1 #include "autopick/autopick-entry.h"
2 #include "autopick/autopick-flags-table.h"
3 #include "autopick/autopick-key-flag-process.h"
4 #include "autopick/autopick-keys-table.h"
5 #include "autopick/autopick-methods-table.h"
6 #include "autopick/autopick-util.h"
7 #include "core/show-file.h"
8 #include "flavor/flavor-describer.h"
9 #include "flavor/object-flavor-types.h"
10 #include "floor/floor-object.h"
11 #include "monster-race/monster-race.h"
12 #include "monster-race/race-flags1.h"
13 #include "object-enchant/item-feeling.h"
14 #include "object-enchant/object-ego.h"
15 #include "object-enchant/special-object-flags.h"
16 #include "object-hook/hook-quest.h"
17 #include "object-hook/hook-weapon.h"
18 #include "object/item-use-flags.h"
19 #include "object/object-info.h"
20 #include "object/object-kind.h"
21 #include "perception/object-perception.h"
22 #include "player/player-realm.h"
23 #include "system/monster-race-definition.h"
24 #include "system/object-type-definition.h"
25 #include "system/player-type-definition.h"
26 #include "util/quarks.h"
27 #include "util/string-processor.h"
30 static char kanji_colon[] = ":";
34 * @brief A function to create new entry
36 bool autopick_new_entry(autopick_type *entry, concptr str, bool allow_default)
38 if (str[0] && str[1] == ':')
48 entry->flag[0] = entry->flag[1] = 0L;
52 byte act = DO_AUTOPICK | DO_DISPLAY;
54 if ((act & DO_AUTOPICK) && *str == '!') {
56 act |= DO_AUTODESTROY;
61 if ((act & DO_AUTOPICK) && *str == '~') {
68 if ((act & DO_AUTOPICK) && *str == ';') {
70 act |= DO_QUERY_AUTOPICK;
75 if ((act & DO_DISPLAY) && *str == '(') {
84 concptr insc = nullptr;
85 char buf[MAX_LINELEN];
87 for (i = 0; *str; i++) {
103 c = (char)tolower(c);
109 if (!allow_default && *buf == 0)
111 if (*buf == 0 && insc)
114 concptr prev_ptr, ptr;
115 ptr = prev_ptr = buf;
116 concptr old_ptr = nullptr;
117 while (old_ptr != ptr) {
119 if (MATCH_KEY(KEY_ALL))
121 if (MATCH_KEY(KEY_COLLECTING))
122 ADD_FLG(FLG_COLLECTING);
123 if (MATCH_KEY(KEY_UNAWARE))
124 ADD_FLG(FLG_UNAWARE);
125 if (MATCH_KEY(KEY_UNIDENTIFIED))
126 ADD_FLG(FLG_UNIDENTIFIED);
127 if (MATCH_KEY(KEY_IDENTIFIED))
128 ADD_FLG(FLG_IDENTIFIED);
129 if (MATCH_KEY(KEY_STAR_IDENTIFIED))
130 ADD_FLG(FLG_STAR_IDENTIFIED);
131 if (MATCH_KEY(KEY_BOOSTED))
132 ADD_FLG(FLG_BOOSTED);
134 /*** Weapons whose dd*ds is more than nn ***/
135 if (MATCH_KEY2(KEY_MORE_THAN)) {
142 while ('0' <= *ptr && *ptr <= '9') {
143 entry->dice = 10 * entry->dice + (*ptr - '0');
148 if (k > 0 && k <= 2) {
149 (void)MATCH_KEY(KEY_DICE);
150 ADD_FLG(FLG_MORE_DICE);
155 /*** Items whose magical bonus is more than n ***/
