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pray.c
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1993-01-22
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/* SCCS Id: @(#)pray.c 3.1 92/12/10 */
/* Copyright (c) Benson I. Margulies, Mike Stephenson, Steve Linhart, 1989. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#include "epri.h"
STATIC_PTR int NDECL(prayer_done);
static int NDECL(in_trouble);
static void FDECL(fix_worst_trouble,(int));
static void FDECL(angrygods,(ALIGNTYP_P));
static void FDECL(pleased,(ALIGNTYP_P));
static void FDECL(godvoice,(ALIGNTYP_P,const char*));
static void FDECL(gods_angry,(ALIGNTYP_P));
static void FDECL(gods_upset,(ALIGNTYP_P));
static void FDECL(consume_offering,(struct obj *));
static boolean FDECL(water_prayer,(BOOLEAN_P));
/*
* Logic behind deities and altars and such:
* + prayers are made to your god if not on an altar, and to the altar's god
* if you are on an altar
* + If possible, your god answers all prayers, which is why bad things happen
* if you try to pray on another god's altar
* + sacrifices work basically the same way, but the other god may decide to
* accept your allegiance, after which they are your god. If rejected,
* your god takes over with your punishment.
* + if you're in Gehennom, all messages come from the chaotic god
*/
static
struct ghods {
char classlet;
const char *law, *balance, *chaos;
} gods[] = {
{'A', /* Central American */ "Quetzalcoatl", "Camaxtli", "Huhetotl"},
{'B', /* Hyborian */ "Mitra", "Crom", "Set"},
{'C', /* Babylonian */ "Anu", "Ishtar", "Anshar"},
{'E', /* Elven */ "Solonor Thelandira",
"Aerdrie Faenya", "Erevan Ilesere"},
{'H', /* Greek */ "Athena", "Hermes", "Poseidon"},
{'K', /* Celtic */ "Lugh", "Brigit", "Macannan Mac Lir"},
{'P', /* Chinese */ "Shan Lai Ching", "Chih Sung-tzu", "Huan Ti"},
{'R', /* Nehwon */ "Issek", "Mog", "Kos"},
{'S', /* Japanese */ "Amaterasu Omikami", "Raiden", "Susanowo"},
#ifdef TOURIST
{'T', /* Discworld */ "Blind Io", "The Lady", "Offler"},
#endif
{'V', /* Norse */ "Tyr", "Odin", "Loki"},
{'W', /* Egyptian */ "Ptah", "Thoth", "Anhur"},
{0,0,0,0}
};
/*
* Moloch, who dwells in Gehennom, is the "renegade" cruel god
* responsible for the theft of the Amulet from Marduk, the Creator.
* Moloch is unaligned.
*/
static const char *Moloch = "Moloch";
static const char *godvoices[] = {
"booms out",
"thunders",
"rings out",
"booms",
};
/* values calculated when prayer starts, and used when completed */
static aligntyp p_aligntyp;
static int p_trouble;
static int p_type; /* (-1)-3: (-1)=really naughty, 3=really good */
#define PIOUS 20
#define DEVOUT 14
#define FERVENT 9
#define STRIDENT 4
#define TROUBLE_STONED 10
#define TROUBLE_STRANGLED 9
#define TROUBLE_LAVA 8
#define TROUBLE_SICK 7
#define TROUBLE_STARVING 6
#define TROUBLE_HIT 5
#define TROUBLE_LYCANTHROPE 4
#define TROUBLE_STUCK_IN_WALL 3
#define TROUBLE_CURSED_BLINDFOLD 2
#define TROUBLE_CURSED_LEVITATION 1
#define TROUBLE_PUNISHED (-1)
#define TROUBLE_CURSED_ITEMS (-2)
#define TROUBLE_BLIND (-3)
#define TROUBLE_HUNGRY (-4)
#define TROUBLE_POISONED (-5)
#define TROUBLE_WOUNDED_LEGS (-6)
#define TROUBLE_STUNNED (-7)
#define TROUBLE_CONFUSED (-8)
#define TROUBLE_HALLUCINATION (-9)
/* We could force rehumanize of polyselfed people, but we can't tell
unintentional shape changes from the other kind. Oh well. */
/* Return 0 if nothing particular seems wrong, positive numbers for
serious trouble, and negative numbers for comparative annoyances. This
returns the worst problem. There may be others, and the gods may fix
more than one.
This could get as bizarre as noting surrounding opponents, (or hostile dogs),
but that's really hard.
