Source:NetHack 3.6.0/src/pray.c

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Below is the full text to pray.c from the source code of NetHack 3.6.0. To link to a particular line, write [[Source:NetHack 3.6.0/src/pray.c#line123]], for example.

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 /* NetHack 3.6	pray.c	$NHDT-Date: 1446854232 2015/11/06 23:57:12 $  $NHDT-Branch: master $:$NHDT-Revision: 1.87 $ */
 /* Copyright (c) Benson I. Margulies, Mike Stephenson, Steve Linhart, 1989. */
 /* NetHack may be freely redistributed.  See license for details. */
 
 #include "hack.h"
 
 STATIC_PTR int NDECL(prayer_done);
 STATIC_DCL struct obj *NDECL(worst_cursed_item);
 STATIC_DCL int NDECL(in_trouble);
 STATIC_DCL void FDECL(fix_worst_trouble, (int));
 STATIC_DCL void FDECL(angrygods, (ALIGNTYP_P));
 STATIC_DCL void FDECL(at_your_feet, (const char *));
 STATIC_DCL void NDECL(gcrownu);
 STATIC_DCL void FDECL(pleased, (ALIGNTYP_P));
 STATIC_DCL void FDECL(godvoice, (ALIGNTYP_P, const char *));
 STATIC_DCL void FDECL(god_zaps_you, (ALIGNTYP_P));
 STATIC_DCL void FDECL(fry_by_god, (ALIGNTYP_P, BOOLEAN_P));
 STATIC_DCL void FDECL(gods_angry, (ALIGNTYP_P));
 STATIC_DCL void FDECL(gods_upset, (ALIGNTYP_P));
 STATIC_DCL void FDECL(consume_offering, (struct obj *));
 STATIC_DCL boolean FDECL(water_prayer, (BOOLEAN_P));
 STATIC_DCL boolean FDECL(blocked_boulder, (int, int));
 
 /* simplify a few tests */
 #define Cursed_obj(obj, typ) ((obj) && (obj)->otyp == (typ) && (obj)->cursed)
 
 /*
  * Logic behind deities and altars and such:
  * + prayers are made to your god if not on an altar, and to the altar's god
  *   if you are on an altar
  * + If possible, your god answers all prayers, which is why bad things happen
  *   if you try to pray on another god's altar
  * + sacrifices work basically the same way, but the other god may decide to
  *   accept your allegiance, after which they are your god.  If rejected,
  *   your god takes over with your punishment.
  * + if you're in Gehennom, all messages come from Moloch
  */
 
 /*
  *      Moloch, who dwells in Gehennom, is the "renegade" cruel god
  *      responsible for the theft of the Amulet from Marduk, the Creator.
  *      Moloch is unaligned.
  */
 static const char *Moloch = "Moloch";
 
 static const char *godvoices[] = {
     "booms out", "thunders", "rings out", "booms",
 };
 
 /* values calculated when prayer starts, and used when completed */
 static aligntyp p_aligntyp;
 static int p_trouble;
 static int p_type; /* (-1)-3: (-1)=really naughty, 3=really good */
 
 #define PIOUS 20
 #define DEVOUT 14
 #define FERVENT 9
 #define STRIDENT 4
 
 /*
  * The actual trouble priority is determined by the order of the
  * checks performed in in_trouble() rather than by these numeric
  * values, so keep that code and these values synchronized in
  * order to have the values be meaningful.
  */
 
 #define TROUBLE_STONED 14
 #define TROUBLE_SLIMED 13
 #define TROUBLE_STRANGLED 12
 #define TROUBLE_LAVA 11
 #define TROUBLE_SICK 10
 #define TROUBLE_STARVING 9
 #define TROUBLE_REGION 8 /* stinking cloud */
 #define TROUBLE_HIT 7
 #define TROUBLE_LYCANTHROPE 6
 #define TROUBLE_COLLAPSING 5
 #define TROUBLE_STUCK_IN_WALL 4
 #define TROUBLE_CURSED_LEVITATION 3
 #define TROUBLE_UNUSEABLE_HANDS 2
 #define TROUBLE_CURSED_BLINDFOLD 1
 
 #define TROUBLE_PUNISHED (-1)
 #define TROUBLE_FUMBLING (-2)
 #define TROUBLE_CURSED_ITEMS (-3)
 #define TROUBLE_SADDLE (-4)
 #define TROUBLE_BLIND (-5)
 #define TROUBLE_POISONED (-6)
 #define TROUBLE_WOUNDED_LEGS (-7)
 #define TROUBLE_HUNGRY (-8)
 #define TROUBLE_STUNNED (-9)
 #define TROUBLE_CONFUSED (-10)
 #define TROUBLE_HALLUCINATION (-11)
 
 
 #define ugod_is_angry() (u.ualign.record < 0)
 #define on_altar() IS_ALTAR(levl[u.ux][u.uy].typ)
 #define on_shrine() ((levl[u.ux][u.uy].altarmask & AM_SHRINE) != 0)
 #define a_align(x, y) ((aligntyp) Amask2align(levl[x][y].altarmask & AM_MASK))
 

critically_low_hp

 /* critically low hit points if hp <= 5 or hp <= maxhp/N for some N */
 boolean
 critically_low_hp(only_if_injured)
 boolean only_if_injured; /* determines whether maxhp <= 5 matters */
 {
     int divisor, hplim, curhp = Upolyd ? u.mh : u.uhp,
                         maxhp = Upolyd ? u.mhmax : u.uhpmax;
 
     if (only_if_injured && !(curhp < maxhp))
         return FALSE;
     /* if maxhp is extremely high, use lower threshold for the division test
        (golden glow cuts off at 11+5*lvl, nurse interaction at 25*lvl; this
        ought to use monster hit dice--and a smaller multiplier--rather than
        ulevel when polymorphed, but polyself doesn't maintain that) */
     hplim = 15 * u.ulevel;
     if (maxhp > hplim)
         maxhp = hplim;
     /* 7 used to be the unconditional divisor */
     switch (xlev_to_rank(u.ulevel)) { /* maps 1..30 into 0..8 */
     case 0:
     case 1:
         divisor = 5;
         break; /* explvl 1 to 5 */
     case 2:
     case 3:
         divisor = 6;
         break; /* explvl 6 to 13 */
     case 4:
     case 5:
         divisor = 7;
         break; /* explvl 14 to 21 */
     case 6:
     case 7:
         divisor = 8;
         break; /* explvl 22 to 29 */
     default:
         divisor = 9;
         break; /* explvl 30+ */
     }
     /* 5 is a magic number in TROUBLE_HIT handling below */
     return (boolean) (curhp <= 5 || curhp * divisor <= maxhp);
 }
 

in_trouble

 /*
  * Return 0 if nothing particular seems wrong, positive numbers for
  * serious trouble, and negative numbers for comparative annoyances.
  * This returns the worst problem. There may be others, and the gods
  * may fix more than one.
  *
  * This could get as bizarre as noting surrounding opponents, (or
  * hostile dogs), but that's really hard.
  *
  * We could force rehumanize of polyselfed people, but we can't tell
  * unintentional shape changes from the other kind. Oh well.
  * 3.4.2: make an exception if polymorphed into a form which lacks
  * hands; that's a case where the ramifications override this doubt.
  */
 STATIC_OVL int
 in_trouble()
 {
     struct obj *otmp;
     int i, j, count = 0;
 
     /*
      * major troubles
      */
     if (Stoned)
         return TROUBLE_STONED;
     if (Slimed)
         return TROUBLE_SLIMED;
     if (Strangled)
         return TROUBLE_STRANGLED;
     if (u.utrap && u.utraptype == TT_LAVA)
         return TROUBLE_LAVA;
     if (Sick)
         return TROUBLE_SICK;
     if (u.uhs >= WEAK)
         return TROUBLE_STARVING;
     if (region_danger())
         return TROUBLE_REGION;
     if (critically_low_hp(FALSE))
         return TROUBLE_HIT;
     if (u.ulycn >= LOW_PM)
         return TROUBLE_LYCANTHROPE;
     if (near_capacity() >= EXT_ENCUMBER && AMAX(A_STR) - ABASE(A_STR) > 3)
         return TROUBLE_COLLAPSING;
 
     for (i = -1; i <= 1; i++)
         for (j = -1; j <= 1; j++) {
             if (!i && !j)
                 continue;
             if (!isok(u.ux + i, u.uy + j)
                 || IS_ROCK(levl[u.ux + i][u.uy + j].typ)
                 || (blocked_boulder(i, j) && !throws_rocks(youmonst.data)))
                 count++;
         }
     if (count == 8 && !Passes_walls)
         return TROUBLE_STUCK_IN_WALL;
 
     if (Cursed_obj(uarmf, LEVITATION_BOOTS)
         || stuck_ring(uleft, RIN_LEVITATION)
         || stuck_ring(uright, RIN_LEVITATION))
         return TROUBLE_CURSED_LEVITATION;
     if (nohands(youmonst.data) || !freehand()) {
         /* for bag/box access [cf use_container()]...
            make sure it's a case that we know how to handle;
            otherwise "fix all troubles" would get stuck in a loop */
         if (welded(uwep))
             return TROUBLE_UNUSEABLE_HANDS;
         if (Upolyd && nohands(youmonst.data)
             && (!Unchanging || ((otmp = unchanger()) != 0 && otmp->cursed)))
             return TROUBLE_UNUSEABLE_HANDS;
     }
     if (Blindfolded && ublindf->cursed)
         return TROUBLE_CURSED_BLINDFOLD;
 
