ident = FALSE;
/* Object level */
- lev = get_object_level(o_ptr);
+ lev = k_info[o_ptr->k_idx].level;
if (o_ptr->tval == TV_FOOD)
{
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- if (!(object_aware_p(o_ptr)))
+ if (!(object_is_aware(o_ptr)))
{
chg_virtue(V_KNOWLEDGE, -1);
chg_virtue(V_PATIENCE, -1);
if (o_ptr->tval == TV_FOOD) object_tried(o_ptr);
/* The player is now aware of the object */
- if (ident && !object_aware_p(o_ptr))
+ if (ident && !object_is_aware(o_ptr))
{
object_aware(o_ptr);
gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
ident = FALSE;
/* Object level */
- lev = get_object_level(q_ptr);
+ lev = k_info[q_ptr->k_idx].level;
/* Analyze the potion */
if (q_ptr->tval == TV_POTION)
ident = TRUE;
if (one_in_(3)) lose_all_info();
else wiz_dark();
- teleport_player(100);
+ teleport_player(100, TRUE);
wiz_dark();
#ifdef JP
msg_print("ÃΤé¤Ê¤¤¾ì½ê¤ÇÌܤ¬Àä᤿¡£Æ¬Äˤ¬¤¹¤ë¡£");
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- if (!(object_aware_p(o_ptr)))
+ if (!(object_is_aware(o_ptr)))
{
chg_virtue(V_PATIENCE, -1);
chg_virtue(V_CHANCE, 1);
object_tried(q_ptr);
/* An identification was made */
- if (ident && !object_aware_p(q_ptr))
+ if (ident && !object_is_aware(q_ptr))
{
object_aware(q_ptr);
gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
ident = FALSE;
/* Object level */
- lev = get_object_level(o_ptr);
+ lev = k_info[o_ptr->k_idx].level;
/* Assume the scroll will get used up */
used_up = TRUE;
case SV_SCROLL_PHASE_DOOR:
{
- teleport_player(10);
+ teleport_player(10, FALSE);
ident = TRUE;
break;
}
case SV_SCROLL_TELEPORT:
{
- teleport_player(100);
+ teleport_player(100, FALSE);
ident = TRUE;
break;
}
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- if (!(object_aware_p(o_ptr)))
+ if (!(object_is_aware(o_ptr)))
{
chg_virtue(V_PATIENCE, -1);
chg_virtue(V_CHANCE, 1);
object_tried(o_ptr);
/* An identification was made */
- if (ident && !object_aware_p(o_ptr))
+ if (ident && !object_is_aware(o_ptr))
{
object_aware(o_ptr);
gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
}
/* Read the scroll */
- do_cmd_read_scroll_aux(item, object_aware_p(o_ptr));
+ do_cmd_read_scroll_aux(item, object_is_aware(o_ptr));
}
case SV_STAFF_TELEPORTATION:
{
- teleport_player(100);
+ teleport_player(100, FALSE);
ident = TRUE;
break;
}
energy_use = 100;
/* Extract the item level */
- lev = get_object_level(o_ptr);
+ lev = k_info[o_ptr->k_idx].level;
if (lev > 50) lev = 50 + (lev - 50)/2;
/* Base chance of success */
/* Sound */
sound(SOUND_ZAP);
- ident = staff_effect(o_ptr->sval, &use_charge, FALSE, object_aware_p(o_ptr));
+ ident = staff_effect(o_ptr->sval, &use_charge, FALSE, object_is_aware(o_ptr));
- if (!(object_aware_p(o_ptr)))
+ if (!(object_is_aware(o_ptr)))
{
chg_virtue(V_PATIENCE, -1);
chg_virtue(V_CHANCE, 1);
object_tried(o_ptr);
/* An identification was made */
- if (ident && !object_aware_p(o_ptr))
+ if (ident && !object_is_aware(o_ptr))
{
object_aware(o_ptr);
gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
/* Allow direction to be cancelled for free */
- if (object_aware_p(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
+ if (object_is_aware(o_ptr) && (o_ptr->sval == SV_WAND_HEAL_MONSTER
|| o_ptr->sval == SV_WAND_HASTE_MONSTER))
target_pet = TRUE;
if (!get_aim_dir(&dir))
energy_use = 100;
/* Get the level */
- lev = get_object_level(o_ptr);
+ lev = k_info[o_ptr->k_idx].level;
if (lev > 50) lev = 50 + (lev - 50)/2;
/* Base chance of success */
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- if (!(object_aware_p(o_ptr)))
+ if (!(object_is_aware(o_ptr)))
{
chg_virtue(V_PATIENCE, -1);