*/
#define ugod_is_angry() (u.ualign.record < 0)
#define on_altar() IS_ALTAR(levl[u.ux][u.uy].typ)
#define on_shrine() ((levl[u.ux][u.uy].altarmask & AM_SHRINE) != 0)
#define a_align(x,y) ((aligntyp)Amask2align(levl[x][y].altarmask & ~AM_SHRINE))
static int
in_trouble()
{
register struct obj *otmp;
int i, j, count=0;
/* Borrowed from eat.c */
#define SATIATED 0
#define NOT_HUNGRY 1
#define HUNGRY 2
#define WEAK 3
#define FAINTING 4
#define FAINTED 5
#define STARVED 6
if(Stoned) return(TROUBLE_STONED);
if(Strangled) return(TROUBLE_STRANGLED);
if(u.utrap && u.utraptype == TT_LAVA) return(TROUBLE_LAVA);
if(Sick) return(TROUBLE_SICK);
if(u.uhs >= WEAK) return(TROUBLE_STARVING);
if(u.uhp < 5 || (u.uhp*7 < u.uhpmax)) return(TROUBLE_HIT);
#ifdef POLYSELF
if(u.ulycn >= 0) return(TROUBLE_LYCANTHROPE);
#endif
for (i= -1; i<=1; i++) for(j= -1; j<=1; j++) {
if (!i && !j) continue;
if (!isok(u.ux+i, u.uy+j) || IS_ROCK(levl[u.ux+i][u.uy+j].typ))
count++;
}
if(count==8
#ifdef POLYSELF
&& !passes_walls(uasmon)
#endif
) return(TROUBLE_STUCK_IN_WALL);
if((uarmf && uarmf->otyp==LEVITATION_BOOTS && uarmf->cursed) ||
(uleft && uleft->otyp==RIN_LEVITATION && uleft->cursed) ||
(uright && uright->otyp==RIN_LEVITATION && uright->cursed))
return(TROUBLE_CURSED_LEVITATION);
if(ublindf && ublindf->cursed) return(TROUBLE_CURSED_BLINDFOLD);
if(Punished) return(TROUBLE_PUNISHED);
for(otmp=invent; otmp; otmp=otmp->nobj)
if((otmp->otyp==LOADSTONE || otmp->otyp==LUCKSTONE) &&
otmp->cursed)
return(TROUBLE_CURSED_ITEMS);
if((uarmh && uarmh->cursed) || /* helmet */
(uarms && uarms->cursed) || /* shield */
(uarmg && uarmg->cursed) || /* gloves */
(uarm && uarm->cursed) || /* armor */
(uarmc && uarmc->cursed) || /* cloak */
(uarmf && uarmf->cursed && uarmf->otyp != LEVITATION_BOOTS) ||
/* boots */
#ifdef TOURIST
(uarmu && uarmu->cursed) || /* shirt */
#endif
(welded(uwep)) ||
(uleft && uleft->cursed && uleft->otyp != RIN_LEVITATION) ||
(uright && uright->cursed && uright->otyp != RIN_LEVITATION) ||
(uamul && uamul->cursed))
return(TROUBLE_CURSED_ITEMS);
if(Blinded > 1) return(TROUBLE_BLIND);
if(u.uhs >= HUNGRY) return(TROUBLE_HUNGRY);
for(i=0; i<A_MAX; i++)
if(ABASE(i) < AMAX(i)) return(TROUBLE_POISONED);
if(Wounded_legs) return (TROUBLE_WOUNDED_LEGS);
if(HStun) return (TROUBLE_STUNNED);
if(HConfusion) return (TROUBLE_CONFUSED);
if(Hallucination) return(TROUBLE_HALLUCINATION);
return(0);
}
const char leftglow[] = "left ring softly glows";
const char rightglow[] = "right ring softly glows";
static void
fix_worst_trouble(trouble)
register int trouble;
{
int i;
struct obj *otmp;
const char *what = NULL;
u.ublesscnt += rnz(100);
switch (trouble) {
case TROUBLE_STONED:
You("feel more limber.");
Stoned = 0;
break;
case TROUBLE_STRANGLED:
You("can breathe again.");
Strangled = 0;
break;
case TROUBLE_LAVA:
You("are back on solid ground.");
/* teleport should always succeed, but if not,
* just untrap them.
*/
if(!safe_teleds())
u.utrap = 0;
break;
case TROUBLE_STARVING:
losestr(-1);
/* fall into... */
case TROUBLE_HUNGRY:
Your("stomach feels content.");
init_uhunger ();
flags.botl = 1;
break;
case TROUBLE_SICK:
You("feel better.");
make_sick(0L,FALSE);
break;
case TROUBLE_HIT:
You("feel much better.");
if (u.uhpmax < u.ulevel * 5 + 11)
u.uhp = u.uhpmax += rnd(5);
else
u.uhp = u.uhpmax;
flags.botl = 1;
break;
case TROUBLE_STUCK_IN_WALL:
Your("surroundings change.");
tele();
break;
case TROUBLE_CURSED_LEVITATION:
if (uarmf && uarmf->otyp==LEVITATION_BOOTS
&& uarmf->cursed)
otmp = uarmf;
else if (uleft && uleft->otyp==RIN_LEVITATION
&& uleft->cursed) {
otmp = uleft;
what = leftglow;
} else {
otmp = uright;
what = rightglow;
}
goto decurse;
case TROUBLE_CURSED_BLINDFOLD:
otmp = ublindf;
goto decurse;
case TROUBLE_PUNISHED:
Your("chain disappears.");
unpunish();
break;
#ifdef POLYSELF
case TROUBLE_LYCANTHROPE:
You("feel purified.");
if(uasmon == &mons[u.ulycn] && !Polymorph_control)
rehumanize();
u.ulycn = -1; /* now remove the curse */
break;
#endif
case TROUBLE_CURSED_ITEMS:
if (uarmh && uarmh->cursed) /* helmet */
otmp = uarmh;
else if (uarms && uarms->cursed) /* shield */
otmp = uarms;
else if (uarmg && uarmg->cursed) /* gloves */
otmp = uarmg;
else if (uarm && uarm->cursed) /* armor */
otmp = uarm;
else if (uarmc && uarmc->cursed) /* cloak */
otmp = uarmc;
else if (uarmf && uarmf->cursed) /* boots */
otmp = uarmf;
#ifdef TOURIST
else if (uarmu && uarmu->cursed) /* shirt */
otmp = uarmu;
#endif
else if (uleft && uleft->cursed) {
otmp = uleft;
what = leftglow;
} else if (uright && uright->cursed) {
otmp = uright;
