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[Refactor] #40014 Moved get_monster_hook(), get_monster_hook2() and get_mon_num_prep...
[hengbandforosx/hengbandosx.git] / src / birth / inventory-initializer.c
1 #include "birth/inventory-initializer.h"
2 #include "autopick/autopick.h"
3 #include "birth/initial-equipments-table.h"
4 #include "floor/floor-object.h"
5 #include "inventory/inventory-object.h"
6 #include "monster-race/monster-race-hook.h"
7 #include "monster/monster-util.h"
8 #include "monster/monster2.h"
9 #include "object-enchant/apply-magic.h"
10 #include "object-enchant/item-apply-magic.h"
11 #include "object-enchant/object-ego.h"
12 #include "perception/object-perception.h"
13 #include "object/object-generator.h"
14 #include "object/object-kind-hook.h"
15 #include "object/object-kind.h"
16 #include "object/object-info.h"
17 #include "player/player-personalities-table.h"
18 #include "player/player-races-table.h"
19 #include "sv-definition/sv-bow-types.h"
20 #include "sv-definition/sv-food-types.h"
21 #include "sv-definition/sv-lite-types.h"
22 #include "sv-definition/sv-other-types.h"
23 #include "sv-definition/sv-potion-types.h"
24 #include "sv-definition/sv-ring-types.h"
25 #include "sv-definition/sv-scroll-types.h"
26 #include "sv-definition/sv-staff-types.h"
27 #include "sv-definition/sv-wand-types.h"
28 #include "sv-definition/sv-weapon-types.h"
29
30 /*!
31  * @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。
32  * @return なし
33  */
34 void wield_all(player_type *creature_ptr)
35 {
36     object_type object_type_body;
37     for (INVENTORY_IDX item = INVEN_PACK - 1; item >= 0; item--) {
38         object_type *o_ptr;
39         o_ptr = &creature_ptr->inventory_list[item];
40         if (!o_ptr->k_idx)
41             continue;
42
43         int slot = wield_slot(creature_ptr, o_ptr);
44         if (slot < INVEN_RARM)
45             continue;
46         if (slot == INVEN_LITE)
47             continue;
48         if (creature_ptr->inventory_list[slot].k_idx)
49             continue;
50
51         object_type *i_ptr;
52         i_ptr = &object_type_body;
53         object_copy(i_ptr, o_ptr);
54         i_ptr->number = 1;
55
56         if (item >= 0) {
57             inven_item_increase(creature_ptr, item, -1);
58             inven_item_optimize(creature_ptr, item);
59         } else {
60             floor_item_increase(creature_ptr->current_floor_ptr, 0 - item, -1);
61             floor_item_optimize(creature_ptr, 0 - item);
62         }
63
64         o_ptr = &creature_ptr->inventory_list[slot];
65         object_copy(o_ptr, i_ptr);
66         creature_ptr->total_weight += i_ptr->weight;
67         creature_ptr->equip_cnt++;
68     }
69 }
70
71 /*!
