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authorBardur Arantsson <bardur@scientician.net>2010-10-12 07:48:54 +0200
committerBardur Arantsson <bardur@scientician.net>2010-12-10 19:27:56 +0100
commit04a1952fd66e0a9cf5a2d4e00db8a7dda75b0577 (patch)
treedc030ce5aff2645cc1d2e0665c67dd511f2e5f65 /src/dungeon.c
parenteb4d68c77faaac1a60d6dc75511b6b7d7101b089 (diff)
Mindcraft: Psycometry is normal ID regardless of level.
Diffstat (limited to 'src/dungeon.c')
-rw-r--r--src/dungeon.c75
1 files changed, 0 insertions, 75 deletions
diff --git a/src/dungeon.c b/src/dungeon.c
index c6eb7551..e7c88c03 100644
--- a/src/dungeon.c
+++ b/src/dungeon.c
@@ -796,81 +796,6 @@ static void regen_monsters(void)
/*
- * Forcibly pseudo-identify an object in the inventory
- * (or on the floor)
- */
-bool psychometry(void)
-{
- int item;
-
- object_type *o_ptr;
-
- char o_name[80];
-
- byte feel;
-
- cptr q, s;
-
-
- /* Get an item */
- q = "Meditate on which item? ";
- s = "You have nothing appropriate.";
- 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 = &p_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_known_p(o_ptr)) || (o_ptr->ident & IDENT_SENSE))
- {
- msg_print("You cannot find out anything more about that.");
- return (TRUE);
- }
-
- /* Check for a feeling */
- feel = value_check_aux1_magic(o_ptr);
- if (feel == SENSE_NONE) feel = value_check_aux1(o_ptr);
-
- /* Get an object description */
- object_desc(o_name, o_ptr, FALSE, 0);
-
- /* Skip non-feelings */
- if (!feel)
- {
- msg_format("You do not perceive anything unusual about the %s.", o_name);
- return (TRUE);
- }
-
- msg_format("You feel that the %s %s %s...",
- o_name, ((o_ptr->number == 1) ? "is" : "are"), sense_desc[feel]);
-
- /* We have "felt" it */
- o_ptr->ident |= (IDENT_SENSE);
-
- /* Set sense property */
- o_ptr->sense = feel;
-
- /* Combine / Reorder the pack (later) */
- p_ptr->notice |= (PN_COMBINE | PN_REORDER);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
-
- /* Something happened */
- return (TRUE);
-}
-
-
-/*
* Does an object decay?
*
* Should belong to object1.c, renamed to object_decays() -- pelpel