Files
nethack/src/priest.c
T
Alex Smith e6d44c68e8 Overhaul of priest donations
The old code had two main problems: a) it was very difficult for
unspoiled players to figure out how it worked (because donating too
much got you a bad result, and the exact amount you needed depended
on magic numbers that weren't stated in game, and because you had to
hide your visible gold to get a good result); b) for players who
knew the mechanics, it was somewhat exploitable and also somewhat
tedious to make use of (due to needing to hide visible gold before
donating).

This change preserves the spirit of the previous code whilst making
things more transparent for new players and less tedious for existing
players: the donation amounts for the various effects are still
roughly the same (but randomized), but the amounts you need to donate
for clairvoyance and for protection are explicitly stated (and as
before, the alignment reset is done by donating an unnecessarily
large amount and isn't explicitly stated as an option).  If you have
a lot of visible gold, you still need to donate a sizeable proportion
of it to get a useful effect, but now you get a larger reward to
compensate for the larger donation (to the extent that doing this
gives comparable results to doing it as a series of small donations,
removing the incentive to hide your gold before donating).

There's also something here for those players who like to squeeze
every last point of optimality out of a game: the "obvious" donation
strategy gives decent results, but players who are really willing to
dig into the mechanics may be able to find a way to get slightly
better results on average (which if I've balanced this correctly,
will lead to a very long and complicated spoiler).

One other change is that this is now based on your peak rather than
current level, to fix an exploit in which the character was drained
down to level 1 to donate a very large amount of gold (improving by
20 AC points) and then immediately restored back to the previous
experience level using a blessed potion of restore ablity.

This breaks save compatibility, but is being pushed together with
other save-breaking changes to avoid the need for multiple bumps to
EDITLEVEL.
2026-03-19 05:10:09 +00:00

945 lines
31 KiB
C

/* NetHack 3.7 priest.c $NHDT-Date: 1764567778 2025/11/30 21:42:58 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.106 $ */
/* Copyright (c) Izchak Miller, Steve Linhart, 1989. */
/* NetHack may be freely redistributed. See license for details. */
#include "hack.h"
#include "mfndpos.h"
/* these match the categorizations shown by enlightenment */
#define ALGN_SINNED (-4) /* worse than strayed (-1..-3) */
#define ALGN_DEVOUT 14 /* better than fervent (9..13) */
staticfn boolean histemple_at(struct monst *, coordxy, coordxy);
staticfn boolean has_shrine(struct monst *);
void
newepri(struct monst *mtmp)
{
if (!mtmp->mextra)
mtmp->mextra = newmextra();
if (!EPRI(mtmp)) {
EPRI(mtmp) = (struct epri *) alloc(sizeof(struct epri));
(void) memset((genericptr_t) EPRI(mtmp), 0, sizeof(struct epri));
EPRI(mtmp)->parentmid = mtmp->m_id;
}
}
void
free_epri(struct monst *mtmp)
{
if (mtmp->mextra && EPRI(mtmp)) {
free((genericptr_t) EPRI(mtmp));
EPRI(mtmp) = (struct epri *) 0;
}
mtmp->ispriest = 0;
}
/*
* Move for priests and shopkeepers. Called from shk_move() and pri_move().
* Valid returns are 1: moved 0: didn't -1: let m_move do it -2: died.
