Below is the full text to src/pray.c from NetHack 3.4.3. To link to a particular line, write [[pray.c#line123]], for example.

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1. /* SCCS Id: @(#)pray.c 3.4 2003/03/23 */ 2. /* Copyright (c) Benson I. Margulies, Mike Stephenson, Steve Linhart, 1989. */ 3. /* NetHack may be freely redistributed. See license for details. */ 4.

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

5. #include "hack.h" 6. #include "epri.h" 7. 8. STATIC_PTR int NDECL(prayer_done); 9. STATIC_DCL struct obj *NDECL(worst_cursed_item); 10. STATIC_DCL int NDECL(in_trouble); 11. STATIC_DCL void FDECL(fix_worst_trouble,(int)); 12. STATIC_DCL void FDECL(angrygods,(ALIGNTYP_P)); 13. STATIC_DCL void FDECL(at_your_feet, (const char *)); 14. #ifdef ELBERETH 15. STATIC_DCL void NDECL(gcrownu); 16. #endif /*ELBERETH*/ 17. STATIC_DCL void FDECL(pleased,(ALIGNTYP_P)); 18. STATIC_DCL void FDECL(godvoice,(ALIGNTYP_P,const char*)); 19. STATIC_DCL void FDECL(god_zaps_you,(ALIGNTYP_P)); 20. STATIC_DCL void FDECL(fry_by_god,(ALIGNTYP_P)); 21. STATIC_DCL void FDECL(gods_angry,(ALIGNTYP_P)); 22. STATIC_DCL void FDECL(gods_upset,(ALIGNTYP_P)); 23. STATIC_DCL void FDECL(consume_offering,(struct obj *)); 24. STATIC_DCL boolean FDECL(water_prayer,(BOOLEAN_P)); 25. STATIC_DCL boolean FDECL(blocked_boulder,(int,int)); 26. 27. /* simplify a few tests */ 28. #define Cursed_obj(obj,typ) ((obj) && (obj)->otyp == (typ) && (obj)->cursed) 29. 30. /* 31. * Logic behind deities and altars and such: 32. * + prayers are made to your god if not on an altar, and to the altar's god 33. * if you are on an altar 34. * + If possible, your god answers all prayers, which is why bad things happen 35. * if you try to pray on another god's altar 36. * + sacrifices work basically the same way, but the other god may decide to 37. * accept your allegiance, after which they are your god. If rejected, 38. * your god takes over with your punishment. 39. * + if you're in Gehennom, all messages come from Moloch 40. */ 41. 42. /* 43. * Moloch, who dwells in Gehennom, is the "renegade" cruel god 44. * responsible for the theft of the Amulet from Marduk, the Creator. 45. * Moloch is unaligned. 46. */ 47. static const char *Moloch = "Moloch"; 48. 49. static const char *godvoices[] = { 50. "booms out", 51. "thunders", 52. "rings out", 53. "booms", 54. }; 55. 56. /* values calculated when prayer starts, and used when completed */ 57. static aligntyp p_aligntyp; 58. static int p_trouble; 59. static int p_type; /* (-1)-3: (-1)=really naughty, 3=really good */ 60. 61. #define PIOUS 20 62. #define DEVOUT 14 63. #define FERVENT 9 64. #define STRIDENT 4 65. 66. /* 67. * The actual trouble priority is determined by the order of the 68. * checks performed in in_trouble() rather than by these numeric 69. * values, so keep that code and these values synchronized in 70. * order to have the values be meaningful. 71. */ 72. 73. #define TROUBLE_STONED 13 74. #define TROUBLE_SLIMED 12 75. #define TROUBLE_STRANGLED 11 76. #define TROUBLE_LAVA 10 77. #define TROUBLE_SICK 9 78. #define TROUBLE_STARVING 8 79. #define TROUBLE_HIT 7 80. #define TROUBLE_LYCANTHROPE 6 81. #define TROUBLE_COLLAPSING 5 82. #define TROUBLE_STUCK_IN_WALL 4 83. #define TROUBLE_CURSED_LEVITATION 3 84. #define TROUBLE_UNUSEABLE_HANDS 2 85. #define TROUBLE_CURSED_BLINDFOLD 1 86. 87. #define TROUBLE_PUNISHED (-1) 88. #define TROUBLE_FUMBLING (-2) 89. #define TROUBLE_CURSED_ITEMS (-3) 90. #define TROUBLE_SADDLE (-4) 91. #define TROUBLE_BLIND (-5) 92. #define TROUBLE_POISONED (-6) 93. #define TROUBLE_WOUNDED_LEGS (-7) 94. #define TROUBLE_HUNGRY (-8) 95. #define TROUBLE_STUNNED (-9) 96. #define TROUBLE_CONFUSED (-10) 97. #define TROUBLE_HALLUCINATION (-11) 98. 99. /* We could force rehumanize of polyselfed people, but we can't tell 100. unintentional shape changes from the other kind. Oh well. 101. 3.4.2: make an exception if polymorphed into a form which lacks 102. hands; that's a case where the ramifications override this doubt. 103. */ 104.

105. /* Return 0 if nothing particular seems wrong, positive numbers for 106. serious trouble, and negative numbers for comparative annoyances. This 107. returns the worst problem. There may be others, and the gods may fix 108. more than one. 109. 110. This could get as bizarre as noting surrounding opponents, (or hostile dogs), 111. but that's really hard. 112. */ 113. 114. #define ugod_is_angry() (u.ualign.record < 0) 115. #define on_altar() IS_ALTAR(levl[u.ux][u.uy].typ) 116. #define on_shrine() ((levl[u.ux][u.uy].altarmask & AM_SHRINE) != 0) 117. #define a_align(x,y) ((aligntyp)Amask2align(levl[x][y].altarmask & AM_MASK)) 118. 119. STATIC_OVL int 120. in_trouble() 121. { 122. struct obj *otmp; 123. int i, j, count=0; 124. 125. /* Borrowed from eat.c */ 126. 127. #define SATIATED 0 128. #define NOT_HUNGRY 1 129. #define HUNGRY 2 130. #define WEAK 3 131. #define FAINTING 4 132. #define FAINTED 5 133. #define STARVED 6 134. 135. /* 136. * major troubles 137. */ 138. if(Stoned) return(TROUBLE_STONED); 139. if(Slimed) return(TROUBLE_SLIMED); 140. if(Strangled) return(TROUBLE_STRANGLED); 141. if(u.utrap && u.utraptype == TT_LAVA) return(TROUBLE_LAVA); 142. if(Sick) return(TROUBLE_SICK); 143. if(u.uhs >= WEAK) return(TROUBLE_STARVING); 144. if (Upolyd ? (u.mh <= 5 || u.mh*7 <= u.mhmax) : 145. (u.uhp <= 5 || u.uhp*7 <= u.uhpmax)) return TROUBLE_HIT; 146. if(u.ulycn >= LOW_PM) return(TROUBLE_LYCANTHROPE); 147. if(near_capacity() >= EXT_ENCUMBER && AMAX(A_STR)-ABASE(A_STR) > 3) 148. return(TROUBLE_COLLAPSING); 149. 150. for (i= -1; i<=1; i++) for(j= -1; j<=1; j++) { 151. if (!i && !j) continue; 152. if (!isok(u.ux+i, u.uy+j) || IS_ROCK(levl[u.ux+i][u.uy+j].typ) 153. || (blocked_boulder(i,j) && !throws_rocks(youmonst.data))) 154. count++; 155. } 156. if (count == 8 && !Passes_walls) 157. return(TROUBLE_STUCK_IN_WALL); 158. 159. if (Cursed_obj(uarmf, LEVITATION_BOOTS) || 160. stuck_ring(uleft, RIN_LEVITATION) || 161. stuck_ring(uright, RIN_LEVITATION)) 162. return(TROUBLE_CURSED_LEVITATION); 163. if (nohands(youmonst.data) || !freehand()) { 164. /* for bag/box access [cf use_container()]... 165. make sure it's a case that we know how to handle; 166. otherwise "fix all troubles" would get stuck in a loop */ 167. if (welded(uwep)) return TROUBLE_UNUSEABLE_HANDS; 168. if (Upolyd && nohands(youmonst.data) && (!Unchanging || 169. ((otmp = unchanger()) != 0 && otmp->cursed))) 170. return TROUBLE_UNUSEABLE_HANDS; 171. } 172. if(Blindfolded && ublindf->cursed) return(TROUBLE_CURSED_BLINDFOLD); 173. 174. /* 175. * minor troubles 176. */ 177. if(Punished) return(TROUBLE_PUNISHED); 178. if (Cursed_obj(uarmg, GAUNTLETS_OF_FUMBLING) || 179. Cursed_obj(uarmf, FUMBLE_BOOTS)) 180. return TROUBLE_FUMBLING; 181. if (worst_cursed_item()) return TROUBLE_CURSED_ITEMS; 182. #ifdef STEED 183. if (u.usteed) { /* can't voluntarily dismount from a cursed saddle */ 184. otmp = which_armor(u.usteed, W_SADDLE); 185. if (Cursed_obj(otmp, SADDLE)) return TROUBLE_SADDLE; 186. } 187. #endif 188. 189. if (Blinded > 1 && haseyes(youmonst.data)) return(TROUBLE_BLIND); 190. for(i=0; i<A_MAX; i++) 191. if(ABASE(i) < AMAX(i)) return(TROUBLE_POISONED); 192. if(Wounded_legs 193. #ifdef STEED 194. && !u.usteed 195. #endif 196. ) return (TROUBLE_WOUNDED_LEGS); 197. if(u.uhs >= HUNGRY) return(TROUBLE_HUNGRY); 198. if(HStun) return (TROUBLE_STUNNED); 199. if(HConfusion) return (TROUBLE_CONFUSED); 200. if(Hallucination) return(TROUBLE_HALLUCINATION); 201. return(0); 202. } 203.

