[Short writeup; see 'cvs log' of flag.h or options.c for the long one.]
This is a reworking of user contributed patch known as Paranoid_Quit.
Add a new compound option, paranoid_confirmation, accepting a space
separated list of values "quit die attack pray Remove"; default is "pray".
paranoid:quit - yes vs y for "really quit?" and "enter explore mode?"
paranoid:die - yes vs y for "die?" in explore mode or wizard mode
paranoid:attack - yes vs y for "really attack <peacful monster>?"
paranoid:pray - y to pray; supersedes prayconfirm boolean; on by default
paranoid:Remove - always issue an inventory prompt for 'R' an 'T', even
when only one applicable item is currently worn.
1964 lines
59 KiB
C
1964 lines
59 KiB
C
/* NetHack 3.5 pray.c $Date$ $Revision$ */
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/* Copyright (c) Benson I. Margulies, Mike Stephenson, Steve Linhart, 1989. */
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/* NetHack may be freely redistributed. See license for details. */
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#include "hack.h"
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STATIC_PTR int NDECL(prayer_done);
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STATIC_DCL struct obj *NDECL(worst_cursed_item);
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STATIC_DCL int NDECL(in_trouble);
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STATIC_DCL void FDECL(fix_worst_trouble,(int));
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STATIC_DCL void FDECL(angrygods,(ALIGNTYP_P));
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STATIC_DCL void FDECL(at_your_feet, (const char *));
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#ifdef ELBERETH
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STATIC_DCL void NDECL(gcrownu);
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#endif /*ELBERETH*/
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STATIC_DCL void FDECL(pleased,(ALIGNTYP_P));
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STATIC_DCL void FDECL(godvoice,(ALIGNTYP_P,const char*));
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STATIC_DCL void FDECL(god_zaps_you,(ALIGNTYP_P));
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STATIC_DCL void FDECL(fry_by_god,(ALIGNTYP_P,BOOLEAN_P));
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STATIC_DCL void FDECL(gods_angry,(ALIGNTYP_P));
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STATIC_DCL void FDECL(gods_upset,(ALIGNTYP_P));
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STATIC_DCL void FDECL(consume_offering,(struct obj *));
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STATIC_DCL boolean FDECL(water_prayer,(BOOLEAN_P));
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STATIC_DCL boolean FDECL(blocked_boulder,(int,int));
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/* simplify a few tests */
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#define Cursed_obj(obj,typ) ((obj) && (obj)->otyp == (typ) && (obj)->cursed)
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/*
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* Logic behind deities and altars and such:
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* + prayers are made to your god if not on an altar, and to the altar's god
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* if you are on an altar
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* + If possible, your god answers all prayers, which is why bad things happen
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* if you try to pray on another god's altar
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* + sacrifices work basically the same way, but the other god may decide to
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* accept your allegiance, after which they are your god. If rejected,
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* your god takes over with your punishment.
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* + if you're in Gehennom, all messages come from Moloch
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*/
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/*
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* Moloch, who dwells in Gehennom, is the "renegade" cruel god
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* responsible for the theft of the Amulet from Marduk, the Creator.
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* Moloch is unaligned.
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*/
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static const char *Moloch = "Moloch";
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static const char *godvoices[] = {
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"booms out",
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"thunders",
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"rings out",
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"booms",
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};
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/* values calculated when prayer starts, and used when completed */
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static aligntyp p_aligntyp;
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static int p_trouble;
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static int p_type; /* (-1)-3: (-1)=really naughty, 3=really good */
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#define PIOUS 20
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#define DEVOUT 14
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#define FERVENT 9
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#define STRIDENT 4
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/*
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* The actual trouble priority is determined by the order of the
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* checks performed in in_trouble() rather than by these numeric
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* values, so keep that code and these values synchronized in
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* order to have the values be meaningful.
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*/
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#define TROUBLE_STONED 13
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#define TROUBLE_SLIMED 12
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#define TROUBLE_STRANGLED 11
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#define TROUBLE_LAVA 10
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#define TROUBLE_SICK 9
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#define TROUBLE_STARVING 8
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#define TROUBLE_HIT 7
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#define TROUBLE_LYCANTHROPE 6
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#define TROUBLE_COLLAPSING 5
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#define TROUBLE_STUCK_IN_WALL 4
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#define TROUBLE_CURSED_LEVITATION 3
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#define TROUBLE_UNUSEABLE_HANDS 2
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#define TROUBLE_CURSED_BLINDFOLD 1
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#define TROUBLE_PUNISHED (-1)
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#define TROUBLE_FUMBLING (-2)
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#define TROUBLE_CURSED_ITEMS (-3)
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#define TROUBLE_SADDLE (-4)
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#define TROUBLE_BLIND (-5)
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#define TROUBLE_POISONED (-6)
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#define TROUBLE_WOUNDED_LEGS (-7)
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#define TROUBLE_HUNGRY (-8)
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#define TROUBLE_STUNNED (-9)
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#define TROUBLE_CONFUSED (-10)
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#define TROUBLE_HALLUCINATION (-11)
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/* We could force rehumanize of polyselfed people, but we can't tell
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unintentional shape changes from the other kind. Oh well.
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3.4.2: make an exception if polymorphed into a form which lacks
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hands; that's a case where the ramifications override this doubt.
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*/
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/* Return 0 if nothing particular seems wrong, positive numbers for
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serious trouble, and negative numbers for comparative annoyances. This
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returns the worst problem. There may be others, and the gods may fix
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more than one.
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This could get as bizarre as noting surrounding opponents, (or hostile dogs),
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but that's really hard.
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*/
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#define ugod_is_angry() (u.ualign.record < 0)
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#define on_altar() IS_ALTAR(levl[u.ux][u.uy].typ)
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#define on_shrine() ((levl[u.ux][u.uy].altarmask & AM_SHRINE) != 0)
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#define a_align(x,y) ((aligntyp)Amask2align(levl[x][y].altarmask & AM_MASK))
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/* criticially low hit points if hp <= 5 or hp <= maxhp/N for some N */
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boolean
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critically_low_hp(only_if_injured)
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boolean only_if_injured; /* determines whether maxhp <= 5 matters */
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{
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int divisor, hplim,
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curhp = Upolyd ? u.mh : u.uhp,
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maxhp = Upolyd ? u.mhmax : u.uhpmax;
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if (only_if_injured && !(curhp < maxhp)) return FALSE;
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/* if maxhp is extremely high, use lower threshold for the division test
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(golden glow cuts off at 11+5*lvl, nurse interaction at 25*lvl; this
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ought to use monster hit dice--and a smaller multiplier--rather than
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ulevel when polymorphed, but polyself doesn't maintain that) */
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hplim = 15 * u.ulevel;
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if (maxhp > hplim) maxhp = hplim;
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/* 7 used to be the unconditional divisor */
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switch (xlev_to_rank(u.ulevel)) { /* maps 1..30 into 0..8 */
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case 0: case 1: divisor = 5; break; /* explvl 1 to 5 */
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case 2: case 3: divisor = 6; break; /* explvl 6 to 13 */
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case 4: case 5: divisor = 7; break; /* explvl 14 to 21 */
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case 6: case 7: divisor = 8; break; /* explvl 22 to 29 */
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default: divisor = 9; break; /* explvl 30+ */
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}
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/* 5 is a magic number in TROUBLE_HIT handling below */
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return (curhp <= 5 || curhp * divisor <= maxhp);
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}
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STATIC_OVL int
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in_trouble()
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{
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struct obj *otmp;
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int i, j, count=0;
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/* Borrowed from eat.c */
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#define SATIATED 0
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#define NOT_HUNGRY 1
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#define HUNGRY 2
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#define WEAK 3
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#define FAINTING 4
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#define FAINTED 5
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#define STARVED 6
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/*
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* major troubles
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*/
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if(Stoned) return(TROUBLE_STONED);
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if(Slimed) return(TROUBLE_SLIMED);
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if(Strangled) return(TROUBLE_STRANGLED);
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if(u.utrap && u.utraptype == TT_LAVA) return(TROUBLE_LAVA);
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if(Sick) return(TROUBLE_SICK);
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if(u.uhs >= WEAK) return(TROUBLE_STARVING);
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if (critically_low_hp(FALSE)) return TROUBLE_HIT;
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if(u.ulycn >= LOW_PM) return(TROUBLE_LYCANTHROPE);
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if(near_capacity() >= EXT_ENCUMBER && AMAX(A_STR)-ABASE(A_STR) > 3)
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return(TROUBLE_COLLAPSING);
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for (i= -1; i<=1; i++) for(j= -1; j<=1; j++) {
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if (!i && !j) continue;
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if (!isok(u.ux+i, u.uy+j) || IS_ROCK(levl[u.ux+i][u.uy+j].typ)
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|| (blocked_boulder(i,j) && !throws_rocks(youmonst.data)))
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count++;
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}
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if (count == 8 && !Passes_walls)
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return(TROUBLE_STUCK_IN_WALL);
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if (Cursed_obj(uarmf, LEVITATION_BOOTS) ||
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stuck_ring(uleft, RIN_LEVITATION) ||
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stuck_ring(uright, RIN_LEVITATION))
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return(TROUBLE_CURSED_LEVITATION);
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if (nohands(youmonst.data) || !freehand()) {
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/* for bag/box access [cf use_container()]...
