for (i = 0; i < max_pet; i++)
{
pet_ctr = who[i];
- teleport_monster_to(pet_ctr, user_ptr->y, user_ptr->x, 100, TELEPORT_PASSIVE);
+ teleport_monster_to(user_ptr, pet_ctr, user_ptr->y, user_ptr->x, 100, TELEPORT_PASSIVE);
}
/* Free the "who" array */
{
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("太陽光線が放たれた。", "A line of sunlight appears."));
- (void)lite_line(dir, damroll(6, 8));
+ (void)lite_line(user_ptr, dir, damroll(6, 8));
break;
}
{
msg_format(_("あなたは%sに敵を締め殺すよう命じた。", "You order the %s to strangle your opponent."), name);
if (!get_aim_dir(&dir)) return FALSE;
- if (hypodynamic_bolt(dir, 100))
+ if (hypodynamic_bolt(user_ptr, dir, 100))
break;
}
{
msg_print(_("黒く輝いている...", "It glows black..."));
if (!get_aim_dir(&dir)) return FALSE;
- hypodynamic_bolt(dir, 120);
+ hypodynamic_bolt(user_ptr, dir, 120);
break;
}
if (!get_aim_dir(&dir)) return FALSE;
for (dummy = 0; dummy < 3; dummy++)
{
- if (hypodynamic_bolt(dir, 50))
+ if (hypodynamic_bolt(user_ptr, dir, 50))
hp_player(user_ptr, 50);
}
break;
if (!get_aim_dir(&dir)) return FALSE;
for (dummy = 0; dummy < 3; dummy++)
{
- if (hypodynamic_bolt(dir, 100))
+ if (hypodynamic_bolt(user_ptr, dir, 100))
hp_player(user_ptr, 100);
}
break;
{
msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
fire_ball(user_ptr, GF_LITE, 0, 300, 6);
- confuse_monsters(3 * user_ptr->lev / 2);
+ confuse_monsters(user_ptr, 3 * user_ptr->lev / 2);
break;
}
while (attempts--)
{
- scatter(&y, &x, user_ptr->y, user_ptr->x, 4, 0);
+ scatter(user_ptr->current_floor_ptr, &y, &x, user_ptr->y, user_ptr->x, 4, 0);
if (!cave_have_flag_bold(user_ptr->current_floor_ptr, y, x, FF_PROJECT)) continue;
if (!player_bold(user_ptr, y, x)) break;
}
case ACT_SLEEP:
{
msg_print(_("深青色に輝いている...", "It glows deep blue..."));
- sleep_monsters_touch();
+ sleep_monsters_touch(user_ptr);
break;
}
case ACT_TERROR:
{
- turn_monsters(40 + user_ptr->lev);
+ turn_monsters(user_ptr, 40 + user_ptr->lev);
break;
}
if (hex_spelling_any(user_ptr)) stop_hex_spell_all(user_ptr);
msg_print(_("あなたは力強い突風を吹き鳴らした。周囲の敵が震え上っている!",
"You wind a mighty blast; your enemies tremble!"));
- (void)turn_monsters((3 * user_ptr->lev / 2) + 10);
+ (void)turn_monsters(user_ptr, (3 * user_ptr->lev / 2) + 10);
break;
}
case ACT_CHARM_ANIMAL:
{
if (!get_aim_dir(&dir)) return FALSE;
- (void)charm_animal(dir, plev);
+ (void)charm_animal(user_ptr, dir, plev);
break;
}
case ACT_CHARM_UNDEAD:
{
if (!get_aim_dir(&dir)) return FALSE;
- (void)control_one_undead(dir, plev);
+ (void)control_one_undead(user_ptr, dir, plev);
break;
}
case ACT_CHARM_OTHER:
{
if (!get_aim_dir(&dir)) return FALSE;
- (void)charm_monster(dir, plev * 2);
+ (void)charm_monster(user_ptr, dir, plev * 2);
break;
}
case ACT_CHARM_ANIMALS:
{
- (void)charm_animals(plev * 2);
+ (void)charm_animals(user_ptr, plev * 2);
break;
}
case ACT_CHARM_OTHERS:
{
- charm_monsters(plev * 2);
+ charm_monsters(user_ptr, plev * 2);
break;
}
msg_print(_("明るく輝いている...", "It glows brightly..."));
detect_all(user_ptr, DETECT_RAD_DEFAULT);
probing(user_ptr);
- identify_fully(FALSE);
+ identify_fully(user_ptr, FALSE);
break;
}
case ACT_ID_FULL:
{
msg_print(_("黄色く輝いている...", "It glows yellow..."));
- identify_fully(FALSE);
+ identify_fully(user_ptr, FALSE);
break;
}
case ACT_DEST_DOOR:
{
msg_print(_("明るい赤色に輝いている...", "It glows bright red..."));
- destroy_doors_touch();
+ destroy_doors_touch(user_ptr);
break;
}
{
msg_print(_("鼓動している...", "It pulsates..."));
if (!get_aim_dir(&dir)) return FALSE;
- wall_to_mud(dir, 20 + randint1(30));
+ wall_to_mud(user_ptr, dir, 20 + randint1(30));
break;
}