extern bool dispel_check(player_type *creature_ptr, MONSTER_IDX m_idx);
extern bool spell_is_inate(SPELL_IDX spell);
extern bool make_attack_spell(MONSTER_IDX m_idx, player_type *target_ptr);
-extern void beam(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type);
+extern void beam(player_type *target_ptr, MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type);
extern void bolt(player_type *target_ptr, MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type);
extern void breath(POSITION y, POSITION x, MONSTER_IDX m_idx, EFFECT_ID typ, int dam_hp, POSITION rad, bool breath, int monspell, int target_type);
* @param target_type モンスターからモンスターへ撃つならMONSTER_TO_MONSTER、モンスターからプレイヤーならMONSTER_TO_PLAYER
* @return なし
*/
-void beam(MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type)
+void beam(player_type *target_ptr, MONSTER_IDX m_idx, POSITION y, POSITION x, EFFECT_ID typ, int dam_hp, int monspell, int target_type)
{
BIT_FLAGS flg = 0;
bool learnable = spell_learnable(m_idx);
}
/* Target the player with a bolt attack */
- (void)project(p_ptr, m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
+ (void)project(target_ptr, m_idx, 0, y, x, dam_hp, typ, flg, (learnable ? monspell : -1));
}
* @param TARGET_TYPE プレイヤーを対象とする場合MONSTER_TO_PLAYER、モンスターを対象とする場合MONSTER_TO_MONSTER
* @return ダメージ量を返す。
*/
-HIT_POINT spell_RF6_PSY_SPEAR(POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
+HIT_POINT spell_RF6_PSY_SPEAR(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx, MONSTER_IDX t_idx, int TARGET_TYPE)
{
HIT_POINT dam;
TARGET_TYPE);
dam = monspell_damage((MS_PSY_SPEAR), m_idx, DAM_ROLL);
- beam(m_idx, y, x, GF_PSY_SPEAR, dam, MS_PSY_SPEAR, MONSTER_TO_PLAYER);
+ beam(target_ptr, m_idx, y, x, GF_PSY_SPEAR, dam, MS_PSY_SPEAR, MONSTER_TO_PLAYER);
return dam;
}
case RF6_SPELL_START + 8: spell_RF6_TELE_TO(target_ptr, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_TELE_TO */
case RF6_SPELL_START + 9: spell_RF6_TELE_AWAY(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_TELE_AWAY */
case RF6_SPELL_START + 10: spell_RF6_TELE_LEVEL(m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_TELE_LEVEL */
- case RF6_SPELL_START + 11: spell_RF6_PSY_SPEAR(y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_PSY_SPEAR */
+ case RF6_SPELL_START + 11: spell_RF6_PSY_SPEAR(target_ptr, y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_PSY_SPEAR */
case RF6_SPELL_START + 12: spell_RF6_DARKNESS(target_ptr, y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_DARKNESS */
case RF6_SPELL_START + 13: spell_RF6_TRAPS(y, x, m_idx); break; /* RF6_TRAPS */
case RF6_SPELL_START + 14: spell_RF6_FORGET(m_idx); break; /* RF6_FORGET */
case RF6_SPELL_START + 8: spell_RF6_TELE_TO(target_ptr, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_TELE_TO */
case RF6_SPELL_START + 9: spell_RF6_TELE_AWAY(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_TELE_AWAY */
case RF6_SPELL_START + 10: spell_RF6_TELE_LEVEL(m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_TELE_LEVEL */
- case RF6_SPELL_START + 11: return spell_RF6_PSY_SPEAR(y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_PSY_SPEAR */
+ case RF6_SPELL_START + 11: return spell_RF6_PSY_SPEAR(target_ptr, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_PSY_SPEAR */
case RF6_SPELL_START + 12: spell_RF6_DARKNESS(target_ptr, y, x, m_idx, t_idx, MONSTER_TO_MONSTER); break; /* RF6_DARKNESS */
case RF6_SPELL_START + 13: return -1; /* RF6_TRAPS */
case RF6_SPELL_START + 14: return -1; /* RF6_FORGET */