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make sure it's a case that we know how to handle;
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otherwise "fix all troubles" would get stuck in a loop */
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if (welded(uwep)) return TROUBLE_UNUSEABLE_HANDS;
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if (Upolyd && nohands(youmonst.data) && (!Unchanging ||
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((otmp = unchanger()) != 0 && otmp->cursed)))
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return TROUBLE_UNUSEABLE_HANDS;
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}
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if(Blindfolded && ublindf->cursed) return(TROUBLE_CURSED_BLINDFOLD);
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/*
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* minor troubles
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*/
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if(Punished || (u.utrap && u.utraptype == TT_BURIEDBALL))
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return(TROUBLE_PUNISHED);
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if (Cursed_obj(uarmg, GAUNTLETS_OF_FUMBLING) ||
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Cursed_obj(uarmf, FUMBLE_BOOTS))
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return TROUBLE_FUMBLING;
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if (worst_cursed_item()) return TROUBLE_CURSED_ITEMS;
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#ifdef STEED
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if (u.usteed) { /* can't voluntarily dismount from a cursed saddle */
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otmp = which_armor(u.usteed, W_SADDLE);
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if (Cursed_obj(otmp, SADDLE)) return TROUBLE_SADDLE;
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}
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#endif
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if (Blinded > 1 && haseyes(youmonst.data) &&
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(!u.uswallow ||
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!attacktype_fordmg(u.ustuck->data, AT_ENGL, AD_BLND)))
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return(TROUBLE_BLIND);
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for(i=0; i<A_MAX; i++)
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if(ABASE(i) < AMAX(i)) return(TROUBLE_POISONED);
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if(Wounded_legs
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#ifdef STEED
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&& !u.usteed
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#endif
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) return (TROUBLE_WOUNDED_LEGS);
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if(u.uhs >= HUNGRY) return(TROUBLE_HUNGRY);
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if(HStun) return (TROUBLE_STUNNED);
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if(HConfusion) return (TROUBLE_CONFUSED);
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if(Hallucination) return(TROUBLE_HALLUCINATION);
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return(0);
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}
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/* select an item for TROUBLE_CURSED_ITEMS */
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STATIC_OVL struct obj *
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worst_cursed_item()
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{
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register struct obj *otmp;
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/* if strained or worse, check for loadstone first */
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if (near_capacity() >= HVY_ENCUMBER) {
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for (otmp = invent; otmp; otmp = otmp->nobj)
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if (Cursed_obj(otmp, LOADSTONE)) return otmp;
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}
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/* weapon takes precedence if it is interfering
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with taking off a ring or putting on a shield */
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if (welded(uwep) && (uright || bimanual(uwep))) { /* weapon */
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otmp = uwep;
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/* gloves come next, due to rings */
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} else if (uarmg && uarmg->cursed) { /* gloves */
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otmp = uarmg;
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/* then shield due to two handed weapons and spells */
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} else if (uarms && uarms->cursed) { /* shield */
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otmp = uarms;
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/* then cloak due to body armor */
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} else if (uarmc && uarmc->cursed) { /* cloak */
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otmp = uarmc;
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} else if (uarm && uarm->cursed) { /* suit */
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otmp = uarm;
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} else if (uarmh && uarmh->cursed) { /* helmet */
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otmp = uarmh;
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} else if (uarmf && uarmf->cursed) { /* boots */
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otmp = uarmf;
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#ifdef TOURIST
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} else if (uarmu && uarmu->cursed) { /* shirt */
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otmp = uarmu;
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#endif
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} else if (uamul && uamul->cursed) { /* amulet */
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otmp = uamul;
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} else if (uleft && uleft->cursed) { /* left ring */
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otmp = uleft;
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} else if (uright && uright->cursed) { /* right ring */
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otmp = uright;
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} else if (ublindf && ublindf->cursed) { /* eyewear */
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otmp = ublindf; /* must be non-blinding lenses */
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/* if weapon wasn't handled above, do it now */
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} else if (welded(uwep)) { /* weapon */
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otmp = uwep;
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/* active secondary weapon even though it isn't welded */
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} else if (uswapwep && uswapwep->cursed && u.twoweap) {
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otmp = uswapwep;
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/* all worn items ought to be handled by now */
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} else {
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for (otmp = invent; otmp; otmp = otmp->nobj) {
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if (!otmp->cursed) continue;
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if (otmp->otyp == LOADSTONE || confers_luck(otmp))
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break;
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}
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}
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return otmp;
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}
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STATIC_OVL void
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fix_worst_trouble(trouble)
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register int trouble;
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{
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int i;
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struct obj *otmp = 0;
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const char *what = (const char *)0;
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static NEARDATA const char leftglow[] = "Your left ring softly glows",
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rightglow[] = "Your right ring softly glows";
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switch (trouble) {
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case TROUBLE_STONED:
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make_stoned(0L, "You feel more limber.", 0, (char *)0);
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break;
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case TROUBLE_SLIMED:
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make_slimed(0L, "The slime disappears.");
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break;
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case TROUBLE_STRANGLED:
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if (uamul && uamul->otyp == AMULET_OF_STRANGULATION) {
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Your("amulet vanishes!");
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useup(uamul);
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}
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You("can breathe again.");
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Strangled = 0;
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context.botl = 1;
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break;
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case TROUBLE_LAVA:
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You("are back on solid ground.");
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/* teleport should always succeed, but if not,
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* just untrap them.
