2 * @brief 床のアイテムが自動拾いに一致するかどうかを調べる関数だけを格納したファイル
5 * @todo 300行以上の凶悪関数なので後で分割しておく
8 #include "autopick/autopick-matcher.h"
9 #include "autopick/autopick-flags-table.h"
10 #include "autopick/autopick-key-flag-process.h"
11 #include "inventory/inventory-slot-types.h"
12 #include "monster-race/monster-race.h"
13 #include "monster-race/race-flags1.h"
14 #include "object-enchant/item-feeling.h"
15 #include "object-enchant/special-object-flags.h"
16 #include "object-hook/hook-armor.h"
17 #include "object-hook/hook-bow.h"
18 #include "object-hook/hook-checker.h"
19 #include "object-hook/hook-enchant.h"
20 #include "object-hook/hook-quest.h"
21 #include "object-hook/hook-weapon.h"
22 #include "object/object-info.h"
23 #include "object/object-kind.h"
24 #include "object/object-stack.h"
25 #include "object/object-value.h"
26 #include "perception/object-perception.h"
27 #include "player/player-realm.h"
28 #include "system/floor-type-definition.h"
29 #include "util/string-processor.h"
32 * A function for Auto-picker/destroyer
33 * Examine whether the object matches to the entry
35 bool is_autopick_match(player_type *player_ptr, object_type *o_ptr, autopick_type *entry, concptr o_name)
37 concptr ptr = entry->name;
38 if (IS_FLG(FLG_UNAWARE) && object_is_aware(o_ptr))
41 if (IS_FLG(FLG_UNIDENTIFIED) && (object_is_known(o_ptr) || (o_ptr->ident & IDENT_SENSE)))
44 if (IS_FLG(FLG_IDENTIFIED) && !object_is_known(o_ptr))
47 if (IS_FLG(FLG_STAR_IDENTIFIED) && (!object_is_known(o_ptr) || !object_is_fully_known(o_ptr)))
50 if (IS_FLG(FLG_BOOSTED)) {
51 object_kind *k_ptr = &k_info[o_ptr->k_idx];
52 if (!object_is_melee_weapon(o_ptr))
55 if ((o_ptr->dd == k_ptr->dd) && (o_ptr->ds == k_ptr->ds))
58 if (!object_is_known(o_ptr) && object_is_quest_target(player_ptr->current_floor_ptr->inside_quest, o_ptr)) {
63 if (IS_FLG(FLG_MORE_DICE)) {
64 if (o_ptr->dd * o_ptr->ds < entry->dice)
68 if (IS_FLG(FLG_MORE_BONUS)) {
69 if (!object_is_known(o_ptr))
73 if (o_ptr->pval < entry->bonus)
76 if (o_ptr->to_h < entry->bonus && o_ptr->to_d < entry->bonus && o_ptr->to_a < entry->bonus && o_ptr->pval < entry->bonus)
81 if (IS_FLG(FLG_WORTHLESS) && object_value(player_ptr, o_ptr) > 0)
84 if (IS_FLG(FLG_ARTIFACT)) {
85 if (!object_is_known(o_ptr) || !object_is_artifact(o_ptr))
89 if (IS_FLG(FLG_EGO)) {
90 if (!object_is_ego(o_ptr))
92 if (!object_is_known(o_ptr) && !((o_ptr->ident & IDENT_SENSE) && o_ptr->feeling == FEEL_EXCELLENT))
96 if (IS_FLG(FLG_GOOD)) {
97 if (!object_is_equipment(o_ptr))
99 if (object_is_known(o_ptr)) {
100 if (!object_is_nameless(player_ptr, o_ptr))
103 if (o_ptr->to_a <= 0 && (o_ptr->to_h + o_ptr->to_d) <= 0)
105 } else if (o_ptr->ident & IDENT_SENSE) {
106 switch (o_ptr->feeling) {
118 if (IS_FLG(FLG_NAMELESS)) {
119 if (!object_is_equipment(o_ptr))
121 if (object_is_known(o_ptr)) {
122 if (!object_is_nameless(player_ptr, o_ptr))
124 } else if (o_ptr->ident & IDENT_SENSE) {
125 switch (o_ptr->feeling) {
140 if (IS_FLG(FLG_AVERAGE)) {
141 if (!object_is_equipment(o_ptr))
143 if (object_is_known(o_ptr)) {
144 if (!object_is_nameless(player_ptr, o_ptr))
147 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr))
150 if (o_ptr->to_a > 0 || (o_ptr->to_h + o_ptr->to_d) > 0)