     /*
      * minor troubles
      */
     if (Punished || (u.utrap && u.utraptype == TT_BURIEDBALL))
         return TROUBLE_PUNISHED;
     if (Cursed_obj(uarmg, GAUNTLETS_OF_FUMBLING)
         || Cursed_obj(uarmf, FUMBLE_BOOTS))
         return TROUBLE_FUMBLING;
     if (worst_cursed_item())
         return TROUBLE_CURSED_ITEMS;
     if (u.usteed) { /* can't voluntarily dismount from a cursed saddle */
         otmp = which_armor(u.usteed, W_SADDLE);
         if (Cursed_obj(otmp, SADDLE))
             return TROUBLE_SADDLE;
     }
 
     if (Blinded > 1 && haseyes(youmonst.data)
         && (!u.uswallow
             || !attacktype_fordmg(u.ustuck->data, AT_ENGL, AD_BLND)))
         return TROUBLE_BLIND;
     for (i = 0; i < A_MAX; i++)
         if (ABASE(i) < AMAX(i))
             return TROUBLE_POISONED;
     if (Wounded_legs && !u.usteed)
         return TROUBLE_WOUNDED_LEGS;
     if (u.uhs >= HUNGRY)
         return TROUBLE_HUNGRY;
     if (HStun & TIMEOUT)
         return TROUBLE_STUNNED;
     if (HConfusion & TIMEOUT)
         return TROUBLE_CONFUSED;
     if (HHallucination & TIMEOUT)
         return TROUBLE_HALLUCINATION;
     return 0;
 }
 

worst_cursed_item

 /* select an item for TROUBLE_CURSED_ITEMS */
 STATIC_OVL struct obj *
 worst_cursed_item()
 {
     register struct obj *otmp;
 
     /* if strained or worse, check for loadstone first */
     if (near_capacity() >= HVY_ENCUMBER) {
         for (otmp = invent; otmp; otmp = otmp->nobj)
             if (Cursed_obj(otmp, LOADSTONE))
                 return otmp;
     }
     /* weapon takes precedence if it is interfering
        with taking off a ring or putting on a shield */
     if (welded(uwep) && (uright || bimanual(uwep))) { /* weapon */
         otmp = uwep;
         /* gloves come next, due to rings */
     } else if (uarmg && uarmg->cursed) { /* gloves */
         otmp = uarmg;
         /* then shield due to two handed weapons and spells */
     } else if (uarms && uarms->cursed) { /* shield */
         otmp = uarms;
         /* then cloak due to body armor */
     } else if (uarmc && uarmc->cursed) { /* cloak */
         otmp = uarmc;
     } else if (uarm && uarm->cursed) { /* suit */
         otmp = uarm;
     } else if (uarmh && uarmh->cursed) { /* helmet */
         otmp = uarmh;
     } else if (uarmf && uarmf->cursed) { /* boots */
         otmp = uarmf;
     } else if (uarmu && uarmu->cursed) { /* shirt */
         otmp = uarmu;
     } else if (uamul && uamul->cursed) { /* amulet */
         otmp = uamul;
     } else if (uleft && uleft->cursed) { /* left ring */
         otmp = uleft;
     } else if (uright && uright->cursed) { /* right ring */
         otmp = uright;
     } else if (ublindf && ublindf->cursed) { /* eyewear */
         otmp = ublindf;                      /* must be non-blinding lenses */
         /* if weapon wasn't handled above, do it now */
     } else if (welded(uwep)) { /* weapon */
         otmp = uwep;
         /* active secondary weapon even though it isn't welded */
     } else if (uswapwep && uswapwep->cursed && u.twoweap) {
         otmp = uswapwep;
         /* all worn items ought to be handled by now */
     } else {
         for (otmp = invent; otmp; otmp = otmp->nobj) {
             if (!otmp->cursed)
                 continue;
             if (otmp->otyp == LOADSTONE || confers_luck(otmp))
                 break;
         }
     }
     return otmp;
 }
 

fix_worst_trouble

 STATIC_OVL void
 fix_worst_trouble(trouble)
 int trouble;
 {
     int i;
     struct obj *otmp = 0;
     const char *what = (const char *) 0;
     static NEARDATA const char leftglow[] = "Your left ring softly glows",
                                rightglow[] = "Your right ring softly glows";
 
     switch (trouble) {
     case TROUBLE_STONED:
         make_stoned(0L, "You feel more limber.", 0, (char *) 0);
         break;
     case TROUBLE_SLIMED:
         make_slimed(0L, "The slime disappears.");
         break;
     case TROUBLE_STRANGLED:
         if (uamul && uamul->otyp == AMULET_OF_STRANGULATION) {
             Your("amulet vanishes!");
             useup(uamul);
         }
         You("can breathe again.");
         Strangled = 0;
         context.botl = 1;
         break;
     case TROUBLE_LAVA:
         You("are back on solid ground.");
         /* teleport should always succeed, but if not,
          * just untrap them.
          */
         if (!safe_teleds(FALSE))
             u.utrap = 0;
         break;
     case TROUBLE_STARVING:
         losestr(-1);
         /*FALLTHRU*/
     case TROUBLE_HUNGRY:
         Your("%s feels content.", body_part(STOMACH));
         init_uhunger();
         context.botl = 1;
         break;
     case TROUBLE_SICK:
         You_feel("better.");
         make_sick(0L, (char *) 0, FALSE, SICK_ALL);
         break;
     case TROUBLE_REGION:
         /* stinking cloud, with hero vulnerable to HP loss */
         region_safety();
         break;
     case TROUBLE_HIT:
         /* "fix all troubles" will keep trying if hero has
            5 or less hit points, so make sure they're always
            boosted to be more than that */
         You_feel("much better.");
         if (Upolyd) {
             u.mhmax += rnd(5);
             if (u.mhmax <= 5)
                 u.mhmax = 5 + 1;
             u.mh = u.mhmax;
         }
         if (u.uhpmax < u.ulevel * 5 + 11)
             u.uhpmax += rnd(5);
         if (u.uhpmax <= 5)
             u.uhpmax = 5 + 1;
         u.uhp = u.uhpmax;
         context.botl = 1;
         break;
     case TROUBLE_COLLAPSING:
         /* override Fixed_abil; uncurse that if feasible */
         You_feel("%sstronger.",
                  (AMAX(A_STR) - ABASE(A_STR) > 6) ? "much " : "");
         ABASE(A_STR) = AMAX(A_STR);
         context.botl = 1;
         if (Fixed_abil) {
             if ((otmp = stuck_ring(uleft, RIN_SUSTAIN_ABILITY)) != 0) {
                 if (otmp == uleft)
                     what = leftglow;
             } else if ((otmp = stuck_ring(uright, RIN_SUSTAIN_ABILITY))
                        != 0) {
                 if (otmp == uright)
                     what = rightglow;
             }
             if (otmp)
                 goto decurse;
         }
         break;
     case TROUBLE_STUCK_IN_WALL:
         Your("surroundings change.");
         /* no control, but works on no-teleport levels */
         (void) safe_teleds(FALSE);
         break;
     case TROUBLE_CURSED_LEVITATION:
         if (Cursed_obj(uarmf, LEVITATION_BOOTS)) {
             otmp = uarmf;
         } else if ((otmp = stuck_ring(uleft, RIN_LEVITATION)) != 0) {
             if (otmp == uleft)
                 what = leftglow;
         } else if ((otmp = stuck_ring(uright, RIN_LEVITATION)) != 0) {
             if (otmp == uright)
                 what = rightglow;
         }
         goto decurse;
     case TROUBLE_UNUSEABLE_HANDS:
         if (welded(uwep)) {
             otmp = uwep;
             goto decurse;
         }
         if (Upolyd && nohands(youmonst.data)) {
             if (!Unchanging) {
                 Your("shape becomes uncertain.");
                 rehumanize(); /* "You return to {normal} form." */
             } else if ((otmp = unchanger()) != 0 && otmp->cursed) {
                 /* otmp is an amulet of unchanging */
                 goto decurse;
             }
         }
         if (nohands(youmonst.data) || !freehand())
             impossible("fix_worst_trouble: couldn't cure hands.");
         break;
     case TROUBLE_CURSED_BLINDFOLD:
         otmp = ublindf;
         goto decurse;
     case TROUBLE_LYCANTHROPE:
         you_unwere(TRUE);
         break;
     /*
      */
     case TROUBLE_PUNISHED:
         Your("chain disappears.");
         if (u.utrap && u.utraptype == TT_BURIEDBALL)
             buried_ball_to_freedom();
         else
             unpunish();
         break;
     case TROUBLE_FUMBLING:
         if (Cursed_obj(uarmg, GAUNTLETS_OF_FUMBLING))
             otmp = uarmg;
         else if (Cursed_obj(uarmf, FUMBLE_BOOTS))
             otmp = uarmf;
         goto decurse;
         /*NOTREACHED*/
         break;
     case TROUBLE_CURSED_ITEMS:
         otmp = worst_cursed_item();
         if (otmp == uright)
             what = rightglow;
         else if (otmp == uleft)
             what = leftglow;
     decurse:
         if (!otmp) {
             impossible("fix_worst_trouble: nothing to uncurse.");
             return;
         }
         if (!Blind || (otmp == ublindf && Blindfolded_only)) {
             pline("%s %s.",
                   what ? what : (const char *) Yobjnam2(otmp, "softly glow"),
                   hcolor(NH_AMBER));
             iflags.last_msg = PLNMSG_OBJ_GLOWS;
             otmp->bknown = TRUE;
         }
         uncurse(otmp);
         update_inventory();
         break;
     case TROUBLE_POISONED:
         /* override Fixed_abil; ignore items which confer that */
         if (Hallucination)
             pline("There's a tiger in your tank.");
         else
             You_feel("in good health again.");
         for (i = 0; i < A_MAX; i++) {
             if (ABASE(i) < AMAX(i)) {
                 ABASE(i) = AMAX(i);
                 context.botl = 1;
             }
         }
         (void) encumber_msg();
         break;
     case TROUBLE_BLIND: {
         const char *eyes = body_part(EYE);
 
