)
+bool speed_monster(int dir, int power)
{
int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_SPEED, dir, p_ptr->lev, flg));
+ return (project_hook(GF_OLD_SPEED, dir, power, flg));
}
-bool slow_monster(int dir)
+bool slow_monster(int dir, int power)
{
int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_SLOW, dir, p_ptr->lev, flg));
+ return (project_hook(GF_OLD_SLOW, dir, power, flg));
}
-bool sleep_monster(int dir)
+bool sleep_monster(int dir, int power)
{
int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_SLEEP, dir, p_ptr->lev, flg));
+ return (project_hook(GF_OLD_SLEEP, dir, power, flg));
}
}
-bool poly_monster(int dir)
+bool poly_monster(int dir, int power)
{
int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- bool tester = (project_hook(GF_OLD_POLY, dir, p_ptr->lev, flg));
+ bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
if (tester)
chg_virtue(V_CHANCE, 1);
return(tester);
}
-bool teleport_monster(int dir)
+bool teleport_monster(int dir, int distance)
{
int flg = PROJECT_BEAM | PROJECT_KILL;
- return (project_hook(GF_AWAY_ALL, dir, MAX_SIGHT * 5, flg));
+ return (project_hook(GF_AWAY_ALL, dir, distance, flg));
}
/*
return (project(0, 1, py, px, 0, GF_KILL_DOOR, flg, -1));
}
+bool disarm_traps_touch(void)
+{
+ int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
+ return (project(0, 1, py, px, 0, GF_KILL_TRAP, flg, -1));
+}
bool sleep_monsters_touch(void)
{