else if (p_ptr->pclass == CLASS_SMITH)
do_cmd_kaji(p_ptr, FALSE);
else if (p_ptr->pclass == CLASS_SNIPER)
- do_cmd_snipe();
+ do_cmd_snipe(p_ptr);
else
do_cmd_cast(p_ptr);
}
* @brief スナイパー技能コマンドのメインルーチン /
* @return なし
*/
-void do_cmd_snipe(void)
+void do_cmd_snipe(player_type *sniper_ptr)
{
COMMAND_CODE n = 0;
bool cast;
- if(cmd_limit_confused(p_ptr)) return;
- if(cmd_limit_image(p_ptr)) return;
- if(cmd_limit_stun(p_ptr)) return;
+ if(cmd_limit_confused(sniper_ptr)) return;
+ if(cmd_limit_image(sniper_ptr)) return;
+ if(cmd_limit_stun(sniper_ptr)) return;
- if (!get_snipe_power(p_ptr, &n, FALSE)) return;
+ if (!get_snipe_power(sniper_ptr, &n, FALSE)) return;
sound(SOUND_SHOOT);
- cast = cast_sniper_spell(p_ptr, n);
+ cast = cast_sniper_spell(sniper_ptr, n);
if (!cast) return;
- p_ptr->redraw |= (PR_HP | PR_MANA);
- p_ptr->window |= (PW_PLAYER);
- p_ptr->window |= (PW_SPELL);
+ sniper_ptr->redraw |= (PR_HP | PR_MANA);
+ sniper_ptr->window |= (PW_PLAYER);
+ sniper_ptr->window |= (PW_SPELL);
}
/*!
extern void reset_concentration(player_type *creature_ptr, bool msg);
extern void display_snipe_list(player_type *sniper_ptr);
extern MULTIPLY tot_dam_aux_snipe(player_type *sniper_ptr, MULTIPLY mult, monster_type *m_ptr, SPELL_IDX snipe_type);
-extern void do_cmd_snipe(void);
+extern void do_cmd_snipe(player_type *sniper_ptr);
extern void do_cmd_snipe_browse(player_type *sniper_ptr);
extern int boost_concentration_damage(player_type *creature_ptr, int tdam);