         if (eyecount(youmonst.data) != 1)
             eyes = makeplural(eyes);
         Your("%s %s better.", eyes, vtense(eyes, "feel"));
         u.ucreamed = 0;
         make_blinded(0L, FALSE);
         break;
     }
     case TROUBLE_WOUNDED_LEGS:
         heal_legs();
         break;
     case TROUBLE_STUNNED:
         make_stunned(0L, TRUE);
         break;
     case TROUBLE_CONFUSED:
         make_confused(0L, TRUE);
         break;
     case TROUBLE_HALLUCINATION:
         pline("Looks like you are back in Kansas.");
         (void) make_hallucinated(0L, FALSE, 0L);
         break;
     case TROUBLE_SADDLE:
         otmp = which_armor(u.usteed, W_SADDLE);
         if (!Blind) {
             pline("%s %s.", Yobjnam2(otmp, "softly glow"), hcolor(NH_AMBER));
             otmp->bknown = TRUE;
         }
         uncurse(otmp);
         break;
     }
 }
 

god_zaps_you

 /* "I am sometimes shocked by...  the nuns who never take a bath without
  * wearing a bathrobe all the time.  When asked why, since no man can see
  * them,
  * they reply 'Oh, but you forget the good God'.  Apparently they conceive of
  * the Deity as a Peeping Tom, whose omnipotence enables Him to see through
  * bathroom walls, but who is foiled by bathrobes." --Bertrand Russell, 1943
  * Divine wrath, dungeon walls, and armor follow the same principle.
  */
 STATIC_OVL void
 god_zaps_you(resp_god)
 aligntyp resp_god;
 {
     if (u.uswallow) {
         pline(
           "Suddenly a bolt of lightning comes down at you from the heavens!");
         pline("It strikes %s!", mon_nam(u.ustuck));
         if (!resists_elec(u.ustuck)) {
             pline("%s fries to a crisp!", Monnam(u.ustuck));
             /* Yup, you get experience.  It takes guts to successfully
              * pull off this trick on your god, anyway.
              */
             xkilled(u.ustuck, 0);
         } else
             pline("%s seems unaffected.", Monnam(u.ustuck));
     } else {
         pline("Suddenly, a bolt of lightning strikes you!");
         if (Reflecting) {
             shieldeff(u.ux, u.uy);
             if (Blind)
                 pline("For some reason you're unaffected.");
             else
                 (void) ureflects("%s reflects from your %s.", "It");
         } else if (Shock_resistance) {
             shieldeff(u.ux, u.uy);
             pline("It seems not to affect you.");
         } else
             fry_by_god(resp_god, FALSE);
     }
 
     pline("%s is not deterred...", align_gname(resp_god));
     if (u.uswallow) {
         pline("A wide-angle disintegration beam aimed at you hits %s!",
               mon_nam(u.ustuck));
         if (!resists_disint(u.ustuck)) {
             pline("%s disintegrates into a pile of dust!", Monnam(u.ustuck));
             xkilled(u.ustuck, 2); /* no corpse */
         } else
             pline("%s seems unaffected.", Monnam(u.ustuck));
     } else {
         pline("A wide-angle disintegration beam hits you!");
 
         /* disintegrate shield and body armor before disintegrating
          * the impudent mortal, like black dragon breath -3.
          */
         if (uarms && !(EReflecting & W_ARMS)
             && !(EDisint_resistance & W_ARMS))
             (void) destroy_arm(uarms);
         if (uarmc && !(EReflecting & W_ARMC)
             && !(EDisint_resistance & W_ARMC))
             (void) destroy_arm(uarmc);
         if (uarm && !(EReflecting & W_ARM) && !(EDisint_resistance & W_ARM)
             && !uarmc)
             (void) destroy_arm(uarm);
         if (uarmu && !uarm && !uarmc)
             (void) destroy_arm(uarmu);
         if (!Disint_resistance)
             fry_by_god(resp_god, TRUE);
         else {
             You("bask in its %s glow for a minute...", NH_BLACK);
             godvoice(resp_god, "I believe it not!");
         }
         if (Is_astralevel(&u.uz) || Is_sanctum(&u.uz)) {
             /* one more try for high altars */
             verbalize("Thou cannot escape my wrath, mortal!");
             summon_minion(resp_god, FALSE);
             summon_minion(resp_god, FALSE);
             summon_minion(resp_god, FALSE);
             verbalize("Destroy %s, my servants!", uhim());
         }
     }
 }
 

fry_by_god

 STATIC_OVL void
 fry_by_god(resp_god, via_disintegration)
 aligntyp resp_god;
 boolean via_disintegration;
 {
     You("%s!", !via_disintegration ? "fry to a crisp"
                                    : "disintegrate into a pile of dust");
     killer.format = KILLED_BY;
     Sprintf(killer.name, "the wrath of %s", align_gname(resp_god));
     done(DIED);
 }
 

angrygods

 STATIC_OVL void
 angrygods(resp_god)
 aligntyp resp_god;
 {
     int maxanger;
 
     if (Inhell)
         resp_god = A_NONE;
     u.ublessed = 0;
 
     /* changed from tmp = u.ugangr + abs (u.uluck) -- rph */
     /* added test for alignment diff -dlc */
     if (resp_god != u.ualign.type)
         maxanger = u.ualign.record / 2 + (Luck > 0 ? -Luck / 3 : -Luck);
     else
         maxanger = 3 * u.ugangr + ((Luck > 0 || u.ualign.record >= STRIDENT)
                                    ? -Luck / 3
                                    : -Luck);
     if (maxanger < 1)
         maxanger = 1; /* possible if bad align & good luck */
     else if (maxanger > 15)
         maxanger = 15; /* be reasonable */
 
     switch (rn2(maxanger)) {
     case 0:
     case 1:
         You_feel("that %s is %s.", align_gname(resp_god),
                  Hallucination ? "bummed" : "displeased");
         break;
     case 2:
     case 3:
         godvoice(resp_god, (char *) 0);
         pline("\"Thou %s, %s.\"",
               (ugod_is_angry() && resp_god == u.ualign.type)
                   ? "hast strayed from the path"
                   : "art arrogant",
               youmonst.data->mlet == S_HUMAN ? "mortal" : "creature");
         verbalize("Thou must relearn thy lessons!");
         (void) adjattrib(A_WIS, -1, FALSE);
         losexp((char *) 0);
         break;
     case 6:
         if (!Punished) {
             gods_angry(resp_god);
             punish((struct obj *) 0);
             break;
         } /* else fall thru */
     case 4:
     case 5:
         gods_angry(resp_god);
         if (!Blind && !Antimagic)
             pline("%s glow surrounds you.", An(hcolor(NH_BLACK)));
         rndcurse();
         break;
     case 7:
     case 8:
         godvoice(resp_god, (char *) 0);
         verbalize("Thou durst %s me?",
                   (on_altar() && (a_align(u.ux, u.uy) != resp_god))
                       ? "scorn"
                       : "call upon");
         pline("\"Then die, %s!\"",
               youmonst.data->mlet == S_HUMAN ? "mortal" : "creature");
         summon_minion(resp_god, FALSE);
         break;
 
     default:
         gods_angry(resp_god);
         god_zaps_you(resp_god);
         break;
     }
     u.ublesscnt = rnz(300);
     return;
 }
 

at_your_feet

 /* helper to print "str appears at your feet", or appropriate */
 static void
 at_your_feet(str)
 const char *str;
 {
     if (Blind)
         str = Something;
     if (u.uswallow) {
         /* barrier between you and the floor */
         pline("%s %s into %s %s.", str, vtense(str, "drop"),
               s_suffix(mon_nam(u.ustuck)), mbodypart(u.ustuck, STOMACH));
     } else {
         pline("%s %s %s your %s!", str,
               Blind ? "lands" : vtense(str, "appear"),
               Levitation ? "beneath" : "at", makeplural(body_part(FOOT)));
     }
 }
 

gcrownu

 STATIC_OVL void
 gcrownu()
 {
     struct obj *obj;
     boolean already_exists, in_hand;
     short class_gift;
     int sp_no;
 #define ok_wep(o) ((o) && ((o)->oclass == WEAPON_CLASS || is_weptool(o)))
 
