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[hengbandforosx/hengbandosx.git] / src / birth / inventory-initializer.c
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-generator.h"
14 #include "object/object-info.h"
15 #include "object/object-kind-hook.h"
16 #include "object/object-kind.h"
17 #include "perception/object-perception.h"
18 #include "player/player-personalities-types.h"
19 #include "player/player-race-types.h"
20 #include "realm/realm-types.h"
21 #include "sv-definition/sv-bow-types.h"
22 #include "sv-definition/sv-food-types.h"
23 #include "sv-definition/sv-lite-types.h"
24 #include "sv-definition/sv-other-types.h"
25 #include "sv-definition/sv-potion-types.h"
26 #include "sv-definition/sv-ring-types.h"
27 #include "sv-definition/sv-scroll-types.h"
28 #include "sv-definition/sv-staff-types.h"
29 #include "sv-definition/sv-wand-types.h"
30 #include "sv-definition/sv-weapon-types.h"
31
32 /*!
33  * @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。
34  * @return なし
35  */
36 void wield_all(player_type *creature_ptr)
37 {
38     object_type object_type_body;
39     for (INVENTORY_IDX item = INVEN_PACK - 1; item >= 0; item--) {
40         object_type *o_ptr;
41         o_ptr = &creature_ptr->inventory_list[item];
42         if (!o_ptr->k_idx)
43             continue;
44
45         int slot = wield_slot(creature_ptr, o_ptr);
46         if (slot < INVEN_MAIN_HAND)
47             continue;
48         if (slot == INVEN_LITE)
49             continue;
50         if (creature_ptr->inventory_list[slot].k_idx)
51             continue;
52
53         object_type *i_ptr;
54         i_ptr = &object_type_body;
55         object_copy(i_ptr, o_ptr);
56         i_ptr->number = 1;
57
58         if (item >= 0) {
59             inven_item_increase(creature_ptr, item, -1);
60             inven_item_optimize(creature_ptr, item);
61         } else {
62             floor_item_increase(creature_ptr->current_floor_ptr, 0 - item, -1);
63             floor_item_optimize(creature_ptr, 0 - item);
64         }
65
66         o_ptr = &creature_ptr->inventory_list[slot];
67         object_copy(o_ptr, i_ptr);
68         creature_ptr->equip_cnt++;
69     }
70 }
71
72 /*!
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
76  * @return なし
77  */
78 void add_outfit(player_type *creature_ptr, object_type *o_ptr)
79 {
80     object_aware(creature_ptr, o_ptr);
81     object_known(o_ptr);
82     s16b slot = store_item_to_inventory(creature_ptr, o_ptr);
83     autopick_alter_item(creature_ptr, slot, FALSE);
84     wield_all(creature_ptr);
85 }
86
87 static void decide_initial_items(player_type *creature_ptr, object_type *q_ptr)
88 {
89     switch (creature_ptr->prace) {
90     case RACE_VAMPIRE:
91         /* Nothing! */
92         /* Vampires can drain blood of creatures */
93         break;
94     case RACE_BALROG:
95         /* Demon can drain vitality from humanoid corpse */
96         get_mon_num_prep(creature_ptr, monster_hook_human, NULL);
97         for (int i = rand_range(3, 4); i > 0; i--) {
98             object_prep(creature_ptr, q_ptr, lookup_kind(TV_CORPSE, SV_CORPSE));
99             q_ptr->pval = get_mon_num(creature_ptr, 0, 2, 0);
100             if (q_ptr->pval) {
101                 q_ptr->number = 1;
102                 add_outfit(creature_ptr, q_ptr);
103             }
104         }
105
106         break;
107     case RACE_SKELETON:
108     case RACE_GOLEM:
109     case RACE_ZOMBIE:
110     case RACE_SPECTRE:
111         /* Staff (of Nothing) */
112         object_prep(creature_ptr, q_ptr, lookup_kind(TV_STAFF, SV_STAFF_NOTHING));
113         q_ptr->number = 1;
114         add_outfit(creature_ptr, q_ptr);
115         break;
116     case RACE_ENT:
117         /* Potions of Water */
118         object_prep(creature_ptr, q_ptr, lookup_kind(TV_POTION, SV_POTION_WATER));
119         q_ptr->number = (ITEM_NUMBER)rand_range(15, 23);
120         add_outfit(creature_ptr, q_ptr);
121         break;
122     case RACE_ANDROID:
123         /* Flasks of oil */
124         object_prep(creature_ptr, q_ptr, lookup_kind(TV_FLASK, SV_ANY));
125         apply_magic(creature_ptr, q_ptr, 1, AM_NO_FIXED_ART);
126         q_ptr->number = (ITEM_NUMBER)rand_range(7, 12);
127         add_outfit(creature_ptr, q_ptr);
128         break;
129     default:
130         /* Food rations */
131         object_prep(creature_ptr, q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
132         q_ptr->number = (ITEM_NUMBER)rand_range(3, 7);
133         add_outfit(creature_ptr, q_ptr);
134     }
135 }
136
137 /*!
