1 #include "player-info/alignment.h"
2 #include "artifact/fixed-art-types.h"
3 #include "avatar/avatar.h"
4 #include "game-option/text-display-options.h"
5 #include "inventory/inventory-slot-types.h"
6 #include "monster/monster-info.h"
7 #include "monster/monster-status.h"
8 #include "player-info/equipment-info.h"
9 #include "player-info/race-info.h"
10 #include "system/angband-exceptions.h"
11 #include "system/floor-type-definition.h"
12 #include "system/item-entity.h"
13 #include "system/monster-entity.h"
14 #include "system/monster-race-info.h"
15 #include "system/player-type-definition.h"
16 #include "util/bit-flags-calculator.h"
18 PlayerAlignment::PlayerAlignment(PlayerType *player_ptr)
20 this->player_ptr = player_ptr;
24 * @brief プレイヤーの抽象的善悪アライメントの表記を返す。 / Return alignment title
25 * @param with_value 徳の情報と一緒に表示する時だけtrue
26 * @return アライメントの表記を返す。
28 std::string PlayerAlignment::get_alignment_description(bool with_value)
30 auto s = alignment_label();
31 if (with_value || show_actual_value) {
32 return format(_("%s(%ld)", "%s (%ld)"), s, static_cast<long>(this->player_ptr->alignment));
42 void PlayerAlignment::update_alignment()
44 this->reset_alignment();
45 auto *floor_ptr = this->player_ptr->current_floor_ptr;
46 for (MONSTER_IDX m_idx = floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
47 auto *m_ptr = &floor_ptr->m_list[m_idx];
48 if (!m_ptr->is_valid()) {
51 auto *r_ptr = &m_ptr->get_monrace();
53 if (!m_ptr->is_pet()) {
57 if (r_ptr->kind_flags.has(MonsterKindType::GOOD)) {
58 this->bias_good_alignment(r_ptr->level);
61 if (r_ptr->kind_flags.has(MonsterKindType::EVIL)) {
62 this->bias_evil_alignment(r_ptr->level);
66 switch (this->player_ptr->mimic_form) {
67 case MimicKindType::NONE:
68 switch (this->player_ptr->prace) {
69 case PlayerRaceType::ARCHON:
70 this->bias_good_alignment(200);
72 case PlayerRaceType::BALROG:
73 this->bias_evil_alignment(200);
80 case MimicKindType::DEMON:
81 this->bias_evil_alignment(200);
83 case MimicKindType::DEMON_LORD:
84 this->bias_evil_alignment(200);
86 case MimicKindType::VAMPIRE:
89 THROW_EXCEPTION(std::logic_error, "Invalid MimicKindType was specified!");
92 for (int i = 0; i < 2; i++) {
93 const auto &wielding_weapon = this->player_ptr->inventory_list[INVEN_MAIN_HAND + i];
94 if (!has_melee_weapon(this->player_ptr, INVEN_MAIN_HAND + i) || !wielding_weapon.is_specific_artifact(FixedArtifactId::IRON_BALL)) {
98 this->bias_evil_alignment(1000);
103 for (int i = 0; i < 8; i++) {
104 switch (this->player_ptr->vir_types[i]) {
105 case Virtue::JUSTICE:
106 this->bias_good_alignment(this->player_ptr->virtues[i] * 2);
111 case Virtue::HARMONY:
115 this->bias_evil_alignment(this->player_ptr->virtues[i]);
118 this->bias_good_alignment(this->player_ptr->virtues[i]);
123 for (int i = 0; i < j; i++) {
124 if (this->player_ptr->alignment > 0) {
125 this->bias_evil_alignment(this->player_ptr->virtues[neutral[i]] / 2);
126 if (this->player_ptr->alignment < 0) {
127 this->reset_alignment();
129 } else if (this->player_ptr->alignment < 0) {
130 this->bias_good_alignment(this->player_ptr->virtues[neutral[i]] / 2);
131 if (this->player_ptr->alignment > 0) {
132 this->reset_alignment();
138 void PlayerAlignment::bias_good_alignment(int value)
140 this->player_ptr->alignment += value;
143 void PlayerAlignment::bias_evil_alignment(int value)
145 this->player_ptr->alignment -= value;
148 void PlayerAlignment::reset_alignment()
150 this->player_ptr->alignment = 0;
154 * @brief プレイヤーの抽象的善悪アライメントの表記名のみを返す。 / Return only alignment title
155 * @param player_ptr プレイヤーへの参照ポインタ。
158 concptr PlayerAlignment::alignment_label()
160 if (this->player_ptr->alignment > 150) {
161 return _("大善", "Lawful");
162 } else if (this->player_ptr->alignment > 50) {
163 return _("中善", "Good");
164 } else if (this->player_ptr->alignment > 10) {
165 return _("小善", "Neutral Good");
166 } else if (this->player_ptr->alignment > -11) {
167 return _("中立", "Neutral");
168 } else if (this->player_ptr->alignment > -51) {
169 return _("小悪", "Neutral Evil");
170 } else if (this->player_ptr->alignment > -151) {
171 return _("中悪", "Evil");
173 return _("大悪", "Chaotic");