chg_virtue(V_CHANCE, 1);
object_tried(o_ptr);
/* Apply identification */
- if (ident && !object_aware_p(o_ptr))
+ if (ident && !object_is_aware(o_ptr))
{
object_aware(o_ptr);
gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
/* Get a direction (unless KNOWN not to need it) */
if (((o_ptr->sval >= SV_ROD_MIN_DIRECTION) && (o_ptr->sval != SV_ROD_HAVOC) && (o_ptr->sval != SV_ROD_AGGRAVATE) && (o_ptr->sval != SV_ROD_PESTICIDE)) ||
- !object_aware_p(o_ptr))
+ !object_is_aware(o_ptr))
{
/* Get a direction, allow cancel */
if (!get_aim_dir(&dir)) return;
energy_use = 100;
/* Extract the item level */
- lev = get_object_level(o_ptr);
+ lev = k_info[o_ptr->k_idx].level;
/* Base chance of success */
chance = p_ptr->skill_dev;
/* Combine / Reorder the pack (later) */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- if (!(object_aware_p(o_ptr)))
+ if (!(object_is_aware(o_ptr)))
{
chg_virtue(V_PATIENCE, -1);
chg_virtue(V_CHANCE, 1);
object_tried(o_ptr);
/* Successfully determined the object function */
- if (ident && !object_aware_p(o_ptr))
+ if (ident && !object_is_aware(o_ptr))
{
object_aware(o_ptr);
gain_exp((lev + (p_ptr->lev >> 1)) / p_ptr->lev);
u32b flgs[TR_FLAG_SIZE];
/* Not known */
- if (!object_known_p(o_ptr)) return (FALSE);
+ if (!object_is_known(o_ptr)) return (FALSE);
/* Extract the flags */
object_flags(o_ptr, flgs);
energy_use = 100;
/* Extract the item level */
- lev = get_object_level(o_ptr);
+ lev = k_info[o_ptr->k_idx].level;
/* Hack -- use artifact level instead */
- if (artifact_p(o_ptr)) lev = a_info[o_ptr->name1].level;
+ if (object_is_fixed_artifact(o_ptr)) lev = a_info[o_ptr->name1].level;
else if (o_ptr->art_name)
{
switch (o_ptr->xtra2)
}
/* Artifacts */
- else if (o_ptr->name1)
+ else if (object_is_fixed_artifact(o_ptr))
{
/* Choose effect */
switch (o_ptr->name1)
msg_print("Your cloak twists space around you...");
#endif
- teleport_player(100);
+ teleport_player(100, FALSE);
o_ptr->timeout = 45;
break;
}
switch (randint1(13))
{
case 1: case 2: case 3: case 4: case 5:
- teleport_player(10);
+ teleport_player(10, FALSE);
break;
case 6: case 7: case 8: case 9: case 10:
- teleport_player(222);
+ teleport_player(222, FALSE);
break;
case 11: case 12:
(void)stair_creation();
case ART_KAMUI:
{
- teleport_player(222);
+ teleport_player(222, FALSE);
o_ptr->timeout = 25;
break;
}
return;
}
- if (item_tester_hook_smith(o_ptr))
+ if (object_is_smith(o_ptr))
{
switch (o_ptr->xtra3-1)
{
if (o_ptr->name2 == EGO_TRUMP)
{
- teleport_player(100);
+ teleport_player(100, FALSE);
o_ptr->timeout = 50 + randint1(50);
/* Window stuff */
if (o_ptr->name2 == EGO_JUMP)
{
- teleport_player(10);
+ teleport_player(10, FALSE);
o_ptr->timeout = 10 + randint1(10);
/* Window stuff */
else if (o_ptr->tval == TV_RING)
{
- if (o_ptr->name2)
+ if (object_is_ego(o_ptr))
{
bool success = TRUE;
else if (o_ptr->tval == TV_AMULET)
{
- if (o_ptr->name2)
+ if (object_is_ego(o_ptr))
{
switch (o_ptr->name2)
{
o_ptr->timeout = 200;
break;
case EGO_AMU_JUMP:
- teleport_player(10);
+ teleport_player(10, FALSE);
o_ptr->timeout = randint0(10) + 10;
break;
case EGO_AMU_TELEPORT:
- teleport_player(100);
+ teleport_player(100, FALSE);
o_ptr->timeout = randint0(50) + 50;
break;
case EGO_AMU_D_DOOR:
else if (o_ptr->tval == TV_WHISTLE)
{
#if 0
- if (cursed_p(o_ptr))
+ if (object_is_cursed(o_ptr))
{
#ifdef JP
msg_print("¥«¥ó¹â¤¤²»¤¬¶Á¤ÅϤä¿¡£");
int i;
/* Not known */
- if (!object_known_p(o_ptr)) return (FALSE);
+ if (!object_is_known(o_ptr)) return (FALSE);
/* HACK - only items from the equipment can be activated */
for (i = INVEN_RARM; i < INVEN_TOTAL; i++)