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 "inventory/inventory-slot-types.h"
7 #include "monster-race/monster-race-hook.h"
8 #include "monster/monster-list.h"
9 #include "monster/monster-util.h"
10 #include "object-enchant/apply-magic.h"
11 #include "object-enchant/item-apply-magic.h"
12 #include "object-enchant/object-ego.h"
13 #include "object/object-info.h"
14 #include "object/object-kind-hook.h"
15 #include "object/object-kind.h"
16 #include "perception/object-perception.h"
17 #include "player/player-personality-types.h"
18 #include "player/player-race-types.h"
19 #include "realm/realm-types.h"
20 #include "sv-definition/sv-bow-types.h"
21 #include "sv-definition/sv-food-types.h"
22 #include "sv-definition/sv-lite-types.h"
23 #include "sv-definition/sv-other-types.h"
24 #include "sv-definition/sv-potion-types.h"
25 #include "sv-definition/sv-ring-types.h"
26 #include "sv-definition/sv-scroll-types.h"
27 #include "sv-definition/sv-staff-types.h"
28 #include "sv-definition/sv-wand-types.h"
29 #include "sv-definition/sv-weapon-types.h"
30 #include "system/object-type-definition.h"
31 #include "system/player-type-definition.h"
34 * @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。
36 void wield_all(player_type *creature_ptr)
38 object_type object_type_body;
39 for (INVENTORY_IDX item = INVEN_PACK - 1; item >= 0; item--) {
41 o_ptr = &creature_ptr->inventory_list[item];
45 int slot = wield_slot(creature_ptr, o_ptr);
46 if (slot < INVEN_MAIN_HAND)
48 if (slot == INVEN_LITE)
50 if (creature_ptr->inventory_list[slot].k_idx)
54 i_ptr = &object_type_body;
55 i_ptr->copy_from(o_ptr);
59 inven_item_increase(creature_ptr, item, -1);
60 inven_item_optimize(creature_ptr, item);
62 floor_item_increase(creature_ptr, 0 - item, -1);
63 floor_item_optimize(creature_ptr, 0 - item);
66 o_ptr = &creature_ptr->inventory_list[slot];
67 o_ptr->copy_from(i_ptr);
68 creature_ptr->equip_cnt++;
73 * @brief 初期所持アイテムの処理 / Add an outfit object
74 * @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。
75 * @param o_ptr 処理したいオブジェクト構造体の参照ポインタ
77 void add_outfit(player_type *creature_ptr, object_type *o_ptr)
79 object_aware(creature_ptr, o_ptr);
81 s16b slot = store_item_to_inventory(creature_ptr, o_ptr);
82 autopick_alter_item(creature_ptr, slot, false);
83 wield_all(creature_ptr);
86 static void decide_initial_items(player_type *creature_ptr, object_type *q_ptr)
88 switch (creature_ptr->prace) {
91 /* Vampires can drain blood of creatures */
94 /* Demon can drain vitality from humanoid corpse */
95 get_mon_num_prep(creature_ptr, monster_hook_human, NULL);
96 for (int i = rand_range(3, 4); i > 0; i--) {
97 q_ptr->prep(creature_ptr, lookup_kind(TV_CORPSE, SV_CORPSE));
98 q_ptr->pval = get_mon_num(creature_ptr, 0, 2, 0);
101 add_outfit(creature_ptr, q_ptr);
110 /* Staff (of Nothing) */
111 q_ptr->prep(creature_ptr, lookup_kind(TV_STAFF, SV_STAFF_NOTHING));
113 add_outfit(creature_ptr, q_ptr);
116 /* Potions of Water */
117 q_ptr->prep(creature_ptr, lookup_kind(TV_POTION, SV_POTION_WATER));
118 q_ptr->number = (ITEM_NUMBER)rand_range(15, 23);
119 add_outfit(creature_ptr, q_ptr);
123 q_ptr->prep(creature_ptr, lookup_kind(TV_FLASK, SV_ANY));
124 apply_magic_to_object(creature_ptr, q_ptr, 1, AM_NO_FIXED_ART);
125 q_ptr->number = (ITEM_NUMBER)rand_range(7, 12);
126 add_outfit(creature_ptr, q_ptr);
130 q_ptr->prep(creature_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
131 q_ptr->number = (ITEM_NUMBER)rand_range(3, 7);
132 add_outfit(creature_ptr, q_ptr);
137 * @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
138 * @details Having an item makes the player "aware" of its purpose.
