1 #include "system/angband.h"
2 #include "birth/inventory-initializer.h"
3 #include "monster/monster-race-hook.h"
4 #include "player/player-personalities-table.h"
5 #include "birth/initial-equipments-table.h"
6 #include "object/item-apply-magic.h"
7 #include "object/object-ego.h"
8 #include "object/object-kind.h"
9 #include "object/sv-bow-types.h"
10 #include "object/sv-other-types.h"
11 #include "object/sv-ring-types.h"
12 #include "object/sv-weapon-types.h"
13 #include "autopick/autopick.h"
14 #include "player/player-races-table.h"
17 * @brief 所持状態にあるアイテムの中から一部枠の装備可能なものを装備させる。
20 void wield_all(player_type *creature_ptr)
22 object_type object_type_body;
23 for (INVENTORY_IDX item = INVEN_PACK - 1; item >= 0; item--) {
25 o_ptr = &creature_ptr->inventory_list[item];
29 int slot = wield_slot(creature_ptr, o_ptr);
30 if (slot < INVEN_RARM)
32 if (slot == INVEN_LITE)
34 if (creature_ptr->inventory_list[slot].k_idx)
38 i_ptr = &object_type_body;
39 object_copy(i_ptr, o_ptr);
43 inven_item_increase(creature_ptr, item, -1);
44 inven_item_optimize(creature_ptr, item);
46 floor_item_increase(creature_ptr->current_floor_ptr, 0 - item, -1);
47 floor_item_optimize(creature_ptr, 0 - item);
50 o_ptr = &creature_ptr->inventory_list[slot];
51 object_copy(o_ptr, i_ptr);
52 creature_ptr->total_weight += i_ptr->weight;
53 creature_ptr->equip_cnt++;
58 * @brief 初期所持アイテムの処理 / Add an outfit object
59 * @details アイテムを既知のものとした上でwield_all()関数により装備させる。
60 * @param o_ptr 処理したいオブジェクト構造体の参照ポインタ
63 void add_outfit(player_type *creature_ptr, object_type *o_ptr)
65 object_aware(creature_ptr, o_ptr);
67 s16b slot = inven_carry(creature_ptr, o_ptr);
68 autopick_alter_item(creature_ptr, slot, FALSE);
69 wield_all(creature_ptr);
72 static void decide_initial_items(player_type *creature_ptr, object_type *q_ptr)
74 switch (creature_ptr->prace) {
77 /* Vampires can drain blood of creatures */
80 /* Demon can drain vitality from humanoid corpse */
81 get_mon_num_prep(creature_ptr, monster_hook_human, NULL);
82 for (int i = rand_range(3, 4); i > 0; i--) {
83 object_prep(q_ptr, lookup_kind(TV_CORPSE, SV_CORPSE));
84 q_ptr->pval = get_mon_num(creature_ptr, 2, 0);
87 add_outfit(creature_ptr, q_ptr);
96 /* Staff (of Nothing) */
97 object_prep(q_ptr, lookup_kind(TV_STAFF, SV_STAFF_NOTHING));
99 add_outfit(creature_ptr, q_ptr);
102 /* Potions of Water */
103 object_prep(q_ptr, lookup_kind(TV_POTION, SV_POTION_WATER));
104 q_ptr->number = (ITEM_NUMBER)rand_range(15, 23);
105 add_outfit(creature_ptr, q_ptr);
109 object_prep(q_ptr, lookup_kind(TV_FLASK, SV_ANY));
110 apply_magic(creature_ptr, q_ptr, 1, AM_NO_FIXED_ART);
111 q_ptr->number = (ITEM_NUMBER)rand_range(7, 12);
112 add_outfit(creature_ptr, q_ptr);
116 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
117 q_ptr->number = (ITEM_NUMBER)rand_range(3, 7);
118 add_outfit(creature_ptr, q_ptr);
123 * @brief 種族/職業/性格などに基づき初期所持アイテムを設定するメインセット関数。 / Init players with some belongings
124 * @details Having an item makes the player "aware" of its purpose.