what = rightglow;
} else if (uamul && uamul->cursed) /* amulet */
otmp = uamul;
else if (welded(uwep)) otmp = uwep;
else {
for(otmp=invent; otmp; otmp=otmp->nobj)
if ((otmp->otyp==LOADSTONE ||
otmp->otyp==LUCKSTONE) && otmp->cursed)
break;
}
decurse:
uncurse(otmp);
otmp->bknown = TRUE;
if (!Blind)
Your("%s %s.",
what ? what :
(const char *)aobjnam (otmp, "softly glow"),
Hallucination ? hcolor() : amber);
break;
case TROUBLE_HALLUCINATION:
pline ("Looks like you are back in Kansas.");
make_hallucinated(0L,FALSE,0L);
break;
case TROUBLE_BLIND:
Your("%s feel better.", makeplural(body_part(EYE)));
make_blinded(0L,FALSE);
break;
case TROUBLE_POISONED:
if (Hallucination)
pline("There's a tiger in your tank.");
else
You("feel in good health again.");
for(i=0; i<A_MAX; i++) {
if(ABASE(i) < AMAX(i)) {
ABASE(i) = AMAX(i);
flags.botl = 1;
}
}
break;
case TROUBLE_WOUNDED_LEGS:
heal_legs();
break;
case TROUBLE_STUNNED:
make_stunned(0L,TRUE);
break;
case TROUBLE_CONFUSED:
make_confused(0L,TRUE);
break;
}
}
static void
angrygods(resp_god)
aligntyp resp_god;
{
register int maxanger;
if(Inhell) resp_god = A_NONE;
u.ublessed = 0;
/* changed from tmp = u.ugangr + abs (u.uluck) -- rph */
/* added test for alignment diff -dlc */
if(resp_god != u.ualign.type)
maxanger = u.ualign.record/2 + (Luck > 0 ? -Luck/3 : -Luck);
else
maxanger = 3*u.ugangr +
((Luck > 0 || u.ualign.record >= STRIDENT) ? -Luck/3 : -Luck);
if (maxanger < 0) maxanger = 0; /* possible if bad align & good luck */
maxanger = (maxanger > 15 ? 15 : maxanger); /* be reasonable */
switch (maxanger ? rn2(maxanger): 0) {
case 0:
case 1: You("feel that %s is %s.", align_gname(resp_god),
Hallucination ? "bummed" : "displeased");
break;
case 2:
case 3:
godvoice(resp_god,NULL);
# ifdef POLYSELF
pline("\"Thou %s, %s.\"",
ugod_is_angry() ? "hast strayed from the path" :
"art arrogant",
u.usym == S_HUMAN ? "mortal" : "creature");
# else
pline("\"Thou %s, mortal.\"",
ugod_is_angry() ? "hast strayed from the path" :
"art arrogant");
# endif
verbalize("Thou must relearn thy lessons!");
(void) adjattrib(A_WIS, -1, FALSE);
if (u.ulevel > 1) {
losexp();
if(u.uhp < 1) u.uhp = 1;
if(u.uhpmax < 1) u.uhpmax = 1;
} else {
u.uexp = 0;
flags.botl = 1;
}
break;
case 6: if (!Punished) {
gods_angry(resp_god);
punish((struct obj *)0);
break;
} /* else fall thru */
case 4:
case 5: gods_angry(resp_god);
if (!Blind && !Antimagic)
pline("%s glow surrounds you.",
An(Hallucination ? hcolor() : Black));
rndcurse();
break;
case 7:
case 8: godvoice(resp_god,NULL);
verbalize("Thou durst %s me?",
(on_altar() &&
(a_align(u.ux,u.uy) != resp_god)) ?
"scorn":"call upon");
# ifdef POLYSELF
pline("\"Then die, %s!\"",
u.usym == S_HUMAN ? "mortal" : "creature");
# else
verbalize("Then die, mortal!");
# endif
summon_minion(resp_god, FALSE);
break;
default: gods_angry(resp_god);
pline("Suddenly, a bolt of lightning strikes you!");
if (Reflecting) {
shieldeff(u.ux, u.uy);
if (Blind)
pline("For some reason you're unaffected.");
else {
if (Reflecting & W_AMUL) {
pline("It reflects from your medallion.");
makeknown(AMULET_OF_REFLECTION);
} else {
pline("It reflects from your shield.");
makeknown(SHIELD_OF_REFLECTION);
}
}
goto ohno;
} else if (Shock_resistance) {
shieldeff(u.ux, u.uy);
pline("It seems not to affect you.");
ohno:
pline("%s is not deterred...",
align_gname(resp_god));
pline("A wide-angle disintegration beam hits you!");
if (Disint_resistance) {
You("bask in its %s glow for a minute...",
Black);
godvoice(resp_god, "I believe it not!");
break;
}
}
{
char killerbuf[64];
You("fry to a crisp.");
killer_format = KILLED_BY;
Sprintf(killerbuf, "the wrath of %s",
align_gname(resp_god));
killer = killerbuf;
done(DIED);
}
break;
}
u.ublesscnt = rnz(300);
return;
}
static void
pleased(g_align)
aligntyp g_align;
{
int trouble = p_trouble; /* what's your worst difficulty? */
int pat_on_head = 0;
You("feel that %s is %s.", align_gname(g_align),
u.ualign.record >= DEVOUT ?
Hallucination ? "pleased as punch" : "well-pleased" :
u.ualign.record >= STRIDENT ?
Hallucination ? "ticklish" : "pleased" :
Hallucination ? "full" : "satisfied");
/* not your deity */
if (on_altar() && p_aligntyp != u.ualign.type) {
adjalign(-1);
return;
} else if (u.ualign.record < 2) adjalign(1);
/* depending on your luck & align level, the god you prayed to will:
- fix your worst problem if it's major.
- fix all your major problems.
- fix your worst problem if it's minor.
- fix all of your problems.
- do you a gratuitous favor.
if you make it to the the last category, you roll randomly again
to see what they do for you.