204. /* select an item for TROUBLE_CURSED_ITEMS */ 205. STATIC_OVL struct obj * 206. worst_cursed_item() 207. { 208. register struct obj *otmp; 209. 210. /* if strained or worse, check for loadstone first */ 211. if (near_capacity() >= HVY_ENCUMBER) { 212. for (otmp = invent; otmp; otmp = otmp->nobj) 213. if (Cursed_obj(otmp, LOADSTONE)) return otmp; 214. } 215. /* weapon takes precedence if it is interfering 216. with taking off a ring or putting on a shield */ 217. if (welded(uwep) && (uright || bimanual(uwep))) { /* weapon */ 218. otmp = uwep; 219. /* gloves come next, due to rings */ 220. } else if (uarmg && uarmg->cursed) { /* gloves */ 221. otmp = uarmg; 222. /* then shield due to two handed weapons and spells */ 223. } else if (uarms && uarms->cursed) { /* shield */ 224. otmp = uarms; 225. /* then cloak due to body armor */ 226. } else if (uarmc && uarmc->cursed) { /* cloak */ 227. otmp = uarmc; 228. } else if (uarm && uarm->cursed) { /* suit */ 229. otmp = uarm; 230. } else if (uarmh && uarmh->cursed) { /* helmet */ 231. otmp = uarmh; 232. } else if (uarmf && uarmf->cursed) { /* boots */ 233. otmp = uarmf; 234. #ifdef TOURIST 235. } else if (uarmu && uarmu->cursed) { /* shirt */ 236. otmp = uarmu; 237. #endif 238. } else if (uamul && uamul->cursed) { /* amulet */ 239. otmp = uamul; 240. } else if (uleft && uleft->cursed) { /* left ring */ 241. otmp = uleft; 242. } else if (uright && uright->cursed) { /* right ring */ 243. otmp = uright; 244. } else if (ublindf && ublindf->cursed) { /* eyewear */ 245. otmp = ublindf; /* must be non-blinding lenses */ 246. /* if weapon wasn't handled above, do it now */ 247. } else if (welded(uwep)) { /* weapon */ 248. otmp = uwep; 249. /* active secondary weapon even though it isn't welded */ 250. } else if (uswapwep && uswapwep->cursed && u.twoweap) { 251. otmp = uswapwep; 252. /* all worn items ought to be handled by now */ 253. } else { 254. for (otmp = invent; otmp; otmp = otmp->nobj) { 255. if (!otmp->cursed) continue; 256. if (otmp->otyp == LOADSTONE || confers_luck(otmp)) 257. break; 258. } 259. } 260. return otmp; 261. } 262.

263. STATIC_OVL void 264. fix_worst_trouble(trouble) 265. register int trouble; 266. { 267. int i; 268. struct obj *otmp = 0; 269. const char *what = (const char *)0; 270. static NEARDATA const char leftglow[] = "left ring softly glows", 271. rightglow[] = "right ring softly glows"; 272. 273. switch (trouble) { 274. case TROUBLE_STONED: 275. You_feel("more limber."); 276. Stoned = 0; 277. flags.botl = 1; 278. delayed_killer = 0; 279. break; 280. case TROUBLE_SLIMED: 281. pline_The("slime disappears."); 282. Slimed = 0; 283. flags.botl = 1; 284. delayed_killer = 0; 285. break; 286. case TROUBLE_STRANGLED: 287. if (uamul && uamul->otyp == AMULET_OF_STRANGULATION) { 288. Your("amulet vanishes!"); 289. useup(uamul); 290. } 291. You("can breathe again."); 292. Strangled = 0; 293. flags.botl = 1; 294. break; 295. case TROUBLE_LAVA: 296. You("are back on solid ground."); 297. /* teleport should always succeed, but if not, 298. * just untrap them. 299. */ 300. if(!safe_teleds(FALSE)) 301. u.utrap = 0; 302. break; 303. case TROUBLE_STARVING: 304. losestr(-1); 305. /* fall into... */ 306. case TROUBLE_HUNGRY: 307. Your("%s feels content.", body_part(STOMACH)); 308. init_uhunger(); 309. flags.botl = 1; 310. break; 311. case TROUBLE_SICK: 312. You_feel("better."); 313. make_sick(0L, (char *) 0, FALSE, SICK_ALL); 314. break; 315. case TROUBLE_HIT: 316. /* "fix all troubles" will keep trying if hero has 317. 5 or less hit points, so make sure they're always 318. boosted to be more than that */ 319. You_feel("much better."); 320. if (Upolyd) { 321. u.mhmax += rnd(5); 322. if (u.mhmax <= 5) u.mhmax = 5+1; 323. u.mh = u.mhmax; 324. } 325. if (u.uhpmax < u.ulevel * 5 + 11) u.uhpmax += rnd(5); 326. if (u.uhpmax <= 5) u.uhpmax = 5+1; 327. u.uhp = u.uhpmax; 328. flags.botl = 1; 329. break; 330. case TROUBLE_COLLAPSING: 331. ABASE(A_STR) = AMAX(A_STR); 332. flags.botl = 1; 333. break; 334. case TROUBLE_STUCK_IN_WALL: 335. Your("surroundings change."); 336. /* no control, but works on no-teleport levels */ 337. (void) safe_teleds(FALSE); 338. break; 339. case TROUBLE_CURSED_LEVITATION: 340. if (Cursed_obj(uarmf, LEVITATION_BOOTS)) { 341. otmp = uarmf; 342. } else if ((otmp = stuck_ring(uleft,RIN_LEVITATION)) !=0) { 343. if (otmp == uleft) what = leftglow; 344. } else if ((otmp = stuck_ring(uright,RIN_LEVITATION))!=0) { 345. if (otmp == uright) what = rightglow; 346. } 347. goto decurse; 348. case TROUBLE_UNUSEABLE_HANDS: 349. if (welded(uwep)) { 350. otmp = uwep; 351. goto decurse; 352. } 353. if (Upolyd && nohands(youmonst.data)) { 354. if (!Unchanging) { 355. Your("shape becomes uncertain."); 356. rehumanize(); /* "You return to {normal} form." */ 357. } else if ((otmp = unchanger()) != 0 && otmp->cursed) { 358. /* otmp is an amulet of unchanging */ 359. goto decurse; 360. } 361. } 362. if (nohands(youmonst.data) || !freehand()) 363. impossible("fix_worst_trouble: couldn't cure hands."); 364. break; 365. case TROUBLE_CURSED_BLINDFOLD: 366. otmp = ublindf; 367. goto decurse; 368. case TROUBLE_LYCANTHROPE: 369. you_unwere(TRUE); 370. break; 371. /* 372. */ 373. case TROUBLE_PUNISHED: 374. Your("chain disappears."); 375. unpunish(); 376. break; 377. case TROUBLE_FUMBLING: 378. if (Cursed_obj(uarmg, GAUNTLETS_OF_FUMBLING)) 379. otmp = uarmg; 380. else if (Cursed_obj(uarmf, FUMBLE_BOOTS)) 381. otmp = uarmf; 382. goto decurse; 383. /*NOTREACHED*/ 384. break; 385. case TROUBLE_CURSED_ITEMS: 386. otmp = worst_cursed_item(); 387. if (otmp == uright) what = rightglow; 388. else if (otmp == uleft) what = leftglow; 389. decurse: 390. if (!otmp) { 391. impossible("fix_worst_trouble: nothing to uncurse."); 392. return; 393. } 394. uncurse(otmp); 395. if (!Blind) { 396. Your("%s %s.", what ? what : 397. (const char *)aobjnam(otmp, "softly glow"), 398. hcolor(NH_AMBER)); 399. otmp->bknown = TRUE; 400. } 401. update_inventory(); 402. break; 403. case TROUBLE_POISONED: 404. if (Hallucination) 405. pline("There's a tiger in your tank."); 406. else 407. You_feel("in good health again."); 408. for(i=0; i<A_MAX; i++) { 409. if(ABASE(i) < AMAX(i)) { 410. ABASE(i) = AMAX(i); 411. flags.botl = 1; 412. } 413. } 414. (void) encumber_msg(); 415. break; 416. case TROUBLE_BLIND: 417. { 418. int num_eyes = eyecount(youmonst.data); 419. const char *eye = body_part(EYE); 420. 421. Your("%s feel%s better.", 422. (num_eyes == 1) ? eye : makeplural(eye), 423. (num_eyes == 1) ? "s" : ""); 424. u.ucreamed = 0; 425. make_blinded(0L,FALSE); 426. break; 427. } 428. case TROUBLE_WOUNDED_LEGS: 429. heal_legs(); 430. break; 431. case TROUBLE_STUNNED: 432. make_stunned(0L,TRUE); 433. break; 434. case TROUBLE_CONFUSED: 435. make_confused(0L,TRUE); 436. break; 437. case TROUBLE_HALLUCINATION: 438. pline ("Looks like you are back in Kansas."); 439. (void) make_hallucinated(0L,FALSE,0L); 440. break; 441. #ifdef STEED 442. case TROUBLE_SADDLE: 443. otmp = which_armor(u.usteed, W_SADDLE); 444. uncurse(otmp); 445. if (!Blind) { 446. pline("%s %s %s.", 447. s_suffix(upstart(y_monnam(u.usteed))), 448. aobjnam(otmp, "softly glow"), 449. hcolor(NH_AMBER)); 450. otmp->bknown = TRUE; 451. } 452. break; 453. #endif 454. } 455. } 456.

