if (j < 2)
j = 2;
- if (!object_is_known(o_ptr)) {
+ if (!o_ptr->is_known()) {
msg_print(_("トラップが見あたらない。", "I don't see any traps."));
} else if (o_ptr->pval <= 0) {
msg_print(_("箱にはトラップが仕掛けられていない。", "The chest is not trapped."));
if (o_ptr->pval == 0)
continue;
- if (trapped && (!object_is_known(o_ptr) || !chest_traps[o_ptr->pval]))
+ if (trapped && (!o_ptr->is_known() || !chest_traps[o_ptr->pval]))
continue;
++count;
if (o_ptr->tval == TV_SKELETON || (o_ptr->tval == TV_CORPSE && o_ptr->sval == SV_SKELETON))
return false;
} else if (player_ptr->pclass == CLASS_NINJA) {
- if (o_ptr->tval == TV_LITE && o_ptr->name2 == EGO_LITE_DARKNESS && object_is_known(o_ptr))
+ if (o_ptr->tval == TV_LITE && o_ptr->name2 == EGO_LITE_DARKNESS && o_ptr->is_known())
return false;
} else if (player_ptr->pclass == CLASS_BEASTMASTER || player_ptr->pclass == CLASS_CAVALRY) {
if (o_ptr->tval == TV_WAND && o_ptr->sval == SV_WAND_HEAL_MONSTER && object_is_aware(o_ptr))
if (!object_is_aware(o_ptr)) {
ADD_FLG(FLG_UNAWARE);
is_hat_added = true;
- } else if (!object_is_known(o_ptr)) {
+ } else if (!o_ptr->is_known()) {
if (!(o_ptr->ident & IDENT_SENSE)) {
ADD_FLG(FLG_UNIDENTIFIED);
is_hat_added = true;
if (IS_FLG(FLG_UNAWARE) && object_is_aware(o_ptr))
return false;
- if (IS_FLG(FLG_UNIDENTIFIED) && (object_is_known(o_ptr) || (o_ptr->ident & IDENT_SENSE)))
+ if (IS_FLG(FLG_UNIDENTIFIED) && (o_ptr->is_known() || (o_ptr->ident & IDENT_SENSE)))
return false;
- if (IS_FLG(FLG_IDENTIFIED) && !object_is_known(o_ptr))
+ if (IS_FLG(FLG_IDENTIFIED) && !o_ptr->is_known())
return false;
- if (IS_FLG(FLG_STAR_IDENTIFIED) && (!object_is_known(o_ptr) || !object_is_fully_known(o_ptr)))
+ if (IS_FLG(FLG_STAR_IDENTIFIED) && (!o_ptr->is_known() || !o_ptr->is_fully_known()))
return false;
if (IS_FLG(FLG_BOOSTED)) {
if ((o_ptr->dd == k_ptr->dd) && (o_ptr->ds == k_ptr->ds))
return false;
- if (!object_is_known(o_ptr) && object_is_quest_target(player_ptr->current_floor_ptr->inside_quest, o_ptr)) {
+ if (!o_ptr->is_known() && object_is_quest_target(player_ptr->current_floor_ptr->inside_quest, o_ptr)) {
return false;
}
}
}
if (IS_FLG(FLG_MORE_BONUS)) {
- if (!object_is_known(o_ptr))
+ if (!o_ptr->is_known())
return false;
if (o_ptr->pval) {
return false;
if (IS_FLG(FLG_ARTIFACT)) {
- if (!object_is_known(o_ptr) || !o_ptr->is_artifact())
+ if (!o_ptr->is_known() || !o_ptr->is_artifact())
return false;
}
if (IS_FLG(FLG_EGO)) {
if (!o_ptr->is_ego())
return false;
- if (!object_is_known(o_ptr) && !((o_ptr->ident & IDENT_SENSE) && o_ptr->feeling == FEEL_EXCELLENT))
+ if (!o_ptr->is_known() && !((o_ptr->ident & IDENT_SENSE) && o_ptr->feeling == FEEL_EXCELLENT))
return false;
}
if (IS_FLG(FLG_GOOD)) {
if (!o_ptr->is_equipment())
return false;
- if (object_is_known(o_ptr)) {
+ if (o_ptr->is_known()) {
if (!o_ptr->is_nameless())
return false;
if (IS_FLG(FLG_NAMELESS)) {
if (!o_ptr->is_equipment())
return false;
- if (object_is_known(o_ptr)) {
+ if (o_ptr->is_known()) {
if (!o_ptr->is_nameless())
return false;
} else if (o_ptr->ident & IDENT_SENSE) {
if (IS_FLG(FLG_AVERAGE)) {
if (!o_ptr->is_equipment())
return false;
- if (object_is_known(o_ptr)) {
+ if (o_ptr->is_known()) {
if (!o_ptr->is_nameless())
return false;
return false;
}
- if ((object_is_known(o_ptr) && o_ptr->is_artifact())
- || ((o_ptr->ident & IDENT_SENSE) && (o_ptr->feeling == FEEL_TERRIBLE || o_ptr->feeling == FEEL_SPECIAL))) {
