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[Refactor] #40399 Separated sv-other-types.h from object.h
[hengbandforosx/hengbandosx.git] / src / birth / inventory-initializer.c
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-other-types.h"
10 #include "autopick/autopick.h"
11 #include "player/player-races-table.h"
12
13 /*!
14  * @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  * @return なし
16  */
17 void wield_all(player_type *creature_ptr)
18 {
19     object_type object_type_body;
20     for (INVENTORY_IDX item = INVEN_PACK - 1; item >= 0; item--) {
21         object_type *o_ptr;
22         o_ptr = &creature_ptr->inventory_list[item];
23         if (!o_ptr->k_idx)
24             continue;
25
26         int slot = wield_slot(creature_ptr, o_ptr);
27         if (slot < INVEN_RARM)
28             continue;
29         if (slot == INVEN_LITE)
30             continue;
31         if (creature_ptr->inventory_list[slot].k_idx)
32             continue;
33
34         object_type *i_ptr;
35         i_ptr = &object_type_body;
36         object_copy(i_ptr, o_ptr);
37         i_ptr->number = 1;
38
39         if (item >= 0) {
40             inven_item_increase(creature_ptr, item, -1);
41             inven_item_optimize(creature_ptr, item);
42         } else {
43             floor_item_increase(creature_ptr->current_floor_ptr, 0 - item, -1);
44             floor_item_optimize(creature_ptr, 0 - item);
45         }
46
47         o_ptr = &creature_ptr->inventory_list[slot];
48         object_copy(o_ptr, i_ptr);
49         creature_ptr->total_weight += i_ptr->weight;
50         creature_ptr->equip_cnt++;
51     }
52 }
53
54 /*!
55  * @brief 初期所持アイテムの処理 / Add an outfit object
56  * @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。
57  * @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  * @return なし
59  */
60 void add_outfit(player_type *creature_ptr, object_type *o_ptr)
61 {
62     object_aware(creature_ptr, o_ptr);
63     object_known(o_ptr);
64     s16b slot = inven_carry(creature_ptr, o_ptr);
65     autopick_alter_item(creature_ptr, slot, FALSE);
66     wield_all(creature_ptr);
67 }
68
69 static void decide_initial_items(player_type *creature_ptr, object_type *q_ptr)
70 {
71     switch (creature_ptr->prace) {
72     case RACE_VAMPIRE:
73         /* Nothing! */
74         /* Vampires can drain blood of creatures */
75         break;
76     case RACE_BALROG:
77         /* Demon can drain vitality from humanoid corpse */
78         get_mon_num_prep(creature_ptr, monster_hook_human, NULL);
79         for (int i = rand_range(3, 4); i > 0; i--) {
80             object_prep(q_ptr, lookup_kind(TV_CORPSE, SV_CORPSE));
81             q_ptr->pval = get_mon_num(creature_ptr, 2, 0);
82             if (q_ptr->pval) {
83                 q_ptr->number = 1;
84                 add_outfit(creature_ptr, q_ptr);
85             }
86         }
87
88         break;
89     case RACE_SKELETON:
90     case RACE_GOLEM:
91     case RACE_ZOMBIE:
92     case RACE_SPECTRE:
93         /* Staff (of Nothing) */
94         object_prep(q_ptr, lookup_kind(TV_STAFF, SV_STAFF_NOTHING));
95         q_ptr->number = 1;
96         add_outfit(creature_ptr, q_ptr);
97         break;
98     case RACE_ENT:
99         /* Potions of Water */
100         object_prep(q_ptr, lookup_kind(TV_POTION, SV_POTION_WATER));
101         q_ptr->number = (ITEM_NUMBER)rand_range(15, 23);
102         add_outfit(creature_ptr, q_ptr);
103         break;
104     case RACE_ANDROID:
105         /* Flasks of oil */
106         object_prep(q_ptr, lookup_kind(TV_FLASK, SV_ANY));
107         apply_magic(creature_ptr, q_ptr, 1, AM_NO_FIXED_ART);
108         q_ptr->number = (ITEM_NUMBER)rand_range(7, 12);
109         add_outfit(creature_ptr, q_ptr);
110         break;
111     default:
112         /* Food rations */
113         object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
114         q_ptr->number = (ITEM_NUMBER)rand_range(3, 7);
115         add_outfit(creature_ptr, q_ptr);
116     }
117 }
118
119 /*!
120  * @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
121  * @details Having an item makes the player "aware" of its purpose.
