Source:SLASH'EM 0.0.7E7F2/pray.c

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Below is the full text to pray.c from the source code of SLASH'EM 0.0.7E7F2. To link to a particular line, write [[SLASH'EM 0.0.7E7F2/pray.c#line123]], for example.

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1.    /*	SCCS Id: @(#)pray.c	3.4	2003/03/23	*/
2.    /* Copyright (c) Benson I. Margulies, Mike Stephenson, Steve Linhart, 1989. */
3.    /* NetHack may be freely redistributed.  See license for details. */
4.    
5.    #include "hack.h"
6.    #include "epri.h"
7.    
8.    STATIC_PTR int NDECL(prayer_done);
9.    STATIC_DCL struct obj *NDECL(worst_cursed_item);
10.   STATIC_DCL int NDECL(in_trouble);
11.   STATIC_DCL void FDECL(fix_worst_trouble,(int));
12.   STATIC_DCL void FDECL(angrygods,(ALIGNTYP_P));
13.   STATIC_DCL void FDECL(at_your_feet, (const char *));
14.   #ifdef ELBERETH
15.   STATIC_DCL void NDECL(gcrownu);
16.   #endif	/*ELBERETH*/
17.   STATIC_DCL void FDECL(pleased,(ALIGNTYP_P));
18.   STATIC_DCL void FDECL(godvoice,(ALIGNTYP_P,const char*));
19.   STATIC_DCL void FDECL(god_zaps_you,(ALIGNTYP_P));
20.   STATIC_DCL void FDECL(fry_by_god,(ALIGNTYP_P));
21.   STATIC_DCL void FDECL(gods_angry,(ALIGNTYP_P));
22.   STATIC_DCL void FDECL(gods_upset,(ALIGNTYP_P));
23.   STATIC_DCL void FDECL(consume_offering,(struct obj *));
24.   STATIC_DCL boolean FDECL(water_prayer,(BOOLEAN_P));
25.   STATIC_DCL boolean FDECL(blocked_boulder,(int,int));
26.   static void NDECL(lawful_god_gives_angel);
27.   static void FDECL(god_gives_pet,(ALIGNTYP_P));
28.   static int FDECL(offer_oracle,(struct monst *, struct obj *));
29.   static void FDECL(god_gives_benefit,(ALIGNTYP_P));
30.   
31.   /* simplify a few tests */
32.   #define Cursed_obj(obj,typ) ((obj) && (obj)->otyp == (typ) && (obj)->cursed)
33.   
34.   /*
35.    * Logic behind deities and altars and such:
36.    * + prayers are made to your god if not on an altar, and to the altar's god
37.    *   if you are on an altar
38.    * + If possible, your god answers all prayers, which is why bad things happen
39.    *   if you try to pray on another god's altar
40.    * + sacrifices work basically the same way, but the other god may decide to
41.    *   accept your allegiance, after which they are your god.  If rejected,
42.    *   your god takes over with your punishment.
43.    * + if you're in Gehennom, all messages come from Moloch
44.    */
45.   
46.   /*
47.    *	Moloch, who dwells in Gehennom, is the "renegade" cruel god
48.    *	responsible for the theft of the Amulet from Marduk, the Creator.
49.    *	Moloch is unaligned.
50.    */
51.   static const char	*Moloch = "Moloch";
52.   
53.   static const char *godvoices[] = {
54.       "booms out",
55.       "thunders",
56.       "rings out",
57.       "booms",
58.   };
59.   
60.   /* values calculated when prayer starts, and used when completed */
61.   static aligntyp p_aligntyp;
62.   static int p_trouble;
63.   static int p_type; /* (-1)-3: (-1)=really naughty, 3=really good */
64.   
65.   #define PIOUS 20
66.   #define DEVOUT 14
67.   #define FERVENT 9
68.   #define STRIDENT 4
69.   
70.   /*
71.    * The actual trouble priority is determined by the order of the
72.    * checks performed in in_trouble() rather than by these numeric
73.    * values, so keep that code and these values synchronized in
74.    * order to have the values be meaningful.
75.    */
76.   
77.   #define TROUBLE_STONED			13
78.   #define TROUBLE_SLIMED			12
79.   #define TROUBLE_STRANGLED		11
80.   #define TROUBLE_LAVA			10
81.   #define TROUBLE_SICK			 9
82.   #define TROUBLE_STARVING		 8
83.   #define TROUBLE_HIT			 7
84.   #define TROUBLE_LYCANTHROPE		 6
85.   #define TROUBLE_COLLAPSING		 5
86.   #define TROUBLE_STUCK_IN_WALL		 4
87.   #define TROUBLE_CURSED_LEVITATION	 3
88.   #define TROUBLE_UNUSEABLE_HANDS		 2
89.   #define TROUBLE_CURSED_BLINDFOLD	 1
90.   
91.   #define TROUBLE_PUNISHED		(-1)
92.   #define TROUBLE_FUMBLING		(-2)
93.   #define TROUBLE_CURSED_ITEMS		(-3)
94.   #define TROUBLE_SADDLE			(-4)
95.   #define TROUBLE_BLIND			(-5)
96.   #define TROUBLE_POISONED		(-6)
97.   #define TROUBLE_WOUNDED_LEGS		(-7)
98.   #define TROUBLE_HUNGRY			(-8)
99.   #define TROUBLE_STUNNED			(-9)
100.  #define TROUBLE_CONFUSED		(-10)
101.  #define TROUBLE_HALLUCINATION		(-11)
102.  #define TROUBLE_LOW_ENERGY		(-12)
103.  
104.  /* We could force rehumanize of polyselfed people, but we can't tell
105.     unintentional shape changes from the other kind. Oh well.
106.     3.4.2: make an exception if polymorphed into a form which lacks
107.     hands; that's a case where the ramifications override this doubt.
108.   */
109.  
110.  /* Return 0 if nothing particular seems wrong, positive numbers for
111.     serious trouble, and negative numbers for comparative annoyances. This
112.     returns the worst problem. There may be others, and the gods may fix
113.     more than one.
114.  
115.  This could get as bizarre as noting surrounding opponents, (or hostile dogs),
116.  but that's really hard.
117.   */
118.  
119.  #define ugod_is_angry() (u.ualign.record < 0)
120.  #define on_altar()	IS_ALTAR(levl[u.ux][u.uy].typ)
121.  #define on_shrine()	((levl[u.ux][u.uy].altarmask & AM_SHRINE) != 0)
122.  #define a_align(x,y)	((aligntyp)Amask2align(levl[x][y].altarmask & AM_MASK))
123.  
124.  STATIC_OVL int
125.  in_trouble()
126.  {
127.  	struct obj *otmp;
128.  	int i, j, count=0;
129.  
130.  /* Borrowed from eat.c */
131.  
132.  #define SATIATED	0
133.  #define NOT_HUNGRY	1
134.  #define HUNGRY		2
135.  #define WEAK		3
136.  #define FAINTING	4
137.  #define FAINTED		5
138.  #define STARVED		6
139.  
140.  	/*
141.  	 * major troubles
142.  	 */
143.  	if(Stoned) return(TROUBLE_STONED);
144.  	if(Slimed) return(TROUBLE_SLIMED);
145.  	if(Strangled) return(TROUBLE_STRANGLED);
146.  	if(u.utrap && u.utraptype == TT_LAVA) return(TROUBLE_LAVA);
147.  	if(Sick) return(TROUBLE_SICK);
148.  	if(u.uhs >= WEAK) return(TROUBLE_STARVING);
149.  	if (Upolyd ? (u.mh <= 5 || u.mh*7 <= u.mhmax) :
150.  		(u.uhp <= 5 || u.uhp*7 <= u.uhpmax)) return(TROUBLE_HIT);
151.  	if(u.ulycn >= LOW_PM && !Race_if(PM_HUMAN_WEREWOLF))
152.  		return(TROUBLE_LYCANTHROPE);
153.  	if(near_capacity() >= EXT_ENCUMBER && AMAX(A_STR)-ABASE(A_STR) > 3)
154.  		return(TROUBLE_COLLAPSING);
155.  
156.  	for (i= -1; i<=1; i++) for(j= -1; j<=1; j++) {
157.  		if (!isok(u.ux+i, u.uy+j) || IS_ROCK(levl[u.ux+i][u.uy+j].typ)
158.  		    || (blocked_boulder(i,j) && !throws_rocks(youmonst.data)))
159.  			count++;
160.  	}
161.  	if (count == 8 && !Passes_walls)
162.  		return(TROUBLE_STUCK_IN_WALL);
163.  
164.  	if (Cursed_obj(uarmf, LEVITATION_BOOTS) ||
165.  		stuck_ring(uleft, RIN_LEVITATION) ||
166.  		stuck_ring(uright, RIN_LEVITATION))
167.  		return(TROUBLE_CURSED_LEVITATION);
168.  	if (nohands(youmonst.data) || !freehand()) {
169.  	    /* for bag/box access [cf use_container()]...
170.  	       make sure it's a case that we know how to handle;
171.  	       otherwise "fix all troubles" would get stuck in a loop */
172.  	    if (welded(uwep)) return TROUBLE_UNUSEABLE_HANDS;
173.  	    if (Upolyd && nohands(youmonst.data) && (!Unchanging ||
174.  		    ((otmp = unchanger()) != 0 && otmp->cursed)))
175.  		return TROUBLE_UNUSEABLE_HANDS;
176.  	}
177.  	if(Blindfolded && ublindf->cursed) return(TROUBLE_CURSED_BLINDFOLD);
178.  
179.  	/*
180.  	 * minor troubles
181.  	 */
182.  	if(Punished) return(TROUBLE_PUNISHED);
183.  	if (Cursed_obj(uarmg, GAUNTLETS_OF_FUMBLING) ||
184.  		Cursed_obj(uarmf, FUMBLE_BOOTS))
185.  	    return TROUBLE_FUMBLING;
186.  	if (worst_cursed_item()) return TROUBLE_CURSED_ITEMS;
187.  #ifdef STEED
188.  	if (u.usteed) {	/* can't voluntarily dismount from a cursed saddle */
189.  	    otmp = which_armor(u.usteed, W_SADDLE);
190.  	    if (Cursed_obj(otmp, SADDLE)) return TROUBLE_SADDLE;
191.  	}
192.  #endif
193.  
194.  	if (Blinded > 1 && haseyes(youmonst.data)) return(TROUBLE_BLIND);
195.  	for(i=0; i<A_MAX; i++)
196.  	    if(ABASE(i) < AMAX(i)) return(TROUBLE_POISONED);
197.  	if(Wounded_legs
198.  #ifdef STEED
199.  		    && !u.usteed
200.  #endif
201.  				) return (TROUBLE_WOUNDED_LEGS);
202.  	if(u.uhs >= HUNGRY) return(TROUBLE_HUNGRY);
203.  	if(HStun) return (TROUBLE_STUNNED);
204.  	if(HConfusion) return (TROUBLE_CONFUSED);
205.  	if(Hallucination) return(TROUBLE_HALLUCINATION);
206.          if((u.uen <= 5 || u.uen*7 <= u.uenmax) && (u.uen < u.uenmax)) 
207.          	return(TROUBLE_LOW_ENERGY);
208.  	return(0);
209.  }
210.  
211.  /* select an item for TROUBLE_CURSED_ITEMS */
212.  STATIC_OVL struct obj *
213.  worst_cursed_item()
214.  {
215.      register struct obj *otmp;
216.  