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*/
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if(!safe_teleds(FALSE))
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u.utrap = 0;
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break;
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case TROUBLE_STARVING:
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losestr(-1);
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/* fall into... */
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case TROUBLE_HUNGRY:
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Your("%s feels content.", body_part(STOMACH));
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init_uhunger();
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context.botl = 1;
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break;
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case TROUBLE_SICK:
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You_feel("better.");
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make_sick(0L, (char *) 0, FALSE, SICK_ALL);
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break;
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case TROUBLE_HIT:
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/* "fix all troubles" will keep trying if hero has
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5 or less hit points, so make sure they're always
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boosted to be more than that */
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You_feel("much better.");
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if (Upolyd) {
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u.mhmax += rnd(5);
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if (u.mhmax <= 5) u.mhmax = 5+1;
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u.mh = u.mhmax;
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}
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if (u.uhpmax < u.ulevel * 5 + 11) u.uhpmax += rnd(5);
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if (u.uhpmax <= 5) u.uhpmax = 5+1;
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u.uhp = u.uhpmax;
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context.botl = 1;
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break;
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case TROUBLE_COLLAPSING:
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/* override Fixed_abil; uncurse that if feasible */
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You_feel("%sstronger.",
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(AMAX(A_STR) - ABASE(A_STR) > 6) ? "much " : "");
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ABASE(A_STR) = AMAX(A_STR);
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context.botl = 1;
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if (Fixed_abil) {
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if ((otmp = stuck_ring(uleft,
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RIN_SUSTAIN_ABILITY)) != 0) {
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if (otmp == uleft) what = leftglow;
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} else if ((otmp = stuck_ring(uright,
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RIN_SUSTAIN_ABILITY)) != 0) {
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if (otmp == uright) what = rightglow;
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}
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if (otmp) goto decurse;
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}
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break;
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case TROUBLE_STUCK_IN_WALL:
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Your("surroundings change.");
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/* no control, but works on no-teleport levels */
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(void) safe_teleds(FALSE);
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break;
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case TROUBLE_CURSED_LEVITATION:
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if (Cursed_obj(uarmf, LEVITATION_BOOTS)) {
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otmp = uarmf;
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} else if ((otmp = stuck_ring(uleft,RIN_LEVITATION)) !=0) {
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if (otmp == uleft) what = leftglow;
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} else if ((otmp = stuck_ring(uright,RIN_LEVITATION))!=0) {
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if (otmp == uright) what = rightglow;
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}
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goto decurse;
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case TROUBLE_UNUSEABLE_HANDS:
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if (welded(uwep)) {
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otmp = uwep;
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goto decurse;
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}
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if (Upolyd && nohands(youmonst.data)) {
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if (!Unchanging) {
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Your("shape becomes uncertain.");
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rehumanize(); /* "You return to {normal} form." */
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} else if ((otmp = unchanger()) != 0 && otmp->cursed) {
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/* otmp is an amulet of unchanging */
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goto decurse;
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}
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}
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if (nohands(youmonst.data) || !freehand())
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impossible("fix_worst_trouble: couldn't cure hands.");
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break;
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case TROUBLE_CURSED_BLINDFOLD:
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otmp = ublindf;
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goto decurse;
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case TROUBLE_LYCANTHROPE:
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you_unwere(TRUE);
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break;
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/*
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*/
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case TROUBLE_PUNISHED:
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Your("chain disappears.");
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if(u.utrap && u.utraptype == TT_BURIEDBALL)
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buried_ball_to_freedom();
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else
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unpunish();
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break;
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case TROUBLE_FUMBLING:
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if (Cursed_obj(uarmg, GAUNTLETS_OF_FUMBLING))
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otmp = uarmg;
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else if (Cursed_obj(uarmf, FUMBLE_BOOTS))
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otmp = uarmf;
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goto decurse;
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/*NOTREACHED*/
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break;
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case TROUBLE_CURSED_ITEMS:
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otmp = worst_cursed_item();
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if (otmp == uright) what = rightglow;
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else if (otmp == uleft) what = leftglow;
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decurse:
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if (!otmp) {
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impossible("fix_worst_trouble: nothing to uncurse.");
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return;
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}
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if (!Blind || (otmp == ublindf && Blindfolded_only)) {
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pline("%s %s.", what ? what :
|
|
(const char *)Yobjnam2(otmp, "softly glow"),
|
|
hcolor(NH_AMBER));
|
|
iflags.last_msg = PLNMSG_OBJ_GLOWS;
|
|
otmp->bknown = TRUE;
|
|
}
|
|
uncurse(otmp);
|
|
update_inventory();
|
|
break;
|
|
case TROUBLE_POISONED:
|
|
/* override Fixed_abil; ignore items which confer that */
|
|
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);
|
|
context.botl = 1;
|
|
}
|
|
}
|
|
(void) encumber_msg();
|
|
break;
|
|
case TROUBLE_BLIND:
|
|
{
|
|
const char *eyes = body_part(EYE);
|
|
|
|
if (eyecount(youmonst.data) != 1) eyes = makeplural(eyes);
|
|
Your("%s %s better.", eyes, vtense(eyes, "feel"));
|
|
u.ucreamed = 0;
|
|
make_blinded(0L,FALSE);
|
|
break;
|
|
}
|
|
case TROUBLE_WOUNDED_LEGS:
|
|
heal_legs();
|
|
break;
|
|
case TROUBLE_STUNNED:
|
|
make_stunned(0L,TRUE);
|
|
break;
|
|
case TROUBLE_CONFUSED:
|
|
make_confused(0L,TRUE);
|
|
break;
|
|
case TROUBLE_HALLUCINATION:
|
|
pline ("Looks like you are back in Kansas.");
|
|
(void) make_hallucinated(0L,FALSE,0L);
|
|
break;
|
|
#ifdef STEED
|
|
case TROUBLE_SADDLE:
|
|
otmp = which_armor(u.usteed, W_SADDLE);
|
|
if (!Blind) {
|
|
pline("%s %s.", Yobjnam2(otmp, "softly glow"),
|
|
hcolor(NH_AMBER));
|
|
otmp->bknown = TRUE;
|
|
}
|
|
uncurse(otmp);
|
|
break;
|
|
#endif
|
|
}
|
|
}
|
|
|
|
/* "I am sometimes shocked by... the nuns who never take a bath without
|
|
* wearing a bathrobe all the time. When asked why, since no man can see them,
|
|
* they reply 'Oh, but you forget the good God'. Apparently they conceive of
|
|
* the Deity as a Peeping Tom, whose omnipotence enables Him to see through
|
|
* bathroom walls, but who is foiled by bathrobes." --Bertrand Russell, 1943
|
|
* Divine wrath, dungeon walls, and armor follow the same principle.
|
|
*/
|
|
STATIC_OVL void
|
|
god_zaps_you(resp_god)
|
|
aligntyp resp_god;
|
|
{
|
|
if (u.uswallow) {
|
|
pline("Suddenly a bolt of lightning comes down at you from the heavens!");
|
|
pline("It strikes %s!", mon_nam(u.ustuck));
|
|
if (!resists_elec(u.ustuck)) {
|
|
pline("%s fries to a crisp!", Monnam(u.ustuck));
|
|
/* Yup, you get experience. It takes guts to successfully
|
|
* pull off this trick on your god, anyway.
|
|
*/
|
|
xkilled(u.ustuck, 0);
|
|
} else
|
|
pline("%s seems unaffected.", Monnam(u.ustuck));
|
|
} else {
|
|
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
|
|
(void) ureflects("%s reflects from your %s.", "It");
|
|
} else if (Shock_resistance) {
|
|
shieldeff(u.ux, u.uy);
|
|
pline("It seems not to affect you.");
|
|
} else
|
|
fry_by_god(resp_god, FALSE);
|
|
}
|
|
|
|
pline("%s is not deterred...", align_gname(resp_god));
|
|
if (u.uswallow) {
|
|
pline("A wide-angle disintegration beam aimed at you hits %s!",
|
|
mon_nam(u.ustuck));
|
|
if (!resists_disint(u.ustuck)) {
|
|
pline("%s disintegrates into a pile of dust!",
|
|
Monnam(u.ustuck));
|
|
xkilled(u.ustuck, 2); /* no corpse */
|
|
} else
|
|
pline("%s seems unaffected.", Monnam(u.ustuck));
|
|
} else {
|
|
pline("A wide-angle disintegration beam hits you!");
|
|
|
|
/* disintegrate shield and body armor before disintegrating
|
|
* the impudent mortal, like black dragon breath -3.
|
|
*/
|
|
if (uarms && !(EReflecting & W_ARMS) &&
|
|
!(EDisint_resistance & W_ARMS))
|
|
(void) destroy_arm(uarms);
|
|
if (uarmc && !(EReflecting & W_ARMC) &&
|
|
!(EDisint_resistance & W_ARMC))
|
|
(void) destroy_arm(uarmc);
|
|
if (uarm && !(EReflecting & W_ARM) &&
|
|
!(EDisint_resistance & W_ARM) && !uarmc)
|
|
(void) destroy_arm(uarm);
|
|
#ifdef TOURIST
|
|
if (uarmu && !uarm && !uarmc) (void) destroy_arm(uarmu);
|
|
#endif
|
|
if (!Disint_resistance)
|
|
fry_by_god(resp_god, TRUE);
|
|
else {
|
|
You("bask in its %s glow for a minute...", NH_BLACK);
|
|
godvoice(resp_god, "I believe it not!");
|
|
}
|
|
if (Is_astralevel(&u.uz) || Is_sanctum(&u.uz)) {
|
|
/* one more try for high altars */
|
|
verbalize("Thou cannot escape my wrath, mortal!");
|
|
summon_minion(resp_god, FALSE);
|
|
summon_minion(resp_god, FALSE);
|
|
summon_minion(resp_god, FALSE);
|
|
verbalize("Destroy %s, my servants!", uhim());
|
|
}
|
|
}
|
|
}
|
|
|
|
STATIC_OVL void
|
|
fry_by_god(resp_god, via_disintegration)
|
|
aligntyp resp_god;
|
|
boolean via_disintegration;
|
|
{
|
|
You("%s!", !via_disintegration ? "fry to a crisp" :
|
|
"disintegrate into a pile of dust");
|
|
killer.format = KILLED_BY;
|
|
Sprintf(killer.name, "the wrath of %s", align_gname(resp_god));
|
|
done(DIED);
|
|
}
|
|
|
|
STATIC_OVL 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 < 1) maxanger = 1; /* possible if bad align & good luck */
|
|
else if (maxanger > 15) maxanger = 15; /* be reasonable */
|
|
|
|
switch (rn2(maxanger)) {
|
|
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,(char *)0);
|
|
pline("\"Thou %s, %s.\"",
|
|
(ugod_is_angry() && resp_god == u.ualign.type)
|
|
? "hast strayed from the path" :
|
|
"art arrogant",
|
|
youmonst.data->mlet == S_HUMAN ? "mortal" : "creature");
|
|
verbalize("Thou must relearn thy lessons!");
|
|
(void) adjattrib(A_WIS, -1, FALSE);
|
|
losexp((char *)0);
|
|
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(hcolor(NH_BLACK)));
|
|
rndcurse();
|
|
break;
|
|
case 7:
|
|
case 8: godvoice(resp_god,(char *)0);
|
|
verbalize("Thou durst %s me?",
|
|
(on_altar() &&
|
|
(a_align(u.ux,u.uy) != resp_god)) ?