457. /* "I am sometimes shocked by... the nuns who never take a bath without 458. * wearing a bathrobe all the time. When asked why, since no man can see them, 459. * they reply 'Oh, but you forget the good God'. Apparently they conceive of 460. * the Deity as a Peeping Tom, whose omnipotence enables Him to see through 461. * bathroom walls, but who is foiled by bathrobes." --Bertrand Russell, 1943 462. * Divine wrath, dungeon walls, and armor follow the same principle. 463. */ 464. STATIC_OVL void 465. god_zaps_you(resp_god) 466. aligntyp resp_god; 467. { 468. if (u.uswallow) { 469. pline("Suddenly a bolt of lightning comes down at you from the heavens!"); 470. pline("It strikes %s!", mon_nam(u.ustuck)); 471. if (!resists_elec(u.ustuck)) { 472. pline("%s fries to a crisp!", Monnam(u.ustuck)); 473. /* Yup, you get experience. It takes guts to successfully 474. * pull off this trick on your god, anyway. 475. */ 476. xkilled(u.ustuck, 0); 477. } else 478. pline("%s seems unaffected.", Monnam(u.ustuck)); 479. } else { 480. pline("Suddenly, a bolt of lightning strikes you!"); 481. if (Reflecting) { 482. shieldeff(u.ux, u.uy); 483. if (Blind) 484. pline("For some reason you're unaffected."); 485. else 486. (void) ureflects("%s reflects from your %s.", "It"); 487. } else if (Shock_resistance) { 488. shieldeff(u.ux, u.uy); 489. pline("It seems not to affect you."); 490. } else 491. fry_by_god(resp_god); 492. } 493. 494. pline("%s is not deterred...", align_gname(resp_god)); 495. if (u.uswallow) { 496. pline("A wide-angle disintegration beam aimed at you hits %s!", 497. mon_nam(u.ustuck)); 498. if (!resists_disint(u.ustuck)) { 499. pline("%s fries to a crisp!", Monnam(u.ustuck)); 500. xkilled(u.ustuck, 2); /* no corpse */ 501. } else 502. pline("%s seems unaffected.", Monnam(u.ustuck)); 503. } else { 504. pline("A wide-angle disintegration beam hits you!"); 505. 506. /* disintegrate shield and body armor before disintegrating 507. * the impudent mortal, like black dragon breath -3. 508. */ 509. if (uarms && !(EReflecting & W_ARMS) && 510. !(EDisint_resistance & W_ARMS)) 511. (void) destroy_arm(uarms); 512. if (uarmc && !(EReflecting & W_ARMC) && 513. !(EDisint_resistance & W_ARMC)) 514. (void) destroy_arm(uarmc); 515. if (uarm && !(EReflecting & W_ARM) && 516. !(EDisint_resistance & W_ARM) && !uarmc) 517. (void) destroy_arm(uarm); 518. #ifdef TOURIST 519. if (uarmu && !uarm && !uarmc) (void) destroy_arm(uarmu); 520. #endif 521. if (!Disint_resistance) 522. fry_by_god(resp_god); 523. else { 524. You("bask in its %s glow for a minute...", NH_BLACK); 525. godvoice(resp_god, "I believe it not!"); 526. } 527. if (Is_astralevel(&u.uz) || Is_sanctum(&u.uz)) { 528. /* one more try for high altars */ 529. verbalize("Thou cannot escape my wrath, mortal!"); 530. summon_minion(resp_god, FALSE); 531. summon_minion(resp_god, FALSE); 532. summon_minion(resp_god, FALSE); 533. verbalize("Destroy %s, my servants!", uhim()); 534. } 535. } 536. } 537.

538. STATIC_OVL void 539. fry_by_god(resp_god) 540. aligntyp resp_god; 541. { 542. char killerbuf[64]; 543. 544. You("fry to a crisp."); 545. killer_format = KILLED_BY; 546. Sprintf(killerbuf, "the wrath of %s", align_gname(resp_god)); 547. killer = killerbuf; 548. done(DIED); 549. } 550.

angrygods Edit

551. STATIC_OVL void 552. angrygods(resp_god) 553. aligntyp resp_god; 554. { 555. register int maxanger; 556. 557. if(Inhell) resp_god = A_NONE; 558. u.ublessed = 0; 559. 560. /* changed from tmp = u.ugangr + abs (u.uluck) -- rph */ 561. /* added test for alignment diff -dlc */ 562. if(resp_god != u.ualign.type) 563. maxanger = u.ualign.record/2 + (Luck > 0 ? -Luck/3 : -Luck); 564. else 565. maxanger = 3*u.ugangr + 566. ((Luck > 0 || u.ualign.record >= STRIDENT) ? -Luck/3 : -Luck); 567. if (maxanger < 1) maxanger = 1; /* possible if bad align & good luck */ 568. else if (maxanger > 15) maxanger = 15; /* be reasonable */ 569. 570. switch (rn2(maxanger)) { 571. case 0: 572. case 1: You_feel("that %s is %s.", align_gname(resp_god), 573. Hallucination ? "bummed" : "displeased"); 574. break; 575. case 2: 576. case 3: 577. godvoice(resp_god,(char *)0); 578. pline("\"Thou %s, %s.\"", 579. (ugod_is_angry() && resp_god == u.ualign.type) 580. ? "hast strayed from the path" : 581. "art arrogant", 582. youmonst.data->mlet == S_HUMAN ? "mortal" : "creature"); 583. verbalize("Thou must relearn thy lessons!"); 584. (void) adjattrib(A_WIS, -1, FALSE); 585. losexp((char *)0); 586. break; 587. case 6: if (!Punished) { 588. gods_angry(resp_god); 589. punish((struct obj *)0); 590. break; 591. } /* else fall thru */ 592. case 4: 593. case 5: gods_angry(resp_god); 594. if (!Blind && !Antimagic) 595. pline("%s glow surrounds you.", 596. An(hcolor(NH_BLACK))); 597. rndcurse(); 598. break; 599. case 7: 600. case 8: godvoice(resp_god,(char *)0); 601. verbalize("Thou durst %s me?", 602. (on_altar() && 603. (a_align(u.ux,u.uy) != resp_god)) ? 604. "scorn":"call upon"); 605. pline("\"Then die, %s!\"", 606. youmonst.data->mlet == S_HUMAN ? "mortal" : "creature"); 607. summon_minion(resp_god, FALSE); 608. break; 609. 610. default: gods_angry(resp_god); 611. god_zaps_you(resp_god); 612. break; 613. } 614. u.ublesscnt = rnz(300); 615. return; 616. } 617.

618. /* helper to print "str appears at your feet", or appropriate */ 619. static void 620. at_your_feet(str) 621. const char *str; 622. { 623. if (Blind) str = Something; 624. if (u.uswallow) { 625. /* barrier between you and the floor */ 626. pline("%s %s into %s %s.", str, vtense(str, "drop"), 627. s_suffix(mon_nam(u.ustuck)), mbodypart(u.ustuck, STOMACH)); 628. } else { 629. pline("%s %s %s your %s!", str, 630. Blind ? "lands" : vtense(str, "appear"), 631. Levitation ? "beneath" : "at", 632. makeplural(body_part(FOOT))); 633. } 634. } 635. 636. #ifdef ELBERETH

gcrownu Edit

637. STATIC_OVL void 638. gcrownu() 639. { 640. struct obj *obj; 641. boolean already_exists, in_hand; 642. short class_gift; 643. int sp_no; 644. #define ok_wep(o) ((o) && ((o)->oclass == WEAPON_CLASS || is_weptool(o))) 645. 646. HSee_invisible |= FROMOUTSIDE; 647. HFire_resistance |= FROMOUTSIDE; 648. HCold_resistance |= FROMOUTSIDE; 649. HShock_resistance |= FROMOUTSIDE; 650. HSleep_resistance |= FROMOUTSIDE; 651. HPoison_resistance |= FROMOUTSIDE; 652. godvoice(u.ualign.type, (char *)0); 653. 654. obj = ok_wep(uwep) ? uwep : 0; 655. already_exists = in_hand = FALSE; /* lint suppression */ 656. switch (u.ualign.type) { 657. case A_LAWFUL: 658. u.uevent.uhand_of_elbereth = 1; 659. verbalize("I crown thee... The Hand of Elbereth!"); 660. break; 661. case A_NEUTRAL: 662. u.uevent.uhand_of_elbereth = 2; 663. in_hand = (uwep && uwep->oartifact == ART_VORPAL_BLADE); 664. already_exists = exist_artifact(LONG_SWORD, artiname(ART_VORPAL_BLADE)); 665. verbalize("Thou shalt be my Envoy of Balance!"); 666. break; 667. case A_CHAOTIC: 668. u.uevent.uhand_of_elbereth = 3; 669. in_hand = (uwep && uwep->oartifact == ART_STORMBRINGER); 670. already_exists = exist_artifact(RUNESWORD, artiname(ART_STORMBRINGER)); 671. verbalize("Thou art chosen to %s for My Glory!", 672. already_exists && !in_hand ? "take lives" : "steal souls"); 673. break; 674. } 675. 676. class_gift = STRANGE_OBJECT; 677. /* 3.3.[01] had this in the A_NEUTRAL case below, 678. preventing chaotic wizards from receiving a spellbook */ 679. if (Role_if(PM_WIZARD) && 680. (!uwep || (uwep->oartifact != ART_VORPAL_BLADE && 681. uwep->oartifact != ART_STORMBRINGER)) && 682. !carrying(SPE_FINGER_OF_DEATH)) { 683. class_gift = SPE_FINGER_OF_DEATH; 684. make_splbk: 685. obj = mksobj(class_gift, TRUE, FALSE); 686. bless(obj); 687. obj->bknown = TRUE; 688. at_your_feet("A spellbook"); 689. dropy(obj); 690. u.ugifts++; 691. /* when getting a new book for known spell, enhance 692. currently wielded weapon rather than the book */ 693. for (sp_no = 0; sp_no < MAXSPELL; sp_no++) 694. if (spl_book[sp_no].sp_id == class_gift) { 695. if (ok_wep(uwep)) obj = uwep; /* to be blessed,&c */ 696. break; 697. } 698. } else if (Role_if(PM_MONK) && 699. (!uwep || !uwep->oartifact) && 700. !carrying(SPE_RESTORE_ABILITY)) { 701. /* monks rarely wield a weapon */ 702. class_gift = SPE_RESTORE_ABILITY; 703. goto make_splbk; 704. } 705. 706. switch (u.ualign.type) { 707. case A_LAWFUL: 708. if (class_gift != STRANGE_OBJECT) { 709. ; /* already got bonus above */ 710. } else if (obj && obj->otyp == LONG_SWORD && !obj->oartifact) { 711. if (!Blind) Your("sword shines brightly for a moment."); 712. obj = oname(obj, artiname(ART_EXCALIBUR)); 713. if (obj && obj->oartifact == ART_EXCALIBUR) u.ugifts++; 714. } 715. /* acquire Excalibur's skill regardless of weapon or gift */ 716. unrestrict_weapon_skill(P_LONG_SWORD); 717. if (obj && obj->oartifact == ART_EXCALIBUR) 718. discover_artifact(ART_EXCALIBUR); 719. break; 720. case A_NEUTRAL: 721. if (class_gift != STRANGE_OBJECT) { 722. ; /* already got bonus above */ 723. } else if (in_hand) { 724. Your("%s goes snicker-snack!", xname(obj)); 725. obj->dknown = TRUE; 726. } else if (!already_exists) { 727. obj = mksobj(LONG_SWORD, FALSE, FALSE); 728. obj = oname(obj, artiname(ART_VORPAL_BLADE)); 729. obj->spe = 1; 730. at_your_feet("A sword"); 731. dropy(obj); 732. u.ugifts++; 733. } 734. /* acquire Vorpal Blade's skill regardless of weapon or gift */ 735. unrestrict_weapon_skill(P_LONG_SWORD); 736. if (obj && obj->oartifact == ART_VORPAL_BLADE) 737. discover_artifact(ART_VORPAL_BLADE); 738. break; 739. case A_CHAOTIC: 740. { 741. char swordbuf[BUFSZ]; 742. 743. Sprintf(swordbuf, "%s sword", hcolor(NH_BLACK)); 744. if (class_gift != STRANGE_OBJECT) { 745. ; /* already got bonus above */ 746. } else if (in_hand) { 747. Your("%s hums ominously!", swordbuf); 748. obj->dknown = TRUE; 749. } else if (!already_exists) { 750. obj = mksobj(RUNESWORD, FALSE, FALSE); 751. obj = oname(obj, artiname(ART_STORMBRINGER)); 752. at_your_feet(An(swordbuf)); 753. obj->spe = 1; 754. dropy(obj); 755. u.ugifts++; 756. } 757. /* acquire Stormbringer's skill regardless of weapon or gift */ 758. unrestrict_weapon_skill(P_BROAD_SWORD); 759. if (obj && obj->oartifact == ART_STORMBRINGER) 760. discover_artifact(ART_STORMBRINGER); 761. break; 762. } 763. default: 764. obj = 0; /* lint */ 765. break; 766. } 767. 768. /* enhance weapon regardless of alignment or artifact status */ 769. if (ok_wep(obj)) { 770. bless(obj); 771. obj->oeroded = obj->oeroded2 = 0; 772. obj->oerodeproof = TRUE; 773. obj->bknown = obj->rknown = TRUE; 774. if (obj->spe < 1) obj->spe = 1; 775. /* acquire skill in this weapon */ 776. unrestrict_weapon_skill(weapon_type(obj)); 777. } else if (class_gift == STRANGE_OBJECT) { 778. /* opportunity knocked, but there was nobody home... */ 779. You_feel("unworthy."); 780. } 781. update_inventory(); 782. return; 783. } 784. #endif /*ELBERETH*/ 785.