217.      /* if strained or worse, check for loadstone first */
218.      if (near_capacity() >= HVY_ENCUMBER) {
219.  	for (otmp = invent; otmp; otmp = otmp->nobj)
220.  	    if (Cursed_obj(otmp, LOADSTONE)) return otmp;
221.      }
222.      /* weapon takes precedence if it is interfering
223.         with taking off a ring or putting on a shield */
224.      if (welded(uwep) && (uright || bimanual(uwep))) {	/* weapon */
225.  	otmp = uwep;
226.      /* gloves come next, due to rings */
227.      } else if (uarmg && uarmg->cursed) {		/* gloves */
228.  	otmp = uarmg;
229.      /* then shield due to two handed weapons and spells */
230.      } else if (uarms && uarms->cursed) {		/* shield */
231.  	otmp = uarms;
232.      /* then cloak due to body armor */
233.      } else if (uarmc && uarmc->cursed) {		/* cloak */
234.  	otmp = uarmc;
235.      } else if (uarm && uarm->cursed) {			/* suit */
236.  	otmp = uarm;
237.      } else if (uarmh && uarmh->cursed) {		/* helmet */
238.  	otmp = uarmh;
239.      } else if (uarmf && uarmf->cursed) {		/* boots */
240.  	otmp = uarmf;
241.  #ifdef TOURIST
242.      } else if (uarmu && uarmu->cursed) {		/* shirt */
243.  	otmp = uarmu;
244.  #endif
245.      } else if (uamul && uamul->cursed) {		/* amulet */
246.  	otmp = uamul;
247.      } else if (uleft && uleft->cursed) {		/* left ring */
248.  	otmp = uleft;
249.      } else if (uright && uright->cursed) {		/* right ring */
250.  	otmp = uright;
251.      } else if (ublindf && ublindf->cursed) {		/* eyewear */
252.  	otmp = ublindf;	/* must be non-blinding lenses */
253.      /* if weapon wasn't handled above, do it now */
254.      } else if (welded(uwep)) {				/* weapon */
255.  	otmp = uwep;
256.      /* active secondary weapon even though it isn't welded */
257.      } else if (uswapwep && uswapwep->cursed && u.twoweap) {
258.  	otmp = uswapwep;
259.      /* all worn items ought to be handled by now */
260.      } else {
261.  	for (otmp = invent; otmp; otmp = otmp->nobj) {
262.  	    if (!otmp->cursed) continue;
263.  	    if (otmp->otyp == LOADSTONE || otmp->otyp==HEALTHSTONE ||
264.  		    confers_luck(otmp))
265.  		break;
266.  	}
267.      }
268.      return otmp;
269.  }
270.  
271.  STATIC_OVL void
272.  fix_worst_trouble(trouble)
273.  register int trouble;
274.  {
275.  	int i;
276.  	struct obj *otmp = 0;
277.  	const char *what = (const char *)0;
278.  	static NEARDATA const char leftglow[] = "left ring softly glows",
279.  				   rightglow[] = "right ring softly glows";
280.  
281.  	switch (trouble) {
282.  	    case TROUBLE_STONED:
283.  		    You_feel("more limber.");
284.  		    Stoned = 0;
285.  		    flags.botl = 1;
286.  		    delayed_killer = 0;
287.  		    break;
288.  	    case TROUBLE_SLIMED:
289.  		    pline_The("slime disappears.");
290.  		    Slimed = 0;
291.  		    flags.botl = 1;
292.  		    delayed_killer = 0;
293.  		    break;
294.  	    case TROUBLE_STRANGLED:
295.  		    if (uamul && uamul->otyp == AMULET_OF_STRANGULATION) {
296.  			Your("amulet vanishes!");
297.  			useup(uamul);
298.  		    }
299.  		    You("can breathe again.");
300.  		    Strangled = 0;
301.  		    flags.botl = 1;
302.  		    break;
303.  	    case TROUBLE_LAVA:
304.  		    You("are back on solid ground.");
305.  		    /* teleport should always succeed, but if not,
306.  		     * just untrap them.
307.  		     */
308.  		    if(!safe_teleds(FALSE))
309.  			u.utrap = 0;
310.  		    break;
311.  	    case TROUBLE_STARVING:
312.  		    losestr(-1);
313.  		    /* fall into... */
314.  	    case TROUBLE_HUNGRY:
315.  		    Your("%s feels content.", body_part(STOMACH));
316.  		    init_uhunger ();
317.  		    flags.botl = 1;
318.  		    break;
319.  	    case TROUBLE_SICK:
320.  		    You_feel("better.");
321.  		    make_sick(0L, (char *) 0, FALSE, SICK_ALL);
322.  		    break;
323.  	    case TROUBLE_HIT:
324.  		    /* "fix all troubles" will keep trying if hero has
325.  		       5 or less hit points, so make sure they're always
326.  		       boosted to be more than that */
327.  		    You_feel("much better.");
328.  		    if (Upolyd) {
329.  			u.mhmax += rnd(5);
330.  			if (u.mhmax <= 5) u.mhmax = 5+1;
331.  			u.mh = u.mhmax;
332.  		    }
333.  		    if (u.uhpmax < u.ulevel * 5 + 11) u.uhpmax += rnd(5);
334.  		    if (u.uhpmax <= 5) u.uhpmax = 5+1;
335.  		    u.uhp = u.uhpmax;
336.  		    flags.botl = 1;
337.  		    break;
338.  	    case TROUBLE_COLLAPSING:
339.  		    ABASE(A_STR) = AMAX(A_STR);
340.  		    flags.botl = 1;
341.  		    break;
342.  	    case TROUBLE_STUCK_IN_WALL:
343.  		    Your("surroundings change.");
344.  		    /* no control, but works on no-teleport levels */
345.  		    (void) safe_teleds(FALSE);
346.  		    break;
347.  	    case TROUBLE_CURSED_LEVITATION:
348.  		    if (Cursed_obj(uarmf, LEVITATION_BOOTS)) {
349.  			otmp = uarmf;
350.  		    } else if ((otmp = stuck_ring(uleft,RIN_LEVITATION)) !=0) {
351.  			if (otmp == uleft) what = leftglow;
352.  		    } else if ((otmp = stuck_ring(uright,RIN_LEVITATION))!=0) {
353.  			if (otmp == uright) what = rightglow;
354.  		    }
355.  		    goto decurse;
356.  	    case TROUBLE_UNUSEABLE_HANDS:
357.  		    if (welded(uwep)) {
358.  			otmp = uwep;
359.  			goto decurse;
360.  		    }
361.  		    if (Upolyd && nohands(youmonst.data)) {
362.  			if (!Unchanging) {
363.  			    Your("shape becomes uncertain.");
364.  			    rehumanize();  /* "You return to {normal} form." */
365.  			} else if ((otmp = unchanger()) != 0 && otmp->cursed) {
366.  			    /* otmp is an amulet of unchanging */
367.  			    goto decurse;
368.  			}
369.  		    }
370.  		    if (nohands(youmonst.data) || !freehand())
371.  			impossible("fix_worst_trouble: couldn't cure hands.");
372.  		    break;
373.  	    case TROUBLE_CURSED_BLINDFOLD:
374.  		    otmp = ublindf;
375.  		    goto decurse;
376.  	    case TROUBLE_LYCANTHROPE:
377.  		    you_unwere(TRUE);
378.  		    break;
379.  	/*
380.  	 */
381.  	    case TROUBLE_PUNISHED:
382.  		    Your("chain disappears.");
383.  		    unpunish();
384.  		    break;
385.  	    case TROUBLE_FUMBLING:
386.  		    if (Cursed_obj(uarmg, GAUNTLETS_OF_FUMBLING))
387.  			otmp = uarmg;
388.  		    else if (Cursed_obj(uarmf, FUMBLE_BOOTS))
389.  			otmp = uarmf;
390.  		    goto decurse;
391.  		    /*NOTREACHED*/
392.  		    break;
393.  	    case TROUBLE_CURSED_ITEMS:
394.  		    otmp = worst_cursed_item();
395.  		    if (otmp == uright) what = rightglow;
396.  		    else if (otmp == uleft) what = leftglow;
397.  decurse:
398.  		    if (!otmp) {
399.  			impossible("fix_worst_trouble: nothing to uncurse.");
400.  			return;
401.  		    }
402.  		    uncurse(otmp);
403.  		    if (!Blind) {
404.  			Your("%s %s.", what ? what :
405.  				(const char *)aobjnam(otmp, "softly glow"),
406.  			     hcolor(NH_AMBER));
407.  			otmp->bknown = TRUE;
408.  		    }
409.  		    update_inventory();
410.  		    break;
411.  	    case TROUBLE_POISONED:
412.  		    if (Hallucination)
413.  			pline("There's a tiger in your tank.");
414.  		    else
415.  			You_feel("in good health again.");
416.  		    for(i=0; i<A_MAX; i++) {
417.  			if(ABASE(i) < AMAX(i)) {
418.  				ABASE(i) = AMAX(i);
419.  				flags.botl = 1;
420.  			}
421.  		    }
422.  		    (void) encumber_msg();
423.  		    break;
424.  	    case TROUBLE_BLIND:
425.  	    	    {
426.  	    	    	int num_eyes = eyecount(youmonst.data);
427.  		    const char *eye = body_part(EYE);
428.  
429.  			Your("%s feel%s better.",
430.  			 (num_eyes == 1) ? eye : makeplural(eye),
431.  			     (num_eyes == 1) ? "s" : "");
432.  		    u.ucreamed = 0;
433.  			make_blinded(0L,FALSE);
434.  			break;
435.  		    }
436.  	    case TROUBLE_WOUNDED_LEGS:
437.  		    heal_legs();
438.  		    break;
439.  	    case TROUBLE_STUNNED:
440.  		    make_stunned(0L,TRUE);
441.  		    break;
442.  	    case TROUBLE_CONFUSED:
443.  		    make_confused(0L,TRUE);
444.  		    break;
445.  	    case TROUBLE_HALLUCINATION:
446.  		    pline ("Looks like you are back in Kansas.");
447.  		    (void) make_hallucinated(0L,FALSE,0L);
448.  		    break;
449.  	    case TROUBLE_LOW_ENERGY:
450.  		    You_feel("revitalised.");
451.  		    u.uen = u.uenmax;
452.  		    flags.botl = 1;
453.  		    break;
454.  #ifdef STEED
455.  	    case TROUBLE_SADDLE:
456.  		    otmp = which_armor(u.usteed, W_SADDLE);
457.  		    uncurse(otmp);
458.  		    if (!Blind) {
459.  			pline("%s %s %s.",
460.  			      s_suffix(upstart(y_monnam(u.usteed))),
461.  			      aobjnam(otmp, "softly glow"),
462.  			      hcolor(NH_AMBER));
463.  			otmp->bknown = TRUE;
464.  		    }
465.  		    break;
466.  #endif
467.  	}
468.  }
469.  
470.  /* "I am sometimes shocked by...  the nuns who never take a bath without
471.   * wearing a bathrobe all the time.  When asked why, since no man can see them,
472.   * they reply 'Oh, but you forget the good God'.  Apparently they conceive of
473.   * the Deity as a Peeping Tom, whose omnipotence enables Him to see through
474.   * bathroom walls, but who is foiled by bathrobes." --Bertrand Russell, 1943
475.   * Divine wrath, dungeon walls, and armor follow the same principle.
476.   */
477.  STATIC_OVL void
478.  god_zaps_you(resp_god)
479.  aligntyp resp_god;
480.  {
481.  	if (u.uswallow) {
482.  	    pline("Suddenly a bolt of lightning comes down at you from the heavens!");
483.  	    pline("It strikes %s!", mon_nam(u.ustuck));
484.  	    if (!resists_elec(u.ustuck)) {
485.  		pline("%s fries to a crisp!", Monnam(u.ustuck));
486.  		/* Yup, you get experience.  It takes guts to successfully
487.  		 * pull off this trick on your god, anyway.
488.  		 */
489.  		xkilled(u.ustuck, 0);
490.  	    } else pline("%s seems unaffected.", Monnam(u.ustuck));
491.  	} else {
492.  	    pline("Suddenly, a bolt of lightning strikes you!");
493.  	    if (Reflecting) {
494.  		shieldeff(u.ux, u.uy);
495.  		if (Blind) pline("For some reason you're unaffected.");
496.  		else
497.  		    (void) ureflects("%s reflects from your %s.", "It");
498.  	    } else if (Shock_resistance) {
499.  		shieldeff(u.ux, u.uy);
500.  		pline("It seems not to affect you.");
501.  	    } else fry_by_god(resp_god);
502.  	}
503.  
504.  	pline("%s is not deterred...", align_gname(resp_god));
505.  	if (u.uswallow) {
506.  	    pline("A wide-angle disintegration beam aimed at you hits %s!",
507.  			mon_nam(u.ustuck));
508.  	    if (!resists_disint(u.ustuck)) {
509.  		pline("%s fries to a crisp!", Monnam(u.ustuck));
510.  		xkilled(u.ustuck, 2); /* no corpse */
511.  	    } else
512.  		pline("%s seems unaffected.", Monnam(u.ustuck));
513.  	} else {
514.  	    pline("A wide-angle disintegration beam hits you!");
515.  
516.  	    /* disintegrate shield and body armor before disintegrating
517.  	     * the impudent mortal, like black dragon breath -3.
