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-bow-types.h"
10 #include "object/sv-lite-types.h"
11 #include "object/sv-other-types.h"
12 #include "object/sv-potion-types.h"
13 #include "object/sv-ring-types.h"
14 #include "object/sv-staff-types.h"
15 #include "object/sv-weapon-types.h"
16 #include "autopick/autopick.h"
17 #include "player/player-races-table.h"
20 * @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。
23 void wield_all(player_type *creature_ptr)
25 object_type object_type_body;
26 for (INVENTORY_IDX item = INVEN_PACK - 1; item >= 0; item--) {
28 o_ptr = &creature_ptr->inventory_list[item];
32 int slot = wield_slot(creature_ptr, o_ptr);
33 if (slot < INVEN_RARM)
35 if (slot == INVEN_LITE)
37 if (creature_ptr->inventory_list[slot].k_idx)
41 i_ptr = &object_type_body;
42 object_copy(i_ptr, o_ptr);
46 inven_item_increase(creature_ptr, item, -1);
47 inven_item_optimize(creature_ptr, item);
49 floor_item_increase(creature_ptr->current_floor_ptr, 0 - item, -1);
50 floor_item_optimize(creature_ptr, 0 - item);
53 o_ptr = &creature_ptr->inventory_list[slot];
54 object_copy(o_ptr, i_ptr);
55 creature_ptr->total_weight += i_ptr->weight;
56 creature_ptr->equip_cnt++;
61 * @brief 初期所持アイテムの処理 / Add an outfit object
62 * @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。
63 * @param o_ptr 処理したいオブジェクト構造体の参照ポインタ
66 void add_outfit(player_type *creature_ptr, object_type *o_ptr)
68 object_aware(creature_ptr, o_ptr);
70 s16b slot = inven_carry(creature_ptr, o_ptr);
71 autopick_alter_item(creature_ptr, slot, FALSE);
72 wield_all(creature_ptr);
75 static void decide_initial_items(player_type *creature_ptr, object_type *q_ptr)
77 switch (creature_ptr->prace) {
80 /* Vampires can drain blood of creatures */
83 /* Demon can drain vitality from humanoid corpse */
84 get_mon_num_prep(creature_ptr, monster_hook_human, NULL);
85 for (int i = rand_range(3, 4); i > 0; i--) {
86 object_prep(q_ptr, lookup_kind(TV_CORPSE, SV_CORPSE));
87 q_ptr->pval = get_mon_num(creature_ptr, 2, 0);
90 add_outfit(creature_ptr, q_ptr);
99 /* Staff (of Nothing) */
100 object_prep(q_ptr, lookup_kind(TV_STAFF, SV_STAFF_NOTHING));
102 add_outfit(creature_ptr, q_ptr);
105 /* Potions of Water */
106 object_prep(q_ptr, lookup_kind(TV_POTION, SV_POTION_WATER));
107 q_ptr->number = (ITEM_NUMBER)rand_range(15, 23);
108 add_outfit(creature_ptr, q_ptr);
112 object_prep(q_ptr, lookup_kind(TV_FLASK, SV_ANY));
113 apply_magic(creature_ptr, q_ptr, 1, AM_NO_FIXED_ART);
114 q_ptr->number = (ITEM_NUMBER)rand_range(7, 12);
115 add_outfit(creature_ptr, q_ptr);
119 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
120 q_ptr->number = (ITEM_NUMBER)rand_range(3, 7);
121 add_outfit(creature_ptr, q_ptr);
126 * @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
127 * @details Having an item makes the player "aware" of its purpose.