+ if ((o_ptr->is_known() && o_ptr->is_artifact()) || ((o_ptr->ident & IDENT_SENSE) && (o_ptr->feeling == FEEL_TERRIBLE || o_ptr->feeling == FEEL_SPECIAL))) {
GAME_TEXT o_name[MAX_NLEN];
describe_flavor(player_ptr, o_name, o_ptr, 0);
msg_format(_("%sは破壊不能だ。", "You cannot auto-destroy %s."), o_name);
}
if (confirm_wear
- && ((o_ptr->is_cursed() && object_is_known(o_ptr))
+ && ((o_ptr->is_cursed() && o_ptr->is_known())
|| ((o_ptr->ident & IDENT_SENSE) && (FEEL_BROKEN <= o_ptr->feeling) && (o_ptr->feeling <= FEEL_CURSED)))) {
char dummy[MAX_NLEN + 80];
describe_flavor(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
return;
}
- if ((o_ptr->name1 == ART_STONEMASK) && object_is_known(o_ptr) && (creature_ptr->prace != player_race_type::VAMPIRE) && (creature_ptr->prace != player_race_type::ANDROID)) {
+ if ((o_ptr->name1 == ART_STONEMASK) && o_ptr->is_known() && (creature_ptr->prace != player_race_type::VAMPIRE)
+ && (creature_ptr->prace != player_race_type::ANDROID)) {
char dummy[MAX_NLEN + 100];
describe_flavor(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
sprintf(dummy,
if (!o_ptr)
return;
- if (!object_is_fully_known(o_ptr)) {
+ if (!o_ptr->is_fully_known()) {
msg_print(_("このアイテムについて特に知っていることはない。", "You have no special knowledge about that item."));
return;
}
if (!o_ptr)
return;
- if (object_is_known(o_ptr) && !o_ptr->is_nameless()) {
+ if (o_ptr->is_known() && !o_ptr->is_nameless()) {
GAME_TEXT o_name[MAX_NLEN];
describe_flavor(creature_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
if (!get_check(format(_("本当に%sから抽出してよろしいですか?", "Really extract from %s? "), o_name)))
{
flavor_ptr->avgdam = flavor_ptr->o_ptr->dd * (flavor_ptr->o_ptr->ds + 1) * 10 / 2;
int tmul = bow_tmul(flavor_ptr->bow_ptr->sval);
- if (object_is_known(flavor_ptr->bow_ptr))
+ if (flavor_ptr->bow_ptr->is_known())
flavor_ptr->avgdam += (flavor_ptr->bow_ptr->to_d * 10);
if (flavor_ptr->known)
{
concptr insc = quark_str(o_ptr->inscription);
char *ptr = buff;
- if (!object_is_fully_known(o_ptr)) {
+ if (!o_ptr->is_fully_known()) {
while (*insc) {
if (*insc == '#')
break;
if (object_is_aware(flavor_ptr->o_ptr))
flavor_ptr->aware = true;
- if (object_is_known(flavor_ptr->o_ptr))
+ if (flavor_ptr->o_ptr->is_known())
flavor_ptr->known = true;
if (flavor_ptr->aware && ((flavor_ptr->mode & OD_NO_FLAVOR) || plain_descriptions))
object_type *o_ptr = &floor_ptr->o_list[i];
object_kind *k_ptr = &k_info[o_ptr->k_idx];
int delta = 0;
- if (!o_ptr->is_valid() || (object_is_known(o_ptr) && ((o_ptr->marked & OM_TOUCHED) != 0)) || ((o_ptr->ident & IDENT_SENSE) != 0))
+ if (!o_ptr->is_valid() || (o_ptr->is_known() && ((o_ptr->marked & OM_TOUCHED) != 0)) || ((o_ptr->ident & IDENT_SENSE) != 0))
continue;
if (o_ptr->is_ego()) {
msg_print(_("(床スペースがない)", "(no floor space)"));
if (preserve_mode) {
- if (j_ptr->is_fixed_artifact() && !object_is_known(j_ptr)) {
+ if (j_ptr->is_fixed_artifact() && !j_ptr->is_known()) {
a_info[j_ptr->name1].cur_num = 0;
}
}
object_type *o_ptr = &floor_ptr->o_list[item];
if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND))
return;
- if (!object_is_known(o_ptr))
+ if (!o_ptr->is_known())
return;
#ifdef JP
continue;
if (!current_world_ptr->character_dungeon || preserve_mode) {
- if (o_ptr->is_fixed_artifact() && !object_is_known(o_ptr)) {
+ if (o_ptr->is_fixed_artifact() && !o_ptr->is_known()) {
a_info[o_ptr->name1].cur_num = 0;
}
}
if (o_ptr->name1 != ART_JUDGE)
return;
- if (object_is_known(o_ptr))