518.  	     */
519.  	    if (uarms && !(EReflecting & W_ARMS) &&
520.  	    		!(EDisint_resistance & W_ARMS))
521.  		(void) destroy_arm(uarms);
522.  	    if (uarmc && !(EReflecting & W_ARMC) &&
523.  	    		!(EDisint_resistance & W_ARMC))
524.  		(void) destroy_arm(uarmc);
525.  	    if (uarm && !(EReflecting & W_ARM) &&
526.  	    		!(EDisint_resistance & W_ARM) && !uarmc)
527.  		(void) destroy_arm(uarm);
528.  #ifdef TOURIST
529.  	    if (uarmu && !uarm && !uarmc) (void) destroy_arm(uarmu);
530.  #endif
531.  	    if (!Disint_resistance)
532.  		fry_by_god(resp_god);
533.  	    else {
534.  		You("bask in its %s glow for a minute...", NH_BLACK);
535.  		godvoice(resp_god, "You have further angered me!");
536.  	    }
537.  	    if (Is_astralevel(&u.uz) || Is_sanctum(&u.uz)) {
538.  		/* one more try for high altars */
539.  		verbalize("Thou cannot escape my wrath, mortal!");
540.  		summon_minion(resp_god, FALSE);
541.  		summon_minion(resp_god, FALSE);
542.  		summon_minion(resp_god, FALSE);
543.  		summon_minion(resp_god, FALSE);                
544.  		summon_minion(resp_god, FALSE);
545.  		summon_minion(resp_god, FALSE);
546.  		summon_minion(resp_god, FALSE);
547.  		summon_minion(resp_god, FALSE);
548.  		verbalize("Annihilate %s, my servants!", uhim());
549.  	    } else {
550.  		verbalize("Thou cannot escape my wrath, mortal!");
551.  		summon_minion(resp_god, FALSE);
552.  		summon_minion(resp_god, FALSE);
553.  		summon_minion(resp_god, FALSE);
554.  		summon_minion(resp_god, FALSE);
555.  		verbalize("Destroy %s, my servants!", uhim());
556.  	    }
557.  	}
558.  }
559.  
560.  STATIC_OVL void
561.  fry_by_god(resp_god)
562.  aligntyp resp_god;
563.  {
564.  	char killerbuf[64];
565.  
566.  	You("fry to a crisp.");
567.  	killer_format = KILLED_BY;
568.  	Sprintf(killerbuf, "the wrath of %s", align_gname(resp_god));
569.  	killer = killerbuf;
570.  	done(DIED);
571.  }
572.  
573.  STATIC_OVL void
574.  angrygods(resp_god)
575.  aligntyp resp_god;
576.  {
577.  	register int	maxanger;
578.  
579.  	if(Inhell) resp_god = A_NONE;
580.  	u.ublessed = 0;
581.  
582.  	/* changed from tmp = u.ugangr + abs (u.uluck) -- rph */
583.  	/* added test for alignment diff -dlc */
584.  	if(resp_god != u.ualign.type)
585.  	    maxanger =  u.ualign.record/2 + (Luck > 0 ? -Luck/3 : -Luck);
586.  	else
587.  	    maxanger =  3*u.ugangr +
588.  		((Luck > 0 || u.ualign.record >= STRIDENT) ? -Luck/3 : -Luck);
589.  	if (maxanger < 1) maxanger = 1; /* possible if bad align & good luck */
590.  	else if (maxanger > 15) maxanger = 15;	/* be reasonable */
591.  
592.  	switch (rn2(maxanger)) {
593.  	    case 0:
594.  	    case 1:	You_feel("that %s is %s.", align_gname(resp_god),
595.  			    Hallucination ? "bummed" : "displeased");
596.  			break;
597.  	    case 2:
598.  	    case 3:
599.  			godvoice(resp_god,(char *)0);
600.  			pline("\"Thou %s, %s.\"",
601.  			    (ugod_is_angry() && resp_god == u.ualign.type)
602.  				? "hast strayed from the path" :
603.  						"art arrogant",
604.  			      youmonst.data->mlet == S_HUMAN ? "mortal" : "creature");
605.  			verbalize("Thou must relearn thy lessons!");
606.  			(void) adjattrib(A_WIS, -3, FALSE);
607.  			losexp((char *)0, FALSE);
608.  			break;
609.  	    case 6:	if (!Punished) {
610.  			    gods_angry(resp_god);
611.  			    punish((struct obj *)0);
612.  			    break;
613.  			} /* else fall thru */
614.  	    case 4:
615.  	    case 5:	gods_angry(resp_god);
616.  			if (!Blind && !Antimagic)
617.  			    pline("%s glow surrounds you.",
618.  				  An(hcolor(NH_BLACK)));
619.  			rndcurse();
620.  			break;
621.  	    case 7:
622.  	    case 8:	godvoice(resp_god,(char *)0);
623.  			verbalize("Thou durst %s me?",
624.  				  (on_altar() &&
625.  				   (a_align(u.ux,u.uy) != resp_god)) ?
626.  				  "scorn":"call upon");
627.  			pline("\"Then die, %s!\"",
628.  			      youmonst.data->mlet == S_HUMAN ? "mortal" : "creature");
629.  			summon_minion(resp_god, FALSE);
630.  			break;
631.  
632.  	    default:	gods_angry(resp_god);
633.  			god_zaps_you(resp_god);
634.  			break;
635.  	}
636.  #ifdef NOARTIFACTWISH
637.  	u.usacrifice = 0;
638.  #endif
639.  	u.ublesscnt = rnz(300);
640.  	return;
641.  }
642.  
643.  /* helper to print "str appears at your feet", or appropriate */
644.  static void
645.  at_your_feet(str)
646.  	const char *str;
647.  {
648.  	if (Blind) str = Something;
649.  	if (u.uswallow) {
650.  	    /* barrier between you and the floor */
651.  	    pline("%s %s into %s %s.", str, vtense(str, "drop"),
652.  		  s_suffix(mon_nam(u.ustuck)), mbodypart(u.ustuck, STOMACH));
653.  	} else {
654.  	    pline("%s %s %s your %s!", str,
655.  		  Blind ? "lands" : vtense(str, "appear"),
656.  		  Levitation ? "beneath" : "at",
657.  		  makeplural(body_part(FOOT)));
658.  	}
659.  }
660.  
661.  #ifdef ELBERETH
662.  STATIC_OVL void
663.  gcrownu()
664.  {
665.      struct obj *obj;
666.      boolean already_exists, in_hand;
667.      short class_gift;
668.      int sp_no;
669.  #define ok_wep(o) ((o) && ((o)->oclass == WEAPON_CLASS || is_weptool(o)))
670.  
671.      HSee_invisible |= FROMOUTSIDE;
672.      HFire_resistance |= FROMOUTSIDE;
673.      HCold_resistance |= FROMOUTSIDE;
674.      HShock_resistance |= FROMOUTSIDE;
675.      HSleep_resistance |= FROMOUTSIDE;
676.      HPoison_resistance |= FROMOUTSIDE;
677.      godvoice(u.ualign.type, (char *)0);
678.  
679.      obj = ok_wep(uwep) ? uwep : 0;
680.      already_exists = in_hand = FALSE;	/* lint suppression */
681.      switch (u.ualign.type) {
682.      case A_LAWFUL:
683.  	u.uevent.uhand_of_elbereth = 1;
684.  	verbalize("I crown thee...  The Hand of Elbereth!");
685.  	break;
686.      case A_NEUTRAL:
687.  	u.uevent.uhand_of_elbereth = 2;
688.  	in_hand = (uwep && uwep->oartifact == ART_VORPAL_BLADE);
689.  	already_exists = exist_artifact(LONG_SWORD, artiname(ART_VORPAL_BLADE));
690.  	verbalize("Thou shalt be my Envoy of Balance!");
691.  	break;
692.      case A_CHAOTIC:
693.  	u.uevent.uhand_of_elbereth = 3;
694.  	in_hand = (uwep && uwep->oartifact == ART_STORMBRINGER);
695.  	already_exists = exist_artifact(RUNESWORD, artiname(ART_STORMBRINGER));
696.  	verbalize("Thou art chosen to %s for My Glory!",
697.  		  already_exists && !in_hand ? "take lives" : "steal souls");
698.  	break;
699.      }
700.  
701.      class_gift = STRANGE_OBJECT;
702.      /* 3.3.[01] had this in the A_NEUTRAL case below,
703.         preventing chaotic wizards from receiving a spellbook */
704.      if (Role_if(PM_WIZARD) &&
705.  	    (!uwep || (uwep->oartifact != ART_VORPAL_BLADE &&
706.  		       uwep->oartifact != ART_STORMBRINGER)) &&
707.  	    !carrying(SPE_FINGER_OF_DEATH)) {
708.  	class_gift = SPE_FINGER_OF_DEATH;
709.   make_splbk:
710.  	obj = mksobj(class_gift, TRUE, FALSE);
711.  	bless(obj);
712.  	obj->bknown = TRUE;
713.  	at_your_feet("A spellbook");
714.  	dropy(obj);
715.  	u.ugifts++;
716.  	/* when getting a new book for known spell, enhance
717.  	   currently wielded weapon rather than the book */
718.  	for (sp_no = 0; sp_no < MAXSPELL; sp_no++)
719.  	    if (spl_book[sp_no].sp_id == class_gift) {
720.  		if (ok_wep(uwep)) obj = uwep;	/* to be blessed,&c */
721.  		break;
722.  	    }
723.      } else if (Role_if(PM_MONK) &&
724.  	    (!uwep || !uwep->oartifact) &&
725.  	    !carrying(SPE_RESTORE_ABILITY)) {
726.  	/* monks rarely wield a weapon */
727.  	class_gift = SPE_RESTORE_ABILITY;
728.  	goto make_splbk;
729.      }
730.  
731.      switch (u.ualign.type) {
732.      case A_LAWFUL:
733.  	if (class_gift != STRANGE_OBJECT) {
734.  	    ;		/* already got bonus above */
735.  	} else if (obj && obj->otyp == LONG_SWORD && !obj->oartifact) {
736.  	    if (!Blind) Your("sword shines brightly for a moment.");
737.  	    obj = oname(obj, artiname(ART_EXCALIBUR));
738.  	    if (obj && obj->oartifact == ART_EXCALIBUR) u.ugifts++;
739.  	}
740.  	/* acquire Excalibur's skill regardless of weapon or gift */
741.  	unrestrict_weapon_skill(P_LONG_SWORD);
742.  	if (obj && obj->oartifact == ART_EXCALIBUR)
743.  	    discover_artifact(ART_EXCALIBUR);
744.  	break;
745.      case A_NEUTRAL:
746.  	if (class_gift != STRANGE_OBJECT) {
747.  	    ;		/* already got bonus above */
748.  	} else if (in_hand) {
749.  	    Your("%s goes snicker-snack!", xname(obj));
750.  	    obj->dknown = TRUE;
751.  	} else if (!already_exists) {
752.  	    obj = mksobj(LONG_SWORD, FALSE, FALSE);
753.  	    obj = oname(obj, artiname(ART_VORPAL_BLADE));
754.  	    obj->spe = 1;
755.  	    at_your_feet("A sword");
756.  	    dropy(obj);
757.  	    u.ugifts++;
758.  	}
759.  	/* acquire Vorpal Blade's skill regardless of weapon or gift */
760.  	unrestrict_weapon_skill(P_LONG_SWORD);
761.  	if (obj && obj->oartifact == ART_VORPAL_BLADE)
762.  	    discover_artifact(ART_VORPAL_BLADE);
763.  	break;
764.      case A_CHAOTIC:
765.        {
766.  	char swordbuf[BUFSZ];
767.  
768.  	Sprintf(swordbuf, "%s sword", hcolor(NH_BLACK));
769.  	if (class_gift != STRANGE_OBJECT) {
770.  	    ;		/* already got bonus above */
771.  	} else if (in_hand) {
772.  	    Your("%s hums ominously!", swordbuf);
773.  	    obj->dknown = TRUE;
774.  	} else if (!already_exists) {
775.  	    obj = mksobj(RUNESWORD, FALSE, FALSE);
776.  	    obj = oname(obj, artiname(ART_STORMBRINGER));
777.  	    at_your_feet(An(swordbuf));
778.  	    obj->spe = 1;
779.  	    dropy(obj);
780.  	    u.ugifts++;
781.  	}
782.  	/* acquire Stormbringer's skill regardless of weapon or gift */
783.  	unrestrict_weapon_skill(P_BROAD_SWORD);
784.  	if (obj && obj->oartifact == ART_STORMBRINGER)
785.  	    discover_artifact(ART_STORMBRINGER);
786.  	break;
787.        }
788.      default:
789.  	obj = 0;	/* lint */
790.  	break;
791.      }
792.  
