/*!
* @brief RF6_TRAPSの処理。トラップ。 /
+* @param target_ptr プレーヤーへの参照ポインタ
* @param y 対象の地点のy座標
* @param x 対象の地点のx座標
* @param m_idx 呪文を唱えるモンスターID
*/
-void spell_RF6_TRAPS(POSITION y, POSITION x, MONSTER_IDX m_idx)
+void spell_RF6_TRAPS(player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx)
{
GAME_TEXT m_name[MAX_NLEN];
monster_name(m_idx, m_name);
- disturb(p_ptr, TRUE, TRUE);
+ disturb(target_ptr, TRUE, TRUE);
- if (p_ptr->blind)
+ if (target_ptr->blind)
msg_format(_("%^sが何かをつぶやいて邪悪に微笑んだ。",
"%^s mumbles, and then cackles evilly."), m_name);
else
msg_format(_("%^sが呪文を唱えて邪悪に微笑んだ。",
"%^s casts a spell and cackles evilly."), m_name);
- learn_spell(p_ptr, MS_MAKE_TRAP);
- (void)trap_creation(p_ptr, y, x);
+ learn_spell(target_ptr, MS_MAKE_TRAP);
+ (void)trap_creation(target_ptr, y, x);
}
case RF6_SPELL_START + 10: spell_RF6_TELE_LEVEL(target_ptr, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_TELE_LEVEL */
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 + 13: spell_RF6_TRAPS(target_ptr, y, x, m_idx); break; /* RF6_TRAPS */
case RF6_SPELL_START + 14: spell_RF6_FORGET(m_idx); break; /* RF6_FORGET */
case RF6_SPELL_START + 15: spell_RF6_RAISE_DEAD(target_ptr, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_RAISE_DEAD */
case RF6_SPELL_START + 16: spell_RF6_S_KIN(target_ptr, y, x, m_idx, 0, MONSTER_TO_PLAYER); break; /* RF6_S_KIN */