+++ /dev/null
-/*!
- @file avatar.c
- @brief ウルティマ4を参考にした徳のシステムの実装 / Enable an Ultima IV style "avatar" game where you try to achieve perfection in various virtues.
- @date 2013/12/23
- @author
- Topi Ylinen 1998\n
- f1toyl@uta.fi\n
- topi.ylinen@noodi.fi\n
- \n
- Copyright (c) 1989 James E. Wilson, Christopher J. Stuart
- This software may be copied and distributed for educational, research, and
- not for profit purposes provided that this copyright and statement are
- included in all such copies.
-*/
-
-#include "system/angband.h"
-#include "avatar.h"
-#include "realm/realm.h"
-#include "player/player-race.h"
-#include "player/player-class.h"
-
-/*!
- * 徳の名称 / The names of the virtues
- */
-concptr virtue[MAX_VIRTUE] =
-{
- _("情", "Compassion"),
- _("誉", "Honour"),
- _("正", "Justice"),
- _("犠", "Sacrifice"),
- _("識", "Knowledge"),
- _("誠", "Faith"),
- _("啓", "Enlightenment"),
- _("秘", "Mysticism"),
- _("運", "Chance"),
- _("然", "Nature"),
- _("調", "Harmony"),
- _("活", "Vitality"),
- _("死", "Unlife"),
- _("忍", "Patience"),
- _("節", "Temperance"),
- _("勤", "Diligence"),
- _("勇", "Valour"),
- _("個", "Individualism"),
-};
-
-/*!
- * @brief 該当の徳がプレイヤーに指定されているか否かに応じつつ、大小を比較する。
- * @details 徳がない場合は値0として比較する。
- * @param type 比較したい徳のID
- * @param num 比較基準値
- * @param tekitou VIRTUE_LARGE = 基準値より大きいか / VIRTUE_SMALL = 基準値より小さいか
- * @return 比較の真偽値を返す
- * @todo 引数名を直しておく
- */
-bool compare_virtue(player_type *creature_ptr, int type, int num, int tekitou)
-{
- int vir;
- if (virtue_number(creature_ptr, type))
- vir = creature_ptr->virtues[virtue_number(creature_ptr, type) - 1];
- else
- vir = 0;
-
- switch (tekitou)
- {
- case VIRTUE_LARGE:
- if (vir > num) return TRUE;
- else return FALSE;
- case VIRTUE_SMALL:
- if (vir < num) return TRUE;
- else return FALSE;
- }
-
- return FALSE;
-}
-
-/*!
- * @brief プレイヤーの指定の徳が何番目のスロットに登録されているかを返す。 / Aux function
- * @param type 確認したい徳のID
- * @return スロットがあるならばスロットのID(0~7)+1、ない場合は0を返す。
- */
-int virtue_number(player_type *creature_ptr, int type)
-{
- int i;
-
- /* Search */
- for (i = 0; i < 8; i++)
- {
- if (creature_ptr->vir_types[i] == type) return i + 1;
- }
-
- /* No match */
- return 0;
-}
-
-/*!
- * @brief プレイヤーの職業や種族に依存しないランダムな徳を取得する / Aux function
- * @param which 確認したい徳のID
- * @return なし
- */
-static void get_random_virtue(player_type *creature_ptr, int which)
-{
- int type = 0;
-
- /* Randomly choose a type */
- while (!(type) || virtue_number(creature_ptr, type))
- {
- switch (randint1(29))
- {
- case 1: case 2: case 3:
- type = V_SACRIFICE;
- break;
- case 4: case 5: case 6:
- type = V_COMPASSION;
- break;
- case 7: case 8: case 9: case 10: case 11: case 12:
- type = V_VALOUR;
- break;
- case 13: case 14: case 15: case 16: case 17:
- type = V_HONOUR;
- break;
- case 18: case 19: case 20: case 21:
- type = V_JUSTICE;
- break;
- case 22: case 23:
- type = V_TEMPERANCE;
- break;
- case 24: case 25:
- type = V_HARMONY;
- break;
- case 26: case 27: case 28:
- type = V_PATIENCE;
- break;
- default:
- type = V_DILIGENCE;
- break;
- }
- }
-
- /* Chosen */
- creature_ptr->vir_types[which] = (s16b)type;
-}
-
-/*!