793.      /* enhance weapon regardless of alignment or artifact status */
794.      if (ok_wep(obj)) {
795.  	bless(obj);
796.  	obj->oeroded = obj->oeroded2 = 0;
797.  	obj->oerodeproof = TRUE;
798.  	obj->bknown = obj->rknown = TRUE;
799.  	/* STEPHEN WHITE'S NEW CODE */
800.  	if (u.ualign.type == A_LAWFUL) {
801.  	    if (obj->spe < 3) obj->spe = 3;
802.  	    else if (obj->spe > 2) obj->spe += 1;
803.  	} else if (obj->spe < 1) obj->spe = 1;
804.  	/* acquire skill in this weapon */
805.  	unrestrict_weapon_skill(weapon_type(obj));
806.      } else if (class_gift == STRANGE_OBJECT) {
807.  	/* opportunity knocked, but there was nobody home... */
808.  	You_feel("unworthy.");
809.      }
810.      update_inventory();
811.      return;
812.  }
813.  #endif	/*ELBERETH*/
814.  
815.  STATIC_OVL void
816.  pleased(g_align)
817.  	aligntyp g_align;
818.  {
819.  	/* don't use p_trouble, worst trouble may get fixed while praying */
820.  	int trouble = in_trouble();	/* what's your worst difficulty? */
821.  	int pat_on_head = 0, kick_on_butt;
822.  
823.  	You_feel("that %s is %s.", align_gname(g_align),
824.  	    u.ualign.record >= DEVOUT ?
825.  	    Hallucination ? "pleased as punch" : "well-pleased" :
826.  	    u.ualign.record >= STRIDENT ?
827.  	    Hallucination ? "ticklish" : "pleased" :
828.  	    Hallucination ? "full" : "satisfied");
829.  
830.  	/* not your deity */
831.  	if (on_altar() && p_aligntyp != u.ualign.type) {
832.  		adjalign(-1);
833.  		return;
834.  	} else if (u.ualign.record < 2 && trouble <= 0) adjalign(1);
835.  
836.  	/* depending on your luck & align level, the god you prayed to will:
837.  	   - fix your worst problem if it's major.
838.  	   - fix all your major problems.
839.  	   - fix your worst problem if it's minor.
840.  	   - fix all of your problems.
841.  	   - do you a gratuitous favor.
842.  
843.  	   if you make it to the the last category, you roll randomly again
844.  	   to see what they do for you.
845.  
846.  	   If your luck is at least 0, then you are guaranteed rescued
847.  	   from your worst major problem. */
848.  
849.  	if (!trouble && u.ualign.record >= DEVOUT) {
850.  	    /* if hero was in trouble, but got better, no special favor */
851.  	    if (p_trouble == 0) pat_on_head = 1;
852.  	} else {
853.  	    int action = rn1(Luck + (on_altar() ? 3 + on_shrine() : 2), 1);
854.  
855.  	    if (!on_altar()) action = min(action, 3);
856.  	    if (u.ualign.record < STRIDENT)
857.  		action = (u.ualign.record > 0 || !rnl(2)) ? 1 : 0;
858.  	    /* pleased Lawful gods often send you a helpful angel if you're
859.  	       getting the crap beat out of you */
860.  	    if ((u.uhp < 5 || (u.uhp*7 < u.uhpmax)) &&
861.  		 u.ualign.type == A_LAWFUL && rn2(3)) lawful_god_gives_angel();
862.  
863.  	    switch(min(action,5)) {
864.  	    case 5: pat_on_head = 1;
865.  	    case 4: do fix_worst_trouble(trouble);
866.  		    while ((trouble = in_trouble()) != 0);
867.  		    break;
868.  
869.  	    case 3: fix_worst_trouble(trouble);
870.  	    case 2: while ((trouble = in_trouble()) > 0)
871.  		    fix_worst_trouble(trouble);
872.  		    break;
873.  
874.  	    case 1: if (trouble > 0) fix_worst_trouble(trouble);
875.  	    case 0: break; /* your god blows you off, too bad */
876.  	    }
877.  	}
878.  
879.      /* note: can't get pat_on_head unless all troubles have just been
880.         fixed or there were no troubles to begin with; hallucination
881.         won't be in effect so special handling for it is superfluous */
882.      if(pat_on_head)
883.  	switch(rn2((Luck + 6)>>1)) {
884.  	case 0:	break;
885.  	case 1:
886.  	    if (uwep && (welded(uwep) || uwep->oclass == WEAPON_CLASS ||
887.  			 is_weptool(uwep))) {
888.  		char repair_buf[BUFSZ];
889.  
890.  		*repair_buf = '\0';
891.  		if (uwep->oeroded || uwep->oeroded2)
892.  		    Sprintf(repair_buf, " and %s now as good as new",
893.  			    otense(uwep, "are"));
894.  
895.  		if (uwep->cursed) {
896.  		    uncurse(uwep);
897.  		    uwep->bknown = TRUE;
898.  		    if (!Blind)
899.  			Your("%s %s%s.", aobjnam(uwep, "softly glow"),
900.  			     hcolor(NH_AMBER), repair_buf);
901.  		    else You_feel("the power of %s over your %s.",
902.  			u_gname(), xname(uwep));
903.  		    *repair_buf = '\0';
904.  		} else if (!uwep->blessed) {
905.  		    bless(uwep);
906.  		    uwep->bknown = TRUE;
907.  		    if (!Blind)
908.  			Your("%s with %s aura%s.",
909.  			     aobjnam(uwep, "softly glow"),
910.  			     an(hcolor(NH_LIGHT_BLUE)), repair_buf);
911.  		    else You_feel("the blessing of %s over your %s.",
912.  			u_gname(), xname(uwep));
913.  		    *repair_buf = '\0';
914.  		}
915.  
916.  		/* fix any rust/burn/rot damage, but don't protect
917.  		   against future damage */
918.  		if (uwep->oeroded || uwep->oeroded2) {
919.  		    uwep->oeroded = uwep->oeroded2 = 0;
920.  		    /* only give this message if we didn't just bless
921.  		       or uncurse (which has already given a message) */
922.  		    if (*repair_buf)
923.  			Your("%s as good as new!",
924.  			     aobjnam(uwep, Blind ? "feel" : "look"));
925.  		}
926.  		update_inventory();
927.  	    }
928.  	    break;
929.  	case 3:
930.  	    /* takes 2 hints to get the music to enter the stronghold */
931.  	    if (!u.uevent.uopened_dbridge) {
932.  		if (u.uevent.uheard_tune < 1) {
933.  		    godvoice(g_align,(char *)0);
934.  		    verbalize("Hark, %s!",
935.  			  youmonst.data->mlet == S_HUMAN ? "mortal" : "creature");
936.  		    verbalize(
937.  			"To enter the castle, thou must play the right tune!");
938.  		    u.uevent.uheard_tune++;
939.  		    break;
940.  		} else if (u.uevent.uheard_tune < 2) {
941.  		    You_hear("a divine music...");
942.  		    pline("It sounds like:  \"%s\".", tune);
943.  		    u.uevent.uheard_tune++;
944.  		    break;
945.  		}
946.  	    }
947.  	    /* Otherwise, falls into next case */
948.  	case 2:
949.  	    if (!Blind)
950.  		You("are surrounded by %s glow.", an(hcolor(NH_GOLDEN)));
951.  	    /* if any levels have been lost (and not yet regained),
952.  	       treat this effect like blessed full healing */
953.  	    if (u.ulevel < u.ulevelmax) {
954.  		u.ulevelmax -= 1;	/* see potion.c */
955.  		pluslvl(FALSE);
956.  	    } else {
957.  		u.uhpmax += 5;
958.  		if (Upolyd) u.mhmax += 5;
959.  	    }
960.  	    u.uhp = u.uhpmax;
961.  	    if (Upolyd) u.mh = u.mhmax;
962.  	    ABASE(A_STR) = AMAX(A_STR);
963.  	    if (u.uhunger < 900) init_uhunger();
964.  	    if (u.uluck < 0) u.uluck = 0;
965.  	    make_blinded(0L,TRUE);
966.  	    flags.botl = 1;
967.  	    break;
968.  	case 4: {
969.  	    register struct obj *otmp;
970.  	    int any = 0;
971.  
972.  	    if (Blind)
973.  		You_feel("the power of %s.", u_gname());
974.  	    else You("are surrounded by %s aura.",
975.  		     an(hcolor(NH_LIGHT_BLUE)));
976.  	    for(otmp=invent; otmp; otmp=otmp->nobj) {
977.  		if (otmp->cursed) {
978.  		    uncurse(otmp);
979.  		    if (!Blind) {
980.  			Your("%s %s.", aobjnam(otmp, "softly glow"),
981.  			     hcolor(NH_AMBER));
982.  			otmp->bknown = TRUE;
983.  			++any;
984.  		    }
985.  		}
986.  	    }
987.  	    if (any) update_inventory();
988.  	    break;
989.  	}
990.  	case 7:
991.  	case 8:
992.  	case 9:		/* KMH -- can occur during full moons */
993.  #ifdef ELBERETH
994.  	    if (u.ualign.record >= PIOUS && !u.uevent.uhand_of_elbereth) {
995.  		gcrownu();
996.  		break;
997.  	    } /* else FALLTHRU */
998.  #endif	/*ELBERETH*/
999.  	case 6:	{
1000. 	    struct obj *otmp;
1001. 	    int sp_no, trycnt = u.ulevel + 1;
1002. 
1003. 	    at_your_feet("An object");
1004. 	    /* not yet known spells given preference over already known ones */
1005. 	    /* Also, try to grant a spell for which there is a skill slot */
1006. 	    otmp = mkobj(SPBOOK_CLASS, TRUE);
1007. 	    while (--trycnt > 0) {
1008. 		if (otmp->otyp != SPE_BLANK_PAPER) {
1009. 		    for (sp_no = 0; sp_no < MAXSPELL; sp_no++)
1010. 			if (spl_book[sp_no].sp_id == otmp->otyp) break;
1011. 		    if (sp_no == MAXSPELL &&
1012. 			!P_RESTRICTED(spell_skilltype(otmp->otyp)))
1013. 			break;	/* usable, but not yet known */
1014. 		} else {
1015. 		    if (!objects[SPE_BLANK_PAPER].oc_name_known ||
1016. 			    carrying(MAGIC_MARKER)) break;
1017. 		}
1018. 		otmp->otyp = rnd_class(bases[SPBOOK_CLASS], SPE_BLANK_PAPER);
1019. 	    }
1020. 	    bless(otmp);
1021. 	    place_object(otmp, u.ux, u.uy);
1022. 	    break;
1023. 	}
1024. 	case 5: {
1025. 	    const char *msg="\"and thus I grant thee the gift of %s!\"";
1026. 	    godvoice(u.ualign.type, "Thou hast pleased me with thy progress,");
1027. 	    if (!(HTelepat & INTRINSIC))  {
1028. 		HTelepat |= FROMOUTSIDE;
1029. 		pline(msg, "Telepathy");
1030. 		if (Blind) see_monsters();
1031. 	    } else if (!(HFast & INTRINSIC))  {
1032. 		HFast |= FROMOUTSIDE;
1033. 		pline(msg, "Speed");
1034. 	    } else if (!(HStealth & INTRINSIC))  {
1035. 		HStealth |= FROMOUTSIDE;
1036. 		pline(msg, "Stealth");
1037. 	    } else {
1038. 		if (!(HProtection & INTRINSIC))  {
1039. 		    HProtection |= FROMOUTSIDE;
1040. 		    if (!u.ublessed)  u.ublessed = rn1(3, 2);
1041. 		} else u.ublessed++;
1042. 		pline(msg, "my protection");
1043. 	    }
1044. 	    verbalize("Use it wisely in my name!");
1045. 	    break;
1046. 	}
1047. 	default:	impossible("Confused deity!");
1048. 	    break;
1049. 	}
1050. 
1051. 	u.ublesscnt = rnz(350);
1052. 	kick_on_butt = u.uevent.udemigod ? 1 : 0;
1053. #ifdef ELBERETH
1054. 	if (u.uevent.uhand_of_elbereth) kick_on_butt++;
1055. #endif
1056. 	if (kick_on_butt) u.ublesscnt += kick_on_butt * rnz(1000);
1057. 
1058. 	return;
1059. }
1060. 
1061. /* either blesses or curses water on the altar,
1062.  * returns true if it found any water here.
1063.  */
1064. STATIC_OVL boolean
1065. water_prayer(bless_water)
1066.     boolean bless_water;
1067. {
1068.     register struct obj* otmp;
1069.     register long changed = 0;
1070.     boolean other = FALSE, bc_known = !(Blind || Hallucination);
1071. 
