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"
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。
17 void wield_all(player_type *creature_ptr)
19 object_type object_type_body;
20 for (INVENTORY_IDX item = INVEN_PACK - 1; item >= 0; item--) {
22 o_ptr = &creature_ptr->inventory_list[item];
26 int slot = wield_slot(creature_ptr, o_ptr);
27 if (slot < INVEN_RARM)
29 if (slot == INVEN_LITE)
31 if (creature_ptr->inventory_list[slot].k_idx)
35 i_ptr = &object_type_body;
36 object_copy(i_ptr, o_ptr);
40 inven_item_increase(creature_ptr, item, -1);
41 inven_item_optimize(creature_ptr, item);
43 floor_item_increase(creature_ptr->current_floor_ptr, 0 - item, -1);
44 floor_item_optimize(creature_ptr, 0 - item);
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++;
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
60 void add_outfit(player_type *creature_ptr, object_type *o_ptr)
62 object_aware(creature_ptr, o_ptr);
64 s16b slot = inven_carry(creature_ptr, o_ptr);
65 autopick_alter_item(creature_ptr, slot, FALSE);
66 wield_all(creature_ptr);
69 static void decide_initial_items(player_type *creature_ptr, object_type *q_ptr)
71 switch (creature_ptr->prace) {
74 /* Vampires can drain blood of creatures */
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);
84 add_outfit(creature_ptr, q_ptr);
93 /* Staff (of Nothing) */
94 object_prep(q_ptr, lookup_kind(TV_STAFF, SV_STAFF_NOTHING));
96 add_outfit(creature_ptr, q_ptr);
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);
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);
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);
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.
124 void player_outfit(player_type *creature_ptr)
130 decide_initial_items(creature_ptr, q_ptr);
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;
142 add_outfit(creature_ptr, q_ptr);
146 if (creature_ptr->prace == RACE_MERFOLK) {
147 object_prep(q_ptr, lookup_kind(TV_RING, SV_RING_LEVITATION_FALL));
149 add_outfit(creature_ptr, q_ptr);
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);
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));
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) {
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));
175 add_outfit(creature_ptr, q_ptr);
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);
184 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_BISCUIT));
185 q_ptr->number = rand_range(2, 4);
187 add_outfit(creature_ptr, q_ptr);
189 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_WAYBREAD));
190 q_ptr->number = rand_range(2, 4);
192 add_outfit(creature_ptr, q_ptr);
194 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_JERKY));
195 q_ptr->number = rand_range(1, 3);
197 add_outfit(creature_ptr, q_ptr);
199 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_ALE));
200 q_ptr->number = rand_range(2, 4);
202 add_outfit(creature_ptr, q_ptr);
204 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_WINE));
205 q_ptr->number = rand_range(2, 4);
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);
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;
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)))
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) {
237 sv = SV_POTION_RESTORE_MANA;
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;
245 add_outfit(creature_ptr, q_ptr);
248 k_info[lookup_kind(TV_POTION, SV_POTION_WATER)].aware = TRUE;