|
|
"scorn":"call upon");
|
|
pline("\"Then die, %s!\"",
|
|
youmonst.data->mlet == S_HUMAN ? "mortal" : "creature");
|
|
summon_minion(resp_god, FALSE);
|
|
break;
|
|
|
|
default: gods_angry(resp_god);
|
|
god_zaps_you(resp_god);
|
|
break;
|
|
}
|
|
u.ublesscnt = rnz(300);
|
|
return;
|
|
}
|
|
|
|
/* helper to print "str appears at your feet", or appropriate */
|
|
static void
|
|
at_your_feet(str)
|
|
const char *str;
|
|
{
|
|
if (Blind) str = Something;
|
|
if (u.uswallow) {
|
|
/* barrier between you and the floor */
|
|
pline("%s %s into %s %s.", str, vtense(str, "drop"),
|
|
s_suffix(mon_nam(u.ustuck)), mbodypart(u.ustuck, STOMACH));
|
|
} else {
|
|
pline("%s %s %s your %s!", str,
|
|
Blind ? "lands" : vtense(str, "appear"),
|
|
Levitation ? "beneath" : "at",
|
|
makeplural(body_part(FOOT)));
|
|
}
|
|
}
|
|
|
|
#ifdef ELBERETH
|
|
STATIC_OVL void
|
|
gcrownu()
|
|
{
|
|
struct obj *obj;
|
|
boolean already_exists, in_hand;
|
|
short class_gift;
|
|
int sp_no;
|
|
#define ok_wep(o) ((o) && ((o)->oclass == WEAPON_CLASS || is_weptool(o)))
|
|
|
|
HSee_invisible |= FROMOUTSIDE;
|
|
HFire_resistance |= FROMOUTSIDE;
|
|
HCold_resistance |= FROMOUTSIDE;
|
|
HShock_resistance |= FROMOUTSIDE;
|
|
HSleep_resistance |= FROMOUTSIDE;
|
|
HPoison_resistance |= FROMOUTSIDE;
|
|
godvoice(u.ualign.type, (char *)0);
|
|
|
|
obj = ok_wep(uwep) ? uwep : 0;
|
|
already_exists = in_hand = FALSE; /* lint suppression */
|
|
switch (u.ualign.type) {
|
|
case A_LAWFUL:
|
|
u.uevent.uhand_of_elbereth = 1;
|
|
verbalize("I crown thee... The Hand of Elbereth!");
|
|
break;
|
|
case A_NEUTRAL:
|
|
u.uevent.uhand_of_elbereth = 2;
|
|
in_hand = (uwep && uwep->oartifact == ART_VORPAL_BLADE);
|
|
already_exists = exist_artifact(LONG_SWORD, artiname(ART_VORPAL_BLADE));
|
|
verbalize("Thou shalt be my Envoy of Balance!");
|
|
break;
|
|
case A_CHAOTIC:
|
|
u.uevent.uhand_of_elbereth = 3;
|
|
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");
|
|
break;
|
|
}
|
|
|
|
class_gift = STRANGE_OBJECT;
|
|
/* 3.3.[01] had this in the A_NEUTRAL case below,
|
|
preventing chaotic wizards from receiving a spellbook */
|
|
if (Role_if(PM_WIZARD) &&
|
|
(!uwep || (uwep->oartifact != ART_VORPAL_BLADE &&
|
|
uwep->oartifact != ART_STORMBRINGER)) &&
|
|
!carrying(SPE_FINGER_OF_DEATH)) {
|
|
class_gift = SPE_FINGER_OF_DEATH;
|
|
make_splbk:
|
|
obj = mksobj(class_gift, TRUE, FALSE);
|
|
bless(obj);
|
|
obj->bknown = TRUE;
|
|
at_your_feet("A spellbook");
|
|
dropy(obj);
|
|
u.ugifts++;
|
|
/* when getting a new book for known spell, enhance
|
|
currently wielded weapon rather than the book */
|
|
for (sp_no = 0; sp_no < MAXSPELL; sp_no++)
|
|
if (spl_book[sp_no].sp_id == class_gift) {
|
|
if (ok_wep(uwep)) obj = uwep; /* to be blessed,&c */
|
|
break;
|
|
}
|
|
} else if (Role_if(PM_MONK) &&
|
|
(!uwep || !uwep->oartifact) &&
|
|
!carrying(SPE_RESTORE_ABILITY)) {
|
|
/* monks rarely wield a weapon */
|
|
class_gift = SPE_RESTORE_ABILITY;
|
|
goto make_splbk;
|
|
}
|
|
|
|
switch (u.ualign.type) {
|
|
case A_LAWFUL:
|
|
if (class_gift != STRANGE_OBJECT) {
|
|
; /* already got bonus above */
|
|
} else if (obj && obj->otyp == LONG_SWORD && !obj->oartifact) {
|
|
if (!Blind) Your("sword shines brightly for a moment.");
|
|
obj = oname(obj, artiname(ART_EXCALIBUR));
|
|
if (obj && obj->oartifact == ART_EXCALIBUR) u.ugifts++;
|
|
}
|
|
/* acquire Excalibur's skill regardless of weapon or gift */
|
|
unrestrict_weapon_skill(P_LONG_SWORD);
|
|
if (obj && obj->oartifact == ART_EXCALIBUR)
|
|
discover_artifact(ART_EXCALIBUR);
|
|
break;
|
|
case A_NEUTRAL:
|
|
if (class_gift != STRANGE_OBJECT) {
|
|
; /* already got bonus above */
|
|
} else if (in_hand) {
|
|
Your("%s goes snicker-snack!", xname(obj));
|
|
obj->dknown = TRUE;
|
|
} else if (!already_exists) {
|
|
obj = mksobj(LONG_SWORD, FALSE, FALSE);
|
|
obj = oname(obj, artiname(ART_VORPAL_BLADE));
|
|
obj->spe = 1;
|
|
at_your_feet("A sword");
|
|
dropy(obj);
|
|
u.ugifts++;
|
|
}
|
|
/* acquire Vorpal Blade's skill regardless of weapon or gift */
|
|
unrestrict_weapon_skill(P_LONG_SWORD);
|
|
if (obj && obj->oartifact == ART_VORPAL_BLADE)
|
|
discover_artifact(ART_VORPAL_BLADE);
|
|
break;
|
|
case A_CHAOTIC:
|
|
{
|
|
char swordbuf[BUFSZ];
|
|
|
|
Sprintf(swordbuf, "%s sword", hcolor(NH_BLACK));
|
|
if (class_gift != STRANGE_OBJECT) {
|
|
; /* already got bonus above */
|
|
} else if (in_hand) {
|
|
Your("%s hums ominously!", swordbuf);
|
|
obj->dknown = TRUE;
|
|
} else if (!already_exists) {
|
|
obj = mksobj(RUNESWORD, FALSE, FALSE);
|
|
obj = oname(obj, artiname(ART_STORMBRINGER));
|
|
obj->spe = 1;
|
|
at_your_feet(An(swordbuf));
|
|
dropy(obj);
|
|
u.ugifts++;
|
|
}
|
|
/* acquire Stormbringer's skill regardless of weapon or gift */
|
|
unrestrict_weapon_skill(P_BROAD_SWORD);
|
|
if (obj && obj->oartifact == ART_STORMBRINGER)
|
|
discover_artifact(ART_STORMBRINGER);
|
|
break;
|
|
}
|
|
default:
|
|
obj = 0; /* lint */
|
|
break;
|
|
}
|
|
|
|
/* enhance weapon regardless of alignment or artifact status */
|
|
if (ok_wep(obj)) {
|
|
bless(obj);
|
|
obj->oeroded = obj->oeroded2 = 0;
|
|
obj->oerodeproof = TRUE;
|
|
obj->bknown = obj->rknown = TRUE;
|
|
if (obj->spe < 1) obj->spe = 1;
|
|
/* acquire skill in this weapon */
|
|
unrestrict_weapon_skill(weapon_type(obj));
|
|
} else if (class_gift == STRANGE_OBJECT) {
|
|
/* opportunity knocked, but there was nobody home... */
|
|
You_feel("unworthy.");
|
|
}
|
|
update_inventory();
|
|
|
|
/* lastly, confer an extra skill slot/credit beyond the
|
|
up-to-29 you can get from gaining experience levels */
|
|
add_weapon_skill(1);
|
|
return;
|
|
}
|
|
#endif /*ELBERETH*/
|
|
|
|
STATIC_OVL void
|
|
pleased(g_align)
|
|
aligntyp g_align;
|
|
{
|
|
/* don't use p_trouble, worst trouble may get fixed while praying */
|
|
int trouble = in_trouble(); /* what's your worst difficulty? */
|
|
int pat_on_head = 0, kick_on_butt;
|
|
|
|
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 && trouble <= 0) 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) {
|
|
/* if hero was in trouble, but got better, no special favor */
|
|
if (p_trouble == 0) pat_on_head = 1;
|
