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"
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。
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 object_copy(i_ptr, o_ptr);
59 inven_item_increase(creature_ptr, item, -1);
60 inven_item_optimize(creature_ptr, item);
62 floor_item_increase(creature_ptr->current_floor_ptr, 0 - item, -1);
63 floor_item_optimize(creature_ptr, 0 - item);
66 o_ptr = &creature_ptr->inventory_list[slot];
67 object_copy(o_ptr, 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
78 void add_outfit(player_type *creature_ptr, object_type *o_ptr)
80 object_aware(creature_ptr, 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);
87 static void decide_initial_items(player_type *creature_ptr, object_type *q_ptr)
89 switch (creature_ptr->prace) {
92 /* Vampires can drain blood of creatures */
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);
102 add_outfit(creature_ptr, q_ptr);
111 /* Staff (of Nothing) */
112 object_prep(creature_ptr, q_ptr, lookup_kind(TV_STAFF, SV_STAFF_NOTHING));
114 add_outfit(creature_ptr, q_ptr);
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);
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);
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);
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.
142 void player_outfit(player_type *creature_ptr)
148 decide_initial_items(creature_ptr, q_ptr);
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;
160 add_outfit(creature_ptr, q_ptr);
164 if (creature_ptr->prace == RACE_MERFOLK) {
165 object_prep(creature_ptr, q_ptr, lookup_kind(TV_RING, SV_RING_LEVITATION_FALL));
167 add_outfit(creature_ptr, q_ptr);
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);
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));
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) {
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));
193 add_outfit(creature_ptr, q_ptr);
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);
202 object_prep(creature_ptr, q_ptr, lookup_kind(TV_FOOD, SV_FOOD_BISCUIT));
203 q_ptr->number = rand_range(2, 4);
205 add_outfit(creature_ptr, q_ptr);
207 object_prep(creature_ptr, q_ptr, lookup_kind(TV_FOOD, SV_FOOD_WAYBREAD));
208 q_ptr->number = rand_range(2, 4);
210 add_outfit(creature_ptr, q_ptr);
212 object_prep(creature_ptr, q_ptr, lookup_kind(TV_FOOD, SV_FOOD_JERKY));
213 q_ptr->number = rand_range(1, 3);
215 add_outfit(creature_ptr, q_ptr);
217 object_prep(creature_ptr, q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_ALE));
218 q_ptr->number = rand_range(2, 4);
220 add_outfit(creature_ptr, q_ptr);
222 object_prep(creature_ptr, q_ptr, lookup_kind(TV_FOOD, SV_FOOD_PINT_OF_WINE));
223 q_ptr->number = rand_range(2, 4);
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);
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;
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)))
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) {
255 sv = SV_POTION_RESTORE_MANA;
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;
264 add_outfit(creature_ptr, q_ptr);
267 k_info[lookup_kind(TV_POTION, SV_POTION_WATER)].aware = TRUE;