*/
int
move_special(struct monst *mtmp, boolean in_his_shop, schar appr,
boolean uondoor, boolean avoid,
coordxy omx, coordxy omy, coordxy ggx, coordxy ggy)
{
coordxy nx, ny, nix, niy;
schar i;
schar chcnt, cnt;
struct mfndposdata mfp;
long ninfo = 0;
long allowflags;
#if 0 /* dead code; see below */
struct obj *ib = (struct obj *) 0;
#endif
if (omx == ggx && omy == ggy)
return 0;
if (mtmp->mconf) {
avoid = FALSE;
appr = 0;
}
nix = omx;
niy = omy;
allowflags = mon_allowflags(mtmp);
cnt = mfndpos(mtmp, &mfp, allowflags);
if (mtmp->isshk && avoid && uondoor) { /* perhaps we cannot avoid him */
for (i = 0; i < cnt; i++)
if (!(mfp.info[i] & NOTONL))
goto pick_move;
avoid = FALSE;
}
#define GDIST(x, y) (dist2(x, y, ggx, ggy))
pick_move:
chcnt = 0;
for (i = 0; i < cnt; i++) {
nx = mfp.poss[i].x;
ny = mfp.poss[i].y;
if (IS_ROOM(levl[nx][ny].typ)
|| (mtmp->isshk && (!in_his_shop || ESHK(mtmp)->following))) {
if (avoid && (mfp.info[i] & NOTONL) && !(mfp.info[i] & ALLOW_M))
continue;
if ((!appr && !rn2(++chcnt))
|| (appr && GDIST(nx, ny) < GDIST(nix, niy))
|| (mfp.info[i] & ALLOW_M)) {
nix = nx;
niy = ny;
ninfo = mfp.info[i];
}
}
}
#undef GDIST
if (mtmp->ispriest && avoid && nix == omx && niy == omy
&& onlineu(omx, omy)) {
/* might as well move closer as long it's going to stay
* lined up */
avoid = FALSE;
goto pick_move;
}
if (nix != omx || niy != omy) {
if (ninfo & ALLOW_ROCK) {
m_break_boulder(mtmp, nix, niy);
return 1;
} else if (ninfo & ALLOW_M) {
/* mtmp is deciding it would like to attack this turn.
* Returns from m_move_aggress don't correspond to the same things
* as this function should return, so we need to translate. */
switch (m_move_aggress(mtmp, nix, niy)) {
case 2:
return -2; /* died making the attack */
case 3:
return 1; /* attacked and spent this move */
}
}
if (MON_AT(nix, niy) || u_at(nix, niy))
return 0;
remove_monster(omx, omy);
place_monster(mtmp, nix, niy);
newsym(nix, niy);
if (mtmp->isshk && !in_his_shop && inhishop(mtmp))
check_special_room(FALSE);
#if 0 /* dead code; maybe someday someone will track down why... */
if (ib) {
if (cansee(mtmp->mx, mtmp->my))
pline("%s picks up %s.", Monnam(mtmp),
distant_name(ib, doname));
obj_extract_self(ib);
(void) mpickobj(mtmp, ib);
}
#endif
return 1;
}
return 0;
}
char
temple_occupied(char *array)
{
char *ptr;
for (ptr = array; *ptr; ptr++)
if (svr.rooms[*ptr - ROOMOFFSET].rtype == TEMPLE)
return *ptr;
return '\0';
}
staticfn boolean
histemple_at(struct monst *priest, coordxy x, coordxy y)
{
return (boolean) (priest && priest->ispriest
&& (EPRI(priest)->shroom == *in_rooms(x, y, TEMPLE))
&& on_level(&(EPRI(priest)->shrlevel), &u.uz));
}
boolean
inhistemple(struct monst *priest)
{
/* make sure we have a priest */
if (!priest || !priest->ispriest)
return FALSE;
/* priest must be on right level and in right room */
if (!histemple_at(priest, priest->mx, priest->my))
return FALSE;