1072.     for(otmp = level.objects[u.ux][u.uy]; otmp; otmp = otmp->nexthere) {
1073. 	/* turn water into (un)holy water */
1074. 	if (otmp->otyp == POT_WATER &&
1075. 		(bless_water ? !otmp->blessed : !otmp->cursed)) {
1076. 	    otmp->blessed = bless_water;
1077. 	    otmp->cursed = !bless_water;
1078. 	    otmp->bknown = bc_known;
1079. 	    changed += otmp->quan;
1080. 	} else if(otmp->oclass == POTION_CLASS)
1081. 	    other = TRUE;
1082.     }
1083.     if(!Blind && changed) {
1084. 	pline("%s potion%s on the altar glow%s %s for a moment.",
1085. 	      ((other && changed > 1L) ? "Some of the" :
1086. 					(other ? "One of the" : "The")),
1087. 	      ((other || changed > 1L) ? "s" : ""), (changed > 1L ? "" : "s"),
1088. 	      (bless_water ? hcolor(NH_LIGHT_BLUE) : hcolor(NH_BLACK)));
1089.     }
1090.     return((boolean)(changed > 0L));
1091. }
1092. 
1093. STATIC_OVL void
1094. godvoice(g_align, words)
1095.     aligntyp g_align;
1096.     const char *words;
1097. {
1098.     const char *quot = "";
1099.     if(words)
1100. 	quot = "\"";
1101.     else
1102. 	words = "";
1103. 
1104.     pline_The("voice of %s %s: %s%s%s", align_gname(g_align),
1105. 	  godvoices[rn2(SIZE(godvoices))], quot, words, quot);
1106. }
1107. 
1108. STATIC_OVL void
1109. gods_angry(g_align)
1110.     aligntyp g_align;
1111. {
1112.     godvoice(g_align, "Thou hast angered me.");
1113. }
1114. 
1115. /* The g_align god is upset with you. */
1116. STATIC_OVL void
1117. gods_upset(g_align)
1118. 	aligntyp g_align;
1119. {
1120. 	if(g_align == u.ualign.type) u.ugangr++;
1121. 	else if(u.ugangr) u.ugangr--;
1122. 	angrygods(g_align);
1123. }
1124. 
1125. static NEARDATA const char sacrifice_types[] = { FOOD_CLASS, AMULET_CLASS, 0 };
1126. static NEARDATA const char ext_sacrifice_types[] = { ALLOW_FLOOROBJ,
1127. 	FOOD_CLASS, AMULET_CLASS, 0 };
1128. 
1129. STATIC_OVL void
1130. consume_offering(otmp)
1131. register struct obj *otmp;
1132. {
1133.     if (Hallucination)
1134. 	switch (rn2(3)) {
1135. 	    case 0:
1136. 		Your("sacrifice sprouts wings and a propeller and roars away!");
1137. 		break;
1138. 	    case 1:
1139. 		Your("sacrifice puffs up, swelling bigger and bigger, and pops!");
1140. 		break;
1141. 	    case 2:
1142. 		Your("sacrifice collapses into a cloud of dancing particles and fades away!");
1143. 		break;
1144. 	}
1145.     else if (Blind && u.ualign.type == A_LAWFUL)
1146. 	Your("sacrifice disappears!");
1147.     else Your("sacrifice is consumed in a %s!",
1148. 	      u.ualign.type == A_LAWFUL ? "flash of light" : "burst of flame");
1149.     if (carried(otmp)) useup(otmp);
1150.     else useupf(otmp, 1L);
1151.     exercise(A_WIS, TRUE);
1152. }
1153. 
1154. void
1155. god_gives_pet(alignment)
1156. aligntyp alignment;
1157. {
1158. /*
1159.     register struct monst *mtmp2;
1160.     register struct permonst *pm;
1161.  */
1162.     int mnum;
1163.     int mon;
1164. 
1165.     switch ((int)alignment) {
1166. 	case A_LAWFUL:
1167. 	    mnum = lawful_minion(u.ulevel);
1168. 	    break;
1169. 	case A_NEUTRAL:
1170. 	    mnum = neutral_minion(u.ulevel);
1171. 	    break;
1172. 	case A_CHAOTIC:
1173. 	case A_NONE:
1174. 	    mnum = chaotic_minion(u.ulevel);
1175. 	    break;
1176. 	default:
1177. 	    impossible("unaligned player?");
1178. 	    mnum = ndemon(A_NONE);
1179. 	    break;
1180.     }
1181.     mon = make_pet_minion(mnum,alignment);
1182.     if (mon) {
1183. 	switch ((int)alignment) {
1184. 	   case A_LAWFUL:
1185. 		pline("%s", Blind ? "You feel the presence of goodness." :
1186. 		 "There is a puff of white fog!");
1187. 	   break;
1188. 	   case A_NEUTRAL:
1189. 		pline("%s", Blind ? "You hear the earth rumble..." :
1190. 		 "A cloud of gray smoke gathers around you!");
1191. 	   break;
1192. 	   case A_CHAOTIC:
1193. 	   case A_NONE:
1194. 		pline("%s", Blind ? "You hear an evil chuckle!" :
1195. 		 "A miasma of stinking vapors coalesces around you!");
1196. 	   break;
1197. 	}
1198. 	godvoice(u.ualign.type, "My minion shall serve thee!");
1199. 	return;
1200.     }
1201. }
1202. 
1203. static void
1204. lawful_god_gives_angel()
1205. {
1206. /*
1207.     register struct monst *mtmp2;
1208.     register struct permonst *pm;
1209. */
1210.     int mnum;
1211.     int mon;
1212. 
1213.     mnum = lawful_minion(u.ulevel);
1214.     mon = make_pet_minion(mnum,A_LAWFUL);
1215.     pline("%s", Blind ? "You feel the presence of goodness." :
1216. 	 "There is a puff of white fog!");
1217.     if (u.uhp > (u.uhpmax / 10)) godvoice(u.ualign.type, "My minion shall serve thee!");
1218.     else godvoice(u.ualign.type, "My minion shall save thee!");
1219. }
1220. 
1221. 
1222. /* KMH -- offerings to Oracle */
1223. static int
1224. offer_oracle (mtmp, otmp)
1225. 	struct monst *mtmp;
1226. 	struct obj *otmp;
1227. {
1228. 	/* The Oracle doesn't care about the age or species of the corpse,
1229. 	 * except for the dreaded woodchuck.
1230. 	 */
1231. 	boolean woodchuck = (otmp->corpsenm == PM_WOODCHUCK);
1232. 
1233. 
1234. 	/* Make sure it's a corpse */
1235.     if (otmp->otyp != CORPSE) {
1236. 		pline(nothing_happens);
1237. 		return (1);
1238. 	}
1239. 
1240. 	/* you're handling this corpse, even if it was killed upon the altar */
1241. 	feel_cockatrice(otmp, TRUE);
1242. 
1243. 	pline("%s looks at you %sfully.", Monnam(mtmp), woodchuck ? "scorn" : "thought");
1244. 	outrumor(woodchuck ? -1 : 0, FALSE);
1245. 	consume_offering(otmp);
1246. 	adjalign(-1);	/* Your god is jealous */
1247. 	if (woodchuck) {
1248. 		/* You are annoying the Oracle */
1249. 		change_luck(-1);
1250. 		exercise(A_WIS, FALSE);
1251. 		exercise(A_WIS, FALSE);	/* outrumor() exercised */
1252. 		exercise(A_WIS, FALSE);	/* consume_offering() exercised */
1253. 	}
1254. 	return (1);
1255. }
1256. 
1257. 
1258. int
1259. dosacrifice()
1260. {
1261.     register struct obj *otmp;
1262.     int value = 0;
1263.     int pm;
1264.     aligntyp altaralign = a_align(u.ux,u.uy);
1265.     struct monst *orac = NULL;
1266. 
1267.     /* KMH -- offerings to Oracle */
1268.     if (Is_oracle_level(&u.uz) && !u.uswallow) {
1269. 	for(orac = fmon; orac; orac = orac->nmon)
1270. 	    if (orac->data == &mons[PM_ORACLE]) break;
1271. 	if (!orac || distu(orac->mx, orac->my) > 2 || !mon_visible(orac)) {
1272. 	    pline("I see no one next to you to take a sacrifice.");
1273. 	    return 0;
1274. 	}
1275.     }
1276.     if (!orac && (!on_altar() || u.uswallow)) {
1277. 	You("are not standing on an altar.");
1278. 	return 0;
1279.     }
1280. 
1281.     if (In_endgame(&u.uz)) {
1282. 	if (!(otmp = getobj(sacrifice_types, "sacrifice"))) return 0;
1283.     } else {
1284. 	if (!(otmp = getobj(ext_sacrifice_types, "sacrifice"))) return 0;
1285.     }
1286. 
1287.     /* KMH -- offerings to Oracle */
1288.     if (orac) return (offer_oracle(orac, otmp));
1289. 
1290.     /*
1291.       Was based on nutritional value and aging behavior (< 50 moves).
1292.       Sacrificing a food ration got you max luck instantly, making the
1293.       gods as easy to please as an angry dog!
1294. 
1295.       Now only accepts corpses, based on the game's evaluation of their
1296.       toughness.  Human and pet sacrifice, as well as sacrificing unicorns
1297.       of your alignment, is strongly discouraged.
1298.      */
1299. 
1300. #define MAXVALUE 24 /* Highest corpse value (besides Wiz) */
1301. 
1302.     /* sacrificing the eye and/or hand of Vecna is a special case */
1303.     if (otmp->oartifact == ART_EYE_OF_THE_BEHOLDER ||
1304. 	    otmp->oartifact == ART_HAND_OF_VECNA) {
1305. 	You("offer this evil thing to %s...", a_gname());
1306. 	value = MAXVALUE; /* holy crap! */
1307. 	u.uconduct.gnostic++;	/* KMH, ethics */
1308.     }
1309. 
1310.     if (otmp->otyp == CORPSE) {
1311. 	register struct permonst *ptr = &mons[otmp->corpsenm];
1312. 	struct monst *mtmp;
1313. 	extern const int monstr[];
1314. 
1315. 	/* KMH, conduct */
1316. 	u.uconduct.gnostic++;
1317. 
1318. 	/* you're handling this corpse, even if it was killed upon the altar */
1319. 	feel_cockatrice(otmp, TRUE);
1320. 
1321. 	if (otmp->corpsenm == PM_ACID_BLOB
1322. 		|| (monstermoves <= peek_at_iced_corpse_age(otmp) + 50)) {
1323. 	    value = monstr[otmp->corpsenm] + 1;
1324. 	}
1325. 	    if (otmp->oeaten)
1326. 		value = eaten_stat(value, otmp);
1327. 
1328. 	if (your_race(ptr)) {
1329. 	    if (is_demon(youmonst.data) || Race_if(PM_HUMAN_WEREWOLF)) {
1330. 		You("find the idea very satisfying.");
1331. 		exercise(A_WIS, TRUE);
1332. 	    } else if (u.ualign.type != A_CHAOTIC) {
1333. 		    pline("You'll regret this infamous offense!");
1334. 		    exercise(A_WIS, FALSE);
1335. 	    }
1336. 
1337. 	    if (altaralign != A_CHAOTIC && altaralign != A_NONE) {
1338. 		/* curse the lawful/neutral altar */
1339. 		int race = mrace2race(ptr->mflags2);
1340. 		if (race != ROLE_NONE)
1341. 		    pline_The("altar is stained with %s blood.",
1342. 			    races[race].adj);
1343. 		else
1344. 		    impossible("Bad monster race?");
1345. 		if(!Is_astralevel(&u.uz))
1346. 		    levl[u.ux][u.uy].altarmask = AM_CHAOTIC;
1347. 		angry_priest();
1348. 	    } else {
1349. 		struct monst *dmon;
1350. 		const char *demonless_msg;
1351. 		register struct obj *octmp;
1352. 