pleased Edit

786. STATIC_OVL void 787. pleased(g_align) 788. aligntyp g_align; 789. { 790. /* don't use p_trouble, worst trouble may get fixed while praying */ 791. int trouble = in_trouble(); /* what's your worst difficulty? */ 792. int pat_on_head = 0, kick_on_butt; 793. 794. You_feel("that %s is %s.", align_gname(g_align), 795. u.ualign.record >= DEVOUT ? 796. Hallucination ? "pleased as punch" : "well-pleased" : 797. u.ualign.record >= STRIDENT ? 798. Hallucination ? "ticklish" : "pleased" : 799. Hallucination ? "full" : "satisfied"); 800. 801. /* not your deity */ 802. if (on_altar() && p_aligntyp != u.ualign.type) { 803. adjalign(-1); 804. return; 805. } else if (u.ualign.record < 2 && trouble <= 0) adjalign(1); 806. 807. /* depending on your luck & align level, the god you prayed to will: 808. - fix your worst problem if it's major. 809. - fix all your major problems. 810. - fix your worst problem if it's minor. 811. - fix all of your problems. 812. - do you a gratuitous favor. 813. 814. if you make it to the the last category, you roll randomly again 815. to see what they do for you. 816. 817. If your luck is at least 0, then you are guaranteed rescued 818. from your worst major problem. */ 819. 820. if (!trouble && u.ualign.record >= DEVOUT) { 821. /* if hero was in trouble, but got better, no special favor */ 822. if (p_trouble == 0) pat_on_head = 1; 823. } else { 824. int action = rn1(Luck + (on_altar() ? 3 + on_shrine() : 2), 1); 825. 826. if (!on_altar()) action = min(action, 3); 827. if (u.ualign.record < STRIDENT) 828. action = (u.ualign.record > 0 || !rnl(2)) ? 1 : 0; 829. 830. switch(min(action,5)) { 831. case 5: pat_on_head = 1; 832. case 4: do fix_worst_trouble(trouble); 833. while ((trouble = in_trouble()) != 0); 834. break; 835. 836. case 3: fix_worst_trouble(trouble); 837. case 2: while ((trouble = in_trouble()) > 0) 838. fix_worst_trouble(trouble); 839. break; 840. 841. case 1: if (trouble > 0) fix_worst_trouble(trouble); 842. case 0: break; /* your god blows you off, too bad */ 843. } 844. } 845. 846. /* note: can't get pat_on_head unless all troubles have just been 847. fixed or there were no troubles to begin with; hallucination 848. won't be in effect so special handling for it is superfluous */ 849. if(pat_on_head) 850. switch(rn2((Luck + 6)>>1)) { 851. case 0: break; 852. case 1: 853. if (uwep && (welded(uwep) || uwep->oclass == WEAPON_CLASS || 854. is_weptool(uwep))) { 855. char repair_buf[BUFSZ]; 856. 857. *repair_buf = '\0'; 858. if (uwep->oeroded || uwep->oeroded2) 859. Sprintf(repair_buf, " and %s now as good as new", 860. otense(uwep, "are")); 861. 862. if (uwep->cursed) { 863. uncurse(uwep); 864. uwep->bknown = TRUE; 865. if (!Blind) 866. Your("%s %s%s.", aobjnam(uwep, "softly glow"), 867. hcolor(NH_AMBER), repair_buf); 868. else You_feel("the power of %s over your %s.", 869. u_gname(), xname(uwep)); 870. *repair_buf = '\0'; 871. } else if (!uwep->blessed) { 872. bless(uwep); 873. uwep->bknown = TRUE; 874. if (!Blind) 875. Your("%s with %s aura%s.", 876. aobjnam(uwep, "softly glow"), 877. an(hcolor(NH_LIGHT_BLUE)), repair_buf); 878. else You_feel("the blessing of %s over your %s.", 879. u_gname(), xname(uwep)); 880. *repair_buf = '\0'; 881. } 882. 883. /* fix any rust/burn/rot damage, but don't protect 884. against future damage */ 885. if (uwep->oeroded || uwep->oeroded2) { 886. uwep->oeroded = uwep->oeroded2 = 0; 887. /* only give this message if we didn't just bless 888. or uncurse (which has already given a message) */ 889. if (*repair_buf) 890. Your("%s as good as new!", 891. aobjnam(uwep, Blind ? "feel" : "look")); 892. } 893. update_inventory(); 894. } 895. break; 896. case 3: 897. /* takes 2 hints to get the music to enter the stronghold */ 898. if (!u.uevent.uopened_dbridge) { 899. if (u.uevent.uheard_tune < 1) { 900. godvoice(g_align,(char *)0); 901. verbalize("Hark, %s!", 902. youmonst.data->mlet == S_HUMAN ? "mortal" : "creature"); 903. verbalize( 904. "To enter the castle, thou must play the right tune!"); 905. u.uevent.uheard_tune++; 906. break; 907. } else if (u.uevent.uheard_tune < 2) { 908. You_hear("a divine music..."); 909. pline("It sounds like: \"%s\".", tune); 910. u.uevent.uheard_tune++; 911. break; 912. } 913. } 914. /* Otherwise, falls into next case */ 915. case 2: 916. if (!Blind) 917. You("are surrounded by %s glow.", an(hcolor(NH_GOLDEN))); 918. /* if any levels have been lost (and not yet regained), 919. treat this effect like blessed full healing */ 920. if (u.ulevel < u.ulevelmax) { 921. u.ulevelmax -= 1; /* see potion.c */ 922. pluslvl(FALSE); 923. } else { 924. u.uhpmax += 5; 925. if (Upolyd) u.mhmax += 5; 926. } 927. u.uhp = u.uhpmax; 928. if (Upolyd) u.mh = u.mhmax; 929. ABASE(A_STR) = AMAX(A_STR); 930. if (u.uhunger < 900) init_uhunger(); 931. if (u.uluck < 0) u.uluck = 0; 932. make_blinded(0L,TRUE); 933. flags.botl = 1; 934. break; 935. case 4: { 936. register struct obj *otmp; 937. int any = 0; 938. 939. if (Blind) 940. You_feel("the power of %s.", u_gname()); 941. else You("are surrounded by %s aura.", 942. an(hcolor(NH_LIGHT_BLUE))); 943. for(otmp=invent; otmp; otmp=otmp->nobj) { 944. if (otmp->cursed) { 945. uncurse(otmp); 946. if (!Blind) { 947. Your("%s %s.", aobjnam(otmp, "softly glow"), 948. hcolor(NH_AMBER)); 949. otmp->bknown = TRUE; 950. ++any; 951. } 952. } 953. } 954. if (any) update_inventory(); 955. break; 956. } 957. case 5: { 958. const char *msg="\"and thus I grant thee the gift of %s!\""; 959. godvoice(u.ualign.type, "Thou hast pleased me with thy progress,"); 960. if (!(HTelepat & INTRINSIC)) { 961. HTelepat |= FROMOUTSIDE; 962. pline(msg, "Telepathy"); 963. if (Blind) see_monsters(); 964. } else if (!(HFast & INTRINSIC)) { 965. HFast |= FROMOUTSIDE; 966. pline(msg, "Speed"); 967. } else if (!(HStealth & INTRINSIC)) { 968. HStealth |= FROMOUTSIDE; 969. pline(msg, "Stealth"); 970. } else { 971. if (!(HProtection & INTRINSIC)) { 972. HProtection |= FROMOUTSIDE; 973. if (!u.ublessed) u.ublessed = rn1(3, 2); 974. } else u.ublessed++; 975. pline(msg, "my protection"); 976. } 977. verbalize("Use it wisely in my name!"); 978. break; 979. } 980. case 7: 981. case 8: 982. case 9: /* KMH -- can occur during full moons */ 983. #ifdef ELBERETH 984. if (u.ualign.record >= PIOUS && !u.uevent.uhand_of_elbereth) { 985. gcrownu(); 986. break; 987. } /* else FALLTHRU */ 988. #endif /*ELBERETH*/ 989. case 6: { 990. struct obj *otmp; 991. int sp_no, trycnt = u.ulevel + 1; 992. 993. at_your_feet("An object"); 994. /* not yet known spells given preference over already known ones */ 995. /* Also, try to grant a spell for which there is a skill slot */ 996. otmp = mkobj(SPBOOK_CLASS, TRUE); 997. while (--trycnt > 0) { 998. if (otmp->otyp != SPE_BLANK_PAPER) { 999. for (sp_no = 0; sp_no < MAXSPELL; sp_no++) 1000. if (spl_book[sp_no].sp_id == otmp->otyp) break; 1001. if (sp_no == MAXSPELL && 1002. !P_RESTRICTED(spell_skilltype(otmp->otyp))) 1003. break; /* usable, but not yet known */ 1004. } else { 1005. if (!objects[SPE_BLANK_PAPER].oc_name_known || 1006. carrying(MAGIC_MARKER)) break; 1007. } 1008. otmp->otyp = rnd_class(bases[SPBOOK_CLASS], SPE_BLANK_PAPER); 1009. } 1010. bless(otmp); 1011. place_object(otmp, u.ux, u.uy); 1012. break; 1013. } 1014. default: impossible("Confused deity!"); 1015. break; 1016. } 1017. 1018. u.ublesscnt = rnz(350); 1019. kick_on_butt = u.uevent.udemigod ? 1 : 0; 1020. #ifdef ELBERETH 1021. if (u.uevent.uhand_of_elbereth) kick_on_butt++; 1022. #endif 1023. if (kick_on_butt) u.ublesscnt += kick_on_butt * rnz(1000); 1024. 1025. return; 1026. } 1027.