|
} else {
|
|
int action, prayer_luck;
|
|
|
|
/* Negative luck is normally impossible here (can_pray() forces
|
|
prayer failure in that situation), but it's possible for
|
|
Luck to drop during the period of prayer occupation and
|
|
become negative by the time we get here. [Reported case
|
|
was lawful character whose stinking cloud caused a delayed
|
|
killing of a peaceful human, triggering the "murderer"
|
|
penalty while successful prayer was in progress. It could
|
|
also happen due to inconvenient timing on Friday 13th, but
|
|
the magnitude there (-1) isn't big enough to cause trouble.]
|
|
We don't bother remembering start-of-prayer luck, just make
|
|
sure it's at least -1 so that Luck+2 is big enough to avoid
|
|
a divide by zero crash when generating a random number. */
|
|
prayer_luck = max(Luck, -1); /* => (prayer_luck + 2 > 0) */
|
|
action = rn1(prayer_luck + (on_altar() ? 3 + on_shrine() : 2), 1);
|
|
if (!on_altar()) action = min(action, 3);
|
|
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 */
|
|
}
|
|
}
|
|
|
|
/* note: can't get pat_on_head unless all troubles have just been
|
|
fixed or there were no troubles to begin with; hallucination
|
|
won't be in effect so special handling for it is superfluous */
|
|
if(pat_on_head)
|
|
switch(rn2((Luck + 6)>>1)) {
|
|
case 0: break;
|
|
case 1:
|
|
if (uwep && (welded(uwep) || uwep->oclass == WEAPON_CLASS ||
|
|
is_weptool(uwep))) {
|
|
char repair_buf[BUFSZ];
|
|
|
|
*repair_buf = '\0';
|
|
if (uwep->oeroded || uwep->oeroded2)
|
|
Sprintf(repair_buf, " and %s now as good as new",
|
|
otense(uwep, "are"));
|
|
|
|
if (uwep->cursed) {
|
|
if (!Blind) {
|
|
pline("%s %s%s.", Yobjnam2(uwep, "softly glow"),
|
|
hcolor(NH_AMBER), repair_buf);
|
|
iflags.last_msg = PLNMSG_OBJ_GLOWS;
|
|
} else
|
|
You_feel("the power of %s over %s.",
|
|
u_gname(), yname(uwep));
|
|
uncurse(uwep);
|
|
uwep->bknown = TRUE;
|
|
*repair_buf = '\0';
|
|
} else if (!uwep->blessed) {
|
|
if (!Blind) {
|
|
pline("%s with %s aura%s.",
|
|
Yobjnam2(uwep, "softly glow"),
|
|
an(hcolor(NH_LIGHT_BLUE)), repair_buf);
|
|
iflags.last_msg = PLNMSG_OBJ_GLOWS;
|
|
} else
|
|
You_feel("the blessing of %s over %s.",
|
|
u_gname(), yname(uwep));
|
|
bless(uwep);
|
|
uwep->bknown = TRUE;
|
|
*repair_buf = '\0';
|
|
}
|
|
|
|
/* fix any rust/burn/rot damage, but don't protect
|
|
against future damage */
|
|
if (uwep->oeroded || uwep->oeroded2) {
|
|
uwep->oeroded = uwep->oeroded2 = 0;
|
|
/* only give this message if we didn't just bless
|
|
or uncurse (which has already given a message) */
|
|
if (*repair_buf)
|
|
pline("%s as good as new!",
|
|
Yobjnam2(uwep, Blind ? "feel" : "look"));
|
|
}
|
|
update_inventory();
|
|
}
|
|
break;
|
|
case 3:
|
|
/* takes 2 hints to get the music to enter the stronghold;
|
|
skip if you've solved it via mastermind or destroyed the
|
|
drawbridge (both set uopened_dbridge) or if you've already
|
|
travelled past the Valley of the Dead (gehennom_entered) */
|
|
if (!u.uevent.uopened_dbridge && !u.uevent.gehennom_entered) {
|
|
if (u.uevent.uheard_tune < 1) {
|
|
godvoice(g_align,(char *)0);
|
|
verbalize("Hark, %s!",
|
|
youmonst.data->mlet == S_HUMAN ? "mortal" : "creature");
|
|
verbalize(
|
|
"To enter the castle, thou must play the right tune!");
|
|
u.uevent.uheard_tune++;
|
|
break;
|
|
} else if (u.uevent.uheard_tune < 2) {
|
|
You_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(hcolor(NH_GOLDEN)));
|
|
/* if any levels have been lost (and not yet regained),
|
|
treat this effect like blessed full healing */
|
|
if (u.ulevel < u.ulevelmax) {
|
|
u.ulevelmax -= 1; /* see potion.c */
|
|
pluslvl(FALSE);
|
|
} else {
|
|
u.uhpmax += 5;
|
|
if (Upolyd) u.mhmax += 5;
|
|
}
|
|
u.uhp = u.uhpmax;
|
|
if (Upolyd) u.mh = u.mhmax;
|
|
ABASE(A_STR) = AMAX(A_STR);
|
|
if (u.uhunger < 900) init_uhunger();
|
|
if (u.uluck < 0) u.uluck = 0;
|
|
make_blinded(0L,TRUE);
|
|
context.botl = 1;
|
|
break;
|
|
case 4: {
|
|
register struct obj *otmp;
|
|
int any = 0;
|
|
|
|
if (Blind)
|
|
You_feel("the power of %s.", u_gname());
|
|
else You("are surrounded by %s aura.",
|
|
an(hcolor(NH_LIGHT_BLUE)));
|
|
for(otmp=invent; otmp; otmp=otmp->nobj) {
|
|
if (otmp->cursed) {
|
|
if (!Blind) {
|
|
pline("%s %s.", Yobjnam2(otmp, "softly glow"),
|
|
hcolor(NH_AMBER));
|
|
iflags.last_msg = PLNMSG_OBJ_GLOWS;
|
|
otmp->bknown = TRUE;
|
|
++any;
|
|
}
|
|
uncurse(otmp);
|
|
}
|
|
}
|
|
if (any) update_inventory();
|
|
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 (!(HFast & INTRINSIC)) {
|
|
HFast |= FROMOUTSIDE;
|
|
pline(msg, "Speed");
|
|
} else if (!(HStealth & INTRINSIC)) {
|
|
HStealth |= FROMOUTSIDE;
|
|
pline(msg, "Stealth");
|
|
} else {
|
|
if (!(HProtection & INTRINSIC)) {
|
|
HProtection |= 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) {
|
|
gcrownu();
|
|
break;
|
|
} /* else FALLTHRU */
|
|
#endif /*ELBERETH*/
|
|
case 6: {
|
|
struct obj *otmp;
|
|
int sp_no, trycnt = u.ulevel + 1;
|
|
|
|
/* not yet known spells given preference over already known ones */
|
|
/* Also, try to grant a spell for which there is a skill slot */
|
|
otmp = mkobj(SPBOOK_CLASS, TRUE);
|
|
while (--trycnt > 0) {
|
|
if (otmp->otyp != SPE_BLANK_PAPER) {
|
|
for (sp_no = 0; sp_no < MAXSPELL; sp_no++)
|
|
if (spl_book[sp_no].sp_id == otmp->otyp) break;
|
|
if (sp_no == MAXSPELL &&
|
|
!P_RESTRICTED(spell_skilltype(otmp->otyp)))
|
|
break; /* usable, but not yet known */
|
|
} else {
|
|
if (!objects[SPE_BLANK_PAPER].oc_name_known ||
|
|
carrying(MAGIC_MARKER)) break;
|
|
}
|
|
otmp->otyp = rnd_class(bases[SPBOOK_CLASS], SPE_BLANK_PAPER);
|
|
}
|
|
bless(otmp);
|
|
at_your_feet("A spellbook");
|
|
place_object(otmp, u.ux, u.uy);
|
|
newsym(u.ux, u.uy);
|
|
break;
|
|
}
|
|
default: impossible("Confused deity!");
|
|
break;
|
|
}
|
|
|
|
u.ublesscnt = rnz(350);
|
|
kick_on_butt = u.uevent.udemigod ? 1 : 0;
|
|
#ifdef ELBERETH
|
|
if (u.uevent.uhand_of_elbereth) kick_on_butt++;
|
|
#endif
|
|
if (kick_on_butt) u.ublesscnt += kick_on_butt * rnz(1000);
|
|
|
|
return;
|
|
}
|
|
|
|
/* either blesses or curses water on the altar,
|
|
* returns true if it found any water here.