127 void player_outfit(player_type *creature_ptr)
133 decide_initial_items(creature_ptr, q_ptr);
136 if ((creature_ptr->prace == RACE_VAMPIRE) && (creature_ptr->pclass != CLASS_NINJA)) {
137 object_prep(q_ptr, lookup_kind(TV_SCROLL, SV_SCROLL_DARKNESS));
138 q_ptr->number = (ITEM_NUMBER)rand_range(2, 5);
139 add_outfit(creature_ptr, q_ptr);
140 } else if (creature_ptr->pclass != CLASS_NINJA) {
141 object_prep(q_ptr, lookup_kind(TV_LITE, SV_LITE_TORCH));
142 q_ptr->number = (ITEM_NUMBER)rand_range(3, 7);
143 q_ptr->xtra4 = rand_range(3, 7) * 500;
145 add_outfit(creature_ptr, q_ptr);
149 if (creature_ptr->prace == RACE_MERFOLK) {
150 object_prep(q_ptr, lookup_kind(TV_RING, SV_RING_LEVITATION_FALL));
152 add_outfit(creature_ptr, q_ptr);
155 if ((creature_ptr->pclass == CLASS_RANGER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
156 object_prep(q_ptr, lookup_kind(TV_ARROW, SV_AMMO_NORMAL));
157 q_ptr->number = (byte)rand_range(15, 20);
158 add_outfit(creature_ptr, q_ptr);
161 if (creature_ptr->pclass == CLASS_RANGER) {
162 object_prep(q_ptr, lookup_kind(TV_BOW, SV_SHORT_BOW));
163 add_outfit(creature_ptr, q_ptr);
164 } else if (creature_ptr->pclass == CLASS_ARCHER) {
165 object_prep(q_ptr, lookup_kind(TV_ARROW, SV_AMMO_NORMAL));
166 q_ptr->number = (ITEM_NUMBER)rand_range(15, 20);
167 add_outfit(creature_ptr, q_ptr);
168 } else if (creature_ptr->pclass == CLASS_HIGH_MAGE) {
169 object_prep(q_ptr, lookup_kind(TV_WAND, SV_WAND_MAGIC_MISSILE));
171 q_ptr->pval = (PARAMETER_VALUE)rand_range(25, 30);
172 add_outfit(creature_ptr, q_ptr);
173 } else if (creature_ptr->pclass == CLASS_SORCERER) {
175 for (book_tval = TV_LIFE_BOOK; book_tval <= TV_LIFE_BOOK + MAX_MAGIC - 1; book_tval++) {
176 object_prep(q_ptr, lookup_kind(book_tval, 0));
178 add_outfit(creature_ptr, q_ptr);
180 } else if (creature_ptr->pclass == CLASS_TOURIST) {
181 if (creature_ptr->pseikaku != PERSONALITY_SEXY) {
182 object_prep(q_ptr, lookup_kind(TV_SHOT, SV_AMMO_LIGHT));
183 q_ptr->number = rand_range(15, 20);
184 add_outfit(creature_ptr, q_ptr);
187 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_BISCUIT));
188 q_ptr->number = rand_range(2, 4);
190 add_outfit(creature_ptr, q_ptr);
192 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_WAYBREAD));
193 q_ptr->number = rand_range(2, 4);
195 add_outfit(creature_ptr, q_ptr);
197 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_JERKY));
198 q_ptr->number = rand_range(1, 3);
200 add_outfit(creature_ptr, q_ptr);
202 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_ALE));
203 q_ptr->number = rand_range(2, 4);
205 add_outfit(creature_ptr, q_ptr);
207 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_WINE));
208 q_ptr->number = rand_range(2, 4);
210 add_outfit(creature_ptr, q_ptr);
211 } else if (creature_ptr->pclass == CLASS_NINJA) {
212 object_prep(q_ptr, lookup_kind(TV_SPIKE, 0));
213 q_ptr->number = rand_range(15, 20);
214 add_outfit(creature_ptr, q_ptr);
215 } else if (creature_ptr->pclass == CLASS_SNIPER) {
216 object_prep(q_ptr, lookup_kind(TV_BOLT, SV_AMMO_NORMAL));
217 q_ptr->number = rand_range(15, 20);
218 add_outfit(creature_ptr, q_ptr);
221 if (creature_ptr->pseikaku == PERSONALITY_SEXY) {
222 player_init[creature_ptr->pclass][2][0] = TV_HAFTED;
223 player_init[creature_ptr->pclass][2][1] = SV_WHIP;
226 for (int i = 0; i < 3; i++) {
227 tval_type tv = player_init[creature_ptr->pclass][i][0];
228 OBJECT_SUBTYPE_VALUE sv = player_init[creature_ptr->pclass][i][1];
229 if ((creature_ptr->prace == RACE_ANDROID) && ((tv == TV_SOFT_ARMOR) || (tv == TV_HARD_ARMOR)))
232 if (tv == TV_SORCERY_BOOK)
233 tv = TV_LIFE_BOOK + creature_ptr->realm1 - 1;
234 else if (tv == TV_DEATH_BOOK)
235 tv = TV_LIFE_BOOK + creature_ptr->realm2 - 1;
236 else if (tv == TV_RING && sv == SV_RING_RES_FEAR && creature_ptr->prace == RACE_BARBARIAN)
237 sv = SV_RING_SUSTAIN_STR;
238 else if (tv == TV_RING && sv == SV_RING_SUSTAIN_INT && creature_ptr->prace == RACE_MIND_FLAYER) {
240 sv = SV_POTION_RESTORE_MANA;
244 object_prep(q_ptr, lookup_kind(tv, sv));
245 if ((tv == TV_SWORD || tv == TV_HAFTED) && (creature_ptr->pclass == CLASS_ROGUE && creature_ptr->realm1 == REALM_DEATH)) /* Only assassins get a poisoned weapon */
246 q_ptr->name2 = EGO_BRAND_POIS;
248 add_outfit(creature_ptr, q_ptr);
251 k_info[lookup_kind(TV_POTION, SV_POTION_WATER)].aware = TRUE;