1028. /* either blesses or curses water on the altar, 1029. * returns true if it found any water here. 1030. */ 1031. STATIC_OVL boolean 1032. water_prayer(bless_water) 1033. boolean bless_water; 1034. { 1035. register struct obj* otmp; 1036. register long changed = 0; 1037. boolean other = FALSE, bc_known = !(Blind || Hallucination); 1038. 1039. for(otmp = level.objects[u.ux][u.uy]; otmp; otmp = otmp->nexthere) { 1040. /* turn water into (un)holy water */ 1041. if (otmp->otyp == POT_WATER && 1042. (bless_water ? !otmp->blessed : !otmp->cursed)) { 1043. otmp->blessed = bless_water; 1044. otmp->cursed = !bless_water; 1045. otmp->bknown = bc_known; 1046. changed += otmp->quan; 1047. } else if(otmp->oclass == POTION_CLASS) 1048. other = TRUE; 1049. } 1050. if(!Blind && changed) { 1051. pline("%s potion%s on the altar glow%s %s for a moment.", 1052. ((other && changed > 1L) ? "Some of the" : 1053. (other ? "One of the" : "The")), 1054. ((other || changed > 1L) ? "s" : ""), (changed > 1L ? "" : "s"), 1055. (bless_water ? hcolor(NH_LIGHT_BLUE) : hcolor(NH_BLACK))); 1056. } 1057. return((boolean)(changed > 0L)); 1058. } 1059.

godvoice Edit

1060. STATIC_OVL void 1061. godvoice(g_align, words) 1062. aligntyp g_align; 1063. const char *words; 1064. { 1065. const char *quot = ""; 1066. if(words) 1067. quot = "\""; 1068. else 1069. words = ""; 1070. 1071. pline_The("voice of %s %s: %s%s%s", align_gname(g_align), 1072. godvoices[rn2(SIZE(godvoices))], quot, words, quot); 1073. } 1074. 1075. STATIC_OVL void 1076. gods_angry(g_align) 1077. aligntyp g_align; 1078. { 1079. godvoice(g_align, "Thou hast angered me."); 1080. } 1081. 1082. /* The g_align god is upset with you. */ 1083. STATIC_OVL void 1084. gods_upset(g_align) 1085. aligntyp g_align; 1086. { 1087. if(g_align == u.ualign.type) u.ugangr++; 1088. else if(u.ugangr) u.ugangr--; 1089. angrygods(g_align); 1090. } 1091. 1092. static NEARDATA const char sacrifice_types[] = { FOOD_CLASS, AMULET_CLASS, 0 }; 1093.

1094. STATIC_OVL void 1095. consume_offering(otmp) 1096. register struct obj *otmp; 1097. { 1098. if (Hallucination) 1099. switch (rn2(3)) { 1100. case 0: 1101. Your("sacrifice sprouts wings and a propeller and roars away!"); 1102. break; 1103. case 1: 1104. Your("sacrifice puffs up, swelling bigger and bigger, and pops!"); 1105. break; 1106. case 2: 1107. Your("sacrifice collapses into a cloud of dancing particles and fades away!"); 1108. break; 1109. } 1110. else if (Blind && u.ualign.type == A_LAWFUL) 1111. Your("sacrifice disappears!"); 1112. else Your("sacrifice is consumed in a %s!", 1113. u.ualign.type == A_LAWFUL ? "flash of light" : "burst of flame"); 1114. if (carried(otmp)) useup(otmp); 1115. else useupf(otmp, 1L); 1116. exercise(A_WIS, TRUE); 1117. } 1118.

dosacrifice Edit

1119. int 1120. dosacrifice() 1121. { 1122. register struct obj *otmp; 1123. int value = 0; 1124. int pm; 1125. aligntyp altaralign = a_align(u.ux,u.uy); 1126. 1127. if (!on_altar() || u.uswallow) { 1128. You("are not standing on an altar."); 1129. return 0; 1130. } 1131. 1132. if (In_endgame(&u.uz)) { 1133. if (!(otmp = getobj(sacrifice_types, "sacrifice"))) return 0; 1134. } else { 1135. if (!(otmp = floorfood("sacrifice", 1))) return 0; 1136. } 1137. /* 1138. Was based on nutritional value and aging behavior (< 50 moves). 1139. Sacrificing a food ration got you max luck instantly, making the 1140. gods as easy to please as an angry dog! 1141. 1142. Now only accepts corpses, based on the game's evaluation of their 1143. toughness. Human and pet sacrifice, as well as sacrificing unicorns 1144. of your alignment, is strongly discouraged. 1145. */ 1146. 1147. #define MAXVALUE 24 /* Highest corpse value (besides Wiz) */ 1148. 1149. if (otmp->otyp == CORPSE) { 1150. register struct permonst *ptr = &mons[otmp->corpsenm]; 1151. struct monst *mtmp; 1152. extern const int monstr[]; 1153. 1154. /* KMH, conduct */ 1155. u.uconduct.gnostic++;

Obviously, you're no longer an atheist.

1156. 1157. /* you're handling this corpse, even if it was killed upon the altar */ 1158. feel_cockatrice(otmp, TRUE);

Cockatrices will kill you if you aren't careful!

1159. 1160. if (otmp->corpsenm == PM_ACID_BLOB 1161. || (monstermoves <= peek_at_iced_corpse_age(otmp) + 50)) { 1162. value = monstr[otmp->corpsenm] + 1; 1163. if (otmp->oeaten) 1164. value = eaten_stat(value, otmp); 1165. }

The value of a monster is given by monstr[otmp->corpsenm] + 1 , which if the monster difficulty level from monst.c; it is also the number that determines which monsters the RNG generates. If it's partially eaten, that's multiplied by (roughly) the percentage remaining. If it's more than fifty moves old, adjusted for ice, it's worthless, unless it's an acid blob. These never expire (although they may, of course, rot).

1166.

Sacrificing your own race Edit

Note that your_race() apparently returns true based on your actual race, which you chose at the start of the game. Thus polymorphing will not change your race for this purpose.

1167. if (your_race(ptr)) { 1168. if (is_demon(youmonst.data)) { 1169. You("find the idea very satisfying."); 1170. exercise(A_WIS, TRUE); 1171. } else if (u.ualign.type != A_CHAOTIC) { 1172. pline("You'll regret this infamous offense!"); 1173. exercise(A_WIS, FALSE); 1174. }

Demons exercise wisdom by sacrificing their own race. Non-chaotic characters will abuse it. Chaotic non-demons do neither.

1175. 1176. if (altaralign != A_CHAOTIC && altaralign != A_NONE) { 1177. /* curse the lawful/neutral altar */ 1178. pline_The("altar is stained with %s blood.", urace.adj); 1179. if(!Is_astralevel(&u.uz)) 1180. levl[u.ux][u.uy].altarmask = AM_CHAOTIC; 1181. angry_priest();

A lawful or neutral altar will immediately be converted to chaos (outside the astral level). This will, obviously, anger any attendant priests.