1353. 		/* Human sacrifice on a chaotic or unaligned altar */
1354. 		/* is equivalent to demon summoning */
1355. 		if (altaralign == A_CHAOTIC && u.ualign.type != A_CHAOTIC) {
1356. 		    pline(
1357. 		     "The blood floods the altar, which vanishes in %s cloud!",
1358. 			  an(hcolor(NH_BLACK)));
1359. 		    levl[u.ux][u.uy].typ = ROOM;
1360. 		    levl[u.ux][u.uy].altarmask = 0;
1361. 		    newsym(u.ux, u.uy);
1362. 		    angry_priest();
1363. 		    demonless_msg = "cloud dissipates";
1364. 		} else {
1365. 		    /* either you're chaotic or altar is Moloch's or both */
1366. 		    pline_The("blood covers the altar, and a dark cloud forms!");
1367. 		    change_luck(altaralign == A_NONE ? -2 : 2);
1368. 		    demonless_msg = "blood coagulates";
1369. 		}
1370. 		if ((pm = dlord(altaralign)) != NON_PM &&
1371. 		    (dmon = makemon(&mons[pm], u.ux, u.uy, NO_MM_FLAGS))) {
1372. 		    /* here to be seen */
1373. 		    dmon->minvis = FALSE;
1374. 		    You("have summoned %s!", a_monnam(dmon));
1375. 		    if (sgn(u.ualign.type) == sgn(dmon->data->maligntyp)) {
1376. 			dmon->mpeaceful = TRUE;
1377. 			} else if (is_dprince(dmon->data)) {
1378. 			switch (rn2(5)) {
1379. 			  case 0:
1380. 			       pline("He is furious!");
1381. 			       dmon->mpeaceful = FALSE;
1382. 			  break;
1383. 			  case 1:
1384. 			       pline("Angered at your summons, he curses you!");
1385. 			       /* but not angry enough to whup yer ass */
1386. 			       for(octmp = invent; octmp ; octmp = octmp->nobj)
1387. 				 if (!rn2(6)) curse(octmp);
1388. 			       break;
1389. 			  case 2: 
1390. 			  case 3:
1391. 			       You("are terrified, and unable to move.");
1392. 			       nomul(-3);
1393. 			       nomovemsg = 0;
1394. 			       break;                
1395. 			  case 4:
1396. 			       pline("Amused, he grants you a wish!");
1397. 			       makewish();
1398. 			  break;
1399. 		       }
1400. 		    }
1401. 		} else pline_The("%s.", demonless_msg);
1402. 	    }
1403. 
1404. 	    if (u.ualign.type != A_CHAOTIC) {
1405. 		adjalign(-5);
1406. 		u.ugangr += 3;
1407. 		(void) adjattrib(A_WIS, -1, TRUE);
1408. 		if (!Inhell) angrygods(u.ualign.type);
1409. 		change_luck(-5);
1410. 	    } else adjalign(5);
1411. 	    if (carried(otmp)) useup(otmp);
1412. 	    else useupf(otmp, 1L);
1413. 	    return(1);
1414. 	} else if (otmp->oxlth && otmp->oattached == OATTACHED_MONST
1415. 		    && ((mtmp = get_mtraits(otmp, FALSE)) != (struct monst *)0)
1416. 		    && mtmp->mtame) {
1417. 	    /* mtmp is a temporary pointer to a tame monster's attributes,
1418. 	     * not a real monster */
1419. 	    pline("So this is how you repay loyalty?");
1420. 	    adjalign(-3);
1421. 	    value = -1;
1422. 	    HAggravate_monster |= FROMOUTSIDE;
1423. 	} else if (is_undead(ptr)) { /* Not demons--no demon corpses */
1424. 	    if (u.ualign.type != A_CHAOTIC)
1425. 		value += 1;
1426. 	} else if (is_unicorn(ptr)) {
1427. 	    int unicalign = sgn(ptr->maligntyp);
1428. 
1429. 	    /* If same as altar, always a very bad action. */
1430. 	    if (unicalign == altaralign) {
1431. 		pline("Such an action is an insult to %s!",
1432. 		      (unicalign == A_CHAOTIC)
1433. 		      ? "chaos" : unicalign ? "law" : "balance");
1434. 		(void) adjattrib(A_WIS, -1, TRUE);
1435. 		value = -5;
1436. 	    } else if (u.ualign.type == altaralign) {
1437. 		/* If different from altar, and altar is same as yours, */
1438. 		/* it's a very good action */
1439. 		if (u.ualign.record < ALIGNLIM)
1440. 		    You_feel("appropriately %s.", align_str(u.ualign.type));
1441. 		else You_feel("you are thoroughly on the right path.");
1442. 		adjalign(5);
1443. #ifdef NOARTIFACTWISH
1444. 		u.usacrifice += 5;
1445. #endif
1446. 		value += 3;
1447. 	    } else
1448. 		/* If sacrificing unicorn of your alignment to altar not of */
1449. 		/* your alignment, your god gets angry and it's a conversion */
1450. 		if (unicalign == u.ualign.type) {
1451. 		    u.ualign.record = -1;
1452. 		    value = 1;
1453. 		} else value += 3;
1454. 	}
1455.     } /* corpse */
1456. 
1457.     if (otmp->otyp == AMULET_OF_YENDOR) {
1458. 	if (!Is_astralevel(&u.uz)) {
1459. 	    if (Hallucination)
1460. 		    You_feel("homesick.");
1461. 	    else
1462. 		    You_feel("an urge to return to the surface.");
1463. 	    return 1;
1464. 	} else {
1465. 	    /* The final Test.	Did you win? */
1466. 	    if(uamul == otmp) Amulet_off();
1467. 	    u.uevent.ascended = 1;
1468. 	    if(carried(otmp)) useup(otmp); /* well, it's gone now */
1469. 	    else useupf(otmp, 1L);
1470. 	    You("offer the Amulet of Yendor to %s...", a_gname());
1471. 	    if (u.ualign.type != altaralign) {
1472. 		/* And the opposing team picks you up and
1473. 		   carries you off on their shoulders */
1474. 		adjalign(-99);
1475. 		pline("%s accepts your gift, and gains dominion over %s...",
1476. 		      a_gname(), u_gname());
1477. 		pline("%s is enraged...", u_gname());
1478. 		pline("Fortunately, %s permits you to live...", a_gname());
1479. 		pline("A cloud of %s smoke surrounds you...",
1480. 		      hcolor((const char *)"orange"));
1481. 		done(ESCAPED);
1482. 	    } else { /* super big win */
1483. 		adjalign(10);
1484. pline("An invisible choir sings, and you are bathed in radiance...");
1485. 		godvoice(altaralign, "Congratulations, mortal!");
1486. 		display_nhwindow(WIN_MESSAGE, FALSE);
1487. verbalize("In return for thy service, I grant thee the gift of Immortality!");
1488. 		You("ascend to the status of Demigod%s...",
1489. 		    flags.female ? "dess" : "");
1490. 		done(ASCENDED);
1491. 	    }
1492. 	}
1493.     } /* real Amulet */
1494. 
1495.     if (otmp->otyp == FAKE_AMULET_OF_YENDOR) {
1496. 	    if (flags.soundok)
1497. 		You_hear("a nearby thunderclap.");
1498. 	    if (!otmp->known) {
1499. 		You("realize you have made a %s.",
1500. 		    Hallucination ? "boo-boo" : "mistake");
1501. 		otmp->known = TRUE;
1502. 		change_luck(-1);
1503. 		return 1;
1504. 	    } else {
1505. 		/* don't you dare try to fool the gods */
1506. 		change_luck(-3);
1507. 		adjalign(-1);
1508. 		u.ugangr += 3;
1509. #ifdef NOARTIFACTWISH
1510. 		u.usacrifice = 0;
1511. #endif
1512. 		value = -3;
1513. 	    }
1514.     } /* fake Amulet */
1515. 
1516.     if (value == 0) {
1517. 	pline(nothing_happens);
1518. 	return (1);
1519.     }
1520. 
1521.     if (altaralign != u.ualign.type &&
1522. 	(Is_astralevel(&u.uz) || Is_sanctum(&u.uz))) {
1523. 	/*
1524. 	 * REAL BAD NEWS!!! High altars cannot be converted.  Even an attempt
1525. 	 * gets the god who owns it truely pissed off.
1526. 	 */
1527. 	You_feel("the air around you grow charged...");
1528. 	pline("Suddenly, you realize that %s has noticed you...", a_gname());
1529. 	godvoice(altaralign, "So, mortal!  You dare desecrate my High Temple!");
1530. 	/* Throw everything we have at the player */
1531. 	god_zaps_you(altaralign);
1532.     } else if (value < 0) { /* I don't think the gods are gonna like this... */
1533. 	gods_upset(altaralign);
1534.     } else {
1535. 	int saved_anger = u.ugangr;
1536. 	int saved_cnt = u.ublesscnt;
1537. 	int saved_luck = u.uluck;
1538. 
1539. 	/* Sacrificing at an altar of a different alignment */
1540. 	if (u.ualign.type != altaralign) {
1541. 	    /* Is this a conversion ? */
1542. 	    /* An unaligned altar in Gehennom will always elicit rejection. */
1543. 	    if (ugod_is_angry() || (altaralign == A_NONE && Inhell)) {
1544. 		if(u.ualignbase[A_CURRENT] == u.ualignbase[A_ORIGINAL] &&
1545. 		   altaralign != A_NONE) {
1546. 		    You("have a strong feeling that %s is angry...", u_gname());
1547. 		    consume_offering(otmp);
1548. 		    pline("%s accepts your allegiance.", a_gname());
1549. 
1550. 		    /* The player wears a helm of opposite alignment? */
1551. 		    if (uarmh && uarmh->otyp == HELM_OF_OPPOSITE_ALIGNMENT)
1552. 			u.ualignbase[A_CURRENT] = altaralign;
1553. 		    else
1554. 			u.ualign.type = u.ualignbase[A_CURRENT] = altaralign;
1555. 		    u.ublessed = 0;
1556. 		    flags.botl = 1;
1557. 
1558. 		    You("have a sudden sense of a new direction.");
1559. 		    /* Beware, Conversion is costly */
1560. 		    change_luck(-3);
1561. 		    u.ublesscnt += 300;
1562. 		    adjalign((int)(u.ualignbase[A_ORIGINAL] * (ALIGNLIM / 2)));
1563. 		} else {
1564. 		    u.ugangr += 3;
1565. 		    adjalign(-5);
1566. #ifdef NOARTIFACTWISH
1567. 		    u.usacrifice = 0;
1568. #endif
1569. 		    pline("%s rejects your sacrifice!", a_gname());
1570. 		    godvoice(altaralign, "Suffer, infidel!");
1571. 		    change_luck(-5);
1572. 		    (void) adjattrib(A_WIS, -2, TRUE);
1573. 		    if (!Inhell) angrygods(u.ualign.type);
1574. 		}
1575. 		return(1);
1576. 	    } else {
1577. 		consume_offering(otmp);
1578. 		You("sense a conflict between %s and %s.",
1579. 		    u_gname(), a_gname());
1580. 		if (rn2(8 + u.ulevel) > 5) {
1581. 		    struct monst *pri;
1582. 		    You_feel("the power of %s increase.", u_gname());
1583. 		    if (rnl(u.ulevel) > 3) {
1584. 		    	/* KMH -- Only a chance of this happening */
1585. 				You("feel %s is very angry at you!", a_gname());                    
1586. 				summon_minion(altaralign, FALSE);
1587. 				summon_minion(altaralign, FALSE);
1588. 		    }
1589. 		    u.ublesscnt = 0;  /* WAC You deserve this ... */
1590. 		    exercise(A_WIS, TRUE);
1591. #ifdef NOARTIFACTWISH
1592. 		    u.usacrifice += 5;
1593. #endif
1594. 		    change_luck(1);
1595. 		    /* Yes, this is supposed to be &=, not |= */
1596. 		    levl[u.ux][u.uy].altarmask &= AM_SHRINE;
1597. 		    /* the following accommodates stupid compilers */
1598. 		    levl[u.ux][u.uy].altarmask =
1599. 			levl[u.ux][u.uy].altarmask | (Align2amask(u.ualign.type));
1600. 		    if (!Blind)
1601. 			pline_The("altar glows %s.",
1602. 			      hcolor(
1603. 			      u.ualign.type == A_LAWFUL ? NH_WHITE :
1604. 			      u.ualign.type ? NH_BLACK : (const char *)"gray"));
1605. 
1606. 		    if (rnl(u.ulevel) > 6 && u.ualign.record > 0 &&
1607. 		       rnd(u.ualign.record) > (3*ALIGNLIM)/4)
1608. 			summon_minion(altaralign, TRUE);
1609. 		    /* anger priest; test handles bones files */
1610. 		    if((pri = findpriest(temple_occupied(u.urooms))) &&
1611. 		       !p_coaligned(pri))
1612. 			angry_priest();
1613. 		} else {
1614. 		    pline("Unluckily, you feel the power of %s decrease.",
1615. 			  u_gname());
1616. 		    change_luck(-1);
1617. #ifdef NOARTIFACTWISH
1618. 		    u.usacrifice = 0;
1619. #endif
1620. 		    exercise(A_WIS, FALSE);
1621. 		    if (rnl(u.ulevel) > 6 && u.ualign.record > 0 &&
1622. 		       rnd(u.ualign.record) > (7*ALIGNLIM)/8)
1623. 			summon_minion(altaralign, TRUE);
1624. 		}
1625. 		return(1);
1626. 	    }
1627. 	}
1628. 