138  * @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
139  * @details Having an item makes the player "aware" of its purpose.
140  * @return なし
141  */
142 void player_outfit(player_type *creature_ptr)
143 {
144     object_type *q_ptr;
145     object_type forge;
146     q_ptr = &forge;
147
148     decide_initial_items(creature_ptr, q_ptr);
149     q_ptr = &forge;
150
151     if ((creature_ptr->prace == RACE_VAMPIRE) && (creature_ptr->pclass != CLASS_NINJA)) {
152         object_prep(creature_ptr, q_ptr, lookup_kind(TV_SCROLL, SV_SCROLL_DARKNESS));
153         q_ptr->number = (ITEM_NUMBER)rand_range(2, 5);
154         add_outfit(creature_ptr, q_ptr);
155     } else if (creature_ptr->pclass != CLASS_NINJA) {
156         object_prep(creature_ptr, q_ptr, lookup_kind(TV_LITE, SV_LITE_TORCH));
157         q_ptr->number = (ITEM_NUMBER)rand_range(3, 7);
158         q_ptr->xtra4 = rand_range(3, 7) * 500;
159
160         add_outfit(creature_ptr, q_ptr);
161     }
162
163     q_ptr = &forge;
164     if (creature_ptr->prace == RACE_MERFOLK) {
165         object_prep(creature_ptr, q_ptr, lookup_kind(TV_RING, SV_RING_LEVITATION_FALL));
166         q_ptr->number = 1;
167         add_outfit(creature_ptr, q_ptr);
168     }
169
170     if ((creature_ptr->pclass == CLASS_RANGER) || (creature_ptr->pclass == CLASS_CAVALRY)) {
171         object_prep(creature_ptr, q_ptr, lookup_kind(TV_ARROW, SV_AMMO_NORMAL));
172         q_ptr->number = (byte)rand_range(15, 20);
173         add_outfit(creature_ptr, q_ptr);
174     }
175
176     if (creature_ptr->pclass == CLASS_RANGER) {
177         object_prep(creature_ptr, q_ptr, lookup_kind(TV_BOW, SV_SHORT_BOW));
178         add_outfit(creature_ptr, q_ptr);
179     } else if (creature_ptr->pclass == CLASS_ARCHER) {
180         object_prep(creature_ptr, q_ptr, lookup_kind(TV_ARROW, SV_AMMO_NORMAL));
181         q_ptr->number = (ITEM_NUMBER)rand_range(15, 20);
182         add_outfit(creature_ptr, q_ptr);
183     } else if (creature_ptr->pclass == CLASS_HIGH_MAGE) {
184         object_prep(creature_ptr, q_ptr, lookup_kind(TV_WAND, SV_WAND_MAGIC_MISSILE));
185         q_ptr->number = 1;
186         q_ptr->pval = (PARAMETER_VALUE)rand_range(25, 30);
187         add_outfit(creature_ptr, q_ptr);
188     } else if (creature_ptr->pclass == CLASS_SORCERER) {
189         tval_type book_tval;
190         for (book_tval = TV_LIFE_BOOK; book_tval <= TV_LIFE_BOOK + MAX_MAGIC - 1; book_tval++) {
191             object_prep(creature_ptr, q_ptr, lookup_kind(book_tval, 0));
192             q_ptr->number = 1;
193             add_outfit(creature_ptr, q_ptr);
194         }
195     } else if (creature_ptr->pclass == CLASS_TOURIST) {
196         if (creature_ptr->pseikaku != PERSONALITY_SEXY) {
197             object_prep(creature_ptr, q_ptr, lookup_kind(TV_SHOT, SV_AMMO_LIGHT));
198             q_ptr->number = rand_range(15, 20);
199             add_outfit(creature_ptr, q_ptr);
200         }
201