72  * @brief 初期所持アイテムの処理 / Add an outfit object
73  * @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。
74  * @param o_ptr 処理したいオブジェクト構造体の参照ポインタ
75  * @return なし
76  */
77 void add_outfit(player_type *creature_ptr, object_type *o_ptr)
78 {
79     object_aware(creature_ptr, o_ptr);
80     object_known(o_ptr);
81     s16b slot = store_item_to_inventory(creature_ptr, o_ptr);
82     autopick_alter_item(creature_ptr, slot, FALSE);
83     wield_all(creature_ptr);
84 }
85
86 static void decide_initial_items(player_type *creature_ptr, object_type *q_ptr)
87 {
88     switch (creature_ptr->prace) {
89     case RACE_VAMPIRE:
90         /* Nothing! */
91         /* Vampires can drain blood of creatures */
92         break;
93     case RACE_BALROG:
94         /* Demon can drain vitality from humanoid corpse */
95         get_mon_num_prep(creature_ptr, monster_hook_human, NULL);
96         for (int i = rand_range(3, 4); i > 0; i--) {
97             object_prep(q_ptr, lookup_kind(TV_CORPSE, SV_CORPSE));
98             q_ptr->pval = get_mon_num(creature_ptr, 2, 0);
99             if (q_ptr->pval) {
100                 q_ptr->number = 1;
101                 add_outfit(creature_ptr, q_ptr);
102             }
103         }
104
105         break;
106     case RACE_SKELETON:
107     case RACE_GOLEM:
108     case RACE_ZOMBIE:
109     case RACE_SPECTRE:
110         /* Staff (of Nothing) */
111         object_prep(q_ptr, lookup_kind(TV_STAFF, SV_STAFF_NOTHING));
112         q_ptr->number = 1;
113         add_outfit(creature_ptr, q_ptr);
114         break;
115     case RACE_ENT:
116         /* Potions of Water */
117         object_prep(q_ptr, lookup_kind(TV_POTION, SV_POTION_WATER));
118         q_ptr->number = (ITEM_NUMBER)rand_range(15, 23);
119         add_outfit(creature_ptr, q_ptr);
120         break;
121     case RACE_ANDROID:
122         /* Flasks of oil */
123         object_prep(q_ptr, lookup_kind(TV_FLASK, SV_ANY));
124         apply_magic(creature_ptr, q_ptr, 1, AM_NO_FIXED_ART);
125         q_ptr->number = (ITEM_NUMBER)rand_range(7, 12);
126         add_outfit(creature_ptr, q_ptr);
127         break;
128     default:
129         /* Food rations */
130         object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
131         q_ptr->number = (ITEM_NUMBER)rand_range(3, 7);
132         add_outfit(creature_ptr, q_ptr);
133     }
134 }
135
136 /*!
137  * @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
138  * @details Having an item makes the player "aware" of its purpose.
139  * @return なし
140  */
141 void player_outfit(player_type *creature_ptr)
142 {
143     object_type *q_ptr;
144     object_type forge;
145     q_ptr = &forge;
146
147     decide_initial_items(creature_ptr, q_ptr);
148     q_ptr = &forge;
149
150     if ((creature_ptr->prace == RACE_VAMPIRE) && (creature_ptr->pclass != CLASS_NINJA)) {
151         object_prep(q_ptr, lookup_kind(TV_SCROLL, SV_SCROLL_DARKNESS));
152         q_ptr->number = (ITEM_NUMBER)rand_range(2, 5);
153         add_outfit(creature_ptr, q_ptr);
154     } else if (creature_ptr->pclass != CLASS_NINJA) {
155         object_prep(q_ptr, lookup_kind(TV_LITE, SV_LITE_TORCH));
156         q_ptr->number = (ITEM_NUMBER)rand_range(3, 7);
157         q_ptr->xtra4 = rand_range(3, 7) * 500;
158
159         add_outfit(creature_ptr, q_ptr);
160     }
161
162     q_ptr = &forge;
163     if (creature_ptr->prace == RACE_MERFOLK) {
164         object_prep(q_ptr, lookup_kind(TV_RING, SV_RING_LEVITATION_FALL));
165         q_ptr->number = 1;
166         add_outfit(creature_ptr, q_ptr);
167     }
168
169     if ((creature_ptr->pclass == CLASS_RANGER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
170         object_prep(q_ptr, lookup_kind(TV_ARROW, SV_AMMO_NORMAL));
171         q_ptr->number = (byte)rand_range(15, 20);
172         add_outfit(creature_ptr, q_ptr);
173     }
174
175     if (creature_ptr->pclass == CLASS_RANGER) {
176         object_prep(q_ptr, lookup_kind(TV_BOW, SV_SHORT_BOW));
177         add_outfit(creature_ptr, q_ptr);
