case TV_SOFT_ARMOR:
case TV_HARD_ARMOR:
case TV_DRAG_ARMOR:
+ case TV_CARD:
{
okay = TRUE;
break;
char o_name[MAX_NLEN];
byte feel;
cptr q, s;
-
+ bool okay = FALSE;
+ int idx;
item_tester_no_ryoute = TRUE;
/* Get an item */
o_ptr = &o_list[0 - item];
}
+ /* 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;
+ }
+
/* It is fully known, no information needed */
- if (object_known_p(o_ptr))
+ if (!okay || object_known_p(o_ptr))
{
#ifdef JP
msg_print("²¿¤â¿·¤·¤¤¤³¤È¤ÏȽ¤é¤Ê¤«¤Ã¤¿¡£");
/* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+ /* Auto-inscription/destroy */
+ idx = is_autopick(o_ptr);
+ auto_inscribe_item(item, idx);
+ if (destroy_feeling)
+ auto_destroy_item(item, idx, FALSE);
+
/* Something happened */
return (TRUE);
}