156 if (MATCH_KEY2(KEY_MORE_BONUS)) {
163 while ('0' <= *ptr && *ptr <= '9') {
164 entry->bonus = 10 * entry->bonus + (*ptr - '0');
169 if (k > 0 && k <= 2) {
171 (void)MATCH_KEY(KEY_MORE_BONUS2);
176 ADD_FLG(FLG_MORE_BONUS);
181 if (MATCH_KEY(KEY_WORTHLESS))
182 ADD_FLG(FLG_WORTHLESS);
183 if (MATCH_KEY(KEY_EGO))
185 if (MATCH_KEY(KEY_GOOD))
187 if (MATCH_KEY(KEY_NAMELESS))
188 ADD_FLG(FLG_NAMELESS);
189 if (MATCH_KEY(KEY_AVERAGE))
190 ADD_FLG(FLG_AVERAGE);
191 if (MATCH_KEY(KEY_RARE))
193 if (MATCH_KEY(KEY_COMMON))
195 if (MATCH_KEY(KEY_WANTED))
197 if (MATCH_KEY(KEY_UNIQUE))
199 if (MATCH_KEY(KEY_HUMAN))
201 if (MATCH_KEY(KEY_UNREADABLE))
202 ADD_FLG(FLG_UNREADABLE);
203 if (MATCH_KEY(KEY_REALM1))
205 if (MATCH_KEY(KEY_REALM2))
207 if (MATCH_KEY(KEY_FIRST))
209 if (MATCH_KEY(KEY_SECOND))
211 if (MATCH_KEY(KEY_THIRD))
213 if (MATCH_KEY(KEY_FOURTH))
218 if (MATCH_KEY2(KEY_ARTIFACT))
219 ADD_FLG_NOUN(FLG_ARTIFACT);
221 if (MATCH_KEY2(KEY_ITEMS))
222 ADD_FLG_NOUN(FLG_ITEMS);
223 else if (MATCH_KEY2(KEY_WEAPONS))
224 ADD_FLG_NOUN(FLG_WEAPONS);
225 else if (MATCH_KEY2(KEY_FAVORITE_WEAPONS))
226 ADD_FLG_NOUN(FLG_FAVORITE_WEAPONS);
227 else if (MATCH_KEY2(KEY_ARMORS))
228 ADD_FLG_NOUN(FLG_ARMORS);
229 else if (MATCH_KEY2(KEY_MISSILES))
230 ADD_FLG_NOUN(FLG_MISSILES);
231 else if (MATCH_KEY2(KEY_DEVICES))
232 ADD_FLG_NOUN(FLG_DEVICES);
233 else if (MATCH_KEY2(KEY_LIGHTS))
234 ADD_FLG_NOUN(FLG_LIGHTS);
235 else if (MATCH_KEY2(KEY_JUNKS))
236 ADD_FLG_NOUN(FLG_JUNKS);
237 else if (MATCH_KEY2(KEY_CORPSES))
238 ADD_FLG_NOUN(FLG_CORPSES);
239 else if (MATCH_KEY2(KEY_SPELLBOOKS))
240 ADD_FLG_NOUN(FLG_SPELLBOOKS);
241 else if (MATCH_KEY2(KEY_HAFTED))
242 ADD_FLG_NOUN(FLG_HAFTED);
243 else if (MATCH_KEY2(KEY_SHIELDS))
244 ADD_FLG_NOUN(FLG_SHIELDS);
245 else if (MATCH_KEY2(KEY_BOWS))
246 ADD_FLG_NOUN(FLG_BOWS);
247 else if (MATCH_KEY2(KEY_RINGS))
248 ADD_FLG_NOUN(FLG_RINGS);
249 else if (MATCH_KEY2(KEY_AMULETS))
250 ADD_FLG_NOUN(FLG_AMULETS);
251 else if (MATCH_KEY2(KEY_SUITS))
252 ADD_FLG_NOUN(FLG_SUITS);
253 else if (MATCH_KEY2(KEY_CLOAKS))
254 ADD_FLG_NOUN(FLG_CLOAKS);
255 else if (MATCH_KEY2(KEY_HELMS))
256 ADD_FLG_NOUN(FLG_HELMS);
257 else if (MATCH_KEY2(KEY_GLOVES))
258 ADD_FLG_NOUN(FLG_GLOVES);
259 else if (MATCH_KEY2(KEY_BOOTS))
260 ADD_FLG_NOUN(FLG_BOOTS);
265 else if (ptr[0] == kanji_colon[0] && ptr[1] == kanji_colon[1])
268 else if (*ptr == '\0') {
270 ADD_FLG_NOUN(FLG_ITEMS);
272 if (prev_flg != -1) {
273 entry->flag[prev_flg / 32] &= ~(1UL << (prev_flg % 32));
280 entry->insc = insc != nullptr ? insc : "";
286 * @brief Get auto-picker entry from o_ptr.