|
|
*/
|
|
STATIC_OVL boolean
|
|
water_prayer(bless_water)
|
|
boolean bless_water;
|
|
{
|
|
register struct obj* otmp;
|
|
register long changed = 0;
|
|
boolean other = FALSE, bc_known = !(Blind || Hallucination);
|
|
|
|
for(otmp = level.objects[u.ux][u.uy]; otmp; otmp = otmp->nexthere) {
|
|
/* turn water into (un)holy water */
|
|
if (otmp->otyp == POT_WATER &&
|
|
(bless_water ? !otmp->blessed : !otmp->cursed)) {
|
|
otmp->blessed = bless_water;
|
|
otmp->cursed = !bless_water;
|
|
otmp->bknown = bc_known;
|
|
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 ? "One of the" : "The")),
|
|
((other || changed > 1L) ? "s" : ""), (changed > 1L ? "" : "s"),
|
|
(bless_water ? hcolor(NH_LIGHT_BLUE) : hcolor(NH_BLACK)));
|
|
}
|
|
return((boolean)(changed > 0L));
|
|
}
|
|
|
|
STATIC_OVL 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_OVL void
|
|
gods_angry(g_align)
|
|
aligntyp g_align;
|
|
{
|
|
godvoice(g_align, "Thou hast angered me.");
|
|
}
|
|
|
|
/* The g_align god is upset with you. */
|
|
STATIC_OVL 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_OVL 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, 1L);
|
|
exercise(A_WIS, TRUE);
|
|
}
|
|
|
|
int
|
|
dosacrifice()
|
|
{
|
|
static NEARDATA const char cloud_of_smoke[] =
|
|
"A cloud of %s smoke surrounds you...";
|
|
register struct obj *otmp;
|
|
int value = 0, pm;
|
|
boolean highaltar;
|
|
aligntyp altaralign = a_align(u.ux,u.uy);
|
|
|
|
if (!on_altar() || u.uswallow) {
|
|
You("are not standing on an altar.");
|
|
return 0;
|
|
}
|
|
highaltar = ((Is_astralevel(&u.uz) || Is_sanctum(&u.uz)) &&
|
|
(levl[u.ux][u.uy].altarmask & AM_SHRINE));
|
|
|
|
otmp = floorfood("sacrifice", 1);
|
|
if (!otmp) 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 game's evaluation of their
|
|
toughness. Human and pet sacrifice, as well as sacrificing unicorns
|
|
of your alignment, is strongly discouraged.
|
|
*/
|
|
|
|
#define MAXVALUE 24 /* Highest corpse value (besides Wiz) */
|
|
|
|
if (otmp->otyp == CORPSE) {
|
|
register struct permonst *ptr = &mons[otmp->corpsenm];
|
|
struct monst *mtmp;
|
|
extern const int monstr[];
|
|
|
|
/* KMH, conduct */
|
|
u.uconduct.gnostic++;
|
|
|
|
/* you're handling this corpse, even if it was killed upon the altar */
|
|
feel_cockatrice(otmp, TRUE);
|
|
if (rider_corpse_revival(otmp, FALSE)) return 1;
|
|
|
|
if (otmp->corpsenm == PM_ACID_BLOB
|
|
|| (monstermoves <= peek_at_iced_corpse_age(otmp) + 50)) {
|
|
value = monstr[otmp->corpsenm] + 1;
|
|
if (otmp->oeaten)
|
|
value = eaten_stat(value, otmp);
|
|
}
|
|
|
|
if (your_race(ptr)) {
|
|
if (is_demon(youmonst.data)) {
|
|
You("find the idea very satisfying.");
|
|
exercise(A_WIS, TRUE);
|
|
} else if (u.ualign.type != A_CHAOTIC) {
|
|
pline("You'll regret this infamous offense!");
|
|
exercise(A_WIS, FALSE);
|
|
}
|
|
|
|
if (highaltar &&
|
|
(altaralign != A_CHAOTIC || u.ualign.type != A_CHAOTIC)) {
|
|
goto desecrate_high_altar;
|
|
} else if (altaralign != A_CHAOTIC && altaralign != A_NONE) {
|
|
/* curse the lawful/neutral altar */
|
|
pline_The("altar is stained with %s blood.", urace.adj);
|
|
levl[u.ux][u.uy].altarmask = AM_CHAOTIC;
|
|
angry_priest();
|
|
} else {
|
|
struct monst *dmon;
|
|
const char *demonless_msg;
|
|
|
|
/* Human sacrifice on a chaotic or unaligned altar */
|
|
/* is equivalent to demon summoning */
|
|
if (altaralign == A_CHAOTIC && u.ualign.type != A_CHAOTIC) {
|
|
pline(
|
|
"The blood floods the altar, which vanishes in %s cloud!",
|
|
an(hcolor(NH_BLACK)));
|
|
levl[u.ux][u.uy].typ = ROOM;
|
|
levl[u.ux][u.uy].altarmask = 0;
|
|
newsym(u.ux, u.uy);
|
|
angry_priest();
|
|
demonless_msg = "cloud dissipates";
|
|
} else {
|
|
/* either you're chaotic or altar is Moloch's or both */
|
|
pline_The("blood covers the altar!");
|
|
change_luck(altaralign == A_NONE ? -2 : 2);
|
|
demonless_msg = "blood coagulates";
|
|
}
|
|
if ((pm = dlord(altaralign)) != NON_PM &&
|
|
(dmon = makemon(&mons[pm], u.ux, u.uy, NO_MM_FLAGS)) != 0) {
|
|
char dbuf[BUFSZ];
|
|
|
|
Strcpy(dbuf, a_monnam(dmon));
|
|
if (!strcmpi(dbuf, "it"))
|
|
Strcpy(dbuf, "something dreadful");
|
|
else
|
|
dmon->mstrategy &= ~STRAT_APPEARMSG;
|
|
You("have summoned %s!", dbuf);
|
|
if (sgn(u.ualign.type) == sgn(dmon->data->maligntyp))
|
|
dmon->mpeaceful = TRUE;
|
|
You("are terrified, and unable to move.");
|
|
nomul(-3);
|
|
nomovemsg = 0;
|
|
} else pline_The("%s.", demonless_msg);
|
|
}
|
|
|
|
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, 1L);
|
|
return(1);
|
|
} else if (has_omonst(otmp)
|
|
&& ((mtmp = get_mtraits(otmp, FALSE)) != (struct monst *)0)
|
|
&& mtmp->mtame) {
|
|
/* mtmp is a temporary pointer to a tame monster's attributes,
|
|
* not a real monster */
|
|
pline("So this is how you repay loyalty?");
|
|
adjalign(-3);
|
|
value = -1;
|
|
HAggravate_monster |= FROMOUTSIDE;
|
|
} else if (is_undead(ptr)) { /* Not demons--no demon corpses */
|
|
if (u.ualign.type != A_CHAOTIC)
|
|
value += 1;
|
|
} else if (is_unicorn(ptr)) {
|
|
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;
|
|
}
|
|
} /* corpse */
|
|
|
|
if (otmp->otyp == AMULET_OF_YENDOR) {
|
|
if (!highaltar) {
|
|
too_soon:
|
|
if (altaralign == A_NONE && Inhell)
|
|
/* hero has left Moloch's Sanctum so is in the process
|
|
of getting away with the Amulet (outside of Gehennom,
|
|
fall through to the "ashamed" feedback) */
|
|
gods_upset(A_NONE);
|
|
else
|
|
You_feel("%s.", Hallucination ? "homesick" :
|
|
/* headed towards celestial disgrace */
|
|
(altaralign != u.ualign.type) ? "ashamed" :
|
|
/* on track; give a big hint */
|
|
"an urge to return to the surface");