- * @brief プレイヤーの選んだ魔法領域に応じて対応する徳を返す。
- * @param realm 魔法領域のID
- * @return 対応する徳のID
- */
-static VIRTUES_IDX get_realm_virtues(player_type *creature_ptr, REALM_IDX realm)
-{
- switch (realm)
- {
- case REALM_LIFE:
- if (virtue_number(creature_ptr, V_VITALITY)) return V_TEMPERANCE;
- else return V_VITALITY;
- case REALM_SORCERY:
- if (virtue_number(creature_ptr, V_KNOWLEDGE)) return V_ENCHANT;
- else return V_KNOWLEDGE;
- case REALM_NATURE:
- if (virtue_number(creature_ptr, V_NATURE)) return V_HARMONY;
- else return V_NATURE;
- case REALM_CHAOS:
- if (virtue_number(creature_ptr, V_CHANCE)) return V_INDIVIDUALISM;
- else return V_CHANCE;
- case REALM_DEATH:
- return V_UNLIFE;
- case REALM_TRUMP:
- return V_KNOWLEDGE;
- case REALM_ARCANE:
- return 0;
- case REALM_CRAFT:
- if (virtue_number(creature_ptr, V_ENCHANT)) return V_INDIVIDUALISM;
- else return V_ENCHANT;
- case REALM_DAEMON:
- if (virtue_number(creature_ptr, V_JUSTICE)) return V_FAITH;
- else return V_JUSTICE;
- case REALM_CRUSADE:
- if (virtue_number(creature_ptr, V_JUSTICE)) return V_HONOUR;
- else return V_JUSTICE;
- case REALM_HEX:
- if (virtue_number(creature_ptr, V_COMPASSION)) return V_JUSTICE;
- else return V_COMPASSION;
- };
-
- return 0;
-}
-
-
-/*!
- * @brief 作成中のプレイヤーキャラクターに徳8種類を与える。 / Select virtues & reset values for a new character
- * @details 職業に応じて1~4種が固定、種族に応じて1種類が与えられ、後は重複なくランダムに選択される。
- * @return なし
- */
-void get_virtues(player_type *creature_ptr)
-{
- int i = 0, j = 0;
- s16b tmp_vir;
-
- /* Reset */
- for (i = 0; i < 8; i++)
- {
- creature_ptr->virtues[i] = 0;
- creature_ptr->vir_types[i] = 0;
- }
-
- i = 0;
-
- /* Get pre-defined types */
- /* 1 or more virtues based on class */
- switch (creature_ptr->pclass)
- {
- case CLASS_WARRIOR:
- case CLASS_SAMURAI:
- creature_ptr->vir_types[i++] = V_VALOUR;
- creature_ptr->vir_types[i++] = V_HONOUR;
- break;
- case CLASS_MAGE:
- creature_ptr->vir_types[i++] = V_KNOWLEDGE;
- creature_ptr->vir_types[i++] = V_ENCHANT;
- break;
- case CLASS_PRIEST:
- creature_ptr->vir_types[i++] = V_FAITH;
- creature_ptr->vir_types[i++] = V_TEMPERANCE;
- break;
- case CLASS_ROGUE:
- case CLASS_SNIPER:
- creature_ptr->vir_types[i++] = V_HONOUR;
- break;
- case CLASS_RANGER:
- case CLASS_ARCHER:
- creature_ptr->vir_types[i++] = V_NATURE;
- creature_ptr->vir_types[i++] = V_TEMPERANCE;
- break;
- case CLASS_PALADIN:
- creature_ptr->vir_types[i++] = V_JUSTICE;
- creature_ptr->vir_types[i++] = V_VALOUR;
- creature_ptr->vir_types[i++] = V_HONOUR;
- creature_ptr->vir_types[i++] = V_FAITH;
- break;
- case CLASS_WARRIOR_MAGE:
- case CLASS_RED_MAGE:
- creature_ptr->vir_types[i++] = V_ENCHANT;
- creature_ptr->vir_types[i++] = V_VALOUR;
- break;
- case CLASS_CHAOS_WARRIOR:
- creature_ptr->vir_types[i++] = V_CHANCE;
- creature_ptr->vir_types[i++] = V_INDIVIDUALISM;
- break;
- case CLASS_MONK:
- case CLASS_FORCETRAINER:
- creature_ptr->vir_types[i++] = V_FAITH;
- creature_ptr->vir_types[i++] = V_HARMONY;