+ if (o_ptr->is_known())
msg_print(_("『審判の宝石』はあなたの体力を吸収した!", "The Jewel of Judgement drains life from you!"));
else
msg_print(_("なにかがあなたの体力を吸収した!", "Something drains life from you!"));
pval_info_type *pval_ptr = &art_ptr->pval_info;
char buf[80];
fprintf(spoiler_file, "%s\n", art_ptr->description);
- if (!object_is_fully_known(o_ptr)) {
+ if (!o_ptr->is_fully_known()) {
fprintf(spoiler_file, _("%s不明\n", "%sUnknown\n"), spoiler_indent);
} else {
if (pval_ptr->pval_desc[0]) {
static void spoil_random_artifact_aux(player_type *player_ptr, object_type *o_ptr, int i)
{
obj_desc_list artifact;
- if (!object_is_known(o_ptr) || !o_ptr->art_name || o_ptr->tval != group_artifact[i].tval)
+ if (!o_ptr->is_known() || !o_ptr->art_name || o_ptr->tval != group_artifact[i].tval)
return;
random_artifact_analyze(player_ptr, o_ptr, &artifact);
return false;
if (o_ptr->tval != tval)
return false;
- if (!object_is_known(o_ptr))
+ if (!o_ptr->is_known())
return false;
if (!determine_spcial_item_type(o_ptr, tval))
return false;
fprintf(fff, "%s %s", where, o_name);
- if (!object_is_fully_known(o_ptr)) {
+ if (!o_ptr->is_fully_known()) {
fputs(_("-------不明--------------- -------不明---------\n", "-------unknown------------ -------unknown------\n"), fff);
return;
}
o_ptr = &player_ptr->current_floor_ptr->o_list[this_o_idx];
if (!o_ptr->is_fixed_artifact())
continue;
- if (object_is_known(o_ptr))
+ if (o_ptr->is_known())
continue;
okay[o_ptr->name1] = false;
continue;
if (!o_ptr->is_fixed_artifact())
continue;
- if (object_is_known(o_ptr))
+ if (o_ptr->is_known())
continue;
okay[o_ptr->name1] = false;
*/
/* The item must be "known" */
char tmp_str[MAX_NLEN];
- if (!object_is_known(o_ptr)) {
+ if (!o_ptr->is_known()) {
msg_format(_("充填する前に鑑定されている必要があります!", "The item must be identified first!"));
msg_print(NULL);
if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD)
continue;
- if (!object_is_known(o_ptr))
+ if (!o_ptr->is_known())
total_cost += 50;
DEPTH lev = k_info[o_ptr->k_idx].level;
if (o_ptr->tval < TV_STAFF || o_ptr->tval > TV_ROD)
continue;
- if (!object_is_known(o_ptr)) {
+ if (!o_ptr->is_known()) {
identify_item(player_ptr, o_ptr);
autopick_alter_item(player_ptr, i, false);
}
return false;
}
- if (!object_is_known(o_ptr)) {
+ if (!o_ptr->is_known()) {
msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
return false;
}
if (!o_ptr)
return false;
- if (object_is_known(o_ptr)) {
+ if (o_ptr->is_known()) {
msg_print(_("何も新しいことは判らなかった。", "You cannot find out anything more about that."));
return true;
}
if (!o_ptr->is_artifact())
return true;
- if (!object_is_known(o_ptr)) {
+ if (!o_ptr->is_known()) {
byte feel = FEEL_SPECIAL;
if (o_ptr->is_cursed() || o_ptr->is_broken())
feel = FEEL_TERRIBLE;
bool object_is_activatable(const object_type *o_ptr)
{
TrFlags flags;
- if (!object_is_known(o_ptr))
+ if (!o_ptr->is_known())
return false;
object_flags(o_ptr, flags);
default: {
int i;
- if (!object_is_known(o_ptr))
+ if (!o_ptr->is_known())
return false;
for (i = INVEN_MAIN_HAND; i < INVEN_TOTAL; i++) {
if (&player_ptr->inventory_list[i] == o_ptr) {
return false;
/* Require nameless object if the object is well known */
- if (object_is_known(o_ptr) && !o_ptr->is_nameless())
+ if (o_ptr->is_known() && !o_ptr->is_nameless())
return false;
return true;
*/
bool object_is_not_identified(const object_type *o_ptr)
{
- return !object_is_known(o_ptr);
+ return !o_ptr->is_known();
}
/*!