|
|
return 1;
|
|
} else {
|
|
/* The final Test. Did you win? */
|
|
if(uamul == otmp) Amulet_off();
|
|
u.uevent.ascended = 1;
|
|
if(carried(otmp)) useup(otmp); /* well, it's gone now */
|
|
else useupf(otmp, 1L);
|
|
You("offer the Amulet of Yendor to %s...", a_gname());
|
|
if (altaralign == A_NONE) {
|
|
/* Moloch's high altar */
|
|
if (u.ualign.record > -99) u.ualign.record = -99;
|
|
/*[apparently shrug/snarl can be sensed without being seen]*/
|
|
pline("%s shrugs and retains dominion over %s,",
|
|
Moloch, u_gname());
|
|
pline("then mercilessly snuffs out your life.");
|
|
Sprintf(killer.name, "%s indifference", s_suffix(Moloch));
|
|
killer.format = KILLED_BY;
|
|
done(DIED);
|
|
/* life-saved (or declined to die in wizard/explore mode) */
|
|
pline("%s snarls and tries again...", Moloch);
|
|
fry_by_god(A_NONE, TRUE); /* wrath of Moloch */
|
|
/* declined to die in wizard or explore mode */
|
|
pline(cloud_of_smoke, hcolor(NH_BLACK));
|
|
done(ESCAPED);
|
|
} else 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(cloud_of_smoke, hcolor("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);
|
|
}
|
|
}
|
|
} /* real Amulet */
|
|
|
|
if (otmp->otyp == FAKE_AMULET_OF_YENDOR) {
|
|
if (!highaltar && !otmp->known) goto too_soon;
|
|
if (!Deaf)
|
|
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 */
|
|
if (Deaf) pline("Oh, no."); /* didn't hear thunderclap */
|
|
change_luck(-3);
|
|
adjalign(-1);
|
|
u.ugangr += 3;
|
|
value = -3;
|
|
}
|
|
} /* fake Amulet */
|
|
|
|
if (value == 0) {
|
|
pline(nothing_happens);
|
|
return (1);
|
|
}
|
|
|
|
if (altaralign != u.ualign.type && highaltar) {
|
|
desecrate_high_altar:
|
|
/*
|
|
* REAL BAD NEWS!!! High altars cannot be converted. Even an attempt
|
|
* gets the god who owns it truely pissed off.
|
|
*/
|
|
You_feel("the air around you grow charged...");
|
|
pline("Suddenly, you realize that %s has noticed you...", a_gname());
|
|
godvoice(altaralign, "So, mortal! You dare desecrate my High Temple!");
|
|
/* Throw everything we have at the player */
|
|
god_zaps_you(altaralign);
|
|
} else 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 ? */
|
|
/* An unaligned altar in Gehennom will always elicit rejection. */
|
|
if (ugod_is_angry() || (altaralign == A_NONE && Inhell)) {
|
|
if(u.ualignbase[A_CURRENT] == u.ualignbase[A_ORIGINAL] &&
|
|
altaralign != A_NONE) {
|
|
You("have a strong feeling that %s is angry...", u_gname());
|
|
consume_offering(otmp);
|
|
pline("%s accepts your allegiance.", a_gname());
|
|
|
|
uchangealign(altaralign, 0);
|
|
/* Beware, Conversion is costly */
|
|
change_luck(-3);
|
|
u.ublesscnt += 300;
|
|
} else {
|
|
u.ugangr += 3;
|
|
adjalign(-5);
|
|
pline("%s rejects your sacrifice!", a_gname());
|
|
godvoice(altaralign, "Suffer, infidel!");
|
|
change_luck(-5);
|
|
(void) adjattrib(A_WIS, -2, TRUE);
|
|
if (!Inhell) angrygods(u.ualign.type);
|
|
}
|
|
return(1);
|
|
} else {
|
|
consume_offering(otmp);
|
|
You("sense a conflict between %s and %s.",
|
|
u_gname(), a_gname());
|
|
if (rn2(8 + 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.",
|
|
hcolor(
|
|
u.ualign.type == A_LAWFUL ? NH_WHITE :
|
|
u.ualign.type ? NH_BLACK : (const char *)"gray"));
|
|
|
|
if (rnl(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(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 && u.uluck >= 0 &&
|
|
!rn2(10 + (2 * u.ugifts * 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);
|
|
otmp->oerodeproof = TRUE;
|
|
at_your_feet("An object");
|
|
dropy(otmp);
|
|
godvoice(u.ualign.type, "Use my gift wisely!");
|
|
u.ugifts++;
|
|
u.ublesscnt = rnz(300 + (50 * nartifacts));
|
|
exercise(A_WIS, TRUE);
|
|
/* make sure we can use this weapon */
|
|
unrestrict_weapon_skill(weapon_type(otmp));
|
|
if (!Hallucination && !Blind) {
|
|
otmp->dknown = 1;
|
|
makeknown(otmp->otyp);
|
|
discover_artifact(otmp->oartifact);
|
|
}
|
|
return(1);
|
|
}
|
|
}
|
|
change_luck((value * LUCKMAX) / (MAXVALUE * 2));
|
|
if ((int)u.uluck < 0) u.uluck = 0;
|
|
if (u.uluck != saved_luck) {
|
|
if (Blind)
|
|
You("think %s brushed your %s.",something, 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);
|
|
}
|
|
|
|
|
|
/* determine prayer results in advance; also used for enlightenment */
|
|
boolean
|
|
can_pray(praying)
|
|
boolean praying; /* false means no messages should be given */
|
|
{
|
|
int alignment;
|
|
|
|
p_aligntyp = on_altar() ? a_align(u.ux,u.uy) : u.ualign.type;
|
|
p_trouble = in_trouble();
|
|
|
|
if (is_demon(youmonst.data) && (p_aligntyp != A_CHAOTIC)) {
|
|
if (praying)
|
|
pline_The("very idea of praying to a %s god is repugnant to you.",
|
|
p_aligntyp ? "lawful" : "neutral");
|
|
return FALSE;
|
|
}
|
|
|
|
if (praying)
|
|
You("begin praying to %s.", align_gname(p_aligntyp));
|
|
|
|
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 alignment altar */
|
|
else alignment = u.ualign.record;
|
|
|
|
if ((p_trouble > 0) ? (u.ublesscnt > 200) : /* big trouble */
|
|
(p_trouble < 0) ? (u.ublesscnt > 100) : /* minor difficulties */
|
|
(u.ublesscnt > 0)) /* not in trouble */
|
|
p_type = 0; /* too soon... */
|
|
else if ((int)Luck < 0 || u.ugangr || alignment < 0)
|
|
p_type = 1; /* too naughty... */
|
|
else /* alignment >= 0 */ {
|
|
if(on_altar() && u.ualign.type != p_aligntyp)
|
|
p_type = 2;
|
|
else
|
|
p_type = 3;
|
|
}
|
|
|
|
if (is_undead(youmonst.data) && !Inhell &&
|
|
(p_aligntyp == A_LAWFUL || (p_aligntyp == A_NEUTRAL && !rn2(10))))
|
|
p_type = -1;
|
|
/* Note: when !praying, the random factor for neutrals makes the
|
|
return value a non-deterministic approximation for enlightenment.