- creature_ptr->vir_types[i++] = V_TEMPERANCE;
- creature_ptr->vir_types[i++] = V_PATIENCE;
- break;
- case CLASS_MINDCRAFTER:
- case CLASS_MIRROR_MASTER:
- creature_ptr->vir_types[i++] = V_HARMONY;
- creature_ptr->vir_types[i++] = V_ENLIGHTEN;
- creature_ptr->vir_types[i++] = V_PATIENCE;
- break;
- case CLASS_HIGH_MAGE:
- case CLASS_SORCERER:
- creature_ptr->vir_types[i++] = V_ENLIGHTEN;
- creature_ptr->vir_types[i++] = V_ENCHANT;
- creature_ptr->vir_types[i++] = V_KNOWLEDGE;
- break;
- case CLASS_TOURIST:
- creature_ptr->vir_types[i++] = V_ENLIGHTEN;
- creature_ptr->vir_types[i++] = V_CHANCE;
- break;
- case CLASS_IMITATOR:
- creature_ptr->vir_types[i++] = V_CHANCE;
- break;
- case CLASS_BLUE_MAGE:
- creature_ptr->vir_types[i++] = V_CHANCE;
- creature_ptr->vir_types[i++] = V_KNOWLEDGE;
- break;
- case CLASS_BEASTMASTER:
- creature_ptr->vir_types[i++] = V_NATURE;
- creature_ptr->vir_types[i++] = V_CHANCE;
- creature_ptr->vir_types[i++] = V_VITALITY;
- break;
- case CLASS_MAGIC_EATER:
- creature_ptr->vir_types[i++] = V_ENCHANT;
- creature_ptr->vir_types[i++] = V_KNOWLEDGE;
- break;
- case CLASS_BARD:
- creature_ptr->vir_types[i++] = V_HARMONY;
- creature_ptr->vir_types[i++] = V_COMPASSION;
- break;
- case CLASS_CAVALRY:
- creature_ptr->vir_types[i++] = V_VALOUR;
- creature_ptr->vir_types[i++] = V_HARMONY;
- break;
- case CLASS_BERSERKER:
- creature_ptr->vir_types[i++] = V_VALOUR;
- creature_ptr->vir_types[i++] = V_INDIVIDUALISM;
- break;
- case CLASS_SMITH:
- creature_ptr->vir_types[i++] = V_HONOUR;
- creature_ptr->vir_types[i++] = V_KNOWLEDGE;
- break;
- case CLASS_NINJA:
- creature_ptr->vir_types[i++] = V_PATIENCE;
- creature_ptr->vir_types[i++] = V_KNOWLEDGE;
- creature_ptr->vir_types[i++] = V_FAITH;
- creature_ptr->vir_types[i++] = V_UNLIFE;
- break;
- };
-
- /* Get one virtue based on race */
- switch (creature_ptr->prace)
- {
- case RACE_HUMAN: case RACE_HALF_ELF: case RACE_DUNADAN:
- creature_ptr->vir_types[i++] = V_INDIVIDUALISM;
- break;
- case RACE_ELF: case RACE_SPRITE: case RACE_ENT:
- creature_ptr->vir_types[i++] = V_NATURE;
- break;
- case RACE_HOBBIT: case RACE_HALF_OGRE:
- creature_ptr->vir_types[i++] = V_TEMPERANCE;
- break;
- case RACE_DWARF: case RACE_KLACKON: case RACE_ANDROID:
- creature_ptr->vir_types[i++] = V_DILIGENCE;
- break;
- case RACE_GNOME: case RACE_CYCLOPS:
- creature_ptr->vir_types[i++] = V_KNOWLEDGE;
- break;
- case RACE_HALF_ORC: case RACE_AMBERITE: case RACE_KOBOLD:
- creature_ptr->vir_types[i++] = V_HONOUR;
- break;
- case RACE_HALF_TROLL: case RACE_BARBARIAN:
- creature_ptr->vir_types[i++] = V_VALOUR;
- break;
- case RACE_HIGH_ELF: case RACE_KUTAR:
- creature_ptr->vir_types[i++] = V_VITALITY;
- break;
- case RACE_HALF_GIANT: case RACE_GOLEM: case RACE_ANGEL: case RACE_DEMON:
- creature_ptr->vir_types[i++] = V_JUSTICE;
- break;
- case RACE_HALF_TITAN:
- creature_ptr->vir_types[i++] = V_HARMONY;
- break;
- case RACE_YEEK:
- creature_ptr->vir_types[i++] = V_SACRIFICE;
- break;
- case RACE_MIND_FLAYER:
- creature_ptr->vir_types[i++] = V_ENLIGHTEN;
- break;
- case RACE_DARK_ELF: case RACE_DRACONIAN: case RACE_S_FAIRY:
- creature_ptr->vir_types[i++] = V_ENCHANT;
- break;
- case RACE_NIBELUNG:
- creature_ptr->vir_types[i++] = V_PATIENCE;
- break;
- case RACE_IMP:
- creature_ptr->vir_types[i++] = V_FAITH;
- break;
- case RACE_ZOMBIE: case RACE_SKELETON:
- case RACE_VAMPIRE: case RACE_SPECTRE:
- creature_ptr->vir_types[i++] = V_UNLIFE;
- break;
- case RACE_BEASTMAN:
- creature_ptr->vir_types[i++] = V_CHANCE;
- break;
- }
-
- /* Get a virtue for realms */
- if (creature_ptr->realm1)
- {
- tmp_vir = get_realm_virtues(creature_ptr, creature_ptr->realm1);
- if (tmp_vir) creature_ptr->vir_types[i++] = tmp_vir;
- }
- if (creature_ptr->realm2)
- {
- tmp_vir = get_realm_virtues(creature_ptr, creature_ptr->realm2);
- if (tmp_vir) creature_ptr->vir_types[i++] = tmp_vir;
- }
-
- /* Eliminate doubles */
- for (i = 0; i < 8; i++)
- {
- for (j = i + 1; j < 8; j++)
- {
- if ((creature_ptr->vir_types[j] != 0) && (creature_ptr->vir_types[j] == creature_ptr->vir_types[i]))
- creature_ptr->vir_types[j] = 0;
- }
- }
-
- /* Fill in the blanks */
- for (i = 0; i < 8; i++)
- {
- if (creature_ptr->vir_types[i] == 0) get_random_virtue(creature_ptr, i);
- }
-}
-
-/*!
- * @brief 対応する徳をプレイヤーがスロットに登録している場合に加減を行う。
- * @details 範囲は-125~125、基本的に絶対値が大きいほど絶対値が上がり辛くなる。
- * @param virtue 徳のID
- * @param amount 加減量
- * @return なし
- */
-void chg_virtue(player_type *creature_ptr, int virtue_id, int amount)
-{
- int i = 0;
-
- for (i = 0; i < 8; i++)
- {
- if (creature_ptr->vir_types[i] == virtue_id)
- {
- if (amount > 0)
- {
- if ((amount + creature_ptr->virtues[i] > 50) && one_in_(2))
- {
- creature_ptr->virtues[i] = MAX(creature_ptr->virtues[i], 50);
- return;
- }
- if ((amount + creature_ptr->virtues[i] > 80) && one_in_(2))
- {
- creature_ptr->virtues[i] = MAX(creature_ptr->virtues[i], 80);
- return;
- }
- if ((amount + creature_ptr->virtues[i] > 100) && one_in_(2))
- {
- creature_ptr->virtues[i] = MAX(creature_ptr->virtues[i], 100);
- return;
- }
- if (amount + creature_ptr->virtues[i] > 125)
- creature_ptr->virtues[i] = 125;
- else
- creature_ptr->virtues[i] = creature_ptr->virtues[i] + amount;
- }
- else
- {
- if ((amount + creature_ptr->virtues[i] < -50) && one_in_(2))
- {
- creature_ptr->virtues[i] = MIN(creature_ptr->virtues[i], -50);
- return;
- }
- if ((amount + creature_ptr->virtues[i] < -80) && one_in_(2))
- {
- creature_ptr->virtues[i] = MIN(creature_ptr->virtues[i], -80);
- return;
- }
- if ((amount + creature_ptr->virtues[i] < -100) && one_in_(2))
- {
- creature_ptr->virtues[i] = MIN(creature_ptr->virtues[i], -100);
- return;
- }
- if (amount + creature_ptr->virtues[i] < -125)
- creature_ptr->virtues[i] = -125;
- else
- creature_ptr->virtues[i] = creature_ptr->virtues[i] + amount;
- }
- creature_ptr->update |= (PU_BONUS);
- return;
- }
- }
-}
-
-/*!