122  * @return なし
123  */
124 void player_outfit(player_type *creature_ptr)
125 {
126     object_type *q_ptr;
127     object_type forge;
128     q_ptr = &forge;
129
130     decide_initial_items(creature_ptr, q_ptr);
131     q_ptr = &forge;
132
133     if ((creature_ptr->prace == RACE_VAMPIRE) && (creature_ptr->pclass != CLASS_NINJA)) {
134         object_prep(q_ptr, lookup_kind(TV_SCROLL, SV_SCROLL_DARKNESS));
135         q_ptr->number = (ITEM_NUMBER)rand_range(2, 5);
136         add_outfit(creature_ptr, q_ptr);
137     } else if (creature_ptr->pclass != CLASS_NINJA) {
138         object_prep(q_ptr, lookup_kind(TV_LITE, SV_LITE_TORCH));
139         q_ptr->number = (ITEM_NUMBER)rand_range(3, 7);
140         q_ptr->xtra4 = rand_range(3, 7) * 500;
141
142         add_outfit(creature_ptr, q_ptr);
143     }
144
145     q_ptr = &forge;
146     if (creature_ptr->prace == RACE_MERFOLK) {
147         object_prep(q_ptr, lookup_kind(TV_RING, SV_RING_LEVITATION_FALL));
148         q_ptr->number = 1;
149         add_outfit(creature_ptr, q_ptr);
150     }
151
152     if ((creature_ptr->pclass == CLASS_RANGER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
153         object_prep(q_ptr, lookup_kind(TV_ARROW, SV_AMMO_NORMAL));
154         q_ptr->number = (byte)rand_range(15, 20);
155         add_outfit(creature_ptr, q_ptr);
156     }
157
158     if (creature_ptr->pclass == CLASS_RANGER) {
159         object_prep(q_ptr, lookup_kind(TV_BOW, SV_SHORT_BOW));
160         add_outfit(creature_ptr, q_ptr);
161     } else if (creature_ptr->pclass == CLASS_ARCHER) {
162         object_prep(q_ptr, lookup_kind(TV_ARROW, SV_AMMO_NORMAL));
163         q_ptr->number = (ITEM_NUMBER)rand_range(15, 20);
164         add_outfit(creature_ptr, q_ptr);
165     } else if (creature_ptr->pclass == CLASS_HIGH_MAGE) {
166         object_prep(q_ptr, lookup_kind(TV_WAND, SV_WAND_MAGIC_MISSILE));
167         q_ptr->number = 1;
168         q_ptr->pval = (PARAMETER_VALUE)rand_range(25, 30);
169         add_outfit(creature_ptr, q_ptr);
170     } else if (creature_ptr->pclass == CLASS_SORCERER) {
171         tval_type book_tval;
172         for (book_tval = TV_LIFE_BOOK; book_tval <= TV_LIFE_BOOK + MAX_MAGIC - 1; book_tval++) {
173             object_prep(q_ptr, lookup_kind(book_tval, 0));
174             q_ptr->number = 1;
175             add_outfit(creature_ptr, q_ptr);
176         }
177     } else if (creature_ptr->pclass == CLASS_TOURIST) {
178         if (creature_ptr->pseikaku != PERSONALITY_SEXY) {
179             object_prep(q_ptr, lookup_kind(TV_SHOT, SV_AMMO_LIGHT));
180             q_ptr->number = rand_range(15, 20);
181             add_outfit(creature_ptr, q_ptr);
182         }
183
184         object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_BISCUIT));
185         q_ptr->number = rand_range(2, 4);
186
187         add_outfit(creature_ptr, q_ptr);
188
189         object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_WAYBREAD));
190         q_ptr->number = rand_range(2, 4);
191
192         add_outfit(creature_ptr, q_ptr);
193
194         object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_JERKY));
195         q_ptr->number = rand_range(1, 3);
196
197         add_outfit(creature_ptr, q_ptr);
198
199         object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_ALE));
200         q_ptr->number = rand_range(2, 4);
201
202         add_outfit(creature_ptr, q_ptr);
203
204         object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_WINE));
205         q_ptr->number = rand_range(2, 4);
206
207         add_outfit(creature_ptr, q_ptr);
208     } else if (creature_ptr->pclass == CLASS_NINJA) {
209         object_prep(q_ptr, lookup_kind(TV_SPIKE, 0));
210         q_ptr->number = rand_range(15, 20);
211         add_outfit(creature_ptr, q_ptr);
212     } else if (creature_ptr->pclass == CLASS_SNIPER) {
213         object_prep(q_ptr, lookup_kind(TV_BOLT, SV_AMMO_NORMAL));
214         q_ptr->number = rand_range(15, 20);
215         add_outfit(creature_ptr, q_ptr);
216     }
217
218     if (creature_ptr->pseikaku == PERSONALITY_SEXY) {
219         player_init[creature_ptr->pclass][2][0] = TV_HAFTED;
220         player_init[creature_ptr->pclass][2][1] = SV_WHIP;
221     }
222
223     for (int i = 0; i < 3; i++) {
224         tval_type tv = player_init[creature_ptr->pclass][i][0];
225         OBJECT_SUBTYPE_VALUE sv = player_init[creature_ptr->pclass][i][1];
226         if ((creature_ptr->prace == RACE_ANDROID) && ((tv == TV_SOFT_ARMOR) || (tv == TV_HARD_ARMOR)))
227             continue;
228
229         if (tv == TV_SORCERY_BOOK)
230             tv = TV_LIFE_BOOK + creature_ptr->realm1 - 1;
231         else if (tv == TV_DEATH_BOOK)
232             tv = TV_LIFE_BOOK + creature_ptr->realm2 - 1;
233         else if (tv == TV_RING && sv == SV_RING_RES_FEAR && creature_ptr->prace == RACE_BARBARIAN)
234             sv = SV_RING_SUSTAIN_STR;
235         else if (tv == TV_RING && sv == SV_RING_SUSTAIN_INT && creature_ptr->prace == RACE_MIND_FLAYER) {
236             tv = TV_POTION;
237             sv = SV_POTION_RESTORE_MANA;
238         }
239
240         q_ptr = &forge;
241         object_prep(q_ptr, lookup_kind(tv, sv));
242         if ((tv == TV_SWORD || tv == TV_HAFTED) && (creature_ptr->pclass == CLASS_ROGUE && creature_ptr->realm1 == REALM_DEATH)) /* Only assassins get a poisoned weapon */
243             q_ptr->name2 = EGO_BRAND_POIS;
244
245         add_outfit(creature_ptr, q_ptr);
246     }
247
248     k_info[lookup_kind(TV_POTION, SV_POTION_WATER)].aware = TRUE;
249 }