If your luck is at least 0, then you are guaranteed rescued
from your worst major problem. */
if (!trouble && u.ualign.record >= DEVOUT) pat_on_head = 1;
else {
int action = rn1(on_altar() ? 3 + on_shrine() : 2, Luck+1);
if (!on_altar()) action = max(action,2);
if (u.ualign.record < STRIDENT)
action = (u.ualign.record > 0 || !rnl(2)) ? 1 : 0;
switch(min(action,5)) {
case 5: pat_on_head = 1;
case 4: do fix_worst_trouble(trouble);
while ((trouble = in_trouble()) != 0);
break;
case 3: fix_worst_trouble(trouble);
case 2: while ((trouble = in_trouble()) > 0)
fix_worst_trouble(trouble);
break;
case 1: if (trouble > 0) fix_worst_trouble(trouble);
case 0: break; /* your god blows you off, too bad */
}
}
if(pat_on_head)
switch(rn2((Luck + 6)>>1)) {
case 0: break;
case 1:
if (uwep && (welded(uwep) || uwep->oclass == WEAPON_CLASS ||
uwep->otyp == PICK_AXE) && (!uwep->blessed)) {
if (uwep->cursed) {
uwep->cursed = FALSE;
uwep->bknown = TRUE;
if (!Blind)
Your("%s %s.", aobjnam(uwep, "softly glow"),
Hallucination ? hcolor() : amber);
else You("feel the power of %s over your %s.",
u_gname(), xname(uwep));
} else if(uwep->otyp < BOW) {
uwep->blessed = uwep->bknown = TRUE;
if (!Blind)
Your("%s with %s aura.",
aobjnam(uwep, "softly glow"),
an(Hallucination ? hcolor() : light_blue));
else You("feel the blessing of %s over your %s.",
u_gname(), xname(uwep));
}
}
break;
case 3:
/* takes 2 hints to get the music to enter the stronghold */
if (flags.soundok && !u.uevent.uopened_dbridge) {
if(u.uevent.uheard_tune < 1) {
godvoice(g_align,NULL);
#ifdef POLYSELF
verbalize("Hark, %s!",
u.usym == S_HUMAN ? "mortal" : "creature");
#else
verbalize("Hark, mortal!");
#endif
verbalize(
"To enter the castle, thou must play the right tune!");
u.uevent.uheard_tune++;
break;
} else if (u.uevent.uheard_tune < 2) {
You(Hallucination ? "hear a funeral march..." : "hear a divine music...");
pline("It sounds like: \"%s\".", tune);
u.uevent.uheard_tune++;
break;
}
}
/* Otherwise, falls into next case */
case 2:
if (!Blind)
You("are surrounded by %s glow.",
an(Hallucination ? hcolor() : golden));
u.uhp = u.uhpmax += 5;
ABASE(A_STR) = AMAX(A_STR);
if (u.uhunger < 900) init_uhunger();
if (u.uluck < 0) u.uluck = 0;
make_blinded(0L,TRUE);
flags.botl = 1;
break;
case 4: {
register struct obj *otmp;
if (Blind)
You("feel the power of %s.", u_gname());
else You("are surrounded by %s aura.",
an(Hallucination ? hcolor() : light_blue));
for(otmp=invent; otmp; otmp=otmp->nobj) {
if (otmp->cursed) {
uncurse(otmp);
if (!Blind) {
Your("%s %s.", aobjnam(otmp, "softly glow"),
Hallucination ? hcolor() : amber);
otmp->bknown = TRUE;
}
}
}
break;
}
case 5: {
const char *msg="\"and thus I grant thee the gift of %s!\"";
godvoice(u.ualign.type, "Thou hast pleased me with thy progress,");
if (!(HTelepat & INTRINSIC)) {
HTelepat |= FROMOUTSIDE;
pline(msg, "Telepathy");
if (Blind) see_monsters();
} else if (!(Fast & INTRINSIC)) {
Fast |= FROMOUTSIDE;
pline(msg, "Speed");
} else if (!(Stealth & INTRINSIC)) {
Stealth |= FROMOUTSIDE;
pline(msg, "Stealth");
} else {
if (!(Protection & INTRINSIC)) {
Protection |= FROMOUTSIDE;
if (!u.ublessed) u.ublessed = rn1(3, 2);
} else u.ublessed++;
pline(msg, "my protection");
}
verbalize("Use it wisely in my name!");
break;
}
case 7:
case 8:
#ifdef ELBERETH
if (u.ualign.record >= PIOUS && !u.uevent.uhand_of_elbereth) {
register struct obj *obj = uwep; /* to be blessed */
boolean already_exists, in_hand;
u.uevent.uhand_of_elbereth = TRUE;
HSee_invisible |= FROMOUTSIDE;
HFire_resistance |= FROMOUTSIDE;
HCold_resistance |= FROMOUTSIDE;
HPoison_resistance |= FROMOUTSIDE;
godvoice(u.ualign.type,NULL);
switch(u.ualign.type) {
case A_LAWFUL:
verbalize("I crown thee... The Hand of Elbereth!");
if (obj && (obj->otyp == LONG_SWORD) && !obj->oartifact)
obj = oname(obj, artiname(ART_EXCALIBUR), 1);
break;
case A_NEUTRAL:
verbalize("Thou shalt be my Envoy of Balance!");
if (uwep && uwep->oartifact == ART_VORPAL_BLADE) {
obj = uwep; /* to be blessed and rustproofed */
Your("%s goes snicker-snack!", xname(obj));
obj->dknown = TRUE;
} else if (!exist_artifact(LONG_SWORD,
artiname(ART_VORPAL_BLADE))) {
obj = mksobj(LONG_SWORD, FALSE, FALSE);
obj = oname(obj, artiname(ART_VORPAL_BLADE), 0);
pline("%s %s %s your %s!", Blind ? "Something" : "A",
Blind ? "lands" : "sword appears",
Levitation ? "beneath" : "at",
makeplural(body_part(FOOT)));
obj->spe = 1;
dropy(obj);
}
break;
case A_CHAOTIC:
/* This does the same damage as Excalibur.
* Disadvantages: doesn't do bonuses to undead;
* doesn't aid searching.
* Advantage: part of that bonus is a level drain.
* Disadvantage: player cannot start with a +5 weapon and
* turn it into a Stormbringer.
* Advantage: they don't need to already have a sword of
* the right type to get it...
* However, if Stormbringer already exists in the game, an
* ordinary good broadsword is given and the messages are
* a bit different.
*/
in_hand = (uwep && uwep->oartifact == ART_STORMBRINGER);
already_exists = exist_artifact(RUNESWORD,
artiname(ART_STORMBRINGER));
verbalize("Thou art chosen to %s for My Glory!",
already_exists && !in_hand ?