- * @brief 対応する徳をプレイヤーがスロットに登録している場合に固定値をセットする。
- * @param virtue 徳のID
- * @param amount セットしたい値。
- * @return なし
- */
-void set_virtue(player_type *creature_ptr, int virtue_id, int amount)
-{
- int i = 0;
-
- for (i = 0; i < 8; i++)
- {
- if (creature_ptr->vir_types[i] == virtue_id)
- {
- creature_ptr->virtues[i] = (s16b)amount;
- return;
- }
- }
-}
-
-/*!
- * @brief 徳のダンプ表示を行う。
- * @param OutFile ファイルポインタ。
- * @return なし
- */
-void dump_virtues(player_type *creature_ptr, FILE *OutFile)
-{
- int v_nr = 0;
-
- if (!OutFile) return;
-
- for (v_nr = 0; v_nr < 8; v_nr++)
- {
- GAME_TEXT vir_name [20];
- int tester = creature_ptr->virtues[v_nr];
-
- strcpy(vir_name, virtue[(creature_ptr->vir_types[v_nr])-1]);
-
- if (creature_ptr->vir_types[v_nr] == 0 || creature_ptr->vir_types[v_nr] > MAX_VIRTUE)
- fprintf(OutFile, _("おっと。%sの情報なし。", "Oops. No info about %s."), vir_name);
-
- else if (tester < -100)
- fprintf(OutFile, _("[%s]の対極", "You are the polar opposite of %s."), vir_name);
- else if (tester < -80)
- fprintf(OutFile, _("[%s]の大敵", "You are an arch-enemy of %s."), vir_name);
- else if (tester < -60)
- fprintf(OutFile, _("[%s]の強敵", "You are a bitter enemy of %s."), vir_name);
- else if (tester < -40)
- fprintf(OutFile, _("[%s]の敵", "You are an enemy of %s."), vir_name);
- else if (tester < -20)
- fprintf(OutFile, _("[%s]の罪者", "You have sinned against %s."), vir_name);
- else if (tester < 0)
- fprintf(OutFile, _("[%s]の迷道者", "You have strayed from the path of %s."), vir_name);
- else if (tester == 0)
- fprintf(OutFile,_("[%s]の中立者", "You are neutral to %s."), vir_name);
- else if (tester < 20)
- fprintf(OutFile,_("[%s]の小徳者", "You are somewhat virtuous in %s."), vir_name);
- else if (tester < 40)
- fprintf(OutFile,_("[%s]の中徳者", "You are virtuous in %s."), vir_name);
- else if (tester < 60)
- fprintf(OutFile,_("[%s]の高徳者", "You are very virtuous in %s."), vir_name);
- else if (tester < 80)
- fprintf(OutFile,_("[%s]の覇者", "You are a champion of %s."), vir_name);
- else if (tester < 100)
- fprintf(OutFile,_("[%s]の偉大な覇者", "You are a great champion of %s."), vir_name);
- else
- fprintf(OutFile,_("[%s]の具現者", "You are the living embodiment of %s."), vir_name);
-
- fprintf(OutFile, "\n");
- }
-}