178     } else if (creature_ptr->pclass == CLASS_ARCHER) {
179         object_prep(q_ptr, lookup_kind(TV_ARROW, SV_AMMO_NORMAL));
180         q_ptr->number = (ITEM_NUMBER)rand_range(15, 20);
181         add_outfit(creature_ptr, q_ptr);
182     } else if (creature_ptr->pclass == CLASS_HIGH_MAGE) {
183         object_prep(q_ptr, lookup_kind(TV_WAND, SV_WAND_MAGIC_MISSILE));
184         q_ptr->number = 1;
185         q_ptr->pval = (PARAMETER_VALUE)rand_range(25, 30);
186         add_outfit(creature_ptr, q_ptr);
187     } else if (creature_ptr->pclass == CLASS_SORCERER) {
188         tval_type book_tval;
189         for (book_tval = TV_LIFE_BOOK; book_tval <= TV_LIFE_BOOK + MAX_MAGIC - 1; book_tval++) {
190             object_prep(q_ptr, lookup_kind(book_tval, 0));
191             q_ptr->number = 1;
192             add_outfit(creature_ptr, q_ptr);
193         }
194     } else if (creature_ptr->pclass == CLASS_TOURIST) {
195         if (creature_ptr->pseikaku != PERSONALITY_SEXY) {
196             object_prep(q_ptr, lookup_kind(TV_SHOT, SV_AMMO_LIGHT));
197             q_ptr->number = rand_range(15, 20);
198             add_outfit(creature_ptr, q_ptr);
199         }
200
201         object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_BISCUIT));
202         q_ptr->number = rand_range(2, 4);
203
204         add_outfit(creature_ptr, q_ptr);
205
206         object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_WAYBREAD));
207         q_ptr->number = rand_range(2, 4);
208
209         add_outfit(creature_ptr, q_ptr);
210
211         object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_JERKY));
212         q_ptr->number = rand_range(1, 3);
213
214         add_outfit(creature_ptr, q_ptr);
215
216         object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_ALE));
217         q_ptr->number = rand_range(2, 4);
218
219         add_outfit(creature_ptr, q_ptr);
220
221         object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_WINE));
222         q_ptr->number = rand_range(2, 4);
223
224         add_outfit(creature_ptr, q_ptr);
225     } else if (creature_ptr->pclass == CLASS_NINJA) {
226         object_prep(q_ptr, lookup_kind(TV_SPIKE, 0));
227         q_ptr->number = rand_range(15, 20);
228         add_outfit(creature_ptr, q_ptr);
229     } else if (creature_ptr->pclass == CLASS_SNIPER) {
230         object_prep(q_ptr, lookup_kind(TV_BOLT, SV_AMMO_NORMAL));
231         q_ptr->number = rand_range(15, 20);
232         add_outfit(creature_ptr, q_ptr);
233     }
234
235     if (creature_ptr->pseikaku == PERSONALITY_SEXY) {
236         player_init[creature_ptr->pclass][2][0] = TV_HAFTED;
237         player_init[creature_ptr->pclass][2][1] = SV_WHIP;
238     }
239
240     for (int i = 0; i < 3; i++) {
241         tval_type tv = player_init[creature_ptr->pclass][i][0];
242         OBJECT_SUBTYPE_VALUE sv = player_init[creature_ptr->pclass][i][1];
243         if ((creature_ptr->prace == RACE_ANDROID) && ((tv == TV_SOFT_ARMOR) || (tv == TV_HARD_ARMOR)))
244             continue;
245
246         if (tv == TV_SORCERY_BOOK)
247             tv = TV_LIFE_BOOK + creature_ptr->realm1 - 1;
248         else if (tv == TV_DEATH_BOOK)
249             tv = TV_LIFE_BOOK + creature_ptr->realm2 - 1;
250         else if (tv == TV_RING && sv == SV_RING_RES_FEAR && creature_ptr->prace == RACE_BARBARIAN)
251             sv = SV_RING_SUSTAIN_STR;
252         else if (tv == TV_RING && sv == SV_RING_SUSTAIN_INT && creature_ptr->prace == RACE_MIND_FLAYER) {
253             tv = TV_POTION;
254             sv = SV_POTION_RESTORE_MANA;
255         }
256
257         q_ptr = &forge;
258         object_prep(q_ptr, lookup_kind(tv, sv));
259         if ((tv == TV_SWORD || tv == TV_HAFTED)
260             && (creature_ptr->pclass == CLASS_ROGUE && creature_ptr->realm1 == REALM_DEATH)) /* Only assassins get a poisoned weapon */
261             q_ptr->name2 = EGO_BRAND_POIS;
262
263         add_outfit(creature_ptr, q_ptr);
264     }
265
266     k_info[lookup_kind(TV_POTION, SV_POTION_WATER)].aware = TRUE;
267 }