"take lives" : "steal souls");
if (in_hand) {
obj = uwep; /* to be blessed and rustproofed */
} else if (!already_exists) {
obj = mksobj(RUNESWORD, FALSE, FALSE);
obj = oname(obj, artiname(ART_STORMBRINGER), 0);
pline("%s %s %s your %s!", Blind ? "Something" :
An(Hallucination ? hcolor() : Black),
Blind ? "lands" : "sword appears",
Levitation ? "beneath" : "at",
makeplural(body_part(FOOT)));
obj->spe = 1;
dropy(obj);
}
break;
default:
obj = 0; /* lint */
break;
}
/* enhance weapon regardless of alignment or artifact status */
if (obj && (obj->oclass == WEAPON_CLASS)) {
bless(obj);
obj->oeroded = 0;
obj->oerodeproof = TRUE;
obj->bknown = obj->rknown = TRUE;
if (obj->spe < 1) obj->spe = 1;
} else /* opportunity knocked, but there was nobody home... */
You("feel unworthy.");
break;
}
#endif
case 6: pline ("An object appears at your %s!",
makeplural(body_part(FOOT)));
bless(mkobj_at(SPBOOK_CLASS, u.ux, u.uy, TRUE));
break;
default: impossible("Confused deity!");
break;
}
u.ublesscnt = rnz(350);
#ifndef ELBERETH
u.ublesscnt += (u.uevent.udemigod * rnz(1000));
#else
u.ublesscnt += ((u.uevent.udemigod + u.uevent.uhand_of_elbereth)
* rnz(1000));
#endif
return;
}
/* either blesses or curses water on the altar,
* returns true if it found any water here.
*/
static boolean
water_prayer(bless_water)
boolean bless_water;
{
register struct obj* otmp;
register long changed = 0;
boolean other = FALSE;
for(otmp = level.objects[u.ux][u.uy]; otmp; otmp = otmp->nexthere) {
/* turn water into (un)holy water */
if (otmp->otyp == POT_WATER) {
otmp->blessed = bless_water;
otmp->cursed = !bless_water;
otmp->bknown = !Blind;
changed += otmp->quan;
} else if(otmp->oclass == POTION_CLASS)
other = TRUE;
}
if(!Blind && changed) {
pline("%s potion%s on the altar glow%s %s for a moment.",
((other && changed > 1L) ? "Some of the" : (other ? "A" : "The")),
(changed > 1L ? "s" : ""), (changed > 1L ? "" : "s"),
(bless_water ? amber : Black));
}
return (changed > 0L);
}
static void
godvoice(g_align, words)
aligntyp g_align;
const char *words;
{
const char *quot = "";
if(words)
quot = "\"";
else
words = "";
pline("The voice of %s %s: %s%s%s", align_gname(g_align),
godvoices[rn2(SIZE(godvoices))], quot, words, quot);
}
static void
gods_angry(g_align)
aligntyp g_align;
{
godvoice(g_align, "Thou hast angered me.");
}
/* The g_align god is upset with you. */
static void
gods_upset(g_align)
aligntyp g_align;
{
if(g_align == u.ualign.type) u.ugangr++;
else if(u.ugangr) u.ugangr--;
angrygods(g_align);
}
static const char NEARDATA sacrifice_types[] = { FOOD_CLASS, AMULET_CLASS, 0 };
static void
consume_offering(otmp)
register struct obj *otmp;
{
if (Hallucination)
switch (rn2(3)) {
case 0:
Your("sacrifice sprouts wings and a propeller and roars away!");
break;
case 1:
Your("sacrifice puffs up, swelling bigger and bigger, and pops!");
break;
case 2:
Your("sacrifice collapses into a cloud of dancing particles and fades away!");
break;
}
else if (Blind && u.ualign.type == A_LAWFUL)
Your("sacrifice disappears!");
else Your("sacrifice is consumed in a %s!",
u.ualign.type == A_LAWFUL ? "flash of light" : "burst of flame");
if (carried(otmp)) useup(otmp);
else useupf(otmp);
exercise(A_WIS, TRUE);
}
int
dosacrifice()
{
register struct obj *otmp;
int value = 0;
aligntyp altaralign = a_align(u.ux,u.uy);
if (!on_altar()) {
You("are not standing on an altar.");
return 0;
}
if (In_endgame(&u.uz)) {
if (!(otmp = getobj(sacrifice_types, "sacrifice"))) return 0;
} else
if (!(otmp = floorfood("sacrifice", 0))) return 0;
/*
Was based on nutritional value and aging behavior (< 50 moves).
Sacrificing a food ration got you max luck instantly, making the
gods as easy to please as an angry dog!
Now only accepts corpses, based on the games evaluation of their
toughness. Human sacrifice, as well as sacrificing unicorns of
your alignment, is strongly discouraged. (We can't tell whether
a pet corpse was tame, so you can still sacrifice it.)