/* temple room must still contain properly aligned altar */
return has_shrine(priest);
}
/*
* pri_move: return 1: moved 0: didn't -1: let m_move do it -2: died
*/
int
pri_move(struct monst *priest)
{
coordxy ggx, ggy, omx, omy;
schar temple;
boolean avoid = TRUE;
omx = priest->mx;
omy = priest->my;
if (!histemple_at(priest, omx, omy))
return -1;
temple = EPRI(priest)->shroom;
ggx = EPRI(priest)->shrpos.x;
ggy = EPRI(priest)->shrpos.y;
ggx += rn1(3, -1); /* mill around the altar */
ggy += rn1(3, -1);
if (!priest->mpeaceful
|| (Conflict && !resist_conflict(priest))) {
if (monnear(priest, u.ux, u.uy)) {
if (Displaced)
Your("displaced image doesn't fool %s!", mon_nam(priest));
(void) mattacku(priest);
return 0;
} else if (strchr(u.urooms, temple)) {
/* chase player if inside temple & can see him */
if (priest->mcansee && m_canseeu(priest)) {
ggx = u.ux;
ggy = u.uy;
}
avoid = FALSE;
}
} else if (Invis)
avoid = FALSE;
return move_special(priest, FALSE, TRUE, FALSE, avoid, omx, omy, ggx, ggy);
}
/* exclusively for mktemple() */
void
priestini(
d_level *lvl,
struct mkroom *sroom,
int sx, int sy,
boolean sanctum) /* is it the seat of the high priest? */
{
struct monst *priest;
struct obj *otmp;
int cnt;
int px = 0, py = 0, i, si = rn2(N_DIRS);
struct permonst *prim = &mons[sanctum ? PM_HIGH_CLERIC
: PM_ALIGNED_CLERIC];
for (i = 0; i < N_DIRS; i++) {
px = sx + xdir[DIR_CLAMP(i+si)];
py = sy + ydir[DIR_CLAMP(i+si)];
if (pm_good_location(px, py, prim))
break;
}
if (i == N_DIRS)
px = sx, py = sy;
if (MON_AT(px, py))
(void) rloc(m_at(px, py), RLOC_NOMSG); /* insurance */
priest = makemon(prim, px, py, MM_EPRI);
if (priest) {
EPRI(priest)->shroom = (schar) ((sroom - svr.rooms) + ROOMOFFSET);
EPRI(priest)->shralign = Amask2align(levl[sx][sy].altarmask);
EPRI(priest)->shrpos.x = sx;
EPRI(priest)->shrpos.y = sy;
assign_level(&(EPRI(priest)->shrlevel), lvl);
mon_learns_traps(priest, ALL_TRAPS); /* traps are known */
priest->mpeaceful = 1;
priest->ispriest = 1;
priest->isminion = 0;
priest->msleeping = 0;
set_malign(priest); /* mpeaceful may have changed */
/* now his/her goodies... */
if (sanctum && EPRI(priest)->shralign == A_NONE
&& on_level(&sanctum_level, &u.uz)) {
(void) mongets(priest, AMULET_OF_YENDOR);
}
/* 2 to 4 spellbooks */
for (cnt = rn1(3, 2); cnt > 0; --cnt) {
(void) mpickobj(priest, mkobj(SPBOOK_no_NOVEL, FALSE));
}
/* robe [via makemon()] */
if (rn2(2) && (otmp = which_armor(priest, W_ARMC)) != 0) {
if (p_coaligned(priest))
uncurse(otmp);
else
curse(otmp);
}
}
}
/* get a monster's alignment type without caller needing EPRI & EMIN */
aligntyp
mon_aligntyp(struct monst *mon)
{
aligntyp algn = mon->ispriest ? EPRI(mon)->shralign
: mon->isminion ? EMIN(mon)->min_align
: mon->data->maligntyp;
if (algn == A_NONE)
return A_NONE; /* negative but differs from chaotic */
return (algn > 0) ? A_LAWFUL : (algn < 0) ? A_CHAOTIC : A_NEUTRAL;
}
/*
* Specially aligned monsters are named specially.
