-/*!
- * @brief ĶǽÎϼԤΥµ¥¤¥³¥á¥È¥ê¡¼½èÍý/ Forcibly pseudo-identify an object in the inventory (or on the floor)
- * @return ¤Ê¤·
- * @todo mind.c¤Ë¤³¤Î´Ø¿ô¤ò°ÜÆ°¤µ¤»¤ë¤Ù¤¡£
- * @note
- * currently this function allows pseudo-id of any object,
- * including silly ones like potions & scrolls, which always
- * get '{average}'. This should be changed, either to stop such
- * items from being pseudo-id'd, or to allow psychometry to
- * detect whether the unidentified potion/scroll/etc is
- * good (Cure Light Wounds, Restore Strength, etc) or
- * bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
- */
-bool psychometry(void)
-{
- int item;
- object_type *o_ptr;
- char o_name[MAX_NLEN];
- byte feel;
- cptr q, s;
- bool okay = FALSE;
-
- item_tester_no_ryoute = TRUE;
- /* Get an item */
-#ifdef JP
-q = "¤É¤Î¥¢¥¤¥Æ¥à¤òÄ´¤Ù¤Þ¤¹¤«¡©";
-s = "Ä´¤Ù¤ë¥¢¥¤¥Æ¥à¤¬¤¢¤ê¤Þ¤»¤ó¡£";
-#else
- q = "Meditate on which item? ";
- s = "You have nothing appropriate.";
-#endif
-
- if (!get_item(&item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
- /* It is fully known, no information needed */
- if (object_is_known(o_ptr))
- {
-#ifdef JP
-msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You cannot find out anything more about that.");
-#endif
-
- return TRUE;
- }
-
- /* Check for a feeling */
- feel = value_check_aux1(o_ptr);
-
- /* Get an object description */
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
-
- /* Skip non-feelings */
- if (!feel)
- {
-#ifdef JP
-msg_format("%s¤«¤é¤ÏÆäËÊѤï¤Ã¤¿»ö¤Ï´¶¤¸¤È¤ì¤Ê¤«¤Ã¤¿¡£", o_name);
-#else
- msg_format("You do not perceive anything unusual about the %s.", o_name);
-#endif
-
- return TRUE;
- }
-
-#ifdef JP
-msg_format("%s¤Ï%s¤È¤¤¤¦´¶¤¸¤¬¤¹¤ë...",
- o_name, game_inscriptions[feel]);
-#else
- msg_format("You feel that the %s %s %s...",
- o_name, ((o_ptr->number == 1) ? "is" : "are"),
- game_inscriptions[feel]);
-#endif
-
-
- /* We have "felt" it */
- o_ptr->ident |= (IDENT_SENSE);
-
- /* "Inscribe" it */
- o_ptr->feeling = feel;
-
- /* Player touches it */
- o_ptr->marked |= OM_TOUCHED;
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
- /* Valid "tval" codes */
- switch (o_ptr->tval)
- {
- case TV_SHOT:
- case TV_ARROW:
- case TV_BOLT:
- case TV_BOW:
- case TV_DIGGING:
- case TV_HAFTED:
- case TV_POLEARM:
- case TV_SWORD:
- case TV_BOOTS:
- case TV_GLOVES:
- case TV_HELM:
- case TV_CROWN:
- case TV_SHIELD:
- case TV_CLOAK:
- case TV_SOFT_ARMOR:
- case TV_HARD_ARMOR:
- case TV_DRAG_ARMOR:
- case TV_CARD:
- case TV_RING:
- case TV_AMULET:
- case TV_LITE:
- case TV_FIGURINE:
- okay = TRUE;
- break;
- }
-
- /* Auto-inscription/destroy */
- autopick_alter_item(item, (bool)(okay && destroy_feeling));
-
- /* Something happened */
- return (TRUE);
-}