1182. } else { 1183. struct monst *dmon; 1184. const char *demonless_msg; 1185. 1186. /* Human sacrifice on a chaotic or unaligned altar */ 1187. /* is equivalent to demon summoning */ 1188. if (altaralign == A_CHAOTIC && u.ualign.type != A_CHAOTIC) { 1189. pline( 1190. "The blood floods the altar, which vanishes in %s cloud!", 1191. an(hcolor(NH_BLACK))); 1192. levl[u.ux][u.uy].typ = ROOM; 1193. levl[u.ux][u.uy].altarmask = 0; 1194. newsym(u.ux, u.uy); 1195. angry_priest(); 1196. demonless_msg = "cloud dissipates"; 1197. } else { 1198. /* either you're chaotic or altar is Moloch's or both */ 1199. pline_The("blood covers the altar!"); 1200. change_luck(altaralign == A_NONE ? -2 : 2); 1201. demonless_msg = "blood coagulates"; 1202. }

If the altar is Moloch's, you lose two luck. If you're chaotic and the altar is chaotic (i.e., not Moloch's), you gain two. If it's not Moloch's altar and you're not chaotic, your luck is unaffected (so far), but you've destroyed the altar and angered the priest. Thus any attempt by a non-chaotic character to sacrifice a character of their own race will anger the priest, if any, except at Moloch's altar.

1203. if ((pm = dlord(altaralign)) != NON_PM && 1204. (dmon = makemon(&mons[pm], u.ux, u.uy, NO_MM_FLAGS))) { 1205. You("have summoned %s!", a_monnam(dmon)); 1206. if (sgn(u.ualign.type) == sgn(dmon->data->maligntyp)) 1207. dmon->mpeaceful = TRUE; 1208. You("are terrified, and unable to move."); 1209. nomul(-3); 1210. } else pline_The("%s.", demonless_msg); 1211. }

A random demon lord between Juiblex and Yeenoghu inclusive is chosen up to 20 times, in an attempt to find one that has not been created already. Unless the altar is unaligned, the alignment of the demon lord must match the alignment of the altar. Currently, Yeenoghu follows Juiblex in monst.c. Thus only these two demon lords are eligible to appear. They are both chaotic.

Otherwise a random demon is chosen up to 20 times, respecting extinction and with the same alignment requirements.

If there is space for it adjacent to you, the chosen demon appears, peaceful if it matches your alignment and hostile otherwise. Three turns pass. If no matching demon is found, none appears.

1212. 1213. if (u.ualign.type != A_CHAOTIC) { 1214. adjalign(-5); 1215. u.ugangr += 3; 1216. (void) adjattrib(A_WIS, -1, TRUE); 1217. if (!Inhell) angrygods(u.ualign.type); 1218. change_luck(-5); 1219. } else adjalign(5); 1220. if (carried(otmp)) useup(otmp); 1221. else useupf(otmp, 1L); 1222. return(1);

If you aren't chaotic, you lose 5 alignment, your god's anger increases by three, your wisdom decreases by one point, your luck decreases by 5, and unless you're in Gehennom, your god potentially punishes you as for praying too much. If you are chaotic, instead your alignment increases by 5. The corpse disappears, and nothing more happens for the case of sacrificing a creature of your own race. The value of the sacrifice (calculated immediately preceding this section) is ignored, so sacrificing a rotten corpse of your own race (e.g. from a zombie of your race) has the same effect as sacrificing a fresh one.

Sacrificing pets Edit

1223. } else if (otmp->oxlth && otmp->oattached == OATTACHED_MONST 1224. && ((mtmp = get_mtraits(otmp, FALSE)) != (struct monst *)0) 1225. && mtmp->mtame) { 1226. /* mtmp is a temporary pointer to a tame monster's attributes, 1227. * not a real monster */ 1228. pline("So this is how you repay loyalty?"); 1229. adjalign(-3); 1230. value = -1; 1231. HAggravate_monster |= FROMOUTSIDE;

If you try to sacrifice a pet, you lose three alignment and gain the aggravate monster intrinsic. The pet's corpse has a value of -1. This does not apply if the pet is of your own race, in which case the code doesn't reach this point (bug?).

Yes, that entire conditional is to see if it's a former pet's corpse. In order, it does the following: (Note that if any step returns false, the if fails immediately and the remaining steps are not executed, which prevents lots of nasty invalid pointer dereferencing)

1. Does the object have extra data? (oxlth is "Object eXtra data LengTH") 2. Is the extra data that of a monster? 3. Get a pointer to an object containing the traits of that monster and put it in a temporary variable 4. Is the pointer non-null? 5. Was the monster tame?

Sacrificing undead Edit

1232. } else if (is_undead(ptr)) { /* Not demons--no demon corpses */ 1233. if (u.ualign.type != A_CHAOTIC) 1234. value += 1;

The corpse of an undead creature has an additional +1 value for non-chaotic characters.

Sacrificing unicorns Edit

1235. } else if (is_unicorn(ptr)) { 1236. int unicalign = sgn(ptr->maligntyp); 1237. 1238. /* If same as altar, always a very bad action. */ 1239. if (unicalign == altaralign) { 1240. pline("Such an action is an insult to %s!", 1241. (unicalign == A_CHAOTIC) 1242. ? "chaos" : unicalign ? "law" : "balance"); 1243. (void) adjattrib(A_WIS, -1, TRUE); 1244. value = -5; 1245. } else if (u.ualign.type == altaralign) { 1246. /* If different from altar, and altar is same as yours, */ 1247. /* it's a very good action */ 1248. if (u.ualign.record < ALIGNLIM) 1249. You_feel("appropriately %s.", align_str(u.ualign.type)); 1250. else You_feel("you are thoroughly on the right path."); 1251. adjalign(5); 1252. value += 3; 1253. } else 1254. /* If sacrificing unicorn of your alignment to altar not of */ 1255. /* your alignment, your god gets angry and it's a conversion */ 1256. if (unicalign == u.ualign.type) { 1257. u.ualign.record = -1; 1258. value = 1; 1259. } else value += 3;

Sacrificing a unicorn on an altar aligned with it will set its sacrifice value to -5 and reduce your wisdom by 1. But sacrificing a non-aligned unicorn on a coaligned altar gives you +5 alignment, and gives it +3 value. Sacrificing a unicorn of your alignment on an altar not of your alignment sets the value to one and your alignment to -1 (actually worse than sacrificing on a coaligned altar). Finally, sacrificing a unicorn not aligned with either you or the altar increases its value by 3 and has no other effects.

1260. } 1261. } /* corpse */ 1262.

1263. if (otmp->otyp == AMULET_OF_YENDOR) { 1264. if (!Is_astralevel(&u.uz)) { 1265. if (Hallucination) 1266. You_feel("homesick."); 1267. else 1268. You_feel("an urge to return to the surface."); 1269. return 1; 1270. } else { 1271. /* The final Test. Did you win? */ 1272. if(uamul == otmp) Amulet_off(); 1273. u.uevent.ascended = 1; 1274. if(carried(otmp)) useup(otmp); /* well, it's gone now */ 1275. else useupf(otmp, 1L); 1276. You("offer the Amulet of Yendor to %s...", a_gname()); 1277. if (u.ualign.type != altaralign) { 1278. /* And the opposing team picks you up and 1279. carries you off on their shoulders */ 1280. adjalign(-99); 1281. pline("%s accepts your gift, and gains dominion over %s...", 1282. a_gname(), u_gname()); 1283. pline("%s is enraged...", u_gname()); 1284. pline("Fortunately, %s permits you to live...", a_gname()); 1285. pline("A cloud of %s smoke surrounds you...", 1286. hcolor((const char *)"orange")); 1287. done(ESCAPED); 1288. } else { /* super big win */ 1289. adjalign(10); 1290. pline("An invisible choir sings, and you are bathed in radiance..."); 1291. godvoice(altaralign, "Congratulations, mortal!"); 1292. display_nhwindow(WIN_MESSAGE, FALSE); 1293. verbalize("In return for thy service, I grant thee the gift of Immortality!"); 1294. You("ascend to the status of Demigod%s...", 1295. flags.female ? "dess" : ""); 1296. done(ASCENDED); 1297. } 1298. } 1299. } /* real Amulet */ 1300. 1301. if (otmp->otyp == FAKE_AMULET_OF_YENDOR) { 1302. if (flags.soundok) 1303. You_hear("a nearby thunderclap."); 1304. if (!otmp->known) { 1305. You("realize you have made a %s.", 1306. Hallucination ? "boo-boo" : "mistake"); 1307. otmp->known = TRUE; 1308. change_luck(-1); 1309. return 1; 1310. } else { 1311. /* don't you dare try to fool the gods */ 1312. change_luck(-3); 1313. adjalign(-1); 1314. u.ugangr += 3; 1315. value = -3; 1316. } 1317. } /* fake Amulet */ 1318.

Worthless sacrifice Edit

1319. if (value == 0) { 1320. pline(nothing_happens); 1321. return (1); 1322. }

If the value is zero, "nothing happens".

1323.

