/* Do nothing */
break;
case BACT_RESEARCH_ITEM:
- paid = identify_fully(player_ptr, FALSE, 0);
+ paid = identify_fully(player_ptr, FALSE, TV_NONE);
break;
case BACT_TOWN_HISTORY:
town_history(player_ptr);
break;
case BACT_ENCHANT_WEAPON:
item_tester_hook = object_allow_enchant_melee_weapon;
- enchant_item(player_ptr, bcost, 1, 1, 0, 0);
+ enchant_item(player_ptr, bcost, 1, 1, 0, TV_NONE);
break;
case BACT_ENCHANT_ARMOR:
item_tester_hook = object_is_armour;
- enchant_item(player_ptr, bcost, 0, 0, 1, 0);
+ enchant_item(player_ptr, bcost, 0, 0, 1, TV_NONE);
break;
case BACT_RECHARGE:
building_recharge(player_ptr);
paid = TRUE;
break;
case BACT_IDENT_ONE:
- paid = ident_spell(player_ptr, FALSE, 0);
+ paid = ident_spell(player_ptr, FALSE, TV_NONE);
break;
case BACT_LEARN:
do_cmd_study(player_ptr);
break;
case BACT_ENCHANT_ARROWS:
item_tester_hook = item_tester_hook_ammo;
- enchant_item(player_ptr, bcost, 1, 1, 0, 0);
+ enchant_item(player_ptr, bcost, 1, 1, 0, TV_NONE);
break;
case BACT_ENCHANT_BOW:
enchant_item(player_ptr, bcost, 1, 1, 0, TV_BOW);
forget_lite(player_ptr->current_floor_ptr);
forget_view(player_ptr->current_floor_ptr);
- current_world_ptr->character_icky = TRUE;
+ current_world_ptr->character_icky_depth++;
command_arg = 0;
command_rep = 0;
if (reinit_wilderness) player_ptr->leaving = TRUE;
- current_world_ptr->character_icky = FALSE;
+ current_world_ptr->character_icky_depth--;
term_clear();
player_ptr->update |= (PU_VIEW | PU_MONSTERS | PU_BONUS | PU_LITE | PU_MON_LITE);