* - aligned priests with ispriest and high priests have shrines
* they retain ispriest and epri when polymorphed
* - aligned priests without ispriest are roamers
* they have isminion set and use emin rather than epri
* - minions do not have ispriest but have isminion and emin
* - caller needs to inhibit Hallucination if it wants to force
* the true name even when under that influence
*/
char *
priestname(
struct monst *mon,
int article,
boolean reveal_high_priest,
char *pname) /* caller-supplied output buffer */
{
boolean do_hallu = Hallucination,
aligned_priest = mon->data == &mons[PM_ALIGNED_CLERIC],
high_priest = mon->data == &mons[PM_HIGH_CLERIC];
char whatcode = '\0';
const char *what = do_hallu ? rndmonnam(&whatcode) : mon_pmname(mon);
if (!mon->ispriest && !mon->isminion) /* should never happen... */
return strcpy(pname, what); /* caller must be confused */
/* for high priest(ess), "high" (or "grand" for poohbah) will be inserted
[this was done near the end but we want 'what' to be updated sooner] */
if (mon->ispriest || aligned_priest || high_priest)
what = do_hallu ? "poohbah" : mon->female ? "priestess" : "priest";
*pname = '\0';
if (article != ARTICLE_NONE && (!do_hallu || !bogon_is_pname(whatcode))) {
if (article == ARTICLE_YOUR || (article == ARTICLE_A && high_priest))
article = ARTICLE_THE;
if (article == ARTICLE_THE) {
Strcpy(pname, "the ");
} else if (!strcmp(what, "Angel")) {
/* bypass just_an(); it would yield "" due to treating capital A
as indicating a personal name */
Strcpy(pname, "an ");
} else {
(void) just_an(pname, what);
}
}
/* pname[] contains "" or {"a ","an ","the "} */
if (mon->minvis) {
/* avoid "a invisible priest" */
if (!strcmp(pname, "a "))
Strcpy(pname, "an ");
Strcat(pname, "invisible ");
}
if (mon->isminion && EMIN(mon)->renegade) {
/* avoid "an renegade Angel" */
if (!strcmp(pname, "an ") && !mon->minvis)
Strcpy(pname, "a ");
Strcat(pname, "renegade ");
}
if (mon->ispriest || aligned_priest) {
if (high_priest)
Strcat(pname, do_hallu ? "grand " : "high ");
} else {
if (mon->mtame && !strcmpi(what, "Angel"))
Strcat(pname, "guardian ");
}
Strcat(pname, what);
/* same as distant_monnam(), more or less... */
if (do_hallu || !high_priest || reveal_high_priest
|| !Is_astralevel(&u.uz)
|| m_next2u(mon) || program_state.gameover) {
Strcat(pname, " of ");
Strcat(pname, halu_gname(mon_aligntyp(mon)));
}
return pname;
}
boolean
p_coaligned(struct monst *priest)
{
return (boolean) (u.ualign.type == mon_aligntyp(priest));
}
staticfn boolean
has_shrine(struct monst *pri)
{
struct rm *lev;
struct epri *epri_p;
if (!pri || !pri->ispriest)
return FALSE;
epri_p = EPRI(pri);
lev = &levl[epri_p->shrpos.x][epri_p->shrpos.y];
if (!IS_ALTAR(lev->typ) || !(lev->altarmask & AM_SHRINE))
return FALSE;
return (boolean) (epri_p->shralign
== (Amask2align(lev->altarmask & ~AM_SHRINE)));
}
struct monst *
findpriest(char roomno)
{
struct monst *mtmp;
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp))
continue;
if (mtmp->ispriest && (EPRI(mtmp)->shroom == roomno)
&& histemple_at(mtmp, mtmp->mx, mtmp->my))
return mtmp;
}
return (struct monst *) 0;
}
DISABLE_WARNING_FORMAT_NONLITERAL
/* called from check_special_room() when the player enters the temple room */
void
intemple(int roomno)
{
struct monst *priest, *mtmp;
struct epri *epri_p;
boolean shrined, sanctum, can_speak;
long *this_time, *other_time;
const char *msg1, *msg2;
char buf[BUFSZ];
/* don't do anything if hero is already in the room */
if (temple_occupied(u.urooms0))
return;
if ((priest = findpriest((char) roomno)) != 0) {
/* tended */
record_achievement(ACH_TMPL);
epri_p = EPRI(priest);
shrined = has_shrine(priest);
sanctum = (priest->data == &mons[PM_HIGH_CLERIC]
&& (Is_sanctum(&u.uz) || In_endgame(&u.uz)));
can_speak = !helpless(priest);
if (can_speak && !Deaf && svm.moves >= epri_p->intone_time) {
unsigned save_priest = priest->ispriest;
/* don't reveal the altar's owner upon temple entry in
