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/monster-race-hook.h"
7 #include "object-enchant/apply-magic.h"
8 #include "object-enchant/item-apply-magic.h"
9 #include "object-enchant/object-ego.h"
10 #include "object/object-appraiser.h"
11 #include "object/object-generator.h"
12 #include "object/object-kind-hook.h"
13 #include "object/object-kind.h"
14 #include "object/object1.h"
15 #include "player/player-personalities-table.h"
16 #include "player/player-races-table.h"
17 #include "sv-definition/sv-bow-types.h"
18 #include "sv-definition/sv-food-types.h"
19 #include "sv-definition/sv-lite-types.h"
20 #include "sv-definition/sv-other-types.h"
21 #include "sv-definition/sv-potion-types.h"
22 #include "sv-definition/sv-ring-types.h"
23 #include "sv-definition/sv-scroll-types.h"
24 #include "sv-definition/sv-staff-types.h"
25 #include "sv-definition/sv-wand-types.h"
26 #include "sv-definition/sv-weapon-types.h"
29 * @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 void wield_all(player_type *creature_ptr)
34 object_type object_type_body;
35 for (INVENTORY_IDX item = INVEN_PACK - 1; item >= 0; item--) {
37 o_ptr = &creature_ptr->inventory_list[item];
41 int slot = wield_slot(creature_ptr, o_ptr);
42 if (slot < INVEN_RARM)
44 if (slot == INVEN_LITE)
46 if (creature_ptr->inventory_list[slot].k_idx)
50 i_ptr = &object_type_body;
51 object_copy(i_ptr, o_ptr);
55 inven_item_increase(creature_ptr, item, -1);
56 inven_item_optimize(creature_ptr, item);
58 floor_item_increase(creature_ptr->current_floor_ptr, 0 - item, -1);
59 floor_item_optimize(creature_ptr, 0 - item);
62 o_ptr = &creature_ptr->inventory_list[slot];
63 object_copy(o_ptr, i_ptr);
64 creature_ptr->total_weight += i_ptr->weight;
65 creature_ptr->equip_cnt++;
70 * @brief 初期所持アイテムの処理 / Add an outfit object
71 * @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。
72 * @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 void add_outfit(player_type *creature_ptr, object_type *o_ptr)
77 object_aware(creature_ptr, o_ptr);
79 s16b slot = store_item_to_inventory(creature_ptr, o_ptr);
80 autopick_alter_item(creature_ptr, slot, FALSE);
81 wield_all(creature_ptr);
84 static void decide_initial_items(player_type *creature_ptr, object_type *q_ptr)
86 switch (creature_ptr->prace) {
89 /* Vampires can drain blood of creatures */
92 /* Demon can drain vitality from humanoid corpse */
93 get_mon_num_prep(creature_ptr, monster_hook_human, NULL);
94 for (int i = rand_range(3, 4); i > 0; i--) {
95 object_prep(q_ptr, lookup_kind(TV_CORPSE, SV_CORPSE));
96 q_ptr->pval = get_mon_num(creature_ptr, 2, 0);
99 add_outfit(creature_ptr, q_ptr);
108 /* Staff (of Nothing) */
109 object_prep(q_ptr, lookup_kind(TV_STAFF, SV_STAFF_NOTHING));
111 add_outfit(creature_ptr, q_ptr);
114 /* Potions of Water */
115 object_prep(q_ptr, lookup_kind(TV_POTION, SV_POTION_WATER));
116 q_ptr->number = (ITEM_NUMBER)rand_range(15, 23);
117 add_outfit(creature_ptr, q_ptr);
121 object_prep(q_ptr, lookup_kind(TV_FLASK, SV_ANY));
122 apply_magic(creature_ptr, q_ptr, 1, AM_NO_FIXED_ART);
123 q_ptr->number = (ITEM_NUMBER)rand_range(7, 12);
124 add_outfit(creature_ptr, q_ptr);
128 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
129 q_ptr->number = (ITEM_NUMBER)rand_range(3, 7);
130 add_outfit(creature_ptr, q_ptr);
135 * @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
136 * @details Having an item makes the player "aware" of its purpose.