140 void player_outfit(player_type *creature_ptr)
146 decide_initial_items(creature_ptr, q_ptr);
149 if ((creature_ptr->prace == RACE_VAMPIRE) && (creature_ptr->pclass != CLASS_NINJA)) {
150 q_ptr->prep(creature_ptr, lookup_kind(TV_SCROLL, SV_SCROLL_DARKNESS));
151 q_ptr->number = (ITEM_NUMBER)rand_range(2, 5);
152 add_outfit(creature_ptr, q_ptr);
153 } else if (creature_ptr->pclass != CLASS_NINJA) {
154 q_ptr->prep(creature_ptr, lookup_kind(TV_LITE, SV_LITE_TORCH));
155 q_ptr->number = (ITEM_NUMBER)rand_range(3, 7);
156 q_ptr->xtra4 = rand_range(3, 7) * 500;
158 add_outfit(creature_ptr, q_ptr);
162 if (creature_ptr->prace == RACE_MERFOLK) {
163 q_ptr->prep(creature_ptr, lookup_kind(TV_RING, SV_RING_LEVITATION_FALL));
165 add_outfit(creature_ptr, q_ptr);
168 if ((creature_ptr->pclass == CLASS_RANGER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
169 q_ptr->prep(creature_ptr, lookup_kind(TV_ARROW, SV_AMMO_NORMAL));
170 q_ptr->number = (byte)rand_range(15, 20);
171 add_outfit(creature_ptr, q_ptr);
174 if (creature_ptr->pclass == CLASS_RANGER) {
175 q_ptr->prep(creature_ptr, lookup_kind(TV_BOW, SV_SHORT_BOW));
176 add_outfit(creature_ptr, q_ptr);
177 } else if (creature_ptr->pclass == CLASS_ARCHER) {
178 q_ptr->prep(creature_ptr, lookup_kind(TV_ARROW, SV_AMMO_NORMAL));
179 q_ptr->number = (ITEM_NUMBER)rand_range(15, 20);
180 add_outfit(creature_ptr, q_ptr);
181 } else if (creature_ptr->pclass == CLASS_HIGH_MAGE || creature_ptr->pclass == CLASS_ELEMENTALIST) {
182 q_ptr->prep(creature_ptr, lookup_kind(TV_WAND, SV_WAND_MAGIC_MISSILE));
184 q_ptr->pval = (PARAMETER_VALUE)rand_range(25, 30);
185 add_outfit(creature_ptr, q_ptr);
186 } else if (creature_ptr->pclass == CLASS_SORCERER) {
188 for (book_tval = TV_LIFE_BOOK; book_tval <= TV_LIFE_BOOK + static_cast<int>(MAX_MAGIC) - 1; book_tval++) {
189 q_ptr->prep(creature_ptr, lookup_kind(static_cast<tval_type>(book_tval), 0));
191 add_outfit(creature_ptr, q_ptr);
193 } else if (creature_ptr->pclass == CLASS_TOURIST) {
194 if (creature_ptr->pseikaku != PERSONALITY_SEXY) {
195 q_ptr->prep(creature_ptr, lookup_kind(TV_SHOT, SV_AMMO_LIGHT));
196 q_ptr->number = rand_range(15, 20);
197 add_outfit(creature_ptr, q_ptr);
200 q_ptr->prep(creature_ptr, lookup_kind(TV_FOOD, SV_FOOD_BISCUIT));
201 q_ptr->number = rand_range(2, 4);
203 add_outfit(creature_ptr, q_ptr);
205 q_ptr->prep(creature_ptr, lookup_kind(TV_FOOD, SV_FOOD_WAYBREAD));
206 q_ptr->number = rand_range(2, 4);
208 add_outfit(creature_ptr, q_ptr);
210 q_ptr->prep(creature_ptr, lookup_kind(TV_FOOD, SV_FOOD_JERKY));
211 q_ptr->number = rand_range(1, 3);
213 add_outfit(creature_ptr, q_ptr);
215 q_ptr->prep(creature_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_ALE));
216 q_ptr->number = rand_range(2, 4);
218 add_outfit(creature_ptr, q_ptr);
220 q_ptr->prep(creature_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_WINE));
221 q_ptr->number = rand_range(2, 4);
223 add_outfit(creature_ptr, q_ptr);
224 } else if (creature_ptr->pclass == CLASS_NINJA) {
225 q_ptr->prep(creature_ptr, lookup_kind(TV_SPIKE, 0));
226 q_ptr->number = rand_range(15, 20);
227 add_outfit(creature_ptr, q_ptr);
228 } else if (creature_ptr->pclass == CLASS_SNIPER) {
229 q_ptr->prep(creature_ptr, lookup_kind(TV_BOLT, SV_AMMO_NORMAL));
230 q_ptr->number = rand_range(15, 20);
231 add_outfit(creature_ptr, q_ptr);
234 if (creature_ptr->pclass != CLASS_SORCERER) {
235 if (creature_ptr->pseikaku == PERSONALITY_SEXY) {
236 player_init[creature_ptr->pclass][2][0] = TV_HAFTED;
237 player_init[creature_ptr->pclass][2][1] = SV_WHIP;
238 } else if (creature_ptr->prace == RACE_MERFOLK) {
239 player_init[creature_ptr->pclass][2][0] = TV_POLEARM;
240 player_init[creature_ptr->pclass][2][1] = SV_TRIDENT;
244 for (int i = 0; i < 3; i++) {
245 int tv = player_init[creature_ptr->pclass][i][0];
246 OBJECT_SUBTYPE_VALUE sv = player_init[creature_ptr->pclass][i][1];
247 if ((creature_ptr->prace == RACE_ANDROID) && ((tv == TV_SOFT_ARMOR) || (tv == TV_HARD_ARMOR)))
250 if (tv == TV_SORCERY_BOOK)
251 tv = TV_LIFE_BOOK + creature_ptr->realm1 - 1;
252 else if (tv == TV_DEATH_BOOK)
253 tv = TV_LIFE_BOOK + creature_ptr->realm2 - 1;
254 else if (tv == TV_RING && sv == SV_RING_RES_FEAR && creature_ptr->prace == RACE_BARBARIAN)
255 sv = SV_RING_SUSTAIN_STR;
256 else if (tv == TV_RING && sv == SV_RING_SUSTAIN_INT && creature_ptr->prace == RACE_MIND_FLAYER) {
258 sv = SV_POTION_RESTORE_MANA;
262 q_ptr->prep(creature_ptr, lookup_kind(static_cast<tval_type>(tv), sv));
263 if ((tv == TV_SWORD || tv == TV_HAFTED)
264 && (creature_ptr->pclass == CLASS_ROGUE && creature_ptr->realm1 == REALM_DEATH)) /* Only assassins get a poisoned weapon */
265 q_ptr->name2 = EGO_BRAND_POIS;
267 add_outfit(creature_ptr, q_ptr);
270 k_info[lookup_kind(TV_POTION, SV_POTION_WATER)].aware = true;