1629. 	consume_offering(otmp);
1630. 	/* OK, you get brownie points. */
1631. 	if(u.ugangr) {
1632. 	    u.ugangr -=
1633. 		((value * (u.ualign.type == A_CHAOTIC ? 2 : 3)) / MAXVALUE);
1634. 	    if(u.ugangr < 0) u.ugangr = 0;
1635. 	    if(u.ugangr != saved_anger) {
1636. 		if (u.ugangr) {
1637. 		    pline("%s seems %s.", u_gname(),
1638. 			  Hallucination ? "groovy" : "slightly mollified");
1639. 
1640. 		    if ((int)u.uluck < 0) change_luck(1);
1641. 		} else {
1642. 		    pline("%s seems %s.", u_gname(), Hallucination ?
1643. 			  "cosmic (not a new fact)" : "mollified");
1644. 
1645. 		    if ((int)u.uluck < 0) u.uluck = 0;
1646. 		}
1647. 	    } else { /* not satisfied yet */
1648. 		if (Hallucination)
1649. 		    pline_The("gods seem tall.");
1650. 		else You("have a feeling of inadequacy.");
1651. 	    }
1652. 	} else if(ugod_is_angry()) {
1653. 	    if(value > MAXVALUE) value = MAXVALUE;
1654. 	    if(value > -u.ualign.record) value = -u.ualign.record;
1655. 	    adjalign(value);
1656. 	    You_feel("partially absolved.");
1657. 	} else if (u.ublesscnt > 0) {
1658. 	    u.ublesscnt -=
1659. 		((value * (u.ualign.type == A_CHAOTIC ? 500 : 300)) / MAXVALUE);
1660. 	    if(u.ublesscnt < 0) u.ublesscnt = 0;
1661. 	    if(u.ublesscnt != saved_cnt) {
1662. 		if (u.ublesscnt) {
1663. 		    if (Hallucination)
1664. 			You("realize that the gods are not like you and I.");
1665. 		    else
1666. 			You("have a hopeful feeling.");
1667. 		    if ((int)u.uluck < 0) change_luck(1);
1668. 		} else {
1669. 		    if (Hallucination)
1670. 			pline("Overall, there is a smell of fried onions.");
1671. 		    else
1672. 			You("have a feeling of reconciliation.");
1673. 		    if ((int)u.uluck < 0) u.uluck = 0;
1674. 		}
1675. 	    }
1676. 	} else {
1677. 	    int nartifacts = nartifact_exist();
1678. 
1679. 	    /* you were already in pretty good standing */
1680. 	    /* The player can gain an artifact */
1681. 	    /* The chance goes down as the number of artifacts goes up */
1682. 	    if (u.ulevel > 2 && u.uluck >= 0 &&
1683. 		!rn2(10 + (2 * u.ugifts * nartifacts))) {
1684. 		otmp = mk_artifact((struct obj *)0, a_align(u.ux,u.uy));
1685. 		if (otmp) {
1686. 		    if (otmp->spe < 0) otmp->spe = 0;
1687. 		    if (otmp->cursed) uncurse(otmp);
1688. 		    otmp->oerodeproof = TRUE;
1689. 		    dropy(otmp);
1690. 		    at_your_feet("An object");
1691. 		    godvoice(u.ualign.type, "Use my gift wisely!");
1692. 		    u.ugifts++;
1693. 		    u.ublesscnt = rnz(300 + (50 * nartifacts));
1694. 		    exercise(A_WIS, TRUE);
1695. 		    /* make sure we can use this weapon */
1696. 		    unrestrict_weapon_skill(weapon_type(otmp));
1697. 		    discover_artifact(otmp->oartifact);
1698. 		    return(1);
1699. 		} else {
1700. 		    pline("A spellbook appears at your %s!",
1701. 				    makeplural(body_part(FOOT)));
1702. 		    bless(mkobj_at(SPBOOK_CLASS,
1703. 				    u.ux, u.uy, TRUE));
1704. #ifdef NOARTIFACTWISH
1705. 				u.usacrifice = 0;
1706. #endif
1707. 				return(1);
1708. 		}
1709. 	    } else if (!rnl(30 + u.ulevel)) {
1710. 			/* no artifact, but maybe a helpful pet? */
1711. 			/* WAC is now some generic benefit (includes pets) */
1712. 			god_gives_benefit(altaralign);
1713. #ifdef NOARTIFACTWISH
1714. 		    u.usacrifice = 0;
1715. #endif
1716. 		    return(1);
1717. 	    }
1718. 
1719. 	    change_luck((value * LUCKMAX) / (MAXVALUE * 2));
1720. 	    if ((int)u.uluck < 0) u.uluck = 0;
1721. 	    if (u.uluck != saved_luck) {
1722. 		if (Blind)
1723. 		    You("think %s brushed your %s.",something, body_part(FOOT));
1724. 		else You(Hallucination ?
1725. 		    "see crabgrass at your %s.  A funny thing in a dungeon." :
1726. 		    "glimpse a four-leaf clover at your %s.",
1727. 		    makeplural(body_part(FOOT)));
1728. 	    }
1729. 	}
1730.     }
1731.     return(1);
1732. }
1733. 
1734. 
1735. 
1736. /* determine prayer results in advance; also used for enlightenment */
1737. boolean
1738. can_pray(praying)
1739. boolean praying;	/* false means no messages should be given */
1740. {
1741.     int alignment;
1742. 
1743.     p_aligntyp = on_altar() ? a_align(u.ux,u.uy) : u.ualign.type;
1744.     p_trouble = in_trouble();
1745. 
1746.     if (is_demon(youmonst.data) && (p_aligntyp != A_CHAOTIC)) {
1747. 	if (praying)
1748. 	    pline_The("very idea of praying to a %s god is repugnant to you.",
1749. 		  p_aligntyp ? "lawful" : "neutral");
1750. 	return FALSE;
1751.     }
1752. 
1753.     if (praying)
1754. 	You("begin praying to %s.", align_gname(p_aligntyp));
1755. 
1756.     if (u.ualign.type && u.ualign.type == -p_aligntyp)
1757. 	alignment = -u.ualign.record;		/* Opposite alignment altar */
1758.     else if (u.ualign.type != p_aligntyp)
1759. 	alignment = u.ualign.record / 2;	/* Different alignment altar */
1760.     else alignment = u.ualign.record;
1761. 
1762.     if ((p_trouble > 0) ? (u.ublesscnt > 200) : /* big trouble */
1763. 	(p_trouble < 0) ? (u.ublesscnt > 100) : /* minor difficulties */
1764. 	(u.ublesscnt > 0))			/* not in trouble */
1765. 	p_type = 0;		/* too soon... */
1766.     else if ((int)Luck < 0 || u.ugangr || alignment < 0)
1767. 	p_type = 1;		/* too naughty... */
1768.     else /* alignment >= 0 */ {
1769. 	if(on_altar() && u.ualign.type != p_aligntyp)
1770. 	    p_type = 2;
1771. 	else
1772. 	    p_type = 3;
1773.     }
1774. 
1775.     if (is_undead(youmonst.data) && !Inhell &&
1776. 	(p_aligntyp == A_LAWFUL || (p_aligntyp == A_NEUTRAL && !rn2(10))))
1777. 	p_type = -1;
1778.     /* Note:  when !praying, the random factor for neutrals makes the
1779.        return value a non-deterministic approximation for enlightenment.
1780.        This case should be uncommon enough to live with... */
1781. 
1782.     return !praying ? (boolean)(p_type == 3 && !Inhell) : TRUE;
1783. }
1784. 
1785. int
1786. dopray()
1787. {
1788.     /* Confirm accidental slips of Alt-P */
1789.     if (flags.prayconfirm)
1790. 	if (yn("Are you sure you want to pray?") == 'n')
1791. 	    return 0;
1792. 
1793.     u.uconduct.gnostic++;
1794.     /* Praying implies that the hero is conscious and since we have
1795.        no deafness attribute this implies that all verbalized messages
1796.        can be heard.  So, in case the player has used the 'O' command
1797.        to toggle this accessible flag off, force it to be on. */
1798.     flags.soundok = 1;
1799. 
1800.     if (IS_TOILET(levl[u.ux][u.uy].typ)) {
1801. 	pline("You pray to the Porcelain God.");
1802. 	if (!Sick && !HConfusion && !HStun) {
1803. 	    pline("He ignores your pleas.");
1804. 	    return(1);
1805. 	}
1806. 	pline("He smiles upon you.");
1807. 	if (Sick) make_sick(0L, (char *)0, TRUE, SICK_ALL);
1808. 	if (HConfusion) make_confused(0L, TRUE);
1809. 	if (HStun) make_stunned(0L, TRUE);
1810. 	return(1);
1811.     }
1812. 
1813.     /* set up p_type and p_alignment */
1814.     if (!can_pray(TRUE)) return 0;
1815. 
1816. #ifdef WIZARD
1817.     if (wizard && p_type >= 0) {
1818. 	if (yn("Force the gods to be pleased?") == 'y') {
1819. 	    u.ublesscnt = 0;
1820. 	    if (u.uluck < 0) u.uluck = 0;
1821. 	    if (u.ualign.record <= 0) u.ualign.record = 1;
1822. 	    u.ugangr = 0;
1823. 	    if(p_type < 2) p_type = 3;
1824. 	}
1825.     }
1826. #endif
1827.     nomul(-3);
1828.     nomovemsg = "You finish your prayer.";
1829.     afternmv = prayer_done;
1830. 
1831. 	/* if you've been true to your god you can't die while you pray */
1832.     if(p_type == 3 && !Inhell) {
1833. 	if (!Blind) You("are surrounded by a shimmering light.");
1834. 	u.uinvulnerable = TRUE;
1835.     }
1836.     return(1);
1837. }
1838. 
1839. STATIC_PTR int
1840. prayer_done()		/* M. Stephenson (1.0.3b) */
1841. {
1842.     aligntyp alignment = p_aligntyp;
1843. 
1844.     u.uinvulnerable = FALSE;
1845.     if(p_type == -1) {
1846. 	godvoice(alignment,
1847. 		 alignment == A_LAWFUL ?
1848. 		 "Vile creature, thou durst call upon me?" :
1849. 		 "Walk no more, perversion of nature!");
1850. 	You_feel("like you are falling apart.");
1851. 	if (Upolyd) {
1852. 	    /* KMH, balance patch -- Gods have mastery over unchanging */
1853. 	rehumanize();
1854. 	}
1855. 	/* ALI, Racially undead (ie., vampires) get the same penalties */
1856. 	else if (rn2(20) > ACURR(A_CON))
1857. 	    u.uhp = (u.uhp/2) + 1;
1858. 	losehp(rnd(20), "residual undead turning effect", KILLED_BY_AN);
1859. 	exercise(A_CON, FALSE);
1860. 	return(1);
1861.     }
1862.     if (Inhell) {
1863. 	pline("Since you are in Gehennom, %s won't help you.",
1864. 	      align_gname(alignment));
1865. 	/* haltingly aligned is least likely to anger */
1866. 	if (u.ualign.record <= 0 || rnl(u.ualign.record))
1867. 	    angrygods(u.ualign.type);
1868. 	return(0);
1869.     }
1870. 
1871.     if (p_type == 0) {
1872. 	if(on_altar() && u.ualign.type != alignment)
1873. 	    (void) water_prayer(FALSE);
1874. 	u.ublesscnt += rnz(250);
1875. 	change_luck(-3);
1876. 	gods_upset(u.ualign.type);
1877.     } else if(p_type == 1) {
1878. 	if(on_altar() && u.ualign.type != alignment)
1879. 	    (void) water_prayer(FALSE);
1880. 	angrygods(u.ualign.type);	/* naughty */
1881.     } else if(p_type == 2) {
1882. 	if(water_prayer(FALSE)) {
1883. 	    /* attempted water prayer on a non-coaligned altar */
1884. 	    u.ublesscnt += rnz(250);
1885. 	    change_luck(-3);
1886. 	    gods_upset(u.ualign.type);
1887. 	} else pleased(alignment);
1888.     } else {
1889. 	/* coaligned */
1890. 	if(on_altar())
1891. 	    (void) water_prayer(TRUE);
1892. 	pleased(alignment); /* nice */
1893.     }
1894.     return(1);
1895. }
1896. 
