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 "system/monster-race-definition.h"
30 #include "system/player-type-definition.h"
31 #include "util/string-processor.h"
34 * A function for Auto-picker/destroyer
35 * Examine whether the object matches to the entry
37 bool is_autopick_match(player_type *player_ptr, object_type *o_ptr, autopick_type *entry, concptr o_name)
39 concptr ptr = entry->name;
40 if (IS_FLG(FLG_UNAWARE) && object_is_aware(o_ptr))
43 if (IS_FLG(FLG_UNIDENTIFIED) && (object_is_known(o_ptr) || (o_ptr->ident & IDENT_SENSE)))
46 if (IS_FLG(FLG_IDENTIFIED) && !object_is_known(o_ptr))
49 if (IS_FLG(FLG_STAR_IDENTIFIED) && (!object_is_known(o_ptr) || !object_is_fully_known(o_ptr)))
52 if (IS_FLG(FLG_BOOSTED)) {
53 object_kind *k_ptr = &k_info[o_ptr->k_idx];
54 if (!object_is_melee_weapon(o_ptr))
57 if ((o_ptr->dd == k_ptr->dd) && (o_ptr->ds == k_ptr->ds))
60 if (!object_is_known(o_ptr) && object_is_quest_target(player_ptr->current_floor_ptr->inside_quest, o_ptr)) {
65 if (IS_FLG(FLG_MORE_DICE)) {
66 if (o_ptr->dd * o_ptr->ds < entry->dice)
70 if (IS_FLG(FLG_MORE_BONUS)) {
71 if (!object_is_known(o_ptr))
75 if (o_ptr->pval < entry->bonus)
78 if (o_ptr->to_h < entry->bonus && o_ptr->to_d < entry->bonus && o_ptr->to_a < entry->bonus && o_ptr->pval < entry->bonus)
83 if (IS_FLG(FLG_WORTHLESS) && object_value(player_ptr, o_ptr) > 0)
86 if (IS_FLG(FLG_ARTIFACT)) {
87 if (!object_is_known(o_ptr) || !object_is_artifact(o_ptr))
91 if (IS_FLG(FLG_EGO)) {
92 if (!object_is_ego(o_ptr))
94 if (!object_is_known(o_ptr) && !((o_ptr->ident & IDENT_SENSE) && o_ptr->feeling == FEEL_EXCELLENT))
98 if (IS_FLG(FLG_GOOD)) {
99 if (!object_is_equipment(o_ptr))
101 if (object_is_known(o_ptr)) {
102 if (!object_is_nameless(player_ptr, o_ptr))
105 if (o_ptr->to_a <= 0 && (o_ptr->to_h + o_ptr->to_d) <= 0)
107 } else if (o_ptr->ident & IDENT_SENSE) {
108 switch (o_ptr->feeling) {
120 if (IS_FLG(FLG_NAMELESS)) {
121 if (!object_is_equipment(o_ptr))
123 if (object_is_known(o_ptr)) {
124 if (!object_is_nameless(player_ptr, o_ptr))
126 } else if (o_ptr->ident & IDENT_SENSE) {
127 switch (o_ptr->feeling) {
142 if (IS_FLG(FLG_AVERAGE)) {
143 if (!object_is_equipment(o_ptr))
145 if (object_is_known(o_ptr)) {
146 if (!object_is_nameless(player_ptr, o_ptr))
149 if (object_is_cursed(o_ptr) || object_is_broken(o_ptr))
152 if (o_ptr->to_a > 0 || (o_ptr->to_h + o_ptr->to_d) > 0)
154 } else if (o_ptr->ident & IDENT_SENSE) {
155 switch (o_ptr->feeling) {
167 if (IS_FLG(FLG_RARE) && !object_is_rare(o_ptr))
170 if (IS_FLG(FLG_COMMON) && object_is_rare(o_ptr))
173 if (IS_FLG(FLG_WANTED) && !object_is_bounty(player_ptr, o_ptr))
176 if (IS_FLG(FLG_UNIQUE) && ((o_ptr->tval != TV_CORPSE && o_ptr->tval != TV_STATUE) || !(r_info[o_ptr->pval].flags1 & RF1_UNIQUE)))