*/
bool object_is_not_fully_identified(const object_type *o_ptr)
{
- return !object_is_known(o_ptr) || !object_is_fully_known(o_ptr);
+ return !o_ptr->is_known() || !o_ptr->is_fully_known();
}
/*!
flgs[i] = k_ptr->flags[i];
}
- if (!object_is_known(o_ptr))
+ if (!o_ptr->is_known())
return;
if (o_ptr->is_ego()) {
}
}
- if (spoil || object_is_fully_known(o_ptr)) {
+ if (spoil || o_ptr->is_fully_known()) {
if (o_ptr->is_fixed_artifact()) {
artifact_type *a_ptr = &a_info[o_ptr->name1];
break;
}
case TV_STAFF: {
- if ((!(o_ptr->ident & (IDENT_EMPTY)) && !object_is_known(o_ptr)) || (!(j_ptr->ident & (IDENT_EMPTY)) && !object_is_known(j_ptr)))
+ if ((!(o_ptr->ident & (IDENT_EMPTY)) && !o_ptr->is_known()) || (!(j_ptr->ident & (IDENT_EMPTY)) && !j_ptr->is_known()))
return 0;
if (o_ptr->pval != j_ptr->pval)
break;
}
case TV_WAND: {
- if ((!(o_ptr->ident & (IDENT_EMPTY)) && !object_is_known(o_ptr)) || (!(j_ptr->ident & (IDENT_EMPTY)) && !object_is_known(j_ptr)))
+ if ((!(o_ptr->ident & (IDENT_EMPTY)) && !o_ptr->is_known()) || (!(j_ptr->ident & (IDENT_EMPTY)) && !j_ptr->is_known()))
return 0;
break;
case TV_AMULET:
case TV_LITE:
case TV_WHISTLE: {
- if (!object_is_known(o_ptr) || !object_is_known(j_ptr))
+ if (!o_ptr->is_known() || !j_ptr->is_known())
return 0;
}
/* Fall through */
case TV_BOLT:
case TV_ARROW:
case TV_SHOT: {
- if (object_is_known(o_ptr) != object_is_known(j_ptr))
+ if (o_ptr->is_known() != j_ptr->is_known())
return 0;
if (o_ptr->feeling != j_ptr->feeling)
return 0;
break;
}
default: {
- if (!object_is_known(o_ptr) || !object_is_known(j_ptr))
+ if (!o_ptr->is_known() || !j_ptr->is_known())
return 0;
break;
int diff = (total > max_num) ? total - max_num : 0;
o_ptr->number = (total > max_num) ? max_num : total;
- if (object_is_known(j_ptr))
+ if (j_ptr->is_known())
object_known(o_ptr);
if (((o_ptr->ident & IDENT_STORE) || (j_ptr->ident & IDENT_STORE)) && (!((o_ptr->ident & IDENT_STORE) && (j_ptr->ident & IDENT_STORE)))) {
o_ptr->ident &= 0xEF;
}
- if (object_is_fully_known(j_ptr))
+ if (j_ptr->is_fully_known())
o_ptr->ident |= (IDENT_FULL_KNOWN);
if (j_ptr->inscription)
o_ptr->inscription = j_ptr->inscription;
{
PRICE value;
- if (object_is_known(o_ptr)) {
+ if (o_ptr->is_known()) {
if (o_ptr->is_broken())
return (0L);
if (o_ptr->is_cursed())
{
return k_info[(o_ptr)->k_idx].tried;
}
-
-/*
- * Determine if a given inventory item is "known"
- * Test One -- Check for special "known" tag
- * Test Two -- Check for "Easy Know" + "Aware"
- */
-bool object_is_known(const object_type *o_ptr)
-{
- return ((o_ptr->ident & IDENT_KNOWN) != 0) || (k_info[(o_ptr)->k_idx].easy_know && k_info[(o_ptr)->k_idx].aware);
-}
-
-bool object_is_fully_known(const object_type *o_ptr)
-{
- return (o_ptr->ident & IDENT_FULL_KNOWN) != 0;
-}
GAME_TEXT o_name[MAX_NLEN];
if (o_ptr->ident & (IDENT_SENSE))
return;
- if (object_is_known(o_ptr))
+ if (o_ptr->is_known())
return;
