if (target_ptr->monlite)
tmp /= 3;
- if (target_ptr->cursed & TRC_AGGRAVATE)
+ if (has_aggravate(target_ptr))
tmp /= 2;
if (r_ptr->level > (target_ptr->lev * target_ptr->lev / 20 + 10))
if (!monster_csleep_remaining(m_ptr))
return TRUE;
- if ((target_ptr->cursed & TRC_AGGRAVATE) == 0)
+ if (has_aggravate(target_ptr))
return FALSE;
(void)set_monster_csleep(target_ptr, m_idx, 0);
monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
bool gets_angry = FALSE;
- if (is_friendly(m_ptr) && (target_ptr->cursed & TRC_AGGRAVATE))
+ if (is_friendly(m_ptr) && has_aggravate(target_ptr))
gets_angry = TRUE;
if (is_pet(m_ptr)
if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
return TRUE;
- if ((m_ptr->cdis <= MAX_SIGHT || target_ptr->phase_out) && (player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx) || (target_ptr->cursed & TRC_AGGRAVATE)))
+ if ((m_ptr->cdis <= MAX_SIGHT || target_ptr->phase_out) && (player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx) || has_aggravate(target_ptr)))
return TRUE;
if (m_ptr->target_y)