1 #include "system/angband.h"
2 #include "birth/inventory-initializer.h"
3 #include "monster/monsterrace-hook.h"
4 #include "player/player-personalities-table.h"
5 #include "birth/initial-equipments-table.h"
6 #include "object/object-ego.h"
7 #include "object/object-kind.h"
8 #include "autopick/autopick.h"
9 #include "player/player-races-table.h"
12 * @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。
15 void wield_all(player_type *creature_ptr)
17 object_type object_type_body;
18 for (INVENTORY_IDX item = INVEN_PACK - 1; item >= 0; item--) {
20 o_ptr = &creature_ptr->inventory_list[item];
24 int slot = wield_slot(creature_ptr, o_ptr);
25 if (slot < INVEN_RARM)
27 if (slot == INVEN_LITE)
29 if (creature_ptr->inventory_list[slot].k_idx)
33 i_ptr = &object_type_body;
34 object_copy(i_ptr, o_ptr);
38 inven_item_increase(creature_ptr, item, -1);
39 inven_item_optimize(creature_ptr, item);
41 floor_item_increase(creature_ptr->current_floor_ptr, 0 - item, -1);
42 floor_item_optimize(creature_ptr, 0 - item);
45 o_ptr = &creature_ptr->inventory_list[slot];
46 object_copy(o_ptr, i_ptr);
47 creature_ptr->total_weight += i_ptr->weight;
48 creature_ptr->equip_cnt++;
53 * @brief 初期所持アイテムの処理 / Add an outfit object
54 * @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。
55 * @param o_ptr 処理したいオブジェクト構造体の参照ポインタ
58 void add_outfit(player_type *creature_ptr, object_type *o_ptr)
60 object_aware(creature_ptr, o_ptr);
62 s16b slot = inven_carry(creature_ptr, o_ptr);
63 autopick_alter_item(creature_ptr, slot, FALSE);
64 wield_all(creature_ptr);
67 static void decide_initial_items(player_type *creature_ptr, object_type *q_ptr)
69 switch (creature_ptr->prace) {
72 /* Vampires can drain blood of creatures */
75 /* Demon can drain vitality from humanoid corpse */
76 get_mon_num_prep(creature_ptr, monster_hook_human, NULL);
77 for (int i = rand_range(3, 4); i > 0; i--) {
78 object_prep(q_ptr, lookup_kind(TV_CORPSE, SV_CORPSE));
79 q_ptr->pval = get_mon_num(creature_ptr, 2, 0);
82 add_outfit(creature_ptr, q_ptr);
91 /* Staff (of Nothing) */
92 object_prep(q_ptr, lookup_kind(TV_STAFF, SV_STAFF_NOTHING));
94 add_outfit(creature_ptr, q_ptr);
97 /* Potions of Water */
98 object_prep(q_ptr, lookup_kind(TV_POTION, SV_POTION_WATER));
99 q_ptr->number = (ITEM_NUMBER)rand_range(15, 23);
100 add_outfit(creature_ptr, q_ptr);
104 object_prep(q_ptr, lookup_kind(TV_FLASK, SV_ANY));
105 apply_magic(creature_ptr, q_ptr, 1, AM_NO_FIXED_ART);
106 q_ptr->number = (ITEM_NUMBER)rand_range(7, 12);
107 add_outfit(creature_ptr, q_ptr);
111 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
112 q_ptr->number = (ITEM_NUMBER)rand_range(3, 7);
113 add_outfit(creature_ptr, q_ptr);
118 * @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
119 * @details Having an item makes the player "aware" of its purpose.