*/
#define MAXVALUE 24 /* Highest corpse value (besides Wiz) */
if (otmp->otyp == CORPSE) {
register struct permonst *ptr = &mons[otmp->corpsenm];
extern int monstr[];
if (otmp->corpsenm == PM_ACID_BLOB || (monstermoves <= otmp->age + 50))
value = monstr[otmp->corpsenm] + 1;
if (otmp->oeaten)
value = eaten_stat(value, otmp);
if ((pl_character[0]=='E') ? is_elf(ptr) : is_human(ptr)) {
#ifdef POLYSELF
if (is_demon(uasmon)) {
You("find the idea very satisfying.");
exercise(A_WIS, TRUE);
} else
#endif
if (u.ualign.type != A_CHAOTIC) {
pline("You'll regret this infamous offense!");
exercise(A_WIS, FALSE);
}
if (altaralign != A_CHAOTIC) {
/* curse the lawful/neutral altar */
pline("The altar is stained with %sn blood.",
(pl_character[0]=='E') ? "elve" : "huma");
levl[u.ux][u.uy].altarmask = AM_CHAOTIC;
angry_priest();
} else {
register struct monst *dmon;
/* Human sacrifice on a chaotic altar is equivalent */
/* to demon summoning */
if(u.ualign.type != A_CHAOTIC) {
pline("The blood floods the altar, which vanishes in %s cloud!",
an(Hallucination ? hcolor() : Black));
levl[u.ux][u.uy].typ = ROOM;
levl[u.ux][u.uy].altarmask = 0;
if(Invisible) newsym(u.ux, u.uy);
} else {
pline("The blood covers the altar!");
change_luck(2);
}
if ((dmon = makemon(&mons[dlord()], u.ux, u.uy)) != 0) {
You("have summoned %s!", a_monnam(dmon));
if (u.ualign.type == A_CHAOTIC)
dmon->mpeaceful = TRUE;
You("are terrified, and unable to move.");
nomul(-3);
} else pline("The cloud dissipates.");
}
if (u.ualign.type != A_CHAOTIC) {
adjalign(-5);
u.ugangr += 3;
(void) adjattrib(A_WIS, -1, TRUE);
if (!Inhell) angrygods(u.ualign.type);
change_luck(-5);
} else adjalign(5);
if (carried(otmp)) useup(otmp);
else useupf(otmp);
return(1);
} else if (is_undead(ptr)) { /* Not demons--no demon corpses */
if (u.ualign.type != A_CHAOTIC)
value += 1;
} else if (ptr->mlet == S_UNICORN) {
int unicalign = sgn(ptr->maligntyp);
/* If same as altar, always a very bad action. */
if (unicalign == altaralign) {
pline("Such an action is an insult to %s!",
(unicalign == A_CHAOTIC)
? "chaos" : unicalign ? "law" : "balance");
(void) adjattrib(A_WIS, -1, TRUE);
value = -5;
} else if (u.ualign.type == altaralign) {
/* If different from altar, and altar is same as yours, */
/* it's a very good action */
if (u.ualign.record < ALIGNLIM)
You("feel appropriately %s.", align_str(u.ualign.type));
else You("feel you are thoroughly on the right path.");
adjalign(5);
value += 3;
} else
/* If sacrificing unicorn of your alignment to altar not of */
/* your alignment, your god gets angry and it's a conversion */
if (unicalign == u.ualign.type) {
u.ualign.record = -1;
value = 1;
} else value += 3;
}
}
if (otmp->otyp == AMULET_OF_YENDOR) {
if (!In_endgame(&u.uz)) {
if (Hallucination)
You("feel homesick.");
else
You("feel an urge to return to the surface.");
return 1;
} else {
/* The final Test. Did you win? */
if(uamul == otmp) Amulet_off();
if(carried(otmp)) useup(otmp); /* well, it's gone now */
else useupf(otmp);
You("offer the Amulet of Yendor to %s...", a_gname());
if (u.ualign.type != altaralign) {
/* And the opposing team picks you up and
carries you off on their shoulders */
adjalign(-99);
pline("%s accepts your gift, and gains dominion over %s...",
a_gname(), u_gname());
pline("%s is enraged...", u_gname());
pline("Fortunately, %s permits you to live...", a_gname());
pline("A cloud of %s smoke surrounds you...",
Hallucination ? hcolor() : (const char *)"orange");
done(ESCAPED);
} else { /* super big win */
adjalign(10);
pline("An invisible choir sings, and you are bathed in radiance...");
godvoice(altaralign, "Congratulations, mortal!");
display_nhwindow(WIN_MESSAGE, FALSE);
verbalize("In return for thy service, I grant thee the gift of Immortality!");
You("ascend to the status of Demigod%s...",
flags.female ? "dess" : "");
done(ASCENDED);
}
}
}
if (otmp->otyp == FAKE_AMULET_OF_YENDOR) {
if (flags.soundok)
You("hear a nearby thunderclap.");
if (!otmp->known) {
You("realize you have made a %s.",
Hallucination ? "boo-boo" : "mistake");
otmp->known = TRUE;
change_luck(-1);
return 1;
} else {
/* don't you dare try to fool the gods */
change_luck(-3);
adjalign(-1);
u.ugangr += 3;
value = -3;
}
}
if (value == 0) {
pline(nothing_happens);
return (1);
}
if (value < 0) /* I don't think the gods are gonna like this... */
gods_upset(altaralign);
else {
int saved_anger = u.ugangr;
int saved_cnt = u.ublesscnt;
int saved_luck = u.uluck;
/* Sacrificing at an altar of a different alignment */
if (u.ualign.type != altaralign) {
/* Is this a conversion ? */
if(ugod_is_angry()) {
if(u.ualignbase[0] == u.ualignbase[1] &&
altaralign != A_NONE) {
You("have a strong feeling that %s is angry...", u_gname());
consume_offering(otmp);
pline("%s accepts your allegiance.", a_gname());
You("have a sudden sense of a new direction.");
/* The player wears a helm of opposite alignment? */
if (uarmh && uarmh->otyp == HELM_OF_OPPOSITE_ALIGNMENT)
u.ualignbase[0] = altaralign;
else
u.ualign.type = u.ualignbase[0] = altaralign;
flags.botl = 1;
/* Beware, Conversion is costly */
change_luck(-3);
u.ublesscnt += 300;
adjalign((int)(u.ualignbase[1] * (ALIGNLIM / 2)));
} else {
pline("%s rejects your sacrifice!", a_gname());
godvoice(altaralign, "Suffer, infidel!");
adjalign(-5);
u.ugangr += 3;
(void) adjattrib(A_WIS, -2, TRUE);
if (!Inhell) angrygods(u.ualign.type);
change_luck(-5);
}
return(1);
} else {
consume_offering(otmp);
You("sense a conflict between %s and %s.",
u_gname(), a_gname());
if (rn2(8 + (int)u.ulevel) > 5) {
struct monst *pri;
You("feel the power of %s increase.", u_gname());
exercise(A_WIS, TRUE);
change_luck(1);
/* Yes, this is supposed to be &=, not |= */
levl[u.ux][u.uy].altarmask &= AM_SHRINE;
/* the following accommodates stupid compilers */
levl[u.ux][u.uy].altarmask =
levl[u.ux][u.uy].altarmask | (Align2amask(u.ualign.type));
if (!Blind)
pline("The altar glows %s.",
Hallucination ? hcolor() :
u.ualign.type == A_LAWFUL ? White :
u.ualign.type ? Black : (const char *)"gray");
if(rnl((int)u.ulevel) > 6 && u.ualign.record > 0 &&
rnd(u.ualign.record) > (3*ALIGNLIM)/4)
summon_minion(altaralign, TRUE);
/* anger priest; test handles bones files */
if((pri = findpriest(temple_occupied(u.urooms))) &&
!p_coaligned(pri))
angry_priest();
} else {
pline("Unluckily, you feel the power of %s decrease.",
u_gname());
change_luck(-1);
exercise(A_WIS, FALSE);
if(rnl((int)u.ulevel) > 6 && u.ualign.record > 0 &&
rnd(u.ualign.record) > (7*ALIGNLIM)/8)
summon_minion(altaralign, TRUE);
}
return(1);
}
}
consume_offering(otmp);
/* OK, you get brownie points. */
if(u.ugangr) {
u.ugangr -=
((value * (u.ualign.type == A_CHAOTIC ? 2 : 3)) / MAXVALUE);
if(u.ugangr < 0) u.ugangr = 0;
if(u.ugangr != saved_anger) {
if (u.ugangr) {
pline("%s seems %s.", u_gname(),
Hallucination ? "groovy" : "slightly mollified");
if ((int)u.uluck < 0) change_luck(1);
} else {
pline("%s seems %s.", u_gname(), Hallucination ?