288 void autopick_entry_from_object(PlayerType *player_ptr, autopick_type *entry, object_type *o_ptr)
290 /* Assume that object name is to be added */
292 GAME_TEXT name_str[MAX_NLEN + 32];
294 auto insc = quark_str(o_ptr->inscription);
295 entry->insc = insc != nullptr ? insc : "";
296 entry->action = DO_AUTOPICK | DO_DISPLAY;
297 entry->flag[0] = entry->flag[1] = 0L;
300 // エゴ銘が邪魔かもしれないので、デフォルトで「^」は付けない.
301 // We can always use the ^ mark in English.
302 bool is_hat_added = _(false, true);
303 if (!o_ptr->is_aware()) {
304 ADD_FLG(FLG_UNAWARE);
306 } else if (!o_ptr->is_known()) {
307 if (!(o_ptr->ident & IDENT_SENSE)) {
308 ADD_FLG(FLG_UNIDENTIFIED);
311 switch (o_ptr->feeling) {
314 ADD_FLG(FLG_NAMELESS);
320 ADD_FLG(FLG_NAMELESS);
321 ADD_FLG(FLG_WORTHLESS);
327 ADD_FLG(FLG_WORTHLESS);
342 if (o_ptr->is_ego()) {
343 if (o_ptr->is_weapon_armour_ammo()) {
345 * Base name of ego weapons and armors
346 * are almost meaningless.
347 * Register the ego type only.
349 ego_item_type *e_ptr = &e_info[o_ptr->name2];
351 /* エゴ銘には「^」マークが使える */
352 sprintf(name_str, "^%s", e_ptr->name.c_str());
354 /* We ommit the basename and cannot use the ^ mark */
355 strcpy(name_str, e_ptr->name.c_str());
358 if (!o_ptr->is_rare())
363 } else if (o_ptr->is_artifact())
364 ADD_FLG(FLG_ARTIFACT);
366 if (o_ptr->is_equipment())
367 ADD_FLG(FLG_NAMELESS);
373 if (o_ptr->is_melee_weapon()) {
374 object_kind *k_ptr = &k_info[o_ptr->k_idx];
376 if ((o_ptr->dd != k_ptr->dd) || (o_ptr->ds != k_ptr->ds))
377 ADD_FLG(FLG_BOOSTED);
380 if (object_is_bounty(player_ptr, o_ptr)) {
381 REM_FLG(FLG_WORTHLESS);
385 if ((o_ptr->tval == ItemKindType::CORPSE || o_ptr->tval == ItemKindType::STATUE) && (r_info[o_ptr->pval].flags1 & RF1_UNIQUE)) {
389 if (o_ptr->tval == ItemKindType::CORPSE && angband_strchr("pht", r_info[o_ptr->pval].d_char)) {
393 if (o_ptr->tval >= ItemKindType::LIFE_BOOK && !check_book_realm(player_ptr, o_ptr->tval, o_ptr->sval)) {
394 ADD_FLG(FLG_UNREADABLE);
395 if (o_ptr->tval != ItemKindType::ARCANE_BOOK)
399 bool realm_except_class = player_ptr->pclass == PlayerClassType::SORCERER || player_ptr->pclass == PlayerClassType::RED_MAGE;
401 if ((get_realm1_book(player_ptr) == o_ptr->tval) && !realm_except_class) {
406 if ((get_realm2_book(player_ptr) == o_ptr->tval) && !realm_except_class) {
411 if (o_ptr->tval >= ItemKindType::LIFE_BOOK && 0 == o_ptr->sval)
413 if (o_ptr->tval >= ItemKindType::LIFE_BOOK && 1 == o_ptr->sval)
415 if (o_ptr->tval >= ItemKindType::LIFE_BOOK && 2 == o_ptr->sval)
417 if (o_ptr->tval >= ItemKindType::LIFE_BOOK && 3 == o_ptr->sval)
420 if (o_ptr->is_ammo())
421 ADD_FLG(FLG_MISSILES);