Converting altars Edit

1324. if (altaralign != u.ualign.type && 1325. (Is_astralevel(&u.uz) || Is_sanctum(&u.uz))) { 1326. /* 1327. * REAL BAD NEWS!!! High altars cannot be converted. Even an attempt 1328. * gets the god who owns it truely pissed off. 1329. */ 1330. You_feel("the air around you grow charged..."); 1331. pline("Suddenly, you realize that %s has noticed you...", a_gname()); 1332. godvoice(altaralign, "So, mortal! You dare desecrate my High Temple!"); 1333. /* Throw everything we have at the player */ 1334. god_zaps_you(altaralign); 1335. } else if (value < 0) { /* I don't think the gods are gonna like this... */ 1336. gods_upset(altaralign); 1337. } else { 1338. int saved_anger = u.ugangr; 1339. int saved_cnt = u.ublesscnt; 1340. int saved_luck = u.uluck; 1341. 1342. /* Sacrificing at an altar of a different alignment */ 1343. if (u.ualign.type != altaralign) { 1344. /* Is this a conversion ? */ 1345. /* An unaligned altar in Gehennom will always elicit rejection. */ 1346. if (ugod_is_angry() || (altaralign == A_NONE && Inhell)) { 1347. if(u.ualignbase[A_CURRENT] == u.ualignbase[A_ORIGINAL] && 1348. altaralign != A_NONE) { 1349. You("have a strong feeling that %s is angry...", u_gname()); 1350. consume_offering(otmp); 1351. pline("%s accepts your allegiance.", a_gname()); 1352. 1353. /* The player wears a helm of opposite alignment? */ 1354. if (uarmh && uarmh->otyp == HELM_OF_OPPOSITE_ALIGNMENT) 1355. u.ualignbase[A_CURRENT] = altaralign; 1356. else 1357. u.ualign.type = u.ualignbase[A_CURRENT] = altaralign; 1358. u.ublessed = 0; 1359. flags.botl = 1; 1360. 1361. You("have a sudden sense of a new direction."); 1362. /* Beware, Conversion is costly */ 1363. change_luck(-3); 1364. u.ublesscnt += 300; 1365. adjalign((int)(u.ualignbase[A_ORIGINAL] * (ALIGNLIM / 2))); 1366. } else { 1367. u.ugangr += 3; 1368. adjalign(-5); 1369. pline("%s rejects your sacrifice!", a_gname()); 1370. godvoice(altaralign, "Suffer, infidel!"); 1371. change_luck(-5); 1372. (void) adjattrib(A_WIS, -2, TRUE); 1373. if (!Inhell) angrygods(u.ualign.type); 1374. } 1375. return(1); 1376. } else { 1377. consume_offering(otmp); 1378. You("sense a conflict between %s and %s.", 1379. u_gname(), a_gname()); 1380. if (rn2(8 + u.ulevel) > 5) { 1381. struct monst *pri; 1382. You_feel("the power of %s increase.", u_gname()); 1383. exercise(A_WIS, TRUE); 1384. change_luck(1); 1385. /* Yes, this is supposed to be &=, not |= */ 1386. levl[u.ux][u.uy].altarmask &= AM_SHRINE; 1387. /* the following accommodates stupid compilers */ 1388. levl[u.ux][u.uy].altarmask = 1389. levl[u.ux][u.uy].altarmask | (Align2amask(u.ualign.type)); 1390. if (!Blind) 1391. pline_The("altar glows %s.", 1392. hcolor( 1393. u.ualign.type == A_LAWFUL ? NH_WHITE : 1394. u.ualign.type ? NH_BLACK : (const char *)"gray")); 1395. 1396. if (rnl(u.ulevel) > 6 && u.ualign.record > 0 && 1397. rnd(u.ualign.record) > (3*ALIGNLIM)/4) 1398. summon_minion(altaralign, TRUE); 1399. /* anger priest; test handles bones files */ 1400. if((pri = findpriest(temple_occupied(u.urooms))) && 1401. !p_coaligned(pri)) 1402. angry_priest(); 1403. } else { 1404. pline("Unluckily, you feel the power of %s decrease.", 1405. u_gname()); 1406. change_luck(-1); 1407. exercise(A_WIS, FALSE); 1408. if (rnl(u.ulevel) > 6 && u.ualign.record > 0 && 1409. rnd(u.ualign.record) > (7*ALIGNLIM)/8) 1410. summon_minion(altaralign, TRUE); 1411. } 1412. return(1); 1413. } 1414. } 1415.

Normal, successful offering Edit

1416. consume_offering(otmp); 1417. /* OK, you get brownie points. */ 1418. if(u.ugangr) { 1419. u.ugangr -= 1420. ((value * (u.ualign.type == A_CHAOTIC ? 2 : 3)) / MAXVALUE); 1421. if(u.ugangr < 0) u.ugangr = 0; 1422. if(u.ugangr != saved_anger) { 1423. if (u.ugangr) { 1424. pline("%s seems %s.", u_gname(), 1425. Hallucination ? "groovy" : "slightly mollified"); 1426. 1427. if ((int)u.uluck < 0) change_luck(1); 1428. } else { 1429. pline("%s seems %s.", u_gname(), Hallucination ? 1430. "cosmic (not a new fact)" : "mollified"); 1431. 1432. if ((int)u.uluck < 0) u.uluck = 0; 1433. } 1434. } else { /* not satisfied yet */ 1435. if (Hallucination) 1436. pline_The("gods seem tall."); 1437. else You("have a feeling of inadequacy."); 1438. } 1439. } else if(ugod_is_angry()) { 1440. if(value > MAXVALUE) value = MAXVALUE; 1441. if(value > -u.ualign.record) value = -u.ualign.record; 1442. adjalign(value); 1443. You_feel("partially absolved."); 1444. } else if (u.ublesscnt > 0) { 1445. u.ublesscnt -= 1446. ((value * (u.ualign.type == A_CHAOTIC ? 500 : 300)) / MAXVALUE); 1447. if(u.ublesscnt < 0) u.ublesscnt = 0; 1448. if(u.ublesscnt != saved_cnt) { 1449. if (u.ublesscnt) { 1450. if (Hallucination) 1451. You("realize that the gods are not like you and I."); 1452. else 1453. You("have a hopeful feeling."); 1454. if ((int)u.uluck < 0) change_luck(1); 1455. } else { 1456. if (Hallucination) 1457. pline("Overall, there is a smell of fried onions."); 1458. else 1459. You("have a feeling of reconciliation."); 1460. if ((int)u.uluck < 0) u.uluck = 0; 1461. } 1462. } 1463. } else { 1464. int nartifacts = nartifact_exist(); 1465. 1466. /* you were already in pretty good standing */ 1467. /* The player can gain an artifact */ 1468. /* The chance goes down as the number of artifacts goes up */ 1469. if (u.ulevel > 2 && u.uluck >= 0 && 1470. !rn2(10 + (2 * u.ugifts * nartifacts))) { 1471. otmp = mk_artifact((struct obj *)0, a_align(u.ux,u.uy)); 1472. if (otmp) { 1473. if (otmp->spe < 0) otmp->spe = 0; 1474. if (otmp->cursed) uncurse(otmp); 1475. otmp->oerodeproof = TRUE; 1476. dropy(otmp); 1477. at_your_feet(";An object"); 1478. godvoice(u.ualign.type, "Use my gift wisely!"); 1479. u.ugifts++; 1480. u.ublesscnt = rnz(300 + (50 * nartifacts)); 1481. exercise(A_WIS, TRUE); 1482. /* make sure we can use this weapon */ 1483. unrestrict_weapon_skill(weapon_type(otmp)); 1484. discover_artifact(otmp->oartifact); 1485. return(1); 1486. } 1487. } 1488. change_luck((value * LUCKMAX) / (MAXVALUE * 2)); 1489. if ((int)u.uluck < 0) u.uluck = 0; 1490. if (u.uluck != saved_luck) { 1491. if (Blind) 1492. You("think %s brushed your %s.",something, body_part(FOOT)); 1493. else You(Hallucination ? 1494. "see crabgrass at your %s. A funny thing in a dungeon." : 1495. "glimpse a four-leaf clover at your %s.", 1496. makeplural(body_part(FOOT))); 1497. } 1498. } 1499. } 1500. return(1); 1501. } 1502. 1503.

1504. /* determine prayer results in advance; also used for enlightenment */ 1505. boolean 1506. can_pray(praying) 1507. boolean praying; /* false means no messages should be given */ 1508. { 1509. int alignment; 1510. 1511. p_aligntyp = on_altar() ? a_align(u.ux,u.uy) : u.ualign.type; 1512. p_trouble = in_trouble(); 1513. 1514. if (is_demon(youmonst.data) && (p_aligntyp != A_CHAOTIC)) { 1515. if (praying) 1516. pline_The("very idea of praying to a %s god is repugnant to you.", 1517. p_aligntyp ? "lawful" : "neutral"); 1518. return FALSE; 1519. } 1520. 1521. if (praying) 1522. You("begin praying to %s.", align_gname(p_aligntyp)); 1523. 1524. if (u.ualign.type && u.ualign.type == -p_aligntyp) 1525. alignment = -u.ualign.record; /* Opposite alignment altar */ 1526. else if (u.ualign.type != p_aligntyp) 1527. alignment = u.ualign.record / 2; /* Different alignment altar */ 1528. else alignment = u.ualign.record; 1529. 1530. if ((p_trouble > 0) ? (u.ublesscnt > 200) : /* big trouble */ 1531. (p_trouble < 0) ? (u.ublesscnt > 100) : /* minor difficulties */ 1532. (u.ublesscnt > 0)) /* not in trouble */ 1533. p_type = 0; /* too soon... */ 1534. else if ((int)Luck < 0 || u.ugangr || alignment < 0) 1535. p_type = 1; /* too naughty... */ 1536. else /* alignment >= 0 */ { 1537. if(on_altar() && u.ualign.type != p_aligntyp) 1538. p_type = 2; 1539. else 1540. p_type = 3; 1541. } 1542. 1543. if (is_undead(youmonst.data) && !Inhell && 1544. (p_aligntyp == A_LAWFUL || (p_aligntyp == A_NEUTRAL && !rn2(10)))) 1545. p_type = -1; 1546. /* Note: when !praying, the random factor for neutrals makes the 1547. return value a non-deterministic approximation for enlightenment. 1548. This case should be uncommon enough to live with... */ 1549. 1550. return !praying ? (boolean)(p_type == 3 && !Inhell) : TRUE; 1551. } 1552.

dopray Edit

1553. int 1554. dopray() 1555. { 1556. /* Confirm accidental slips of Alt-P */ 1557. if (flags.prayconfirm) 1558. if (yn("Are you sure you want to pray?") == 'n') 1559. return 0; 1560. 1561. u.uconduct.gnostic++; 1562. /* Praying implies that the hero is conscious and since we have 1563. no deafness attribute this implies that all verbalized messages 1564. can be heard. So, in case the player has used the 'O' command 1565. to toggle this accessible flag off, force it to be on. */ 1566. flags.soundok = 1; 1567. 1568. /* set up p_type and p_alignment */ 1569. if (!can_pray(TRUE)) return 0; 1570. 1571. #ifdef WIZARD 1572. if (wizard && p_type >= 0) { 1573. if (yn("Force the gods to be pleased?") == 'y') { 1574. u.ublesscnt = 0; 1575. if (u.uluck < 0) u.uluck = 0; 1576. if (u.ualign.record <= 0) u.ualign.record = 1; 1577. u.ugangr = 0; 1578. if(p_type < 2) p_type = 3; 1579. } 1580. } 1581. #endif 1582. nomul(-3); 1583. nomovemsg = "You finish your prayer."; 1584. afternmv = prayer_done; 1585. 1586. if(p_type == 3 && !Inhell) { 1587. /* if you've been true to your god you can't die while you pray */ 1588. if (!Blind) 1589. You("are surrounded by a shimmering light."); 1590. u.uinvulnerable = TRUE; 1591. } 1592. 1593. return(1); 1594. } 1595.