"cosmic (not a new fact)" : "mollified");
if ((int)u.uluck < 0) u.uluck = 0;
}
} else { /* not satisfied yet */
if (Hallucination)
pline("The gods seem tall.");
else You("have a feeling of inadequacy.");
}
} else if(ugod_is_angry()) {
if(value > MAXVALUE) value = MAXVALUE;
if(value > -u.ualign.record) value = -u.ualign.record;
adjalign(value);
You("feel partially absolved.");
} else if (u.ublesscnt > 0) {
u.ublesscnt -=
((value * (u.ualign.type == A_CHAOTIC ? 500 : 300)) / MAXVALUE);
if(u.ublesscnt < 0) u.ublesscnt = 0;
if(u.ublesscnt != saved_cnt) {
if (u.ublesscnt) {
if (Hallucination)
You("realize that the gods are not like you and I.");
else
You("have a hopeful feeling.");
if ((int)u.uluck < 0) change_luck(1);
} else {
if (Hallucination)
pline("Overall, there is a smell of fried onions.");
else
You("have a feeling of reconciliation.");
if ((int)u.uluck < 0) u.uluck = 0;
}
}
} else {
int nartifacts = nartifact_exist();
/* you were already in pretty good standing */
/* The player can gain an artifact */
/* The chance goes down as the number of artifacts goes up */
if (u.ulevel > 2 && !rn2(10 + (2 * nartifacts * nartifacts))) {
otmp = mk_artifact((struct obj *)0, a_align(u.ux,u.uy));
if (otmp) {
if (otmp->spe < 0) otmp->spe = 0;
if (otmp->cursed) uncurse(otmp);
dropy(otmp);
pline("An object appears at your %s!",
makeplural(body_part(FOOT)));
godvoice(u.ualign.type, "Use my gift wisely!");
u.ublesscnt = rnz(300 + (50 * nartifacts));
exercise(A_WIS, TRUE);
return(1);
}
}
change_luck((value * LUCKMAX) / (MAXVALUE * 2));
if (u.uluck != saved_luck) {
if (Blind)
You("think something brushed your %s.", body_part(FOOT));
else You(Hallucination ?
"see crabgrass at your %s. A funny thing in a dungeon." :
"glimpse a four-leaf clover at your %s.",
makeplural(body_part(FOOT)));
}
}
}
return(1);
}
int
dopray()
{
int alignment;
p_aligntyp = on_altar() ? a_align(u.ux,u.uy) : u.ualign.type;
p_trouble = in_trouble();
#ifdef POLYSELF
if (is_demon(uasmon) && (p_aligntyp != A_CHAOTIC)) {
pline("The very idea of praying to a %s god is repugnant to you.",
p_aligntyp ? "lawful" : "neutral");
return(0);
}
#endif
if (u.ualign.type && u.ualign.type == -p_aligntyp)
alignment = -u.ualign.record;
/* Opposite alignment altar */
else if (u.ualign.type != p_aligntyp) alignment = u.ualign.record / 2;
/* Different (but non-opposite) alignment altar */
else alignment = u.ualign.record;
You("begin praying to %s.", align_gname(p_aligntyp));
if ((!p_trouble && (u.ublesscnt > 0)) ||
((p_trouble < 0) && (u.ublesscnt > 100)) || /* minor difficulties */
((p_trouble > 0) && (u.ublesscnt > 200))) /* big trouble */
p_type = 0;
else if ((int)Luck < 0 || u.ugangr || alignment < 0)
p_type = 1;
else /* alignment >= 0 */ {
if(on_altar() && u.ualign.type != p_aligntyp)
p_type = 2;
else
p_type = 3;
}
#ifdef POLYSELF
if (is_undead(uasmon) && !Inhell &&
(p_aligntyp == A_LAWFUL || (p_aligntyp == A_NEUTRAL && !rn2(10))))
p_type = -1;
#endif
#ifdef WIZARD
if (wizard && p_type >= 0) {
if (yn("Force the gods to be pleased?") == 'y') {
u.ublesscnt = 0;
if (u.uluck < 0) u.uluck = 0;
u.ugangr = 0;
if(p_type < 2) p_type = 3;
}
}
#endif
nomul(-3);
nomovemsg = "You finish your prayer.";
afternmv = prayer_done;
if(p_type == 3 && !Inhell) {
/* if you've been true to your god you can't die while you pray */
if (!Blind)
You("are surrounded by a shimmering light.");
u.uinvulnerable = TRUE;
}
return(1);
}
STATIC_PTR int
prayer_done() /* M. Stephenson (1.0.3b) */
{
aligntyp alignment = p_aligntyp;
#ifdef POLYSELF
if(p_type == -1) {
godvoice(alignment,
alignment == A_LAWFUL ?