     HSee_invisible |= FROMOUTSIDE;
     HFire_resistance |= FROMOUTSIDE;
     HCold_resistance |= FROMOUTSIDE;
     HShock_resistance |= FROMOUTSIDE;
     HSleep_resistance |= FROMOUTSIDE;
     HPoison_resistance |= FROMOUTSIDE;
     godvoice(u.ualign.type, (char *) 0);
 
     obj = ok_wep(uwep) ? uwep : 0;
     already_exists = in_hand = FALSE; /* lint suppression */
     switch (u.ualign.type) {
     case A_LAWFUL:
         u.uevent.uhand_of_elbereth = 1;
         verbalize("I crown thee...  The Hand of Elbereth!");
         break;
     case A_NEUTRAL:
         u.uevent.uhand_of_elbereth = 2;
         in_hand = (uwep && uwep->oartifact == ART_VORPAL_BLADE);
         already_exists =
             exist_artifact(LONG_SWORD, artiname(ART_VORPAL_BLADE));
         verbalize("Thou shalt be my Envoy of Balance!");
         break;
     case A_CHAOTIC:
         u.uevent.uhand_of_elbereth = 3;
         in_hand = (uwep && uwep->oartifact == ART_STORMBRINGER);
         already_exists =
             exist_artifact(RUNESWORD, artiname(ART_STORMBRINGER));
         verbalize("Thou art chosen to %s for My Glory!",
                   already_exists && !in_hand ? "take lives" : "steal souls");
         break;
     }
 
     class_gift = STRANGE_OBJECT;
     /* 3.3.[01] had this in the A_NEUTRAL case below,
        preventing chaotic wizards from receiving a spellbook */
     if (Role_if(PM_WIZARD)
         && (!uwep || (uwep->oartifact != ART_VORPAL_BLADE
                       && uwep->oartifact != ART_STORMBRINGER))
         && !carrying(SPE_FINGER_OF_DEATH)) {
         class_gift = SPE_FINGER_OF_DEATH;
     make_splbk:
         obj = mksobj(class_gift, TRUE, FALSE);
         bless(obj);
         obj->bknown = TRUE;
         at_your_feet("A spellbook");
         dropy(obj);
         u.ugifts++;
         /* when getting a new book for known spell, enhance
            currently wielded weapon rather than the book */
         for (sp_no = 0; sp_no < MAXSPELL; sp_no++)
             if (spl_book[sp_no].sp_id == class_gift) {
                 if (ok_wep(uwep))
                     obj = uwep; /* to be blessed,&c */
                 break;
             }
     } else if (Role_if(PM_MONK) && (!uwep || !uwep->oartifact)
                && !carrying(SPE_RESTORE_ABILITY)) {
         /* monks rarely wield a weapon */
         class_gift = SPE_RESTORE_ABILITY;
         goto make_splbk;
     }
 
     switch (u.ualign.type) {
     case A_LAWFUL:
         if (class_gift != STRANGE_OBJECT) {
             ; /* already got bonus above */
         } else if (obj && obj->otyp == LONG_SWORD && !obj->oartifact) {
             if (!Blind)
                 Your("sword shines brightly for a moment.");
             obj = oname(obj, artiname(ART_EXCALIBUR));
             if (obj && obj->oartifact == ART_EXCALIBUR)
                 u.ugifts++;
         }
         /* acquire Excalibur's skill regardless of weapon or gift */
         unrestrict_weapon_skill(P_LONG_SWORD);
         if (obj && obj->oartifact == ART_EXCALIBUR)
             discover_artifact(ART_EXCALIBUR);
         break;
     case A_NEUTRAL:
         if (class_gift != STRANGE_OBJECT) {
             ; /* already got bonus above */
         } else if (obj && in_hand) {
             Your("%s goes snicker-snack!", xname(obj));
             obj->dknown = TRUE;
         } else if (!already_exists) {
             obj = mksobj(LONG_SWORD, FALSE, FALSE);
             obj = oname(obj, artiname(ART_VORPAL_BLADE));
             obj->spe = 1;
             at_your_feet("A sword");
             dropy(obj);
             u.ugifts++;
         }
         /* acquire Vorpal Blade's skill regardless of weapon or gift */
         unrestrict_weapon_skill(P_LONG_SWORD);
         if (obj && obj->oartifact == ART_VORPAL_BLADE)
             discover_artifact(ART_VORPAL_BLADE);
         break;
     case A_CHAOTIC: {
         char swordbuf[BUFSZ];
 
         Sprintf(swordbuf, "%s sword", hcolor(NH_BLACK));
         if (class_gift != STRANGE_OBJECT) {
             ; /* already got bonus above */
         } else if (obj && in_hand) {
             Your("%s hums ominously!", swordbuf);
             obj->dknown = TRUE;
         } else if (!already_exists) {
             obj = mksobj(RUNESWORD, FALSE, FALSE);
             obj = oname(obj, artiname(ART_STORMBRINGER));
             obj->spe = 1;
             at_your_feet(An(swordbuf));
             dropy(obj);
             u.ugifts++;
         }
         /* acquire Stormbringer's skill regardless of weapon or gift */
         unrestrict_weapon_skill(P_BROAD_SWORD);
         if (obj && obj->oartifact == ART_STORMBRINGER)
             discover_artifact(ART_STORMBRINGER);
         break;
     }
     default:
         obj = 0; /* lint */
         break;
     }
 
     /* enhance weapon regardless of alignment or artifact status */
     if (ok_wep(obj)) {
         bless(obj);
         obj->oeroded = obj->oeroded2 = 0;
         obj->oerodeproof = TRUE;
         obj->bknown = obj->rknown = TRUE;
         if (obj->spe < 1)
             obj->spe = 1;
         /* acquire skill in this weapon */
         unrestrict_weapon_skill(weapon_type(obj));
     } else if (class_gift == STRANGE_OBJECT) {
         /* opportunity knocked, but there was nobody home... */
         You_feel("unworthy.");
     }
     update_inventory();
 
     /* lastly, confer an extra skill slot/credit beyond the
        up-to-29 you can get from gaining experience levels */
     add_weapon_skill(1);
     return;
 }
 

pleased

 STATIC_OVL void
 pleased(g_align)
 aligntyp g_align;
 {
     /* don't use p_trouble, worst trouble may get fixed while praying */
     int trouble = in_trouble(); /* what's your worst difficulty? */
     int pat_on_head = 0, kick_on_butt;
 
     You_feel("that %s is %s.", align_gname(g_align),
              (u.ualign.record >= DEVOUT)
                  ? Hallucination ? "pleased as punch" : "well-pleased"
                  : (u.ualign.record >= STRIDENT)
                        ? Hallucination ? "ticklish" : "pleased"
                        : Hallucination ? "full" : "satisfied");
 
     /* not your deity */
     if (on_altar() && p_aligntyp != u.ualign.type) {
         adjalign(-1);
         return;
     } else if (u.ualign.record < 2 && trouble <= 0)
         adjalign(1);
 
     /*
      * Depending on your luck & align level, the god you prayed to will:
      *  - fix your worst problem if it's major;
      *  - fix all your major problems;
      *  - fix your worst problem if it's minor;
      *  - fix all of your problems;
      *  - do you a gratuitous favor.
      *
      * If you make it to the the last category, you roll randomly again
      * to see what they do for you.
      *
      * If your luck is at least 0, then you are guaranteed rescued from
      * your worst major problem.
      */
     if (!trouble && u.ualign.record >= DEVOUT) {
         /* if hero was in trouble, but got better, no special favor */
         if (p_trouble == 0)
             pat_on_head = 1;
     } else {
         int action, prayer_luck;
         int tryct = 0;
 
