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-race/monster-race.h"
7 #include "monster-race/race-flags3.h"
8 #include "monster/monster-info.h"
9 #include "monster/monster-status.h"
10 #include "player-info/equipment-info.h"
11 #include "player-info/race-info.h"
12 #include "system/angband-exceptions.h"
13 #include "system/floor-type-definition.h"
14 #include "system/item-entity.h"
15 #include "system/monster-entity.h"
16 #include "system/monster-race-info.h"
17 #include "system/player-type-definition.h"
18 #include "util/bit-flags-calculator.h"
20 PlayerAlignment::PlayerAlignment(PlayerType *player_ptr)
22 this->player_ptr = player_ptr;
26 * @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
27 * @param with_value 徳の情報と一緒に表示する時だけtrue
28 * @return アライメントの表記を返す。
30 std::string PlayerAlignment::get_alignment_description(bool with_value)
32 auto s = alignment_label();
33 if (with_value || show_actual_value) {
34 return format(_("%s(%ld)", "%s (%ld)"), s, static_cast<long>(this->player_ptr->alignment));
44 void PlayerAlignment::update_alignment()
46 this->reset_alignment();
47 auto *floor_ptr = this->player_ptr->current_floor_ptr;
48 for (MONSTER_IDX m_idx = floor_ptr->m_max - 1; m_idx >= 1; m_idx--) {
49 auto *m_ptr = &floor_ptr->m_list[m_idx];
50 if (!m_ptr->is_valid()) {
53 auto *r_ptr = &monraces_info[m_ptr->r_idx];
55 if (!m_ptr->is_pet()) {
59 if (r_ptr->kind_flags.has(MonsterKindType::GOOD)) {
60 this->bias_good_alignment(r_ptr->level);
63 if (r_ptr->kind_flags.has(MonsterKindType::EVIL)) {
64 this->bias_evil_alignment(r_ptr->level);
68 switch (this->player_ptr->mimic_form) {
69 case MimicKindType::NONE:
70 switch (this->player_ptr->prace) {
71 case PlayerRaceType::ARCHON:
72 this->bias_good_alignment(200);
74 case PlayerRaceType::BALROG:
75 this->bias_evil_alignment(200);
82 case MimicKindType::DEMON:
83 this->bias_evil_alignment(200);
85 case MimicKindType::DEMON_LORD:
86 this->bias_evil_alignment(200);
88 case MimicKindType::VAMPIRE:
91 THROW_EXCEPTION(std::logic_error, "Invalid MimicKindType was specified!");
94 for (int i = 0; i < 2; i++) {
95 const auto &wielding_weapon = this->player_ptr->inventory_list[INVEN_MAIN_HAND + i];
96 if (!has_melee_weapon(this->player_ptr, INVEN_MAIN_HAND + i) || !wielding_weapon.is_specific_artifact(FixedArtifactId::IRON_BALL)) {
100 this->bias_evil_alignment(1000);
105 for (int i = 0; i < 8; i++) {
106 switch (this->player_ptr->vir_types[i]) {
107 case Virtue::JUSTICE:
108 this->bias_good_alignment(this->player_ptr->virtues[i] * 2);
113 case Virtue::HARMONY:
117 this->bias_evil_alignment(this->player_ptr->virtues[i]);
120 this->bias_good_alignment(this->player_ptr->virtues[i]);
125 for (int i = 0; i < j; i++) {
126 if (this->player_ptr->alignment > 0) {
127 this->bias_evil_alignment(this->player_ptr->virtues[neutral[i]] / 2);
128 if (this->player_ptr->alignment < 0) {
129 this->reset_alignment();
131 } else if (this->player_ptr->alignment < 0) {
132 this->bias_good_alignment(this->player_ptr->virtues[neutral[i]] / 2);
133 if (this->player_ptr->alignment > 0) {
134 this->reset_alignment();
140 void PlayerAlignment::bias_good_alignment(int value)
142 this->player_ptr->alignment += value;
145 void PlayerAlignment::bias_evil_alignment(int value)
147 this->player_ptr->alignment -= value;
150 void PlayerAlignment::reset_alignment()
152 this->player_ptr->alignment = 0;
156 * @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
157 * @param player_ptr プレイヤーへの参照ポインタ。
160 concptr PlayerAlignment::alignment_label()
162 if (this->player_ptr->alignment > 150) {
163 return _("大善", "Lawful");
164 } else if (this->player_ptr->alignment > 50) {
165 return _("中善", "Good");
166 } else if (this->player_ptr->alignment > 10) {
167 return _("小善", "Neutral Good");
168 } else if (this->player_ptr->alignment > -11) {
169 return _("中立", "Neutral");
170 } else if (this->player_ptr->alignment > -51) {
171 return _("小悪", "Neutral Evil");
172 } else if (this->player_ptr->alignment > -151) {
173 return _("中悪", "Evil");
175 return _("大悪", "Chaotic");