1596. STATIC_PTR int 1597. prayer_done() /* M. Stephenson (1.0.3b) */ 1598. { 1599. aligntyp alignment = p_aligntyp; 1600. 1601. u.uinvulnerable = FALSE; 1602. if(p_type == -1) { 1603. godvoice(alignment, 1604. alignment == A_LAWFUL ? 1605. "Vile creature, thou durst call upon me?" : 1606. "Walk no more, perversion of nature!"); 1607. You_feel("like you are falling apart."); 1608. /* KMH -- Gods have mastery over unchanging */ 1609. rehumanize(); 1610. losehp(rnd(20), "residual undead turning effect", KILLED_BY_AN); 1611. exercise(A_CON, FALSE); 1612. return(1); 1613. } 1614. if (Inhell) { 1615. pline("Since you are in Gehennom, %s won't help you.", 1616. align_gname(alignment)); 1617. /* haltingly aligned is least likely to anger */ 1618. if (u.ualign.record <= 0 || rnl(u.ualign.record)) 1619. angrygods(u.ualign.type); 1620. return(0); 1621. } 1622. 1623. if (p_type == 0) { 1624. if(on_altar() && u.ualign.type != alignment) 1625. (void) water_prayer(FALSE); 1626. u.ublesscnt += rnz(250); 1627. change_luck(-3); 1628. gods_upset(u.ualign.type); 1629. } else if(p_type == 1) { 1630. if(on_altar() && u.ualign.type != alignment) 1631. (void) water_prayer(FALSE); 1632. angrygods(u.ualign.type); /* naughty */ 1633. } else if(p_type == 2) { 1634. if(water_prayer(FALSE)) { 1635. /* attempted water prayer on a non-coaligned altar */ 1636. u.ublesscnt += rnz(250); 1637. change_luck(-3); 1638. gods_upset(u.ualign.type); 1639. } else pleased(alignment); 1640. } else { 1641. /* coaligned */ 1642. if(on_altar()) 1643. (void) water_prayer(TRUE); 1644. pleased(alignment); /* nice */ 1645. } 1646. return(1); 1647. } 1648.

doturn Edit

1649. int 1650. doturn() 1651. { /* Knights & Priest(esse)s only please */ 1652. 1653. struct monst *mtmp, *mtmp2; 1654. int once, range, xlev; 1655. 1656. if (!Role_if(PM_PRIEST) && !Role_if(PM_KNIGHT)) { 1657. /* Try to use turn undead spell. */ 1658. if (objects[SPE_TURN_UNDEAD].oc_name_known) { 1659. register int sp_no; 1660. for (sp_no = 0; sp_no < MAXSPELL && 1661. spl_book[sp_no].sp_id != NO_SPELL && 1662. spl_book[sp_no].sp_id != SPE_TURN_UNDEAD; sp_no++); 1663. 1664. if (sp_no < MAXSPELL && 1665. spl_book[sp_no].sp_id == SPE_TURN_UNDEAD) 1666. return spelleffects(sp_no, TRUE); 1667. } 1668. 1669. You("don't know how to turn undead!"); 1670. return(0); 1671. } 1672. u.uconduct.gnostic++; 1673. 1674. if ((u.ualign.type != A_CHAOTIC && 1675. (is_demon(youmonst.data) || is_undead(youmonst.data))) || 1676. u.ugangr > 6 /* "Die, mortal!" */) { 1677. 1678. pline("For some reason, %s seems to ignore you.", u_gname()); 1679. aggravate(); 1680. exercise(A_WIS, FALSE); 1681. return(0); 1682. } 1683. 1684. if (Inhell) { 1685. pline("Since you are in Gehennom, %s won't help you.", u_gname()); 1686. aggravate(); 1687. return(0); 1688. } 1689. pline("Calling upon %s, you chant an arcane formula.", u_gname()); 1690. exercise(A_WIS, TRUE); 1691. 1692. /* note: does not perform unturn_dead() on victims' inventories */ 1693. range = BOLT_LIM + (u.ulevel / 5); /* 5 to 11 */ 1694. range *= range; 1695. once = 0; 1696. for(mtmp = fmon; mtmp; mtmp = mtmp2) { 1697. mtmp2 = mtmp->nmon; 1698. 1699. if (DEADMONSTER(mtmp)) continue; 1700. if (!cansee(mtmp->mx,mtmp->my) || 1701. distu(mtmp->mx,mtmp->my) > range) continue; 1702. 1703. if (!mtmp->mpeaceful && (is_undead(mtmp->data) || 1704. (is_demon(mtmp->data) && (u.ulevel > (MAXULEV/2))))) { 1705. 1706. mtmp->msleeping = 0; 1707. if (Confusion) { 1708. if (!once++) 1709. pline("Unfortunately, your voice falters."); 1710. mtmp->mflee = 0; 1711. mtmp->mfrozen = 0; 1712. mtmp->mcanmove = 1; 1713. } else if (!resist(mtmp, '\0', 0, TELL)) { 1714. xlev = 6; 1715. switch (mtmp->data->mlet) { 1716. /* this is intentional, lichs are tougher 1717. than zombies. */ 1718. case S_LICH: xlev += 2; /*FALLTHRU*/ 1719. case S_GHOST: xlev += 2; /*FALLTHRU*/ 1720. case S_VAMPIRE: xlev += 2; /*FALLTHRU*/ 1721. case S_WRAITH: xlev += 2; /*FALLTHRU*/ 1722. case S_MUMMY: xlev += 2; /*FALLTHRU*/ 1723. case S_ZOMBIE: 1724. if (u.ulevel >= xlev && 1725. !resist(mtmp, '\0', 0, NOTELL)) { 1726. if (u.ualign.type == A_CHAOTIC) { 1727. mtmp->mpeaceful = 1; 1728. set_malign(mtmp); 1729. } else { /* damn them */ 1730. killed(mtmp); 1731. } 1732. break; 1733. } /* else flee */ 1734. /*FALLTHRU*/ 1735. default: 1736. monflee(mtmp, 0, FALSE, TRUE); 1737. break; 1738. } 1739. } 1740. } 1741. } 1742. nomul(-5); 1743. return(1); 1744. } 1745.

1746. const char * 1747. a_gname() 1748. { 1749. return(a_gname_at(u.ux, u.uy)); 1750. } 1751.

1752. const char * 1753. a_gname_at(x,y) /* returns the name of an altar's deity */ 1754. xchar x, y; 1755. { 1756. if(!IS_ALTAR(levl[x][y].typ)) return((char *)0); 1757. 1758. return align_gname(a_align(x,y)); 1759. } 1760.

1761. const char * 1762. u_gname() /* returns the name of the player's deity */ 1763. { 1764. return align_gname(u.ualign.type); 1765. } 1766.

1767. const char * 1768. align_gname(alignment) 1769. aligntyp alignment; 1770. { 1771. const char *gnam; 1772. 1773. switch (alignment) { 1774. case A_NONE: gnam = Moloch; break; 1775. case A_LAWFUL: gnam = urole.lgod; break; 1776. case A_NEUTRAL: gnam = urole.ngod; break; 1777. case A_CHAOTIC: gnam = urole.cgod; break; 1778. default: impossible("unknown alignment."); 1779. gnam = "someone"; break; 1780. } 1781. if (*gnam == '_') ++gnam; 1782. return gnam; 1783. } 1784.

1785. /* hallucination handling for priest/minion names: select a random god 1786. iff character is hallucinating */ 1787. const char * 1788. halu_gname(alignment) 1789. aligntyp alignment; 1790. { 1791. const char *gnam; 1792. int which; 1793. 1794. if (!Hallucination) return align_gname(alignment); 1795. 1796. which = randrole(); 1797. switch (rn2(3)) { 1798. case 0: gnam = roles[which].lgod; break; 1799. case 1: gnam = roles[which].ngod; break; 1800. case 2: gnam = roles[which].cgod; break; 1801. default: gnam = 0; break; /* lint suppression */ 1802. } 1803. if (!gnam) gnam = Moloch; 1804. if (*gnam == '_') ++gnam; 1805. return gnam; 1806. } 1807.

1808. /* deity's title */ 1809. const char * 1810. align_gtitle(alignment) 1811. aligntyp alignment; 1812. { 1813. const char *gnam, *result = "god"; 1814. 1815. switch (alignment) { 1816. case A_LAWFUL: gnam = urole.lgod; break; 1817. case A_NEUTRAL: gnam = urole.ngod; break; 1818. case A_CHAOTIC: gnam = urole.cgod; break; 1819. default: gnam = 0; break; 1820. } 1821. if (gnam && *gnam == '_') result = "goddess"; 1822. return result; 1823. } 1824.

1825. void 1826. altar_wrath(x, y) 1827. register int x, y; 1828. { 1829. aligntyp altaralign = a_align(x,y); 1830. 1831. if(!strcmp(align_gname(altaralign), u_gname())) { 1832. godvoice(altaralign, "How darest thou desecrate my altar!"); 1833. (void) adjattrib(A_WIS, -1, FALSE); 1834. } else { 1835. pline("A voice (could it be %s?) whispers:", 1836. align_gname(altaralign)); 1837. verbalize("Thou shalt pay, infidel!"); 1838. change_luck(-1); 1839. } 1840. } 1841.