         /* Negative luck is normally impossible here (can_pray() forces
            prayer failure in that situation), but it's possible for
            Luck to drop during the period of prayer occupation and
            become negative by the time we get here.  [Reported case
            was lawful character whose stinking cloud caused a delayed
            killing of a peaceful human, triggering the "murderer"
            penalty while successful prayer was in progress.  It could
            also happen due to inconvenient timing on Friday 13th, but
            the magnitude there (-1) isn't big enough to cause trouble.]
            We don't bother remembering start-of-prayer luck, just make
            sure it's at least -1 so that Luck+2 is big enough to avoid
            a divide by zero crash when generating a random number.  */
         prayer_luck = max(Luck, -1); /* => (prayer_luck + 2 > 0) */
         action = rn1(prayer_luck + (on_altar() ? 3 + on_shrine() : 2), 1);
         if (!on_altar())
             action = min(action, 3);
         if (u.ualign.record < STRIDENT)
             action = (u.ualign.record > 0 || !rnl(2)) ? 1 : 0;
 
         switch (min(action, 5)) {
         case 5:
             pat_on_head = 1;
         case 4:
             do
                 fix_worst_trouble(trouble);
             while ((trouble = in_trouble()) != 0);
             break;
 
         case 3:
             fix_worst_trouble(trouble);
         case 2:
             /* arbitrary number of tries */
             while ((trouble = in_trouble()) > 0 && (++tryct < 10))
                 fix_worst_trouble(trouble);
             break;
 
         case 1:
             if (trouble > 0)
                 fix_worst_trouble(trouble);
         case 0:
             break; /* your god blows you off, too bad */
         }
     }
 
     /* note: can't get pat_on_head unless all troubles have just been
        fixed or there were no troubles to begin with; hallucination
        won't be in effect so special handling for it is superfluous */
     if (pat_on_head)
         switch (rn2((Luck + 6) >> 1)) {
         case 0:
             break;
         case 1:
             if (uwep && (welded(uwep) || uwep->oclass == WEAPON_CLASS
                          || is_weptool(uwep))) {
                 char repair_buf[BUFSZ];
 
                 *repair_buf = '\0';
                 if (uwep->oeroded || uwep->oeroded2)
                     Sprintf(repair_buf, " and %s now as good as new",
                             otense(uwep, "are"));
 
                 if (uwep->cursed) {
                     if (!Blind) {
                         pline("%s %s%s.", Yobjnam2(uwep, "softly glow"),
                               hcolor(NH_AMBER), repair_buf);
                         iflags.last_msg = PLNMSG_OBJ_GLOWS;
                     } else
                         You_feel("the power of %s over %s.", u_gname(),
                                  yname(uwep));
                     uncurse(uwep);
                     uwep->bknown = TRUE;
                     *repair_buf = '\0';
                 } else if (!uwep->blessed) {
                     if (!Blind) {
                         pline("%s with %s aura%s.",
                               Yobjnam2(uwep, "softly glow"),
                               an(hcolor(NH_LIGHT_BLUE)), repair_buf);
                         iflags.last_msg = PLNMSG_OBJ_GLOWS;
                     } else
                         You_feel("the blessing of %s over %s.", u_gname(),
                                  yname(uwep));
                     bless(uwep);
                     uwep->bknown = TRUE;
                     *repair_buf = '\0';
                 }
 
                 /* fix any rust/burn/rot damage, but don't protect
                    against future damage */
                 if (uwep->oeroded || uwep->oeroded2) {
                     uwep->oeroded = uwep->oeroded2 = 0;
                     /* only give this message if we didn't just bless
                        or uncurse (which has already given a message) */
                     if (*repair_buf)
                         pline("%s as good as new!",
                               Yobjnam2(uwep, Blind ? "feel" : "look"));
                 }
                 update_inventory();
             }
             break;
         case 3:
             /* takes 2 hints to get the music to enter the stronghold;
                skip if you've solved it via mastermind or destroyed the
                drawbridge (both set uopened_dbridge) or if you've already
                travelled past the Valley of the Dead (gehennom_entered) */
             if (!u.uevent.uopened_dbridge && !u.uevent.gehennom_entered) {
                 if (u.uevent.uheard_tune < 1) {
                     godvoice(g_align, (char *) 0);
                     verbalize("Hark, %s!", youmonst.data->mlet == S_HUMAN
                                                ? "mortal"
                                                : "creature");
                     verbalize(
                        "To enter the castle, thou must play the right tune!");
                     u.uevent.uheard_tune++;
                     break;
                 } else if (u.uevent.uheard_tune < 2) {
                     You_hear("a divine music...");
                     pline("It sounds like:  \"%s\".", tune);
                     u.uevent.uheard_tune++;
                     break;
                 }
             }
         /* Otherwise, falls into next case */
         case 2:
             if (!Blind)
                 You("are surrounded by %s glow.", an(hcolor(NH_GOLDEN)));
             /* if any levels have been lost (and not yet regained),
                treat this effect like blessed full healing */
             if (u.ulevel < u.ulevelmax) {
                 u.ulevelmax -= 1; /* see potion.c */
                 pluslvl(FALSE);
             } else {
                 u.uhpmax += 5;
                 if (Upolyd)
                     u.mhmax += 5;
             }
             u.uhp = u.uhpmax;
             if (Upolyd)
                 u.mh = u.mhmax;
             ABASE(A_STR) = AMAX(A_STR);
             if (u.uhunger < 900)
                 init_uhunger();
             if (u.uluck < 0)
                 u.uluck = 0;
             make_blinded(0L, TRUE);
             context.botl = 1;
             break;
         case 4: {
             register struct obj *otmp;
             int any = 0;
 
             if (Blind)
                 You_feel("the power of %s.", u_gname());
             else
                 You("are surrounded by %s aura.", an(hcolor(NH_LIGHT_BLUE)));
             for (otmp = invent; otmp; otmp = otmp->nobj) {
                 if (otmp->cursed) {
                     if (!Blind) {
                         pline("%s %s.", Yobjnam2(otmp, "softly glow"),
                               hcolor(NH_AMBER));
                         iflags.last_msg = PLNMSG_OBJ_GLOWS;
                         otmp->bknown = TRUE;
                         ++any;
                     }
                     uncurse(otmp);
                 }
             }
             if (any)
                 update_inventory();
             break;
         }
         case 5: {
             static NEARDATA const char msg[] =
                 "\"and thus I grant thee the gift of %s!\"";
 
             godvoice(u.ualign.type,
                      "Thou hast pleased me with thy progress,");
             if (!(HTelepat & INTRINSIC)) {
                 HTelepat |= FROMOUTSIDE;
                 pline(msg, "Telepathy");
                 if (Blind)
                     see_monsters();
             } else if (!(HFast & INTRINSIC)) {
                 HFast |= FROMOUTSIDE;
                 pline(msg, "Speed");
             } else if (!(HStealth & INTRINSIC)) {
                 HStealth |= FROMOUTSIDE;
                 pline(msg, "Stealth");
             } else {
                 if (!(HProtection & INTRINSIC)) {
                     HProtection |= FROMOUTSIDE;
                     if (!u.ublessed)
                         u.ublessed = rn1(3, 2);
                 } else
                     u.ublessed++;
                 pline(msg, "my protection");
             }
             verbalize("Use it wisely in my name!");
             break;
         }
         case 7:
         case 8:
             if (u.ualign.record >= PIOUS && !u.uevent.uhand_of_elbereth) {
                 gcrownu();
                 break;
             } /* else FALLTHRU */
         case 6: {
             struct obj *otmp;
             int sp_no, trycnt = u.ulevel + 1;
 
             /* not yet known spells given preference over already known ones
              */
             /* Also, try to grant a spell for which there is a skill slot */
             otmp = mkobj(SPBOOK_CLASS, TRUE);
             while (--trycnt > 0) {
                 if (otmp->otyp != SPE_BLANK_PAPER) {
                     for (sp_no = 0; sp_no < MAXSPELL; sp_no++)
                         if (spl_book[sp_no].sp_id == otmp->otyp)
                             break;
                     if (sp_no == MAXSPELL
                         && !P_RESTRICTED(spell_skilltype(otmp->otyp)))
                         break; /* usable, but not yet known */
                 } else {
                     if (!objects[SPE_BLANK_PAPER].oc_name_known
                         || carrying(MAGIC_MARKER))
                         break;
                 }
                 otmp->otyp = rnd_class(bases[SPBOOK_CLASS], SPE_BLANK_PAPER);
             }
             bless(otmp);
             at_your_feet("A spellbook");
             place_object(otmp, u.ux, u.uy);
             newsym(u.ux, u.uy);
             break;
         }
         default:
             impossible("Confused deity!");
             break;
         }
 
     u.ublesscnt = rnz(350);
     kick_on_butt = u.uevent.udemigod ? 1 : 0;
     if (u.uevent.uhand_of_elbereth)
         kick_on_butt++;
     if (kick_on_butt)
         u.ublesscnt += kick_on_butt * rnz(1000);
 
     return;
 }
 

water_prayer

 /* either blesses or curses water on the altar,
  * returns true if it found any water here.
  */
 STATIC_OVL boolean
 water_prayer(bless_water)
 boolean bless_water;
 {
     register struct obj *otmp;
     register long changed = 0;
     boolean other = FALSE, bc_known = !(Blind || Hallucination);
 