the endgame; for the Sanctum, the next message names
Moloch so suppress the "of Moloch" for him here too */
if (sanctum && !Hallucination)
priest->ispriest = 0;
pline("%s intones:",
canseemon(priest) ? Monnam(priest) : "A nearby voice");
priest->ispriest = save_priest;
epri_p->intone_time = svm.moves + (long) d(10, 500); /* ~2505 */
/* make sure that we don't suppress entry message when
we've just given its "priest intones" introduction */
epri_p->enter_time = 0L;
}
msg1 = msg2 = 0;
if (sanctum && Is_sanctum(&u.uz)) {
if (priest->mpeaceful) {
/* first time inside */
msg1 = "Infidel, you have entered Moloch's Sanctum!";
msg2 = "Be gone!";
priest->mpeaceful = 0;
/* became angry voluntarily; no penalty for attacking him */
set_malign(priest);
} else {
/* repeat visit, or attacked priest before entering */
msg1 = "You desecrate this place by your presence!";
}
} else if (svm.moves >= epri_p->enter_time) {
Sprintf(buf, "Pilgrim, you enter a %s place!",
!shrined ? "desecrated" : "sacred");
msg1 = buf;
}
if (msg1 && can_speak && !Deaf) {
SetVoice(priest, 0, 80, 0);
verbalize1(msg1);
if (msg2)
verbalize1(msg2);
epri_p->enter_time = svm.moves + (long) d(10, 100); /* ~505 */
}
if (!sanctum) {
if (!shrined || !p_coaligned(priest)
|| u.ualign.record <= ALGN_SINNED) {
msg1 = "have a%s forbidding feeling...";
msg2 = (!shrined || !p_coaligned(priest)) ? "" : " strange";
this_time = &epri_p->hostile_time;
other_time = &epri_p->peaceful_time;
} else {
msg1 = "experience %s sense of peace.";
msg2 = (u.ualign.record >= ALGN_DEVOUT) ? "a" : "an unusual";
this_time = &epri_p->peaceful_time;
other_time = &epri_p->hostile_time;
}
/* give message if we haven't seen it recently or
if alignment update has caused it to switch from
forbidding to sense-of-peace or vice versa */
if (svm.moves >= *this_time || *other_time >= *this_time) {
You(msg1, msg2);
*this_time = svm.moves + (long) d(10, 20); /* ~55 */
/* avoid being tricked by the RNG: switch might have just
happened and previous random threshold could be larger */
if (*this_time <= *other_time)
*other_time = *this_time - 1L;
}
}
/* recognize the Valley of the Dead and Moloch's Sanctum
once hero has encountered the temple priest on those levels */
mapseen_temple(priest);
} else {
/* untended */
switch (rn2(4)) {
case 0:
You("have an eerie feeling...");
break;
case 1:
You_feel("like you are being watched.");
break;
case 2:
pline("A shiver runs down your %s.", body_part(SPINE));
break;
default:
break; /* no message; unfortunately there's no
EPRI(priest)->eerie_time available to
make sure we give one the first time */
}
if (!rn2(5)
&& (mtmp = makemon(&mons[PM_GHOST], u.ux, u.uy, MM_NOMSG))
!= 0) {
int ngen = svm.mvitals[PM_GHOST].born;
if (canspotmon(mtmp))
pline("A%s ghost appears next to you%c",
ngen < 5 ? "n enormous" : "",
ngen < 10 ? '!' : '.');
else
You("sense a presence close by!");
mtmp->mpeaceful = 0;
set_malign(mtmp);
if (flags.verbose)
You("are frightened to death, and unable to move.");
nomul(-3);
gm.multi_reason = "being terrified of a ghost";
gn.nomovemsg = "You regain your composure.";
}
}
}
RESTORE_WARNING_FORMAT_NONLITERAL
/* reset the move counters used to limit temple entry feedback;
leaving the level and then returning yields a fresh start */
void
forget_temple_entry(struct monst *priest)
{
struct epri *epri_p = priest->ispriest ? EPRI(priest) : 0;
if (!epri_p) {
impossible("attempting to manipulate shrine data for non-priest?");
return;
}
epri_p->intone_time = epri_p->enter_time = epri_p->peaceful_time =
epri_p->hostile_time = 0L;
}
void
priest_talk(struct monst *priest)
{
boolean coaligned = p_coaligned(priest);
boolean strayed = (u.ualign.record < 0);
unsigned *cheapskate = NULL;
if (EPRI(priest)) cheapskate = &EPRI(priest)->cheapskate_count;
/*
* Note: we won't be called if hero is Deaf [since dochat() will
* return before calling domonnoise()], so we don't need to check
* for that before the various calls to verbalize() here.