"Vile creature, thou durst call upon me?" :
"Walk no more, perversion of nature!");
You("feel like you are falling apart.");
rehumanize();
losehp(rnd(20), "residual undead turning effect", KILLED_BY_AN);
exercise(A_CON, FALSE);
return(1);
}
#endif
if (Inhell) {
pline("Since you are in Gehennom, %s won't help you.",
align_gname(alignment));
if(rnl(u.ualign.record)) /* yes, this is the right sense */
angrygods(u.ualign.type);
return(0);
}
if (p_type == 0) {
if(on_altar() && u.ualign.type != alignment)
(void) water_prayer(FALSE);
u.ublesscnt += rnz(250);
change_luck(-3);
gods_upset(u.ualign.type);
} else if(p_type == 1) {
if(on_altar() && u.ualign.type != alignment)
(void) water_prayer(FALSE);
angrygods(u.ualign.type); /* naughty */
} else if(p_type == 2) {
if(water_prayer(FALSE)) {
/* attempted water prayer on a non-coaligned altar */
u.ublesscnt += rnz(250);
change_luck(-3);
gods_upset(u.ualign.type);
} else pleased(alignment);
} else {
u.uinvulnerable = FALSE;
/* coaligned */
if(on_altar())
(void) water_prayer(TRUE);
pleased(alignment); /* nice */
}
return(1);
}
int
doturn()
{ /* Knights & Priest(esse)s only please */
register struct monst *mtmp;
register int xlev = 6;
if((pl_character[0] != 'P') &&
(pl_character[0] != 'K')) {
/* Try to use turn undead spell. */
if (objects[SPE_TURN_UNDEAD].oc_name_known) {
register int sp_no;
for (sp_no = 0; sp_no < MAXSPELL &&
spl_book[sp_no].sp_id != NO_SPELL &&
spl_book[sp_no].sp_id != SPE_TURN_UNDEAD; sp_no++);
if (sp_no < MAXSPELL &&
spl_book[sp_no].sp_id == SPE_TURN_UNDEAD)
return spelleffects(++sp_no, TRUE);
}
You("don't know how to turn undead!");
return(0);
}
if (
# ifdef POLYSELF
(u.ualign.type != A_CHAOTIC &&
(is_demon(uasmon) || is_undead(uasmon))) ||
# endif
u.ugangr > 6 /* "Die, mortal!" */) {
pline("For some reason, %s seems to ignore you.", u_gname());
aggravate();
exercise(A_WIS, FALSE);
return(0);
}
if (Inhell) {
pline("Since you are in Gehennom, %s won't help you.", u_gname());
aggravate();
return(0);
}
pline("Calling upon %s, you chant an arcane formula.", u_gname());
exercise(A_WIS, TRUE);
for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
if(cansee(mtmp->mx,mtmp->my)) {
if(!mtmp->mpeaceful && (is_undead(mtmp->data) ||
(is_demon(mtmp->data) && (u.ulevel > (MAXULEV/2))))) {
if(Confusion) {
pline("Unfortunately, your voice falters.");
mtmp->mflee = mtmp->mfrozen = mtmp->msleep = FALSE;
mtmp->mcanmove = TRUE;
} else if (! resist(mtmp, '\0', 0, TELL))
switch (mtmp->data->mlet) {
/* this is intentional, lichs are tougher
than zombies. */
case S_LICH: xlev += 2;
case S_GHOST: xlev += 2;
case S_VAMPIRE: xlev += 2;
case S_WRAITH: xlev += 2;
case S_MUMMY: xlev += 2;
case S_ZOMBIE:
mtmp->mflee = TRUE; /* at least */
if(u.ulevel >= xlev &&
!resist(mtmp, '\0', 0, NOTELL)) {
if(u.ualign.type == A_CHAOTIC) {
mtmp->mpeaceful = TRUE;
} else { /* damn them */
You("destroy %s!", mon_nam(mtmp));
mondied(mtmp);
}
}
break;
default: mtmp->mflee = TRUE;
break;
}
}
}
nomul(-5);
return(1);
}
const char *
a_gname()
{
return(a_gname_at(u.ux, u.uy));
}
const char *
a_gname_at(x,y) /* returns the name of an altar's deity */
xchar x, y;
{
if(!IS_ALTAR(levl[x][y].typ)) return((char *)0);
return align_gname(a_align(x,y));
}
const char *
u_gname() /* returns the name of the player's deity */
{
return align_gname(u.ualign.type);
}
const char *
align_gname(alignment)
register aligntyp alignment;
{
register struct ghods *aghod;
if(alignment == A_NONE) return(Moloch);
for(aghod=gods; aghod->classlet; aghod++)
if(aghod->classlet == pl_character[0])
switch(alignment) {
case A_CHAOTIC: return(aghod->chaos);
case A_NEUTRAL: return(aghod->balance);
case A_LAWFUL: return(aghod->law);
default: impossible("unknown alignment.");
return("Balance");
}
impossible("unknown character's god?");
return("someone");
}
void
altar_wrath(x, y)
register int x, y;
{
aligntyp altaralign = a_align(x,y);
if(!strcmp(align_gname(altaralign), u_gname())) {
godvoice(altaralign, "How darest thou desecrate my altar!");
(void) adjattrib(A_WIS, -1, FALSE);
} else {
pline("A voice (could it be %s?) whispers:",
align_gname(altaralign));
verbalize("Thou shalt pay, infidel!");
change_luck(-1);
}
}
/*pray.c*/