139 void player_outfit(player_type *creature_ptr)
145 decide_initial_items(creature_ptr, q_ptr);
148 if ((creature_ptr->prace == RACE_VAMPIRE) && (creature_ptr->pclass != CLASS_NINJA)) {
149 object_prep(q_ptr, lookup_kind(TV_SCROLL, SV_SCROLL_DARKNESS));
150 q_ptr->number = (ITEM_NUMBER)rand_range(2, 5);
151 add_outfit(creature_ptr, q_ptr);
152 } else if (creature_ptr->pclass != CLASS_NINJA) {
153 object_prep(q_ptr, lookup_kind(TV_LITE, SV_LITE_TORCH));
154 q_ptr->number = (ITEM_NUMBER)rand_range(3, 7);
155 q_ptr->xtra4 = rand_range(3, 7) * 500;
157 add_outfit(creature_ptr, q_ptr);
161 if (creature_ptr->prace == RACE_MERFOLK) {
162 object_prep(q_ptr, lookup_kind(TV_RING, SV_RING_LEVITATION_FALL));
164 add_outfit(creature_ptr, q_ptr);
167 if ((creature_ptr->pclass == CLASS_RANGER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
168 object_prep(q_ptr, lookup_kind(TV_ARROW, SV_AMMO_NORMAL));
169 q_ptr->number = (byte)rand_range(15, 20);
170 add_outfit(creature_ptr, q_ptr);
173 if (creature_ptr->pclass == CLASS_RANGER) {
174 object_prep(q_ptr, lookup_kind(TV_BOW, SV_SHORT_BOW));
175 add_outfit(creature_ptr, q_ptr);
176 } else if (creature_ptr->pclass == CLASS_ARCHER) {
177 object_prep(q_ptr, lookup_kind(TV_ARROW, SV_AMMO_NORMAL));
178 q_ptr->number = (ITEM_NUMBER)rand_range(15, 20);
179 add_outfit(creature_ptr, q_ptr);
180 } else if (creature_ptr->pclass == CLASS_HIGH_MAGE) {
181 object_prep(q_ptr, lookup_kind(TV_WAND, SV_WAND_MAGIC_MISSILE));
183 q_ptr->pval = (PARAMETER_VALUE)rand_range(25, 30);
184 add_outfit(creature_ptr, q_ptr);
185 } else if (creature_ptr->pclass == CLASS_SORCERER) {
187 for (book_tval = TV_LIFE_BOOK; book_tval <= TV_LIFE_BOOK + MAX_MAGIC - 1; book_tval++) {
188 object_prep(q_ptr, lookup_kind(book_tval, 0));
190 add_outfit(creature_ptr, q_ptr);
192 } else if (creature_ptr->pclass == CLASS_TOURIST) {
193 if (creature_ptr->pseikaku != PERSONALITY_SEXY) {
194 object_prep(q_ptr, lookup_kind(TV_SHOT, SV_AMMO_LIGHT));
195 q_ptr->number = rand_range(15, 20);
196 add_outfit(creature_ptr, q_ptr);
199 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_BISCUIT));
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_WAYBREAD));
205 q_ptr->number = rand_range(2, 4);
207 add_outfit(creature_ptr, q_ptr);
209 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_JERKY));
210 q_ptr->number = rand_range(1, 3);
212 add_outfit(creature_ptr, q_ptr);
214 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_ALE));
215 q_ptr->number = rand_range(2, 4);
217 add_outfit(creature_ptr, q_ptr);
219 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_WINE));
220 q_ptr->number = rand_range(2, 4);
222 add_outfit(creature_ptr, q_ptr);
223 } else if (creature_ptr->pclass == CLASS_NINJA) {
224 object_prep(q_ptr, lookup_kind(TV_SPIKE, 0));
225 q_ptr->number = rand_range(15, 20);
226 add_outfit(creature_ptr, q_ptr);
227 } else if (creature_ptr->pclass == CLASS_SNIPER) {
228 object_prep(q_ptr, lookup_kind(TV_BOLT, SV_AMMO_NORMAL));
229 q_ptr->number = rand_range(15, 20);
230 add_outfit(creature_ptr, q_ptr);
233 if (creature_ptr->pseikaku == PERSONALITY_SEXY) {
234 player_init[creature_ptr->pclass][2][0] = TV_HAFTED;
235 player_init[creature_ptr->pclass][2][1] = SV_WHIP;
238 for (int i = 0; i < 3; i++) {
239 tval_type tv = player_init[creature_ptr->pclass][i][0];
240 OBJECT_SUBTYPE_VALUE sv = player_init[creature_ptr->pclass][i][1];
241 if ((creature_ptr->prace == RACE_ANDROID) && ((tv == TV_SOFT_ARMOR) || (tv == TV_HARD_ARMOR)))
244 if (tv == TV_SORCERY_BOOK)
245 tv = TV_LIFE_BOOK + creature_ptr->realm1 - 1;
246 else if (tv == TV_DEATH_BOOK)
247 tv = TV_LIFE_BOOK + creature_ptr->realm2 - 1;
248 else if (tv == TV_RING && sv == SV_RING_RES_FEAR && creature_ptr->prace == RACE_BARBARIAN)
249 sv = SV_RING_SUSTAIN_STR;
250 else if (tv == TV_RING && sv == SV_RING_SUSTAIN_INT && creature_ptr->prace == RACE_MIND_FLAYER) {
252 sv = SV_POTION_RESTORE_MANA;
256 object_prep(q_ptr, lookup_kind(tv, sv));
257 if ((tv == TV_SWORD || tv == TV_HAFTED)
258 && (creature_ptr->pclass == CLASS_ROGUE && creature_ptr->realm1 == REALM_DEATH)) /* Only assassins get a poisoned weapon */
259 q_ptr->name2 = EGO_BRAND_POIS;
261 add_outfit(creature_ptr, q_ptr);
264 k_info[lookup_kind(TV_POTION, SV_POTION_WATER)].aware = TRUE;