130 void player_outfit(player_type *creature_ptr)
136 decide_initial_items(creature_ptr, q_ptr);
139 if ((creature_ptr->prace == RACE_VAMPIRE) && (creature_ptr->pclass != CLASS_NINJA)) {
140 object_prep(q_ptr, lookup_kind(TV_SCROLL, SV_SCROLL_DARKNESS));
141 q_ptr->number = (ITEM_NUMBER)rand_range(2, 5);
142 add_outfit(creature_ptr, q_ptr);
143 } else if (creature_ptr->pclass != CLASS_NINJA) {
144 object_prep(q_ptr, lookup_kind(TV_LITE, SV_LITE_TORCH));
145 q_ptr->number = (ITEM_NUMBER)rand_range(3, 7);
146 q_ptr->xtra4 = rand_range(3, 7) * 500;
148 add_outfit(creature_ptr, q_ptr);
152 if (creature_ptr->prace == RACE_MERFOLK) {
153 object_prep(q_ptr, lookup_kind(TV_RING, SV_RING_LEVITATION_FALL));
155 add_outfit(creature_ptr, q_ptr);
158 if ((creature_ptr->pclass == CLASS_RANGER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
159 object_prep(q_ptr, lookup_kind(TV_ARROW, SV_AMMO_NORMAL));
160 q_ptr->number = (byte)rand_range(15, 20);
161 add_outfit(creature_ptr, q_ptr);
164 if (creature_ptr->pclass == CLASS_RANGER) {
165 object_prep(q_ptr, lookup_kind(TV_BOW, SV_SHORT_BOW));
166 add_outfit(creature_ptr, q_ptr);
167 } else if (creature_ptr->pclass == CLASS_ARCHER) {
168 object_prep(q_ptr, lookup_kind(TV_ARROW, SV_AMMO_NORMAL));
169 q_ptr->number = (ITEM_NUMBER)rand_range(15, 20);
170 add_outfit(creature_ptr, q_ptr);
171 } else if (creature_ptr->pclass == CLASS_HIGH_MAGE) {
172 object_prep(q_ptr, lookup_kind(TV_WAND, SV_WAND_MAGIC_MISSILE));
174 q_ptr->pval = (PARAMETER_VALUE)rand_range(25, 30);
175 add_outfit(creature_ptr, q_ptr);
176 } else if (creature_ptr->pclass == CLASS_SORCERER) {
178 for (book_tval = TV_LIFE_BOOK; book_tval <= TV_LIFE_BOOK + MAX_MAGIC - 1; book_tval++) {
179 object_prep(q_ptr, lookup_kind(book_tval, 0));
181 add_outfit(creature_ptr, q_ptr);
183 } else if (creature_ptr->pclass == CLASS_TOURIST) {
184 if (creature_ptr->pseikaku != PERSONALITY_SEXY) {
185 object_prep(q_ptr, lookup_kind(TV_SHOT, SV_AMMO_LIGHT));
186 q_ptr->number = rand_range(15, 20);
187 add_outfit(creature_ptr, q_ptr);
190 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_BISCUIT));
191 q_ptr->number = rand_range(2, 4);
193 add_outfit(creature_ptr, q_ptr);
195 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_WAYBREAD));
196 q_ptr->number = rand_range(2, 4);
198 add_outfit(creature_ptr, q_ptr);
200 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_JERKY));
201 q_ptr->number = rand_range(1, 3);
203 add_outfit(creature_ptr, q_ptr);
205 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_ALE));
206 q_ptr->number = rand_range(2, 4);
208 add_outfit(creature_ptr, q_ptr);
210 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_WINE));
211 q_ptr->number = rand_range(2, 4);
213 add_outfit(creature_ptr, q_ptr);
214 } else if (creature_ptr->pclass == CLASS_NINJA) {
215 object_prep(q_ptr, lookup_kind(TV_SPIKE, 0));
216 q_ptr->number = rand_range(15, 20);
217 add_outfit(creature_ptr, q_ptr);
218 } else if (creature_ptr->pclass == CLASS_SNIPER) {
219 object_prep(q_ptr, lookup_kind(TV_BOLT, SV_AMMO_NORMAL));
220 q_ptr->number = rand_range(15, 20);
221 add_outfit(creature_ptr, q_ptr);
224 if (creature_ptr->pseikaku == PERSONALITY_SEXY) {
225 player_init[creature_ptr->pclass][2][0] = TV_HAFTED;
226 player_init[creature_ptr->pclass][2][1] = SV_WHIP;
229 for (int i = 0; i < 3; i++) {
230 tval_type tv = player_init[creature_ptr->pclass][i][0];
231 OBJECT_SUBTYPE_VALUE sv = player_init[creature_ptr->pclass][i][1];
232 if ((creature_ptr->prace == RACE_ANDROID) && ((tv == TV_SOFT_ARMOR) || (tv == TV_HARD_ARMOR)))
235 if (tv == TV_SORCERY_BOOK)
236 tv = TV_LIFE_BOOK + creature_ptr->realm1 - 1;
237 else if (tv == TV_DEATH_BOOK)
238 tv = TV_LIFE_BOOK + creature_ptr->realm2 - 1;
239 else if (tv == TV_RING && sv == SV_RING_RES_FEAR && creature_ptr->prace == RACE_BARBARIAN)
240 sv = SV_RING_SUSTAIN_STR;
241 else if (tv == TV_RING && sv == SV_RING_SUSTAIN_INT && creature_ptr->prace == RACE_MIND_FLAYER) {
243 sv = SV_POTION_RESTORE_MANA;
247 object_prep(q_ptr, lookup_kind(tv, sv));
248 if ((tv == TV_SWORD || tv == TV_HAFTED) && (creature_ptr->pclass == CLASS_ROGUE && creature_ptr->realm1 == REALM_DEATH)) /* Only assassins get a poisoned weapon */
249 q_ptr->name2 = EGO_BRAND_POIS;
251 add_outfit(creature_ptr, q_ptr);
254 k_info[lookup_kind(TV_POTION, SV_POTION_WATER)].aware = TRUE;