extern void stop_mouth(void);
extern bool_hack vampirism(player_type *caster_ptr);
extern bool panic_hit(void);
-extern bool psychometry(void);
+extern bool psychometry(player_type *caster_ptr);
extern bool draconian_breath(player_type *creature_ptr);
extern bool android_inside_weapon(player_type *creature_ptr);
extern bool create_ration(player_type *crature_ptr);
}
/*!
-* @brief 超能力者のサイコメトリー処理/ Forcibly pseudo-identify an object in the p_ptr->inventory_list (or on the floor)
+* @brief 超能力者のサイコメトリー処理/ Forcibly pseudo-identify an object in the inventory (or on the floor)
* @return なし
* @note
* currently this function allows pseudo-id of any object,
* good (Cure Light Wounds, Restore Strength, etc) or
* bad (Poison, Weakness etc) or 'useless' (Slime Mold Juice, etc).
*/
-bool psychometry(void)
+bool psychometry(player_type *caster_ptr)
{
OBJECT_IDX item;
object_type *o_ptr;
q = _("どのアイテムを調べますか?", "Meditate on which item? ");
s = _("調べるアイテムがありません。", "You have nothing appropriate.");
- o_ptr = choose_object(p_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
+ o_ptr = choose_object(caster_ptr, &item, q, s, (USE_EQUIP | USE_INVEN | USE_FLOOR | IGNORE_BOTHHAND_SLOT), 0);
if (!o_ptr) return (FALSE);
/* It is fully known, no information needed */
o_ptr->feeling = feel;
o_ptr->marked |= OM_TOUCHED;
- p_ptr->update |= (PU_COMBINE | PU_REORDER);
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
+ caster_ptr->update |= (PU_COMBINE | PU_REORDER);
+ caster_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
/* Valid "tval" codes */
switch (o_ptr->tval)