202         object_prep(creature_ptr, q_ptr, lookup_kind(TV_FOOD, SV_FOOD_BISCUIT));
203         q_ptr->number = rand_range(2, 4);
204
205         add_outfit(creature_ptr, q_ptr);
206
207         object_prep(creature_ptr, q_ptr, lookup_kind(TV_FOOD, SV_FOOD_WAYBREAD));
208         q_ptr->number = rand_range(2, 4);
209
210         add_outfit(creature_ptr, q_ptr);
211
212         object_prep(creature_ptr, q_ptr, lookup_kind(TV_FOOD, SV_FOOD_JERKY));
213         q_ptr->number = rand_range(1, 3);
214
215         add_outfit(creature_ptr, q_ptr);
216
217         object_prep(creature_ptr, q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_ALE));
218         q_ptr->number = rand_range(2, 4);
219
220         add_outfit(creature_ptr, q_ptr);
221
222         object_prep(creature_ptr, q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_WINE));
223         q_ptr->number = rand_range(2, 4);
224
225         add_outfit(creature_ptr, q_ptr);
226     } else if (creature_ptr->pclass == CLASS_NINJA) {
227         object_prep(creature_ptr, q_ptr, lookup_kind(TV_SPIKE, 0));
228         q_ptr->number = rand_range(15, 20);
229         add_outfit(creature_ptr, q_ptr);
230     } else if (creature_ptr->pclass == CLASS_SNIPER) {
231         object_prep(creature_ptr, q_ptr, lookup_kind(TV_BOLT, SV_AMMO_NORMAL));
232         q_ptr->number = rand_range(15, 20);
233         add_outfit(creature_ptr, q_ptr);
234     }
235
236     if (creature_ptr->pseikaku == PERSONALITY_SEXY) {
237         player_init[creature_ptr->pclass][2][0] = TV_HAFTED;
238         player_init[creature_ptr->pclass][2][1] = SV_WHIP;
239     }
240
241     for (int i = 0; i < 3; i++) {
242         tval_type tv = player_init[creature_ptr->pclass][i][0];
243         OBJECT_SUBTYPE_VALUE sv = player_init[creature_ptr->pclass][i][1];
244         if ((creature_ptr->prace == RACE_ANDROID) && ((tv == TV_SOFT_ARMOR) || (tv == TV_HARD_ARMOR)))
245             continue;
246
247         if (tv == TV_SORCERY_BOOK)
248             tv = TV_LIFE_BOOK + creature_ptr->realm1 - 1;
249         else if (tv == TV_DEATH_BOOK)
250             tv = TV_LIFE_BOOK + creature_ptr->realm2 - 1;
251         else if (tv == TV_RING && sv == SV_RING_RES_FEAR && creature_ptr->prace == RACE_BARBARIAN)
252             sv = SV_RING_SUSTAIN_STR;
253         else if (tv == TV_RING && sv == SV_RING_SUSTAIN_INT && creature_ptr->prace == RACE_MIND_FLAYER) {
254             tv = TV_POTION;
255             sv = SV_POTION_RESTORE_MANA;
256         }
257
258         q_ptr = &forge;
259         object_prep(creature_ptr, q_ptr, lookup_kind(tv, sv));
260         if ((tv == TV_SWORD || tv == TV_HAFTED)
261             && (creature_ptr->pclass == CLASS_ROGUE && creature_ptr->realm1 == REALM_DEATH)) /* Only assassins get a poisoned weapon */
262             q_ptr->name2 = EGO_BRAND_POIS;
263
264         add_outfit(creature_ptr, q_ptr);
265     }
266
267     k_info[lookup_kind(TV_POTION, SV_POTION_WATER)].aware = TRUE;
268 }