179 if (IS_FLG(FLG_HUMAN) && (o_ptr->tval != TV_CORPSE || !angband_strchr("pht", r_info[o_ptr->pval].d_char)))
182 if (IS_FLG(FLG_UNREADABLE) && (o_ptr->tval < TV_LIFE_BOOK || check_book_realm(player_ptr, o_ptr->tval, o_ptr->sval)))
185 bool realm_except_class = player_ptr->pclass == CLASS_SORCERER || player_ptr->pclass == CLASS_RED_MAGE;
187 if (IS_FLG(FLG_REALM1) && (get_realm1_book(player_ptr) != o_ptr->tval || realm_except_class))
190 if (IS_FLG(FLG_REALM2) && (get_realm2_book(player_ptr) != o_ptr->tval || realm_except_class))
193 if (IS_FLG(FLG_FIRST) && (o_ptr->tval < TV_LIFE_BOOK || 0 != o_ptr->sval))
196 if (IS_FLG(FLG_SECOND) && (o_ptr->tval < TV_LIFE_BOOK || 1 != o_ptr->sval))
199 if (IS_FLG(FLG_THIRD) && (o_ptr->tval < TV_LIFE_BOOK || 2 != o_ptr->sval))
202 if (IS_FLG(FLG_FOURTH) && (o_ptr->tval < TV_LIFE_BOOK || 3 != o_ptr->sval))
205 if (IS_FLG(FLG_WEAPONS)) {
206 if (!object_is_weapon(player_ptr, o_ptr))
208 } else if (IS_FLG(FLG_FAVORITE_WEAPONS)) {
209 if (!object_is_favorite(player_ptr, o_ptr))
211 } else if (IS_FLG(FLG_ARMORS)) {
212 if (!object_is_armour(player_ptr, o_ptr))
214 } else if (IS_FLG(FLG_MISSILES)) {
215 if (!object_is_ammo(o_ptr))
217 } else if (IS_FLG(FLG_DEVICES)) {
218 switch (o_ptr->tval) {
227 } else if (IS_FLG(FLG_LIGHTS)) {
228 if (!(o_ptr->tval == TV_LITE))
230 } else if (IS_FLG(FLG_JUNKS)) {
231 switch (o_ptr->tval) {
240 } else if (IS_FLG(FLG_CORPSES)) {
241 if (o_ptr->tval != TV_CORPSE && o_ptr->tval != TV_SKELETON)
243 } else if (IS_FLG(FLG_SPELLBOOKS)) {
244 if (!(o_ptr->tval >= TV_LIFE_BOOK))
246 } else if (IS_FLG(FLG_HAFTED)) {
247 if (!(o_ptr->tval == TV_HAFTED))
249 } else if (IS_FLG(FLG_SHIELDS)) {
250 if (!(o_ptr->tval == TV_SHIELD))
252 } else if (IS_FLG(FLG_BOWS)) {
253 if (!(o_ptr->tval == TV_BOW))
255 } else if (IS_FLG(FLG_RINGS)) {
256 if (!(o_ptr->tval == TV_RING))
258 } else if (IS_FLG(FLG_AMULETS)) {
259 if (!(o_ptr->tval == TV_AMULET))
261 } else if (IS_FLG(FLG_SUITS)) {
262 if (!(o_ptr->tval == TV_DRAG_ARMOR || o_ptr->tval == TV_HARD_ARMOR || o_ptr->tval == TV_SOFT_ARMOR))
264 } else if (IS_FLG(FLG_CLOAKS)) {
265 if (!(o_ptr->tval == TV_CLOAK))
267 } else if (IS_FLG(FLG_HELMS)) {
268 if (!(o_ptr->tval == TV_CROWN || o_ptr->tval == TV_HELM))
270 } else if (IS_FLG(FLG_GLOVES)) {
271 if (!(o_ptr->tval == TV_GLOVES))
273 } else if (IS_FLG(FLG_BOOTS)) {
274 if (!(o_ptr->tval == TV_BOOTS))
280 if (strncmp(o_name, ptr, strlen(ptr)))
283 if (!angband_strstr(o_name, ptr))
287 if (!IS_FLG(FLG_COLLECTING))
290 for (int j = 0; j < INVEN_PACK; j++) {
292 * 'Collecting' means the item must be absorbed
293 * into an inventory slot.
294 * But an item can not be absorbed into itself!
296 if ((&player_ptr->inventory_list[j] != o_ptr) && object_similar(&player_ptr->inventory_list[j], o_ptr))