extern bool detect_monsters_nonliving(player_type *caster_ptr, POSITION range);
extern bool detect_monsters_mind(player_type *caster_ptr, POSITION range);
extern bool detect_all(player_type *caster_ptr, POSITION range);
-extern bool wall_stone(void);
+extern bool wall_stone(player_type *caster_ptr);
extern bool speed_monsters(player_type *caster_ptr);
extern bool slow_monsters(player_type *caster_ptr, int power);
extern bool sleep_monsters(player_type *caster_ptr, int power);
extern bool trap_creation(player_type *caster_ptr, POSITION y, POSITION x);
extern bool tree_creation(player_type *caster_ptr, POSITION y, POSITION x);
extern bool glyph_creation(player_type *caster_ptr, POSITION y, POSITION x);
-extern bool destroy_doors_touch(void);
-extern bool disarm_traps_touch(void);
-extern bool animate_dead(MONSTER_IDX who, POSITION y, POSITION x);
-extern bool sleep_monsters_touch(void);
+extern bool destroy_doors_touch(player_type *caster_ptr);
+extern bool disarm_traps_touch(player_type *caster_ptr);
+extern bool animate_dead(player_type *caster_ptr, MONSTER_IDX who, POSITION y, POSITION x);
+extern bool sleep_monsters_touch(player_type *caster_ptr);
extern bool activate_ty_curse(player_type *target_ptr, bool stop_ty, int *count);
-extern int activate_hi_summon(POSITION y, POSITION x, bool can_pet);
+extern int activate_hi_summon(player_type *caster_ptr, POSITION y, POSITION x, bool can_pet);
extern void wall_breaker(player_type *caster_ptr);
extern bool confuse_monsters(HIT_POINT dam);
extern bool charm_monsters(HIT_POINT dam);