item_feel_type feel = (heavy ? pseudo_value_check_heavy(o_ptr) : pseudo_value_check_light(o_ptr));
continue;
if (!chest_traps[o_ptr->pval])
continue;
- if (!object_is_known(o_ptr)) {
+ if (!o_ptr->is_known()) {
msg_print(_("箱に仕掛けられたトラップを発見した!", "You have discovered a trap on the chest!"));
object_known(o_ptr);
disturb(creature_ptr, false, false);
object_flags(o_ptr, flags);
if (!o_ptr->k_idx)
continue;
- if (is_real_value || object_is_known(o_ptr))
+ if (is_real_value || o_ptr->is_known())
ac += o_ptr->to_a;
if (o_ptr->curse_flags.has(TRC::LOW_AC)) {
if (o_ptr->curse_flags.has(TRC::HEAVY_CURSE)) {
- if (is_real_value || object_is_fully_known(o_ptr))
+ if (is_real_value || o_ptr->is_fully_known())
ac -= 30;
} else {
- if (is_real_value || object_is_fully_known(o_ptr))
+ if (is_real_value || o_ptr->is_fully_known())
ac -= 10;
}
}
|| (i == INVEN_SUB_HAND && has_melee_weapon(creature_ptr, i)) || i == INVEN_BOW)
continue;
- if (!object_is_known(o_ptr) && !is_real_value)
+ if (!o_ptr->is_known() && !is_real_value)
continue;
bonus_to_d = o_ptr->to_d;
}
/* Low melee penalty */
- if ((object_is_fully_known(o_ptr) || is_real_value) && o_ptr->curse_flags.has(TRC::LOW_MELEE)) {
+ if ((o_ptr->is_fully_known() || is_real_value) && o_ptr->curse_flags.has(TRC::LOW_MELEE)) {
if (o_ptr->curse_flags.has(TRC::HEAVY_CURSE)) {
hit -= 15;
} else {
continue;
/* Fake value does not include unknown objects' value */
- if (!object_is_known(o_ptr) && !is_real_value)
+ if (!o_ptr->is_known() && !is_real_value)
continue;
int bonus_to_h = o_ptr->to_h;
bonus_to_h = (o_ptr->to_h + 1) / 2;
}
- if (is_real_value || object_is_known(o_ptr))
+ if (is_real_value || o_ptr->is_known())
pow += (int16_t)bonus_to_h;
}
o_ptr = &floor_ptr->o_list[this_o_idx];
/* Hack -- Preserve unknown artifacts */
- if (o_ptr->is_fixed_artifact() && (!object_is_known(o_ptr) || in_generate)) {
+ if (o_ptr->is_fixed_artifact() && (!o_ptr->is_known() || in_generate)) {
/* Mega-Hack -- Preserve the artifact */
a_info[o_ptr->name1].cur_num = 0;
if (any_bits(o_ptr->ident, IDENT_KNOWN))
old_known = true;
- if (!object_is_fully_known(o_ptr)) {
+ if (!o_ptr->is_fully_known()) {
if (o_ptr->is_artifact() || one_in_(5))
chg_virtue(owner_ptr, V_KNOWLEDGE, 1);
}
chg_virtue(creature_ptr, V_ENLIGHTEN, -5);
for (int i = 0; i < INVEN_TOTAL; i++) {
object_type *o_ptr = &creature_ptr->inventory_list[i];
- if ((o_ptr->k_idx == 0) || object_is_fully_known(o_ptr))
+ if ((o_ptr->k_idx == 0) || o_ptr->is_fully_known())
continue;
o_ptr->feeling = FEEL_NONE;
item = item + store_top;
object_type *o_ptr;
o_ptr = &st_ptr->stock[item];
- if (!object_is_fully_known(o_ptr)) {
+ if (!o_ptr->is_fully_known()) {
msg_print(_("このアイテムについて特に知っていることはない。", "You have no special knowledge about that item."));
return;
}
{
return this->held_m_idx != 0;
}
+
+/*
+ * Determine if a given inventory item is "known"
+ * Test One -- Check for special "known" tag
