msg_print(_("鳥の群れがあなたを取り巻いた!", "A storm of birds swirls around you!"));
for (i = 0; i < randint1(3) + 3; i++)
- (void)fire_meteor(-1, GF_FORCE, y, x, o_ptr->pval / 5, 7);
+ (void)fire_meteor(target_ptr, -1, GF_FORCE, y, x, o_ptr->pval / 5, 7);
for (i = 0; i < randint1(5) + o_ptr->pval / 5; i++)
{
msg_print(_("炎と硫黄の雲の中に悪魔が姿を現した!", "Demons materialize in clouds of fire and brimstone!"));
for (i = 0; i < randint1(3) + 2; i++)
{
- (void)fire_meteor(-1, GF_FIRE, y, x, 10, 5);
+ (void)fire_meteor(target_ptr, -1, GF_FIRE, y, x, 10, 5);
(void)summon_specific(0, y, x, mon_level, SUMMON_DEMON, (PM_ALLOW_GROUP | PM_ALLOW_UNIQUE | PM_NO_PET));
}
}
(void)do_dec_stat(target_ptr, A_WIS);
(void)do_dec_stat(target_ptr, A_CHR);
}
- else (void)fire_meteor(-1, GF_NETHER, y, x, 150, 1);
+ else (void)fire_meteor(target_ptr, -1, GF_NETHER, y, x, 150, 1);
}
}
}
extern bool fire_breath(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
extern bool fire_rocket(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
extern bool fire_ball_hide(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam, POSITION rad);
-extern bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION x, POSITION y, HIT_POINT dam, POSITION rad);
+extern bool fire_meteor(player_type *caster_ptr, MONSTER_IDX who, EFFECT_ID typ, POSITION x, POSITION y, HIT_POINT dam, POSITION rad);
extern bool fire_bolt(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, HIT_POINT dam);
extern bool fire_blast(player_type *caster_ptr, EFFECT_ID typ, DIRECTION dir, DICE_NUMBER dd, DICE_SID ds, int num, int dev);
extern void call_chaos(player_type *caster_ptr);
* Option to hurt the player.
* </pre>
*/
-bool fire_meteor(MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
+bool fire_meteor(player_type *caster_ptr, MONSTER_IDX who, EFFECT_ID typ, POSITION y, POSITION x, HIT_POINT dam, POSITION rad)
{
BIT_FLAGS flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
/* Analyze the "target" and the caster. */
- return (project(p_ptr, who, rad, y, x, dam, typ, flg, -1));
+ return (project(caster_ptr, who, rad, y, x, dam, typ, flg, -1));
}