152 } else if (o_ptr->ident & IDENT_SENSE) {
153 switch (o_ptr->feeling) {
165 if (IS_FLG(FLG_RARE) && !object_is_rare(o_ptr))
168 if (IS_FLG(FLG_COMMON) && object_is_rare(o_ptr))
171 if (IS_FLG(FLG_WANTED) && !object_is_bounty(player_ptr, o_ptr))
174 if (IS_FLG(FLG_UNIQUE) && ((o_ptr->tval != TV_CORPSE && o_ptr->tval != TV_STATUE) || !(r_info[o_ptr->pval].flags1 & RF1_UNIQUE)))
177 if (IS_FLG(FLG_HUMAN) && (o_ptr->tval != TV_CORPSE || !angband_strchr("pht", r_info[o_ptr->pval].d_char)))
180 if (IS_FLG(FLG_UNREADABLE) && (o_ptr->tval < TV_LIFE_BOOK || check_book_realm(player_ptr, o_ptr->tval, o_ptr->sval)))
183 if (IS_FLG(FLG_REALM1) && (get_realm1_book(player_ptr) != o_ptr->tval || player_ptr->pclass == CLASS_SORCERER || player_ptr->pclass == CLASS_RED_MAGE))
186 if (IS_FLG(FLG_REALM2) && (get_realm2_book(player_ptr) != o_ptr->tval || player_ptr->pclass == CLASS_SORCERER || player_ptr->pclass == CLASS_RED_MAGE))
189 if (IS_FLG(FLG_FIRST) && (o_ptr->tval < TV_LIFE_BOOK || 0 != o_ptr->sval))
192 if (IS_FLG(FLG_SECOND) && (o_ptr->tval < TV_LIFE_BOOK || 1 != o_ptr->sval))
195 if (IS_FLG(FLG_THIRD) && (o_ptr->tval < TV_LIFE_BOOK || 2 != o_ptr->sval))
198 if (IS_FLG(FLG_FOURTH) && (o_ptr->tval < TV_LIFE_BOOK || 3 != o_ptr->sval))
201 if (IS_FLG(FLG_WEAPONS)) {
202 if (!object_is_weapon(player_ptr, o_ptr))
204 } else if (IS_FLG(FLG_FAVORITE_WEAPONS)) {
205 if (!object_is_favorite(player_ptr, o_ptr))
207 } else if (IS_FLG(FLG_ARMORS)) {
208 if (!object_is_armour(player_ptr, o_ptr))
210 } else if (IS_FLG(FLG_MISSILES)) {
211 if (!object_is_ammo(o_ptr))
213 } else if (IS_FLG(FLG_DEVICES)) {
214 switch (o_ptr->tval) {
223 } else if (IS_FLG(FLG_LIGHTS)) {
224 if (!(o_ptr->tval == TV_LITE))
226 } else if (IS_FLG(FLG_JUNKS)) {
227 switch (o_ptr->tval) {
236 } else if (IS_FLG(FLG_CORPSES)) {
237 if (o_ptr->tval != TV_CORPSE && o_ptr->tval != TV_SKELETON)
239 } else if (IS_FLG(FLG_SPELLBOOKS)) {
240 if (!(o_ptr->tval >= TV_LIFE_BOOK))
242 } else if (IS_FLG(FLG_HAFTED)) {
243 if (!(o_ptr->tval == TV_HAFTED))
245 } else if (IS_FLG(FLG_SHIELDS)) {
246 if (!(o_ptr->tval == TV_SHIELD))
248 } else if (IS_FLG(FLG_BOWS)) {
249 if (!(o_ptr->tval == TV_BOW))
251 } else if (IS_FLG(FLG_RINGS)) {
252 if (!(o_ptr->tval == TV_RING))
254 } else if (IS_FLG(FLG_AMULETS)) {
255 if (!(o_ptr->tval == TV_AMULET))
257 } else if (IS_FLG(FLG_SUITS)) {
258 if (!(o_ptr->tval == TV_DRAG_ARMOR || o_ptr->tval == TV_HARD_ARMOR || o_ptr->tval == TV_SOFT_ARMOR))
260 } else if (IS_FLG(FLG_CLOAKS)) {
261 if (!(o_ptr->tval == TV_CLOAK))
263 } else if (IS_FLG(FLG_HELMS)) {
264 if (!(o_ptr->tval == TV_CROWN || o_ptr->tval == TV_HELM))
266 } else if (IS_FLG(FLG_GLOVES)) {
267 if (!(o_ptr->tval == TV_GLOVES))
269 } else if (IS_FLG(FLG_BOOTS)) {
270 if (!(o_ptr->tval == TV_BOOTS))
276 if (strncmp(o_name, ptr, strlen(ptr)))
279 if (!angband_strstr(o_name, ptr))
283 if (!IS_FLG(FLG_COLLECTING))
286 for (int j = 0; j < INVEN_PACK; j++) {
288 * 'Collecting' means the item must be absorbed
289 * into an inventory slot.
290 * But an item can not be absorbed into itself!
292 if ((&player_ptr->inventory_list[j] != o_ptr) && object_similar(&player_ptr->inventory_list[j], o_ptr))