+ * Test Two -- Check for "Easy Know" + "Aware"
+ */
+bool object_type::is_known() const
+{
+ return ((this->ident & IDENT_KNOWN) != 0) || (k_info[this->k_idx].easy_know && k_info[this->k_idx].aware);
+}
+
+bool object_type::is_fully_known() const
+{
+ return (this->ident & IDENT_FULL_KNOWN) != 0;
+}
bool is_broken() const;
bool is_cursed() const;
bool is_held_by_monster() const;
+ bool is_known() const;
+ bool is_fully_known() const;
} object_type;
if (o_ptr->sval > j_ptr->sval)
return false;
- if (!object_is_known(o_ptr))
+ if (!o_ptr->is_known())
return false;
- if (!object_is_known(j_ptr))
+ if (!j_ptr->is_known())
return true;
if (o_ptr->is_fixed_artifact())
for (int i = INVEN_MAIN_HAND; i < max_i; i++) {
TrFlags flags;
auto *o_ptr = &creature_ptr->inventory_list[i];
- auto is_known = object_is_known(o_ptr);
+ auto is_known = o_ptr->is_known();
auto is_sensed = is_known || o_ptr->ident & IDENT_SENSE;
object_flags_known(o_ptr, flags);
HIT_POINT show_todam = creature_ptr->dis_to_d[hand];
object_type *o_ptr = &creature_ptr->inventory_list[INVEN_MAIN_HAND + hand];
- if (object_is_known(o_ptr))
+ if (o_ptr->is_known())
show_tohit += o_ptr->to_h;
- if (object_is_known(o_ptr))
+ if (o_ptr->is_known())
show_todam += o_ptr->to_d;
show_tohit += creature_ptr->skill_thn / BTH_PLUS_ADJ;
object_type *o_ptr = &creature_ptr->inventory_list[INVEN_BOW];
HIT_PROB show_tohit = creature_ptr->dis_to_h_b;
HIT_POINT show_todam = 0;
- if (object_is_known(o_ptr))
+ if (o_ptr->is_known())
show_tohit += o_ptr->to_h;
- if (object_is_known(o_ptr))
+ if (o_ptr->is_known())
show_todam += o_ptr->to_d;
if ((o_ptr->sval == SV_LIGHT_XBOW) || (o_ptr->sval == SV_HEAVY_XBOW))
object_type *o_ptr = &owner_ptr->inventory_list[item];
if ((o_ptr->tval != TV_STAFF) && (o_ptr->tval != TV_WAND))
return;
- if (!object_is_known(o_ptr))
+ if (!o_ptr->is_known())
return;
#ifdef JP
*/
static int strengthen_basedam(player_type *creature_ptr, object_type *o_ptr, int basedam, const TrFlags &flgs)
{
- if (object_is_fully_known(o_ptr) && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))) {
+ if (o_ptr->is_fully_known() && ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))) {
/* vorpal blade */
basedam *= 5;
basedam /= 3;
bool poison_needle = false;
if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_POISON_NEEDLE))
poison_needle = true;
- if (object_is_known(o_ptr)) {
+ if (o_ptr->is_known()) {
damage[i] += o_ptr->to_d * 100;
to_h[i] += o_ptr->to_h;
}
void display_short_flavors(flavor_type *flavor_ptr)
{
flavor_ptr->tmp_val2[0] = '\0';
- if ((abbrev_extra || abbrev_all) && object_is_fully_known(flavor_ptr->o_ptr)) {
+ if ((abbrev_extra || abbrev_all) && flavor_ptr->o_ptr->is_fully_known()) {
if (!flavor_ptr->o_ptr->inscription || !angband_strchr(quark_str(flavor_ptr->o_ptr->inscription), '%')) {
bool kanji = _(true, false);
get_ability_abbreviation(flavor_ptr->tmp_val2, flavor_ptr->o_ptr, kanji, abbrev_all);