422 else if (o_ptr->tval == ItemKindType::SCROLL || o_ptr->tval == ItemKindType::STAFF || o_ptr->tval == ItemKindType::WAND || o_ptr->tval == ItemKindType::ROD)
423 ADD_FLG(FLG_DEVICES);
424 else if (o_ptr->tval == ItemKindType::LITE)
426 else if (o_ptr->tval == ItemKindType::SKELETON || o_ptr->tval == ItemKindType::BOTTLE || o_ptr->tval == ItemKindType::JUNK || o_ptr->tval == ItemKindType::STATUE)
428 else if (o_ptr->tval == ItemKindType::CORPSE)
429 ADD_FLG(FLG_CORPSES);
430 else if (o_ptr->tval >= ItemKindType::LIFE_BOOK)
431 ADD_FLG(FLG_SPELLBOOKS);
432 else if (o_ptr->tval == ItemKindType::POLEARM || o_ptr->tval == ItemKindType::SWORD || o_ptr->tval == ItemKindType::DIGGING || o_ptr->tval == ItemKindType::HAFTED)
433 ADD_FLG(FLG_WEAPONS);
434 else if (o_ptr->tval == ItemKindType::SHIELD)
435 ADD_FLG(FLG_SHIELDS);
436 else if (o_ptr->tval == ItemKindType::BOW)
438 else if (o_ptr->tval == ItemKindType::RING)
440 else if (o_ptr->tval == ItemKindType::AMULET)
441 ADD_FLG(FLG_AMULETS);
442 else if (o_ptr->tval == ItemKindType::DRAG_ARMOR || o_ptr->tval == ItemKindType::HARD_ARMOR || o_ptr->tval == ItemKindType::SOFT_ARMOR)
444 else if (o_ptr->tval == ItemKindType::CLOAK)
446 else if (o_ptr->tval == ItemKindType::HELM)
448 else if (o_ptr->tval == ItemKindType::GLOVES)
450 else if (o_ptr->tval == ItemKindType::BOOTS)
454 str_tolower(name_str);
455 entry->name = name_str;
459 GAME_TEXT o_name[MAX_NLEN];
460 describe_flavor(player_ptr, o_name, o_ptr, (OD_NO_FLAVOR | OD_OMIT_PREFIX | OD_NO_PLURAL | OD_NAME_ONLY));
463 * If necessary, add a '^' which indicates the
466 sprintf(name_str, "%s%s", is_hat_added ? "^" : "", o_name);
467 str_tolower(name_str);
468 entry->name = name_str;
472 * @brief Reconstruct preference line from entry
474 concptr autopick_line_from_entry(autopick_type *entry)
476 char buf[MAX_LINELEN];
478 if (!(entry->action & DO_DISPLAY))
480 if (entry->action & DO_QUERY_AUTOPICK)
482 if (entry->action & DO_AUTODESTROY)
484 if (entry->action & DONT_AUTOPICK)
491 if (IS_FLG(FLG_COLLECTING))
492 ADD_KEY(KEY_COLLECTING);
493 if (IS_FLG(FLG_UNAWARE))
494 ADD_KEY(KEY_UNAWARE);
495 if (IS_FLG(FLG_UNIDENTIFIED))
496 ADD_KEY(KEY_UNIDENTIFIED);
497 if (IS_FLG(FLG_IDENTIFIED))
498 ADD_KEY(KEY_IDENTIFIED);
499 if (IS_FLG(FLG_STAR_IDENTIFIED))
500 ADD_KEY(KEY_STAR_IDENTIFIED);
501 if (IS_FLG(FLG_BOOSTED))
502 ADD_KEY(KEY_BOOSTED);
504 if (IS_FLG(FLG_MORE_DICE)) {
505 ADD_KEY(KEY_MORE_THAN);
506 strcat(ptr, format("%d", entry->dice));
510 if (IS_FLG(FLG_MORE_BONUS)) {
511 ADD_KEY(KEY_MORE_BONUS);
512 strcat(ptr, format("%d", entry->bonus));
513 ADD_KEY(KEY_MORE_BONUS2);
516 if (IS_FLG(FLG_UNREADABLE))
517 ADD_KEY(KEY_UNREADABLE);