*/
/* KMH, conduct */
if (!u.uconduct.gnostic++)
livelog_printf(LL_CONDUCT,
"rejected atheism by consulting with %s",
mon_nam(priest));
if (priest->mflee || (!priest->ispriest && coaligned && strayed)) {
pline("%s doesn't want anything to do with you!", Monnam(priest));
priest->mpeaceful = 0;
return;
}
/* priests don't chat unless peaceful and in their own temple */
if (!inhistemple(priest) || !priest->mpeaceful || helpless(priest)) {
static const char *const cranky_msg[3] = {
"Thou wouldst have words, eh? I'll give thee a word or two!",
"Talk? Here is what I have to say!",
"Pilgrim, I would speak no longer with thee."
};
if (helpless(priest)) {
pline("%s breaks out of %s reverie!", Monnam(priest),
mhis(priest));
priest->mfrozen = priest->msleeping = 0;
priest->mcanmove = 1;
}
priest->mpeaceful = 0;
SetVoice(priest, 0, 80, 0);
verbalize1(cranky_msg[rn2(3)]);
return;
}
/* you desecrated the temple and now you want to chat? */
if (priest->mpeaceful && *in_rooms(priest->mx, priest->my, TEMPLE)
&& !has_shrine(priest)) {
SetVoice(priest, 0, 80, 0);
verbalize(
"Begone! Thou desecratest this holy place with thy presence.");
priest->mpeaceful = 0;
return;
}
if (!money_cnt(gi.invent)) {
if (coaligned && !strayed) {
long pmoney = money_cnt(priest->minvent);
if (pmoney > 0L) {
const char *bits;
bits = (Hallucination) ? currency(pmoney)
: (pmoney == 1L) ? "bit" : "bits";
/* Note: two bits is actually 25 cents. Hmm. */
pline("%s gives you %s%s for an ale.", Monnam(priest),
(pmoney == 1L) ? "one " : "two ", bits);
money2u(priest, pmoney > 1L ? 2 : 1);
} else
pline("%s preaches the virtues of poverty.", Monnam(priest));
exercise(A_WIS, TRUE);
} else
pline("%s is not interested.", Monnam(priest));
return;
} else {
/* there's now some randomization in how much you need to donate, but
you are given suggested donation values that will guarantee
clairvoyance and protection respectively; with more gold visible
you need to donate more but get a greater effect; and if you
cheapskate out to rerandomize the donation amounts they will be
higher next time */
long offer;
long suggested = (u.ulevelpeak ? u.ulevelpeak : 1 ) *
rn1(101, 150 + (cheapskate ? *cheapskate : 0) * 40);
long quan = money_cnt(gi.invent) / (suggested * 3);
char buf[BUFSZ];
if (quan < 1)
quan = 1;
Sprintf(buf, "How much will you offer (suggested: %ld or %ld)?",
suggested * quan, suggested * quan * 2);
if (flags.debug)
pline("%s asks you for a contribution for the temple (base %ld).",
Monnam(priest), suggested);
else
pline("%s asks you for a contribution for the temple.",
Monnam(priest));
if ((offer = bribe(priest, buf)) == 0) {
SetVoice(priest, 0, 80, 0);
verbalize("Thou shalt regret thine action!");
if (coaligned)
adjalign(-1);
if (cheapskate) ++*cheapskate;
} else if (offer < suggested * quan) {
if (money_cnt(gi.invent) > (offer * 2L)) {
SetVoice(priest, 0, 80, 0);
verbalize("Cheapskate.");
if (cheapskate) ++*cheapskate;
} else {
SetVoice(priest, 0, 80, 0);
verbalize("I thank thee for thy contribution.");
/* give player some token */
exercise(A_WIS, TRUE);
}
} else if (offer < suggested * quan * 2) {
SetVoice(priest, 0, 80, 0);
