/* spells1.c */
extern PERCENTAGE beam_chance(player_type *caster_ptr);
-extern bool in_disintegration_range(POSITION y1, POSITION x1, POSITION y2, POSITION x2);
+extern bool in_disintegration_range(floor_type *floor_ptr, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
extern void breath_shape(floor_type *floor_ptr, u16b *path_g, int dist, int *pgrids, POSITION *gx, POSITION *gy, POSITION *gm, POSITION *pgm_rad, POSITION rad, POSITION y1, POSITION x1, POSITION y2, POSITION x2, EFFECT_ID typ);
extern POSITION dist_to_line(POSITION y, POSITION x, POSITION y1, POSITION x1, POSITION y2, POSITION x2);
extern concptr spell_category_name(OBJECT_TYPE_VALUE tval);
/* spells2.c */
-extern bool detect_traps(POSITION range, bool known);
+extern bool detect_traps(player_type *caster_ptr, POSITION range, bool known);
extern bool detect_doors(POSITION range);
extern bool detect_stairs(POSITION range);
extern bool detect_treasure(POSITION range);
extern bool symbol_genocide(player_type *caster_ptr, int power, bool player_cast);
extern bool mass_genocide(player_type *caster_ptr, int power, bool player_cast);
extern bool mass_genocide_undead(player_type *caster_ptr, int power, bool player_cast);
-extern bool probing(void);
+extern bool probing(player_type *caster_ptr);
extern bool banish_evil(int dist);
extern bool dispel_evil(HIT_POINT dam);
extern bool dispel_good(HIT_POINT dam);
extern bool fire_bolt(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam);
extern bool fire_blast(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, DICE_NUMBER dd, DICE_SID ds, int num, int dev);
extern void call_chaos(player_type *caster_ptr);
-extern bool fire_beam(EFFECT_ID typ, DIRECTION dir, HIT_POINT dam);
+extern bool fire_beam(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam);
extern bool fire_bolt_or_beam(PERCENTAGE prob, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam);
extern bool lite_line(DIRECTION dir, HIT_POINT dam);
extern bool hypodynamic_bolt(DIRECTION dir, HIT_POINT dam);
extern bool control_one_demon(DIRECTION dir, PLAYER_LEVEL plev);
extern bool charm_animal(DIRECTION dir, PLAYER_LEVEL plev);
extern bool mindblast_monsters(HIT_POINT dam);
-extern bool teleport_swap(DIRECTION dir);
+extern bool teleport_swap(player_type *caster_ptr, DIRECTION dir);
extern bool project_hook(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, BIT_FLAGS flg);
extern bool project_all_los(player_type *caster_ptr, EFFECT_ID typ, HIT_POINT dam);
extern bool eat_magic(player_type *caster_ptr, int power);
extern bool mundane_spell(player_type *ownner_ptr, bool only_equip);
extern bool identify_item(player_type *owner_ptr, object_type *o_ptr);
extern bool identify_fully(bool only_equip);
-extern bool recharge(int power);
+extern bool recharge(player_type *caster_ptr, int power);
extern void display_spell_list(player_type *caster_ptr);
extern EXP experience_of_spell(player_type *caster_ptr, SPELL_IDX spell, REALM_IDX use_realm);
extern MANA_POINT mod_need_mana(MANA_POINT need_mana, SPELL_IDX spell, REALM_IDX realm);