*/
HIT_POINT monspell_damage(player_type *target_ptr, int SPELL_NUM, MONSTER_IDX m_idx, int TYPE)
{
- monster_type *m_ptr = &p_ptr->current_floor_ptr->m_list[m_idx];
+ monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
int hp;
DEPTH rlev = monster_level_idx(m_idx);
*/
HIT_POINT monspell_bluemage_damage(player_type *target_ptr, int SPELL_NUM, PLAYER_LEVEL plev, int TYPE)
{
- int hp = p_ptr->chp;
+ int hp = target_ptr->chp;
int shoot_dd = 1, shoot_ds = 1, shoot_base = 0;
object_type *o_ptr = NULL;
- if (has_melee_weapon(p_ptr, INVEN_RARM)) o_ptr = &p_ptr->inventory_list[INVEN_RARM];
- else if (has_melee_weapon(p_ptr, INVEN_LARM)) o_ptr = &p_ptr->inventory_list[INVEN_LARM];
+ if (has_melee_weapon(target_ptr, INVEN_RARM)) o_ptr = &target_ptr->inventory_list[INVEN_RARM];
+ else if (has_melee_weapon(target_ptr, INVEN_LARM)) o_ptr = &target_ptr->inventory_list[INVEN_LARM];
if (o_ptr)
{