1897. int
1898. doturn()
1899. {	
1900. 	/* WAC doturn is now a technique */
1901. 	/* Try to use turn undead spell if you don't know the tech. */
1902. /*	if (!Role_if(PM_PRIEST) && !Role_if(PM_KNIGHT) && !Role_if(PM_UNDEAD_SLAYER)) {*/
1903. 	if (!tech_known(T_TURN_UNDEAD)) {
1904. 		if (objects[SPE_TURN_UNDEAD].oc_name_known) {
1905. 		    register int sp_no;
1906. 		    for (sp_no = 0; sp_no < MAXSPELL &&
1907. 			 spl_book[sp_no].sp_id != NO_SPELL &&
1908. 			 spl_book[sp_no].sp_id != SPE_TURN_UNDEAD; sp_no++);
1909. 
1910. 		    if (sp_no < MAXSPELL &&
1911. 			spl_book[sp_no].sp_id == SPE_TURN_UNDEAD)
1912. 			    return spelleffects(sp_no, TRUE);
1913. 		}
1914. 
1915. 		You("don't know how to turn undead!");
1916. 		return(0);
1917. 	}
1918. 	return(turn_undead());
1919. }
1920. 
1921. int
1922. turn_undead()
1923. {
1924. 	struct monst *mtmp, *mtmp2;
1925. 	int once, range, xlev;
1926. 
1927. 	u.uconduct.gnostic++;
1928. 
1929. 	if ((u.ualign.type != A_CHAOTIC &&
1930. 		    (is_demon(youmonst.data) || is_undead(youmonst.data))) ||
1931. 				u.ugangr > 6 /* "Die, mortal!" */) {
1932. 
1933. 		pline("For some reason, %s seems to ignore you.", u_gname());
1934. 		aggravate();
1935. 		exercise(A_WIS, FALSE);
1936. 		return(0);
1937. 	}
1938. 
1939. 	if (Inhell) {
1940. 	    pline("Since you are in Gehennom, %s won't help you.", u_gname());
1941. 	    aggravate();
1942. 	    return(0);
1943. 	}
1944. 	pline("Calling upon %s, you chant an arcane formula.", u_gname());
1945. 	exercise(A_WIS, TRUE);
1946. 
1947. 	/* note: does not perform unturn_dead() on victims' inventories */
1948. 	range = BOLT_LIM + (u.ulevel / 5);	/* 5 to 11 */
1949. 	range *= range;
1950. 	once = 0;
1951. 	for(mtmp = fmon; mtmp; mtmp = mtmp2) {
1952. 	    mtmp2 = mtmp->nmon;
1953. 
1954. 	    if (DEADMONSTER(mtmp)) continue;
1955. 	    if (!cansee(mtmp->mx,mtmp->my) ||
1956. 		distu(mtmp->mx,mtmp->my) > range) continue;
1957. 
1958. 	    if (!mtmp->mpeaceful && (is_undead(mtmp->data) ||
1959. 		   (is_demon(mtmp->data) && (u.ulevel > (MAXULEV/2))))) {
1960. 
1961. 		    mtmp->msleeping = 0;
1962. 		    if (Confusion) {
1963. 			if (!once++)
1964. 			    pline("Unfortunately, your voice falters.");
1965. 			mtmp->mflee = 0;
1966. 			mtmp->mfrozen = 0;
1967. 			mtmp->mcanmove = 1;
1968. 		    } else if (!resist(mtmp, '\0', 0, TELL)) {
1969. 			xlev = 6;
1970. 			switch (mtmp->data->mlet) {
1971. 			    /* this is intentional, lichs are tougher
1972. 			       than zombies. */
1973. 			    /* ToDo - catch vampire bats */
1974. 			case S_LICH:    xlev += 2;  /*FALLTHRU*/
1975. 			case S_GHOST:   xlev += 2;  /*FALLTHRU*/
1976. 			case S_VAMPIRE: xlev += 2;  /*FALLTHRU*/
1977. 			case S_WRAITH:  xlev += 2;  /*FALLTHRU*/
1978. 			case S_MUMMY:   xlev += 2;  /*FALLTHRU*/
1979. 			case S_ZOMBIE:
1980. 			    if (u.ulevel >= xlev &&
1981. 				    !resist(mtmp, '\0', 0, NOTELL)) {
1982. 				if (u.ualign.type == A_CHAOTIC) {
1983. 				    mtmp->mpeaceful = 1;
1984. 				    set_malign(mtmp);
1985. 				} else { /* damn them */
1986. 				    killed(mtmp);
1987. 				}
1988. 				break;
1989. 			    } /* else flee */
1990. 			    /*FALLTHRU*/
1991. 			default:
1992. 			    monflee(mtmp, 0, FALSE, TRUE);
1993. 			    break;
1994. 			}
1995. 		    }
1996. 	    }
1997. 	}
1998. 	nomul(-2);
1999. 	nomovemsg = 0;
2000. 	return(1);
2001. }
2002. 
2003. const char *
2004. a_gname()
2005. {
2006.     return(a_gname_at(u.ux, u.uy));
2007. }
2008. 
2009. const char *
2010. a_gname_at(x,y)     /* returns the name of an altar's deity */
2011. xchar x, y;
2012. {
2013.     if(!IS_ALTAR(levl[x][y].typ)) return((char *)0);
2014. 
2015.     return align_gname(a_align(x,y));
2016. }
2017. 
2018. const char *
2019. u_gname()  /* returns the name of the player's deity */
2020. {
2021.     return align_gname(u.ualign.type);
2022. }
2023. 
2024. const char *
2025. align_gname(alignment)
2026. aligntyp alignment;
2027. {
2028.     const char *gnam;
2029. 
2030.     switch (alignment) {
2031.      case A_NONE:	gnam = Moloch; break;
2032.      case A_LAWFUL:	gnam = urole.lgod; break;
2033.      case A_NEUTRAL:	gnam = urole.ngod; break;
2034.      case A_CHAOTIC:	gnam = urole.cgod; break;
2035.      default:		impossible("unknown alignment.");
2036. 			gnam = "someone"; break;
2037.     }
2038.     if (*gnam == '_') ++gnam;
2039.     return gnam;
2040. }
2041. 
2042. /* hallucination handling for priest/minion names: select a random god
2043.    iff character is hallucinating */
2044. const char *
2045. halu_gname(alignment)
2046. aligntyp alignment;
2047. {
2048.     const char *gnam;
2049.     int which;
2050. 
2051.     if (!Hallucination) return align_gname(alignment);
2052. 
2053.     which = randrole();
2054.     switch (rn2(3)) {
2055.      case 0:	gnam = roles[which].lgod; break;
2056.      case 1:	gnam = roles[which].ngod; break;
2057.      case 2:	gnam = roles[which].cgod; break;
2058.      default:	gnam = 0; break;		/* lint suppression */
2059.     }
2060.     if (!gnam) gnam = Moloch;
2061.     if (*gnam == '_') ++gnam;
2062.     return gnam;
2063. }
2064. 
2065. /* deity's title */
2066. const char *
2067. align_gtitle(alignment)
2068. aligntyp alignment;
2069. {
2070.     const char *gnam, *result = "god";
2071. 
2072.     switch (alignment) {
2073.      case A_LAWFUL:	gnam = urole.lgod; break;
2074.      case A_NEUTRAL:	gnam = urole.ngod; break;
2075.      case A_CHAOTIC:	gnam = urole.cgod; break;
2076.      default:		gnam = 0; break;
2077.     }
2078.     if (gnam && *gnam == '_') result = "goddess";
2079.     return result;
2080. }
2081. 
2082. void
2083. altar_wrath(x, y)
2084. register int x, y;
2085. {
2086.     aligntyp altaralign = a_align(x,y);
2087. 
2088.     if(!strcmp(align_gname(altaralign), u_gname())) {
2089. 	godvoice(altaralign, "How darest thou desecrate my altar!");
2090. 	(void) adjattrib(A_WIS, -1, FALSE);
2091.     } else {
2092. 	pline("A voice (could it be %s?) whispers:",
2093. 	      align_gname(altaralign));
2094. 	verbalize("Thou shalt pay, infidel!");
2095. 	change_luck(-1);
2096.     }
2097. }
2098. 
2099. /* assumes isok() at one space away, but not necessarily at two */
2100. STATIC_OVL boolean
2101. blocked_boulder(dx,dy)
2102. int dx,dy;
2103. {
2104.     register struct obj *otmp;
2105.     long count = 0L;
2106. 
2107.     for(otmp = level.objects[u.ux+dx][u.uy+dy]; otmp; otmp = otmp->nexthere) {
2108. 	if(otmp->otyp == BOULDER)
2109. 	    count += otmp->quan;
2110.     }
2111. 
2112.     switch(count) {
2113. 	case 0: return FALSE; /* no boulders--not blocked */
2114. 	case 1: break; /* possibly blocked depending on if it's pushable */
2115. 	default: return TRUE; /* >1 boulder--blocked after they push the top
2116. 	    one; don't force them to push it first to find out */
2117.     }
2118. 
2119.     if (!isok(u.ux+2*dx, u.uy+2*dy))
2120. 	return TRUE;
2121.     if (IS_ROCK(levl[u.ux+2*dx][u.uy+2*dy].typ))
2122. 	return TRUE;
2123.     if (sobj_at(BOULDER, u.ux+2*dx, u.uy+2*dy))
2124. 	return TRUE;
2125. 
2126.     return FALSE;
2127. }
2128. 
2129. /* Give away something */
2130. void
2131. god_gives_benefit(alignment)
2132. aligntyp alignment;
2133. {
2134. 	register struct obj *otmp;
2135. 	const char *what = (const char *)0;
2136. 	
2137. 	if (!rnl(30 + u.ulevel)) god_gives_pet(alignment);
2138. 	else {
2139. 		switch (rnl(4)) {
2140. 				/* increase weapon bonus */
2141. 			case 0: /* randomly charge an object */
2142. 			case 1: /* randomly identify items in the backpack */
2143. 			case 2: /* do magic mapping */
2144. 			case 3: /* give some food */
2145. 			case 4: /* randomly bless items */
2146. 		    /* weapon takes precedence if it interferes
2147. 		       with taking off a ring or shield */
2148. 
2149. 		    if (uwep && !uwep->blessed) /* weapon */
2150. 			    otmp = uwep;
2151. 		    else if (uswapwep && !uswapwep->blessed) /* secondary weapon */
2152. 			    otmp = uswapwep;
2153. 		    /* gloves come next, due to rings */
2154. 		    else if (uarmg && !uarmg->blessed)    /* gloves */
2155. 			    otmp = uarmg;
2156. 		    /* then shield due to two handed weapons and spells */
2157. 		    else if (uarms && !uarms->blessed)    /* shield */
2158. 			    otmp = uarms;
2159. 		    /* then cloak due to body armor */
2160. 		    else if (uarmc && !uarmc->blessed)    /* cloak */
2161. 			    otmp = uarmc;
2162. 		    else if (uarm && !uarm->blessed)      /* armor */
2163. 			    otmp = uarm;
2164. 		    else if (uarmh && !uarmh->blessed)    /* helmet */
2165. 			    otmp = uarmh;
2166. 		    else if (uarmf && !uarmf->blessed)    /* boots */
2167. 			    otmp = uarmf;
2168. #ifdef TOURIST
2169. 		    else if (uarmu && !uarmu->blessed)    /* shirt */
2170. 			    otmp = uarmu;
2171. #endif
2172. 		    /* (perhaps amulet should take precedence over rings?) */
2173. 		    else if (uleft && !uleft->blessed)
2174. 			    otmp = uleft;
2175. 		    else if (uright && !uright->blessed)
2176. 			    otmp = uright;
2177. 		    else if (uamul && !uamul->blessed) /* amulet */
2178. 			    otmp = uamul;
2179. 		    else {
2180. 			    for(otmp=invent; otmp; otmp=otmp->nobj)
2181. 				if (!otmp->blessed)
2182. 					break;
2183. 			    return; /* Nothing to do! */
2184. 		    }
2185. 		    bless(otmp);
2186. 		    otmp->bknown = TRUE;
2187. 		    if (!Blind)
2188. 			    Your("%s %s.",
2189. 				 what ? what :
2190. 				 (const char *)aobjnam (otmp, "softly glow"),
2191. 				 hcolor(NH_AMBER));
2192. 			break;
2193. 		}
2194. 	}
2195. }
2196. /*pray.c*/