|
|
This case should be uncommon enough to live with... */
|
|
|
|
return !praying ? (boolean)(p_type == 3 && !Inhell) : TRUE;
|
|
}
|
|
|
|
int
|
|
dopray()
|
|
{
|
|
/* Confirm accidental slips of Alt-P */
|
|
if (ParanoidPray && yn("Are you sure you want to pray?") != 'y')
|
|
return 0;
|
|
|
|
u.uconduct.gnostic++;
|
|
|
|
/* set up p_type and p_alignment */
|
|
if (!can_pray(TRUE)) return 0;
|
|
|
|
#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;
|
|
if (u.ualign.record <= 0) u.ualign.record = 1;
|
|
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;
|
|
|
|
u.uinvulnerable = FALSE;
|
|
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.");
|
|
/* KMH -- Gods have mastery over unchanging */
|
|
rehumanize();
|
|
/* no Half_physical_damage adjustment here */
|
|
losehp(rnd(20), "residual undead turning effect", KILLED_BY_AN);
|
|
exercise(A_CON, FALSE);
|
|
return(1);
|
|
}
|
|
if (Inhell) {
|
|
pline("Since you are in Gehennom, %s won't help you.",
|
|
align_gname(alignment));
|
|
/* haltingly aligned is least likely to anger */
|
|
if (u.ualign.record <= 0 || rnl(u.ualign.record))
|
|
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 {
|
|
/* coaligned */
|
|
if(on_altar())
|
|
(void) water_prayer(TRUE);
|
|
pleased(alignment); /* nice */
|
|
}
|
|
return(1);
|
|
}
|
|
|
|
int
|
|
doturn()
|
|
{ /* Knights & Priest(esse)s only please */
|
|
|
|
struct monst *mtmp, *mtmp2;
|
|
int once, range, xlev;
|
|
|
|
if (!Role_if(PM_PRIEST) && !Role_if(PM_KNIGHT)) {
|
|
/* 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);
|
|
}
|
|
u.uconduct.gnostic++;
|
|
|
|
if ((u.ualign.type != A_CHAOTIC &&
|
|
(is_demon(youmonst.data) || is_undead(youmonst.data))) ||
|
|
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);
|
|
|
|
/* note: does not perform unturn_dead() on victims' inventories */
|
|
range = BOLT_LIM + (u.ulevel / 5); /* 5 to 11 */
|
|
range *= range;
|
|
once = 0;
|
|
for(mtmp = fmon; mtmp; mtmp = mtmp2) {
|
|
mtmp2 = mtmp->nmon;
|
|
|
|
if (DEADMONSTER(mtmp)) continue;
|
|
if (!cansee(mtmp->mx,mtmp->my) ||
|
|
distu(mtmp->mx,mtmp->my) > range) continue;
|
|
|
|
if (!mtmp->mpeaceful && (is_undead(mtmp->data) ||
|
|
is_vampshifter(mtmp) ||
|
|
(is_demon(mtmp->data) && (u.ulevel > (MAXULEV/2))))) {
|
|
|
|
mtmp->msleeping = 0;
|
|
if (Confusion) {
|
|
if (!once++)
|
|
pline("Unfortunately, your voice falters.");
|
|
mtmp->mflee = 0;
|
|
mtmp->mfrozen = 0;
|
|
mtmp->mcanmove = 1;
|
|
} else if (!resist(mtmp, '\0', 0, TELL)) {
|
|
xlev = 6;
|
|
switch (mtmp->data->mlet) {
|
|
/* this is intentional, lichs are tougher
|
|
than zombies. */
|
|
case S_LICH: xlev += 2; /*FALLTHRU*/
|
|
case S_GHOST: xlev += 2; /*FALLTHRU*/
|
|
case S_VAMPIRE: xlev += 2; /*FALLTHRU*/
|
|
case S_WRAITH: xlev += 2; /*FALLTHRU*/
|
|
case S_MUMMY: xlev += 2; /*FALLTHRU*/
|
|
case S_ZOMBIE:
|
|
if (u.ulevel >= xlev &&
|
|
!resist(mtmp, '\0', 0, NOTELL)) {
|
|
if (u.ualign.type == A_CHAOTIC) {
|
|
mtmp->mpeaceful = 1;
|
|
set_malign(mtmp);
|
|
} else { /* damn them */
|
|
killed(mtmp);
|
|
}
|
|
break;
|
|
} /* else flee */
|
|
/*FALLTHRU*/
|
|
default:
|
|
monflee(mtmp, 0, FALSE, TRUE);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
nomul(-5);
|
|
nomovemsg = You_can_move_again;
|
|
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)
|
|
aligntyp alignment;
|
|
{
|
|
const char *gnam;
|
|
|
|
switch (alignment) {
|
|
case A_NONE: gnam = Moloch; break;
|
|
case A_LAWFUL: gnam = urole.lgod; break;
|
|
case A_NEUTRAL: gnam = urole.ngod; break;
|
|
case A_CHAOTIC: gnam = urole.cgod; break;
|
|
default: impossible("unknown alignment.");
|
|
gnam = "someone"; break;
|
|
}
|
|
if (*gnam == '_') ++gnam;
|
|
return gnam;
|
|
}
|
|
|
|
/* hallucination handling for priest/minion names: select a random god
|
|
iff character is hallucinating */
|
|
const char *
|
|
halu_gname(alignment)
|
|
aligntyp alignment;
|
|
{
|
|
const char *gnam;
|
|
int which;
|
|
|
|
if (!Hallucination) return align_gname(alignment);
|
|
|
|
which = randrole();
|
|
switch (rn2(3)) {
|
|
case 0: gnam = roles[which].lgod; break;
|
|
case 1: gnam = roles[which].ngod; break;
|
|
case 2: gnam = roles[which].cgod; break;
|
|
default: gnam = 0; break; /* lint suppression */
|
|
}
|
|
if (!gnam) gnam = Moloch;
|
|
if (*gnam == '_') ++gnam;
|
|
return gnam;
|
|
}
|
|
|
|
/* deity's title */
|
|
const char *
|
|
align_gtitle(alignment)
|
|
aligntyp alignment;
|
|
{
|
|
const char *gnam, *result = "god";
|
|
|
|
switch (alignment) {
|
|
case A_LAWFUL: gnam = urole.lgod; break;
|
|
case A_NEUTRAL: gnam = urole.ngod; break;
|
|
case A_CHAOTIC: gnam = urole.cgod; break;
|
|
default: gnam = 0; break;
|
|
}
|
|
if (gnam && *gnam == '_') result = "goddess";
|
|
return result;
|
|
}
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
/* assumes isok() at one space away, but not necessarily at two */
|
|
STATIC_OVL boolean
|
|
blocked_boulder(dx,dy)
|
|
int dx,dy;
|
|
{
|
|
register struct obj *otmp;
|
|
long count = 0L;
|
|
|
|
for(otmp = level.objects[u.ux+dx][u.uy+dy]; otmp; otmp = otmp->nexthere) {
|
|
if(otmp->otyp == BOULDER)
|
|
count += otmp->quan;
|
|
}
|
|
|
|
switch(count) {
|
|
case 0: return FALSE; /* no boulders--not blocked */
|
|
case 1: break; /* possibly blocked depending on if it's pushable */
|
|
default: return TRUE; /* >1 boulder--blocked after they push the top
|
|
one; don't force them to push it first to find out */
|
|
}
|
|
|
|
if (!isok(u.ux+2*dx, u.uy+2*dy))
|
|
return TRUE;
|
|
if (IS_ROCK(levl[u.ux+2*dx][u.uy+2*dy].typ))
|
|
return TRUE;
|
|
if (sobj_at(BOULDER, u.ux+2*dx, u.uy+2*dy))
|
|
return TRUE;
|
|
|
|
return FALSE;
|
|
}
|
|
|
|
/*pray.c*/
|