/*!
* @brief 仙術領域魔法の各処理を行う
+* @param caster_ptr プレーヤーへの参照ポインタ
* @param spell 魔法ID
* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
* @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST時はNULL文字列を返す。
if (cast)
{
- detect_monsters_normal(rad);
+ detect_monsters_normal(caster_ptr, rad);
}
}
break;
if (cast)
{
- detect_traps(rad, TRUE);
- detect_doors(rad);
- detect_stairs(rad);
+ detect_traps(caster_ptr, rad, TRUE);
+ detect_doors(caster_ptr, rad);
+ detect_stairs(caster_ptr, rad);
}
}
break;
if (cast)
{
- if (!recharge(power)) return NULL;
+ if (!recharge(caster_ptr, power)) return NULL;
}
}
break;
if (cast)
{
- map_area(rad);
+ map_area(caster_ptr, rad);
}
}
break;
{
if (cast)
{
- if (!ident_spell(FALSE)) return NULL;
+ if (!ident_spell(caster_ptr, FALSE)) return NULL;
}
}
break;
{
if (!get_aim_dir(&dir)) return NULL;
- fire_beam(GF_AWAY_ALL, dir, power);
+ fire_beam(caster_ptr, GF_AWAY_ALL, dir, power);
}
}
break;
if (cast)
{
- detect_all(rad);
+ detect_all(caster_ptr, rad);
}
}
break;
if (cast)
{
- detect_objects_normal(rad);
- detect_treasure(rad);
- detect_objects_gold(rad);
+ detect_objects_normal(caster_ptr, rad);
+ detect_treasure(caster_ptr, rad);
+ detect_objects_gold(caster_ptr, rad);
}
}
break;
{
if (cast)
{
- probing();
+ probing(caster_ptr);
}
}
break;
{
if (cast)
{
- if (!alchemy()) return NULL;
+ if (!alchemy(caster_ptr)) return NULL;
}
}
break;