     for (otmp = level.objects[u.ux][u.uy]; otmp; otmp = otmp->nexthere) {
         /* turn water into (un)holy water */
         if (otmp->otyp == POT_WATER
             && (bless_water ? !otmp->blessed : !otmp->cursed)) {
             otmp->blessed = bless_water;
             otmp->cursed = !bless_water;
             otmp->bknown = bc_known;
             changed += otmp->quan;
         } else if (otmp->oclass == POTION_CLASS)
             other = TRUE;
     }
     if (!Blind && changed) {
         pline("%s potion%s on the altar glow%s %s for a moment.",
               ((other && changed > 1L) ? "Some of the"
                                        : (other ? "One of the" : "The")),
               ((other || changed > 1L) ? "s" : ""), (changed > 1L ? "" : "s"),
               (bless_water ? hcolor(NH_LIGHT_BLUE) : hcolor(NH_BLACK)));
     }
     return (boolean) (changed > 0L);
 }
 

godvoice

 STATIC_OVL void
 godvoice(g_align, words)
 aligntyp g_align;
 const char *words;
 {
     const char *quot = "";
 
     if (words)
         quot = "\"";
     else
         words = "";
 
     pline_The("voice of %s %s: %s%s%s", align_gname(g_align),
               godvoices[rn2(SIZE(godvoices))], quot, words, quot);
 }
 

gods_angry

 STATIC_OVL void
 gods_angry(g_align)
 aligntyp g_align;
 {
     godvoice(g_align, "Thou hast angered me.");
 }
 

gods_upset

 /* The g_align god is upset with you. */
 STATIC_OVL void
 gods_upset(g_align)
 aligntyp g_align;
 {
     if (g_align == u.ualign.type)
         u.ugangr++;
     else if (u.ugangr)
         u.ugangr--;
     angrygods(g_align);
 }
 

consume_offering

 STATIC_OVL void
 consume_offering(otmp)
 register struct obj *otmp;
 {
     if (Hallucination)
         switch (rn2(3)) {
         case 0:
             Your("sacrifice sprouts wings and a propeller and roars away!");
             break;
         case 1:
             Your("sacrifice puffs up, swelling bigger and bigger, and pops!");
             break;
         case 2:
             Your(
      "sacrifice collapses into a cloud of dancing particles and fades away!");
             break;
         }
     else if (Blind && u.ualign.type == A_LAWFUL)
         Your("sacrifice disappears!");
     else
         Your("sacrifice is consumed in a %s!",
              u.ualign.type == A_LAWFUL ? "flash of light" : "burst of flame");
     if (carried(otmp))
         useup(otmp);
     else
         useupf(otmp, 1L);
     exercise(A_WIS, TRUE);
 }
 

dosacrifice

 int
 dosacrifice()
 {
     static NEARDATA const char cloud_of_smoke[] =
         "A cloud of %s smoke surrounds you...";
     register struct obj *otmp;
     int value = 0, pm;
     boolean highaltar;
     aligntyp altaralign = a_align(u.ux, u.uy);
 
     if (!on_altar() || u.uswallow) {
         You("are not standing on an altar.");
         return 0;
     }
     highaltar = ((Is_astralevel(&u.uz) || Is_sanctum(&u.uz))
                  && (levl[u.ux][u.uy].altarmask & AM_SHRINE));
 
     otmp = floorfood("sacrifice", 1);
     if (!otmp)
         return 0;
     /*
      * Was based on nutritional value and aging behavior (< 50 moves).
      * Sacrificing a food ration got you max luck instantly, making the
      * gods as easy to please as an angry dog!
      *
      * Now only accepts corpses, based on the game's evaluation of their
      * toughness.  Human and pet sacrifice, as well as sacrificing unicorns
      * of your alignment, is strongly discouraged.
      */
 #define MAXVALUE 24 /* Highest corpse value (besides Wiz) */
 
     if (otmp->otyp == CORPSE) {
         register struct permonst *ptr = &mons[otmp->corpsenm];
         struct monst *mtmp;
         extern const int monstr[];
 
         /* KMH, conduct */
         u.uconduct.gnostic++;
 
         /* you're handling this corpse, even if it was killed upon the altar
          */
         feel_cockatrice(otmp, TRUE);
         if (rider_corpse_revival(otmp, FALSE))
             return 1;
 
         if (otmp->corpsenm == PM_ACID_BLOB
             || (monstermoves <= peek_at_iced_corpse_age(otmp) + 50)) {
             value = monstr[otmp->corpsenm] + 1;
             if (otmp->oeaten)
                 value = eaten_stat(value, otmp);
         }
 
         if (your_race(ptr)) {
             if (is_demon(youmonst.data)) {
                 You("find the idea very satisfying.");
                 exercise(A_WIS, TRUE);
             } else if (u.ualign.type != A_CHAOTIC) {
                 pline("You'll regret this infamous offense!");
                 exercise(A_WIS, FALSE);
             }
 
             if (highaltar
                 && (altaralign != A_CHAOTIC || u.ualign.type != A_CHAOTIC)) {
                 goto desecrate_high_altar;
             } else if (altaralign != A_CHAOTIC && altaralign != A_NONE) {
                 /* curse the lawful/neutral altar */
                 pline_The("altar is stained with %s blood.", urace.adj);
                 levl[u.ux][u.uy].altarmask = AM_CHAOTIC;
                 angry_priest();
             } else {
                 struct monst *dmon;
                 const char *demonless_msg;
 
                 /* Human sacrifice on a chaotic or unaligned altar */
                 /* is equivalent to demon summoning */
                 if (altaralign == A_CHAOTIC && u.ualign.type != A_CHAOTIC) {
                     pline(
                     "The blood floods the altar, which vanishes in %s cloud!",
                           an(hcolor(NH_BLACK)));
                     levl[u.ux][u.uy].typ = ROOM;
                     levl[u.ux][u.uy].altarmask = 0;
                     newsym(u.ux, u.uy);
                     angry_priest();
                     demonless_msg = "cloud dissipates";
                 } else {
                     /* either you're chaotic or altar is Moloch's or both */
                     pline_The("blood covers the altar!");
                     change_luck(altaralign == A_NONE ? -2 : 2);
                     demonless_msg = "blood coagulates";
                 }
                 if ((pm = dlord(altaralign)) != NON_PM
                     && (dmon = makemon(&mons[pm], u.ux, u.uy, NO_MM_FLAGS))
                            != 0) {
                     char dbuf[BUFSZ];
 
                     Strcpy(dbuf, a_monnam(dmon));
                     if (!strcmpi(dbuf, "it"))
                         Strcpy(dbuf, "something dreadful");
                     else
                         dmon->mstrategy &= ~STRAT_APPEARMSG;
                     You("have summoned %s!", dbuf);
                     if (sgn(u.ualign.type) == sgn(dmon->data->maligntyp))
                         dmon->mpeaceful = TRUE;
                     You("are terrified, and unable to move.");
                     nomul(-3);
                     multi_reason = "being terrified of a demon";
                     nomovemsg = 0;
                 } else
                     pline_The("%s.", demonless_msg);
             }
 
             if (u.ualign.type != A_CHAOTIC) {
                 adjalign(-5);
                 u.ugangr += 3;
                 (void) adjattrib(A_WIS, -1, TRUE);
                 if (!Inhell)
                     angrygods(u.ualign.type);
                 change_luck(-5);
             } else
                 adjalign(5);
             if (carried(otmp))
                 useup(otmp);
             else
                 useupf(otmp, 1L);
             return 1;
         } else if (has_omonst(otmp)
                    && (mtmp = get_mtraits(otmp, FALSE)) != 0
                    && mtmp->mtame) {
                 /* mtmp is a temporary pointer to a tame monster's attributes,
                  * not a real monster */
             pline("So this is how you repay loyalty?");
             adjalign(-3);
             value = -1;
             HAggravate_monster |= FROMOUTSIDE;
         } else if (is_undead(ptr)) { /* Not demons--no demon corpses */
             if (u.ualign.type != A_CHAOTIC)
                 value += 1;
         } else if (is_unicorn(ptr)) {
             int unicalign = sgn(ptr->maligntyp);
 
             if (unicalign == altaralign) {
                 /* When same as altar, always a very bad action.
                  */
                 pline("Such an action is an insult to %s!",
                       (unicalign == A_CHAOTIC) ? "chaos"
                          : unicalign ? "law" : "balance");
                 (void) adjattrib(A_WIS, -1, TRUE);
                 value = -5;
             } else if (u.ualign.type == altaralign) {
                 /* When different from altar, and altar is same as yours,
                  * it's a very good action.
                  */
                 if (u.ualign.record < ALIGNLIM)
                     You_feel("appropriately %s.", align_str(u.ualign.type));
                 else
                     You_feel("you are thoroughly on the right path.");
                 adjalign(5);
                 value += 3;
             } else if (unicalign == u.ualign.type) {
                 /* When sacrificing unicorn of your alignment to altar not of
                  * your alignment, your god gets angry and it's a conversion.
                  */
                 u.ualign.record = -1;
                 value = 1;
             } else {
                 /* Otherwise, unicorn's alignment is different from yours
                  * and different from the altar's.  It's an ordinary (well,
                  * with a bonus) sacrifice on a cross-aligned altar.
                  */
                 value += 3;
             }
         }
     } /* corpse */
 