verbalize("Thou art indeed a pious individual.");
if (money_cnt(gi.invent) < (offer * 2L)) {
if (coaligned && u.ualign.record <= ALGN_SINNED)
adjalign(1);
}
verbalize("I bestow upon thee a blessing.");
incr_itimeout(&HClairvoyant, rn1(500 * offer / suggested,
500 * offer / suggested));
} else if (offer < suggested * quan * 3) {
int orig_ublessed = u.ublessed;
/* u.ublessed is only active when Protection is enabled via
something other than worn gear (theft by gremlin clears the
intrinsic but not its former magnitude, making it
recoverable) */
if (!(HProtection & INTRINSIC)) {
HProtection |= FROMOUTSIDE;
orig_ublessed = -1; /* force "rewarded" message */
}
for (; offer >= (2 * suggested); offer -= (2 * suggested)) {
if (!u.ublessed)
u.ublessed = rn1(3, 2);
else if (u.ublessed < 20 &&
(u.ublessed < 9 || !rn2(u.ublessed)))
u.ublessed++;
}
SetVoice(priest, 0, 80, 0);
if (u.ublessed > orig_ublessed) {
verbalize("Thou hast been rewarded for thy devotion.");
} else {
verbalize("Thy selfless generosity is deeply appreciated.");
}
} else {
SetVoice(priest, 0, 80, 0);
verbalize("Thy selfless generosity is deeply appreciated.");
/* money_cnt check is preserved for futureproofing but probably
can't fail in the current code */
if (money_cnt(gi.invent) < (offer * 2L) && coaligned) {
if (strayed && (svm.moves - u.ucleansed) > 5000L) {
u.ualign.record = 0; /* cleanse thee */
u.ucleansed = svm.moves;
} else {
adjalign(2);
}
}
}
}
}
struct monst *
mk_roamer(struct permonst *ptr, aligntyp alignment, coordxy x, coordxy y,
boolean peaceful)
{
struct monst *roamer;
boolean coaligned = (u.ualign.type == alignment);
#if 0 /* this was due to permonst's pxlth field which is now gone */
if (ptr != &mons[PM_ALIGNED_CLERIC] && ptr != &mons[PM_ANGEL])
return (struct monst *) 0;
#endif
if (MON_AT(x, y))
(void) rloc(m_at(x, y), RLOC_NOMSG); /* insurance */
if (!(roamer = makemon(ptr, x, y, MM_ADJACENTOK | MM_EMIN | MM_NOMSG)))
return (struct monst *) 0;
EMIN(roamer)->min_align = alignment;
EMIN(roamer)->renegade = (coaligned && !peaceful);
roamer->ispriest = 0;
roamer->isminion = 1;
mon_learns_traps(roamer, ALL_TRAPS); /* traps are known */
roamer->mpeaceful = peaceful;
roamer->msleeping = 0;
set_malign(roamer); /* peaceful may have changed */
/* MORE TO COME */
return roamer;
}
void
reset_hostility(struct monst *roamer)
{
if (!roamer->isminion)
return;
if (roamer->data != &mons[PM_ALIGNED_CLERIC]
&& roamer->data != &mons[PM_ANGEL])
return;
if (EMIN(roamer)->min_align != u.ualign.type) {
roamer->mpeaceful = roamer->mtame = 0;
set_malign(roamer);
}
newsym(roamer->mx, roamer->my);
}
boolean
in_your_sanctuary(
struct monst *mon, /* if non-null, <mx,my> overrides <x,y> */
coordxy x, coordxy y)
{
char roomno;
struct monst *priest;
if (mon) {
if (is_minion(mon->data) || is_rider(mon->data))
return FALSE;
x = mon->mx, y = mon->my;
}
if (u.ualign.record <= ALGN_SINNED) /* sinned or worse */
return FALSE;
if ((roomno = temple_occupied(u.urooms)) == 0
|| roomno != *in_rooms(x, y, TEMPLE))
return FALSE;
if ((priest = findpriest(roomno)) == 0)
return FALSE;
return (boolean) (has_shrine(priest) && p_coaligned(priest)
&& priest->mpeaceful);
}
/* when attacking "priest" in his temple */
