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"
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。
34 void wield_all(player_type *creature_ptr)
36 object_type object_type_body;
37 for (INVENTORY_IDX item = INVEN_PACK - 1; item >= 0; item--) {
39 o_ptr = &creature_ptr->inventory_list[item];
43 int slot = wield_slot(creature_ptr, o_ptr);
44 if (slot < INVEN_RARM)
46 if (slot == INVEN_LITE)
48 if (creature_ptr->inventory_list[slot].k_idx)
52 i_ptr = &object_type_body;
53 object_copy(i_ptr, o_ptr);
57 inven_item_increase(creature_ptr, item, -1);
58 inven_item_optimize(creature_ptr, item);
60 floor_item_increase(creature_ptr->current_floor_ptr, 0 - item, -1);
61 floor_item_optimize(creature_ptr, 0 - item);
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++;
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
77 void add_outfit(player_type *creature_ptr, object_type *o_ptr)
79 object_aware(creature_ptr, 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);
86 static void decide_initial_items(player_type *creature_ptr, object_type *q_ptr)
88 switch (creature_ptr->prace) {
91 /* Vampires can drain blood of creatures */
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);
101 add_outfit(creature_ptr, q_ptr);
110 /* Staff (of Nothing) */
111 object_prep(q_ptr, lookup_kind(TV_STAFF, SV_STAFF_NOTHING));
113 add_outfit(creature_ptr, q_ptr);
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);
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);
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);
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.
141 void player_outfit(player_type *creature_ptr)
147 decide_initial_items(creature_ptr, q_ptr);
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;
159 add_outfit(creature_ptr, q_ptr);
163 if (creature_ptr->prace == RACE_MERFOLK) {
164 object_prep(q_ptr, lookup_kind(TV_RING, SV_RING_LEVITATION_FALL));
166 add_outfit(creature_ptr, q_ptr);
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);
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));
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) {
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));
192 add_outfit(creature_ptr, q_ptr);
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);
201 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_BISCUIT));
202 q_ptr->number = rand_range(2, 4);
204 add_outfit(creature_ptr, q_ptr);
206 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_WAYBREAD));
207 q_ptr->number = rand_range(2, 4);
209 add_outfit(creature_ptr, q_ptr);
211 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_JERKY));
212 q_ptr->number = rand_range(1, 3);
214 add_outfit(creature_ptr, q_ptr);
216 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_ALE));
217 q_ptr->number = rand_range(2, 4);
219 add_outfit(creature_ptr, q_ptr);
221 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_WINE));
222 q_ptr->number = rand_range(2, 4);
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);
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;
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)))
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) {
254 sv = SV_POTION_RESTORE_MANA;
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;
263 add_outfit(creature_ptr, q_ptr);
266 k_info[lookup_kind(TV_POTION, SV_POTION_WATER)].aware = TRUE;