     if (otmp->otyp == AMULET_OF_YENDOR) {
         if (!highaltar) {
         too_soon:
             if (altaralign == A_NONE && Inhell)
                 /* hero has left Moloch's Sanctum so is in the process
                    of getting away with the Amulet (outside of Gehennom,
                    fall through to the "ashamed" feedback) */
                 gods_upset(A_NONE);
             else
                 You_feel("%s.",
                          Hallucination
                             ? "homesick"
                             /* if on track, give a big hint */
                             : (altaralign == u.ualign.type)
                                ? "an urge to return to the surface"
                                /* else headed towards celestial disgrace */
                                : "ashamed");
             return 1;
         } else {
             /* The final Test.  Did you win? */
             if (uamul == otmp)
                 Amulet_off();
             u.uevent.ascended = 1;
             if (carried(otmp))
                 useup(otmp); /* well, it's gone now */
             else
                 useupf(otmp, 1L);
             You("offer the Amulet of Yendor to %s...", a_gname());
             if (altaralign == A_NONE) {
                 /* Moloch's high altar */
                 if (u.ualign.record > -99)
                     u.ualign.record = -99;
                 /*[apparently shrug/snarl can be sensed without being seen]*/
                 pline("%s shrugs and retains dominion over %s,", Moloch,
                       u_gname());
                 pline("then mercilessly snuffs out your life.");
                 Sprintf(killer.name, "%s indifference", s_suffix(Moloch));
                 killer.format = KILLED_BY;
                 done(DIED);
                 /* life-saved (or declined to die in wizard/explore mode) */
                 pline("%s snarls and tries again...", Moloch);
                 fry_by_god(A_NONE, TRUE); /* wrath of Moloch */
                 /* declined to die in wizard or explore mode */
                 pline(cloud_of_smoke, hcolor(NH_BLACK));
                 done(ESCAPED);
             } else if (u.ualign.type != altaralign) {
                 /* And the opposing team picks you up and
                    carries you off on their shoulders */
                 adjalign(-99);
                 pline("%s accepts your gift, and gains dominion over %s...",
                       a_gname(), u_gname());
                 pline("%s is enraged...", u_gname());
                 pline("Fortunately, %s permits you to live...", a_gname());
                 pline(cloud_of_smoke, hcolor(NH_ORANGE));
                 done(ESCAPED);
             } else { /* super big win */
                 adjalign(10);
                 u.uachieve.ascended = 1;
                 pline(
                "An invisible choir sings, and you are bathed in radiance...");
                 godvoice(altaralign, "Congratulations, mortal!");
                 display_nhwindow(WIN_MESSAGE, FALSE);
                 verbalize(
           "In return for thy service, I grant thee the gift of Immortality!");
                 You("ascend to the status of Demigod%s...",
                     flags.female ? "dess" : "");
                 done(ASCENDED);
             }
         }
     } /* real Amulet */
 
     if (otmp->otyp == FAKE_AMULET_OF_YENDOR) {
         if (!highaltar && !otmp->known)
             goto too_soon;
         You_hear("a nearby thunderclap.");
         if (!otmp->known) {
             You("realize you have made a %s.",
                 Hallucination ? "boo-boo" : "mistake");
             otmp->known = TRUE;
             change_luck(-1);
             return 1;
         } else {
             /* don't you dare try to fool the gods */
             if (Deaf)
                 pline("Oh, no."); /* didn't hear thunderclap */
             change_luck(-3);
             adjalign(-1);
             u.ugangr += 3;
             value = -3;
         }
     } /* fake Amulet */
 
     if (value == 0) {
         pline1(nothing_happens);
         return 1;
     }
 
     if (altaralign != u.ualign.type && highaltar) {
     desecrate_high_altar:
         /*
          * REAL BAD NEWS!!! High altars cannot be converted.  Even an attempt
          * gets the god who owns it truly pissed off.
          */
         You_feel("the air around you grow charged...");
         pline("Suddenly, you realize that %s has noticed you...", a_gname());
         godvoice(altaralign,
                  "So, mortal!  You dare desecrate my High Temple!");
         /* Throw everything we have at the player */
         god_zaps_you(altaralign);
     } else if (value
                < 0) { /* I don't think the gods are gonna like this... */
         gods_upset(altaralign);
     } else {
         int saved_anger = u.ugangr;
         int saved_cnt = u.ublesscnt;
         int saved_luck = u.uluck;
 
         /* Sacrificing at an altar of a different alignment */
         if (u.ualign.type != altaralign) {
             /* Is this a conversion ? */
             /* An unaligned altar in Gehennom will always elicit rejection. */
             if (ugod_is_angry() || (altaralign == A_NONE && Inhell)) {
                 if (u.ualignbase[A_CURRENT] == u.ualignbase[A_ORIGINAL]
                     && altaralign != A_NONE) {
                     You("have a strong feeling that %s is angry...",
                         u_gname());
                     consume_offering(otmp);
                     pline("%s accepts your allegiance.", a_gname());
 
                     uchangealign(altaralign, 0);
                     /* Beware, Conversion is costly */
                     change_luck(-3);
                     u.ublesscnt += 300;
                 } else {
                     u.ugangr += 3;
                     adjalign(-5);
                     pline("%s rejects your sacrifice!", a_gname());
                     godvoice(altaralign, "Suffer, infidel!");
                     change_luck(-5);
                     (void) adjattrib(A_WIS, -2, TRUE);
                     if (!Inhell)
                         angrygods(u.ualign.type);
                 }
                 return 1;
             } else {
                 consume_offering(otmp);
                 You("sense a conflict between %s and %s.", u_gname(),
                     a_gname());
                 if (rn2(8 + u.ulevel) > 5) {
                     struct monst *pri;
                     You_feel("the power of %s increase.", u_gname());
                     exercise(A_WIS, TRUE);
                     change_luck(1);
                     /* Yes, this is supposed to be &=, not |= */
                     levl[u.ux][u.uy].altarmask &= AM_SHRINE;
                     /* the following accommodates stupid compilers */
                     levl[u.ux][u.uy].altarmask =
                         levl[u.ux][u.uy].altarmask
                         | (Align2amask(u.ualign.type));
                     if (!Blind)
                         pline_The("altar glows %s.",
                                   hcolor((u.ualign.type == A_LAWFUL)
                                             ? NH_WHITE
                                             : u.ualign.type
                                                ? NH_BLACK
                                                : (const char *) "gray"));
 
                     if (rnl(u.ulevel) > 6 && u.ualign.record > 0
                         && rnd(u.ualign.record) > (3 * ALIGNLIM) / 4)
                         summon_minion(altaralign, TRUE);
                     /* anger priest; test handles bones files */
                     if ((pri = findpriest(temple_occupied(u.urooms)))
                         && !p_coaligned(pri))
                         angry_priest();
                 } else {
                     pline("Unluckily, you feel the power of %s decrease.",
                           u_gname());
                     change_luck(-1);
                     exercise(A_WIS, FALSE);
                     if (rnl(u.ulevel) > 6 && u.ualign.record > 0
                         && rnd(u.ualign.record) > (7 * ALIGNLIM) / 8)
                         summon_minion(altaralign, TRUE);
                 }
                 return 1;
             }
         }
 
         consume_offering(otmp);
         /* OK, you get brownie points. */
         if (u.ugangr) {
             u.ugangr -= ((value * (u.ualign.type == A_CHAOTIC ? 2 : 3))
                          / MAXVALUE);
             if (u.ugangr < 0)
                 u.ugangr = 0;
             if (u.ugangr != saved_anger) {
                 if (u.ugangr) {
                     pline("%s seems %s.", u_gname(),
                           Hallucination ? "groovy" : "slightly mollified");
 
                     if ((int) u.uluck < 0)
                         change_luck(1);
                 } else {
                     pline("%s seems %s.", u_gname(),
                           Hallucination ? "cosmic (not a new fact)"
                                         : "mollified");
 
                     if ((int) u.uluck < 0)
                         u.uluck = 0;
                 }
             } else { /* not satisfied yet */
                 if (Hallucination)
                     pline_The("gods seem tall.");
                 else
                     You("have a feeling of inadequacy.");
             }
         } else if (ugod_is_angry()) {
             if (value > MAXVALUE)
                 value = MAXVALUE;
             if (value > -u.ualign.record)
                 value = -u.ualign.record;
             adjalign(value);
             You_feel("partially absolved.");
         } else if (u.ublesscnt > 0) {
             u.ublesscnt -= ((value * (u.ualign.type == A_CHAOTIC ? 500 : 300))
                             / MAXVALUE);
             if (u.ublesscnt < 0)
                 u.ublesscnt = 0;
             if (u.ublesscnt != saved_cnt) {
                 if (u.ublesscnt) {
                     if (Hallucination)
                         You("realize that the gods are not like you and I.");
                     else
                         You("have a hopeful feeling.");
                     if ((int) u.uluck < 0)
                         change_luck(1);
                 } else {
                     if (Hallucination)
                         pline("Overall, there is a smell of fried onions.");
                     else
                         You("have a feeling of reconciliation.");
                     if ((int) u.uluck < 0)
                         u.uluck = 0;
                 }
             }
         } else {
             int nartifacts = nartifact_exist();
 