518 if (IS_FLG(FLG_REALM1))
520 if (IS_FLG(FLG_REALM2))
522 if (IS_FLG(FLG_FIRST))
524 if (IS_FLG(FLG_SECOND))
526 if (IS_FLG(FLG_THIRD))
528 if (IS_FLG(FLG_FOURTH))
530 if (IS_FLG(FLG_WANTED))
532 if (IS_FLG(FLG_UNIQUE))
534 if (IS_FLG(FLG_HUMAN))
536 if (IS_FLG(FLG_WORTHLESS))
537 ADD_KEY(KEY_WORTHLESS);
538 if (IS_FLG(FLG_GOOD))
540 if (IS_FLG(FLG_NAMELESS))
541 ADD_KEY(KEY_NAMELESS);
542 if (IS_FLG(FLG_AVERAGE))
543 ADD_KEY(KEY_AVERAGE);
544 if (IS_FLG(FLG_RARE))
546 if (IS_FLG(FLG_COMMON))
551 if (IS_FLG(FLG_ARTIFACT))
552 ADD_KEY(KEY_ARTIFACT);
554 bool sepa_flag = true;
555 if (IS_FLG(FLG_ITEMS))
557 else if (IS_FLG(FLG_WEAPONS))
558 ADD_KEY2(KEY_WEAPONS);
559 else if (IS_FLG(FLG_FAVORITE_WEAPONS))
560 ADD_KEY2(KEY_FAVORITE_WEAPONS);
561 else if (IS_FLG(FLG_ARMORS))
562 ADD_KEY2(KEY_ARMORS);
563 else if (IS_FLG(FLG_MISSILES))
564 ADD_KEY2(KEY_MISSILES);
565 else if (IS_FLG(FLG_DEVICES))
566 ADD_KEY2(KEY_DEVICES);
567 else if (IS_FLG(FLG_LIGHTS))
568 ADD_KEY2(KEY_LIGHTS);
569 else if (IS_FLG(FLG_JUNKS))
571 else if (IS_FLG(FLG_CORPSES))
572 ADD_KEY2(KEY_CORPSES);
573 else if (IS_FLG(FLG_SPELLBOOKS))
574 ADD_KEY2(KEY_SPELLBOOKS);
575 else if (IS_FLG(FLG_HAFTED))
576 ADD_KEY2(KEY_HAFTED);
577 else if (IS_FLG(FLG_SHIELDS))
578 ADD_KEY2(KEY_SHIELDS);
579 else if (IS_FLG(FLG_BOWS))
581 else if (IS_FLG(FLG_RINGS))
583 else if (IS_FLG(FLG_AMULETS))
584 ADD_KEY2(KEY_AMULETS);
585 else if (IS_FLG(FLG_SUITS))
587 else if (IS_FLG(FLG_CLOAKS))
588 ADD_KEY2(KEY_CLOAKS);
589 else if (IS_FLG(FLG_HELMS))
591 else if (IS_FLG(FLG_GLOVES))
592 ADD_KEY2(KEY_GLOVES);
593 else if (IS_FLG(FLG_BOOTS))
595 else if (!IS_FLG(FLG_ARTIFACT))
598 if (!entry->name.empty()) {
604 while (entry->name[j] && i < MAX_LINELEN - 2 - 1) {
606 if (iskanji(entry->name[j]))
607 buf[i++] = entry->name[j++];
609 buf[i++] = entry->name[j++];
614 if (entry->insc.empty())
615 return string_make(buf);
621 while (entry->insc[j] && i < MAX_LINELEN - 2) {
623 if (iskanji(entry->insc[j]))
624 buf[i++] = entry->insc[j++];
626 buf[i++] = entry->insc[j++];
630 return string_make(buf);
634 * @brief Reconstruct preference line from entry and kill entry
636 concptr autopick_line_from_entry_kill(autopick_type *entry)
638 concptr ptr = autopick_line_from_entry(entry);
643 * @brief Choose an item and get auto-picker entry from it.
645 bool entry_from_choosed_object(PlayerType *player_ptr, autopick_type *entry)
647 concptr q = _("どのアイテムを登録しますか? ", "Enter which item? ");
648 concptr s = _("アイテムを持っていない。", "You have nothing to enter.");
650 o_ptr = choose_object(player_ptr, nullptr, q, s, USE_INVEN | USE_FLOOR | USE_EQUIP);
654 autopick_entry_from_object(player_ptr, entry, o_ptr);