122 void player_outfit(player_type *creature_ptr)
128 decide_initial_items(creature_ptr, q_ptr);
131 if ((creature_ptr->prace == RACE_VAMPIRE) && (creature_ptr->pclass != CLASS_NINJA)) {
132 object_prep(q_ptr, lookup_kind(TV_SCROLL, SV_SCROLL_DARKNESS));
133 q_ptr->number = (ITEM_NUMBER)rand_range(2, 5);
134 add_outfit(creature_ptr, q_ptr);
135 } else if (creature_ptr->pclass != CLASS_NINJA) {
136 object_prep(q_ptr, lookup_kind(TV_LITE, SV_LITE_TORCH));
137 q_ptr->number = (ITEM_NUMBER)rand_range(3, 7);
138 q_ptr->xtra4 = rand_range(3, 7) * 500;
140 add_outfit(creature_ptr, q_ptr);
144 if (creature_ptr->prace == RACE_MERFOLK) {
145 object_prep(q_ptr, lookup_kind(TV_RING, SV_RING_LEVITATION_FALL));
147 add_outfit(creature_ptr, q_ptr);
150 if ((creature_ptr->pclass == CLASS_RANGER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
151 object_prep(q_ptr, lookup_kind(TV_ARROW, SV_AMMO_NORMAL));
152 q_ptr->number = (byte)rand_range(15, 20);
153 add_outfit(creature_ptr, q_ptr);
156 if (creature_ptr->pclass == CLASS_RANGER) {
157 object_prep(q_ptr, lookup_kind(TV_BOW, SV_SHORT_BOW));
158 add_outfit(creature_ptr, q_ptr);
159 } else if (creature_ptr->pclass == CLASS_ARCHER) {
160 object_prep(q_ptr, lookup_kind(TV_ARROW, SV_AMMO_NORMAL));
161 q_ptr->number = (ITEM_NUMBER)rand_range(15, 20);
162 add_outfit(creature_ptr, q_ptr);
163 } else if (creature_ptr->pclass == CLASS_HIGH_MAGE) {
164 object_prep(q_ptr, lookup_kind(TV_WAND, SV_WAND_MAGIC_MISSILE));
166 q_ptr->pval = (PARAMETER_VALUE)rand_range(25, 30);
167 add_outfit(creature_ptr, q_ptr);
168 } else if (creature_ptr->pclass == CLASS_SORCERER) {
169 OBJECT_TYPE_VALUE book_tval;
170 for (book_tval = TV_LIFE_BOOK; book_tval <= TV_LIFE_BOOK + MAX_MAGIC - 1; book_tval++) {
171 object_prep(q_ptr, lookup_kind(book_tval, 0));
173 add_outfit(creature_ptr, q_ptr);
175 } else if (creature_ptr->pclass == CLASS_TOURIST) {
176 if (creature_ptr->pseikaku != SEIKAKU_SEXY) {
177 object_prep(q_ptr, lookup_kind(TV_SHOT, SV_AMMO_LIGHT));
178 q_ptr->number = rand_range(15, 20);
179 add_outfit(creature_ptr, q_ptr);
182 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_BISCUIT));
183 q_ptr->number = rand_range(2, 4);
185 add_outfit(creature_ptr, q_ptr);
187 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_WAYBREAD));
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_JERKY));
193 q_ptr->number = rand_range(1, 3);
195 add_outfit(creature_ptr, q_ptr);
197 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_ALE));
198 q_ptr->number = rand_range(2, 4);
200 add_outfit(creature_ptr, q_ptr);
202 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_WINE));
203 q_ptr->number = rand_range(2, 4);
205 add_outfit(creature_ptr, q_ptr);
206 } else if (creature_ptr->pclass == CLASS_NINJA) {
207 object_prep(q_ptr, lookup_kind(TV_SPIKE, 0));
208 q_ptr->number = rand_range(15, 20);
209 add_outfit(creature_ptr, q_ptr);
210 } else if (creature_ptr->pclass == CLASS_SNIPER) {
211 object_prep(q_ptr, lookup_kind(TV_BOLT, SV_AMMO_NORMAL));
212 q_ptr->number = rand_range(15, 20);
213 add_outfit(creature_ptr, q_ptr);
216 if (creature_ptr->pseikaku == SEIKAKU_SEXY) {
217 player_init[creature_ptr->pclass][2][0] = TV_HAFTED;
218 player_init[creature_ptr->pclass][2][1] = SV_WHIP;
221 for (int i = 0; i < 3; i++) {
222 OBJECT_TYPE_VALUE tv = player_init[creature_ptr->pclass][i][0];
223 OBJECT_SUBTYPE_VALUE sv = player_init[creature_ptr->pclass][i][1];
224 if ((creature_ptr->prace == RACE_ANDROID) && ((tv == TV_SOFT_ARMOR) || (tv == TV_HARD_ARMOR)))
227 if (tv == TV_SORCERY_BOOK)
228 tv = TV_LIFE_BOOK + creature_ptr->realm1 - 1;
229 else if (tv == TV_DEATH_BOOK)
230 tv = TV_LIFE_BOOK + creature_ptr->realm2 - 1;
231 else if (tv == TV_RING && sv == SV_RING_RES_FEAR && creature_ptr->prace == RACE_BARBARIAN)
232 sv = SV_RING_SUSTAIN_STR;
233 else if (tv == TV_RING && sv == SV_RING_SUSTAIN_INT && creature_ptr->prace == RACE_MIND_FLAYER) {
235 sv = SV_POTION_RESTORE_MANA;
239 object_prep(q_ptr, lookup_kind(tv, sv));
240 if ((tv == TV_SWORD || tv == TV_HAFTED) && (creature_ptr->pclass == CLASS_ROGUE && creature_ptr->realm1 == REALM_DEATH)) /* Only assassins get a poisoned weapon */
241 q_ptr->name2 = EGO_BRAND_POIS;
243 add_outfit(creature_ptr, q_ptr);
246 k_info[lookup_kind(TV_POTION, SV_POTION_WATER)].aware = TRUE;