void
ghod_hitsu(struct monst *priest)
{
struct mkroom *troom;
struct monst *oldbuzzer;
struct obj *oldcurrwand;
coordxy x, y, ax, ay;
int roomno = (int) temple_occupied(u.urooms);
if (!roomno || !has_shrine(priest))
return;
ax = x = EPRI(priest)->shrpos.x;
ay = y = EPRI(priest)->shrpos.y;
troom = &svr.rooms[roomno - ROOMOFFSET];
if (u_at(x, y) || !linedup(u.ux, u.uy, x, y, 1)) {
if (IS_DOOR(levl[u.ux][u.uy].typ)) {
if (u.ux == troom->lx - 1) {
x = troom->hx;
y = u.uy;
} else if (u.ux == troom->hx + 1) {
x = troom->lx;
y = u.uy;
} else if (u.uy == troom->ly - 1) {
x = u.ux;
y = troom->hy;
} else if (u.uy == troom->hy + 1) {
x = u.ux;
y = troom->ly;
}
} else {
switch (rn2(4)) {
case 0:
x = u.ux;
y = troom->ly;
break;
case 1:
x = u.ux;
y = troom->hy;
break;
case 2:
x = troom->lx;
y = u.uy;
break;
default:
x = troom->hx;
y = u.uy;
break;
}
}
if (!linedup(u.ux, u.uy, x, y, 1))
return;
}
switch (rn2(3)) {
case 0:
pline("%s roars in anger: \"Thou shalt suffer!\"",
a_gname_at(ax, ay));
break;
case 1:
pline("%s voice booms: \"How darest thou harm my servant!\"",
s_suffix(a_gname_at(ax, ay)));
break;
default:
pline("%s roars: \"Thou dost profane my shrine!\"",
a_gname_at(ax, ay));
break;
}
/* bolt of lightning cast by unspecified monster */
oldcurrwand = gc.current_wand;
gc.current_wand = 0;
oldbuzzer = gb.buzzer;
gb.buzzer = 0;
buzz(BZ_M_SPELL(BZ_OFS_AD(AD_ELEC)), 6, x, y, sgn(gt.tbx), sgn(gt.tby));
gb.buzzer = oldbuzzer;
gc.current_wand = oldcurrwand;
exercise(A_WIS, FALSE);
}
void
angry_priest(void)
{
struct monst *priest;
struct rm *lev;
if ((priest = findpriest(temple_occupied(u.urooms))) != 0) {
struct epri *eprip = EPRI(priest);
wakeup(priest, FALSE);
setmangry(priest, FALSE);
/*
* If the altar has been destroyed or converted, let the
* priest run loose.
* (When it's just a conversion and there happens to be
* a fresh corpse nearby, the priest ought to have an
* opportunity to try converting it back; maybe someday...)
*/
lev = &levl[eprip->shrpos.x][eprip->shrpos.y];
if (!IS_ALTAR(lev->typ)
|| ((aligntyp) Amask2align(lev->altarmask & AM_MASK)
!= eprip->shralign)) {
if (!EMIN(priest))
newemin(priest);
priest->ispriest = 0; /* now a roaming minion */
priest->isminion = 1;
assert(has_emin(priest));
EMIN(priest)->min_align = eprip->shralign;
EMIN(priest)->renegade = FALSE;
/* discard priest's memory of his former shrine;
if we ever implement the re-conversion mentioned
above, this will need to be removed */
free_epri(priest);
}
}
}
/*
* When saving bones, find priests that aren't on their shrine level,
* and remove them. This avoids big problems when restoring bones.
* [Perhaps we should convert them into roamers instead?]
*/
void
clearpriests(void)
{
struct monst *mtmp;
for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
if (DEADMONSTER(mtmp))
continue;
if (mtmp->ispriest && !on_level(&(EPRI(mtmp)->shrlevel), &u.uz))
mongone(mtmp);
}
}
/* munge priest-specific structure when restoring -dlc */
void
restpriest(struct monst *mtmp, boolean ghostly)
{
if (u.uz.dlevel) {
if (ghostly)
assign_level(&(EPRI(mtmp)->shrlevel), &u.uz);
}
}
#undef ALGN_SINNED
#undef ALGN_DEVOUT
/*priest.c*/