             /* you were already in pretty good standing */
             /* The player can gain an artifact */
             /* The chance goes down as the number of artifacts goes up */
             if (u.ulevel > 2 && u.uluck >= 0
                 && !rn2(10 + (2 * u.ugifts * nartifacts))) {
                 otmp = mk_artifact((struct obj *) 0, a_align(u.ux, u.uy));
                 if (otmp) {
                     if (otmp->spe < 0)
                         otmp->spe = 0;
                     if (otmp->cursed)
                         uncurse(otmp);
                     otmp->oerodeproof = TRUE;
                     at_your_feet("An object");
                     dropy(otmp);
                     godvoice(u.ualign.type, "Use my gift wisely!");
                     u.ugifts++;
                     u.ublesscnt = rnz(300 + (50 * nartifacts));
                     exercise(A_WIS, TRUE);
                     /* make sure we can use this weapon */
                     unrestrict_weapon_skill(weapon_type(otmp));
                     if (!Hallucination && !Blind) {
                         otmp->dknown = 1;
                         makeknown(otmp->otyp);
                         discover_artifact(otmp->oartifact);
                     }
                     return 1;
                 }
             }
             change_luck((value * LUCKMAX) / (MAXVALUE * 2));
             if ((int) u.uluck < 0)
                 u.uluck = 0;
             if (u.uluck != saved_luck) {
                 if (Blind)
                     You("think %s brushed your %s.", something,
                         body_part(FOOT));
                 else
                     You(Hallucination
                     ? "see crabgrass at your %s.  A funny thing in a dungeon."
                             : "glimpse a four-leaf clover at your %s.",
                         makeplural(body_part(FOOT)));
             }
         }
     }
     return 1;
 }
 

can_pray

 /* determine prayer results in advance; also used for enlightenment */
 boolean
 can_pray(praying)
 boolean praying; /* false means no messages should be given */
 {
     int alignment;
 
     p_aligntyp = on_altar() ? a_align(u.ux, u.uy) : u.ualign.type;
     p_trouble = in_trouble();
 
     if (is_demon(youmonst.data) && (p_aligntyp != A_CHAOTIC)) {
         if (praying)
             pline_The("very idea of praying to a %s god is repugnant to you.",
                       p_aligntyp ? "lawful" : "neutral");
         return FALSE;
     }
 
     if (praying)
         You("begin praying to %s.", align_gname(p_aligntyp));
 
     if (u.ualign.type && u.ualign.type == -p_aligntyp)
         alignment = -u.ualign.record; /* Opposite alignment altar */
     else if (u.ualign.type != p_aligntyp)
         alignment = u.ualign.record / 2; /* Different alignment altar */
     else
         alignment = u.ualign.record;
 
     if ((p_trouble > 0) ? (u.ublesscnt > 200)      /* big trouble */
            : (p_trouble < 0) ? (u.ublesscnt > 100) /* minor difficulties */
               : (u.ublesscnt > 0))                 /* not in trouble */
         p_type = 0;                     /* too soon... */
     else if ((int) Luck < 0 || u.ugangr || alignment < 0)
         p_type = 1; /* too naughty... */
     else /* alignment >= 0 */ {
         if (on_altar() && u.ualign.type != p_aligntyp)
             p_type = 2;
         else
             p_type = 3;
     }
 
     if (is_undead(youmonst.data) && !Inhell
         && (p_aligntyp == A_LAWFUL || (p_aligntyp == A_NEUTRAL && !rn2(10))))
         p_type = -1;
     /* Note:  when !praying, the random factor for neutrals makes the
        return value a non-deterministic approximation for enlightenment.
        This case should be uncommon enough to live with... */
 
     return !praying ? (boolean) (p_type == 3 && !Inhell) : TRUE;
 }
 

dopray

 /* #pray commmand */
 int
 dopray()
 {
     /* Confirm accidental slips of Alt-P */
     if (ParanoidPray && yn("Are you sure you want to pray?") != 'y')
         return 0;
 
     u.uconduct.gnostic++;
 
     /* set up p_type and p_alignment */
     if (!can_pray(TRUE))
         return 0;
 
     if (wizard && p_type >= 0) {
         if (yn("Force the gods to be pleased?") == 'y') {
             u.ublesscnt = 0;
             if (u.uluck < 0)
                 u.uluck = 0;
             if (u.ualign.record <= 0)
                 u.ualign.record = 1;
             u.ugangr = 0;
             if (p_type < 2)
                 p_type = 3;
         }
     }
     nomul(-3);
     multi_reason = "praying";
     nomovemsg = "You finish your prayer.";
     afternmv = prayer_done;
 
     if (p_type == 3 && !Inhell) {
         /* if you've been true to your god you can't die while you pray */
         if (!Blind)
             You("are surrounded by a shimmering light.");
         u.uinvulnerable = TRUE;
     }
 
     return 1;
 }
 

prayer_done

 STATIC_PTR int
 prayer_done() /* M. Stephenson (1.0.3b) */
 {
     aligntyp alignment = p_aligntyp;
 
     u.uinvulnerable = FALSE;
     if (p_type == -1) {
         godvoice(alignment,
                  (alignment == A_LAWFUL)
                     ? "Vile creature, thou durst call upon me?"
                     : "Walk no more, perversion of nature!");
         You_feel("like you are falling apart.");
         /* KMH -- Gods have mastery over unchanging */
         rehumanize();
         /* no Half_physical_damage adjustment here */
         losehp(rnd(20), "residual undead turning effect", KILLED_BY_AN);
         exercise(A_CON, FALSE);
         return 1;
     }
     if (Inhell) {
         pline("Since you are in Gehennom, %s won't help you.",
               align_gname(alignment));
         /* haltingly aligned is least likely to anger */
         if (u.ualign.record <= 0 || rnl(u.ualign.record))
             angrygods(u.ualign.type);
         return 0;
     }
 
     if (p_type == 0) {
         if (on_altar() && u.ualign.type != alignment)
             (void) water_prayer(FALSE);
         u.ublesscnt += rnz(250);
         change_luck(-3);
         gods_upset(u.ualign.type);
     } else if (p_type == 1) {
         if (on_altar() && u.ualign.type != alignment)
             (void) water_prayer(FALSE);
         angrygods(u.ualign.type); /* naughty */
     } else if (p_type == 2) {
         if (water_prayer(FALSE)) {
             /* attempted water prayer on a non-coaligned altar */
             u.ublesscnt += rnz(250);
             change_luck(-3);
             gods_upset(u.ualign.type);
         } else
             pleased(alignment);
     } else {
         /* coaligned */
         if (on_altar())
             (void) water_prayer(TRUE);
         pleased(alignment); /* nice */
     }
     return 1;
 }
 

doturn

 /* #turn command */
 int
 doturn()
 {
     /* Knights & Priest(esse)s only please */
     struct monst *mtmp, *mtmp2;
     int once, range, xlev;
 
     if (!Role_if(PM_PRIEST) && !Role_if(PM_KNIGHT)) {
         /* Try to use the "turn undead" spell.
          *
          * This used to be based on whether hero knows the name of the
          * turn undead spellbook, but it's possible to know--and be able
          * to cast--the spell while having lost the book ID to amnesia.
          * (It also used to tell spelleffects() to cast at self?)
          */
         int sp_no;
 
         for (sp_no = 0; sp_no < MAXSPELL; ++sp_no) {
             if (spl_book[sp_no].sp_id == NO_SPELL)
                 break;
             else if (spl_book[sp_no].sp_id == SPE_TURN_UNDEAD)
                 return spelleffects(sp_no, FALSE);
         }
         You("don't know how to turn undead!");
         return 0;
     }
     u.uconduct.gnostic++;
 
     if ((u.ualign.type != A_CHAOTIC
          && (is_demon(youmonst.data) || is_undead(youmonst.data)))
         || u.ugangr > 6) { /* "Die, mortal!" */
         pline("For some reason, %s seems to ignore you.", u_gname());
         aggravate();
         exercise(A_WIS, FALSE);
         return 0;
     }
     if (Inhell) {
         pline("Since you are in Gehennom, %s won't help you.", u_gname());
         aggravate();
         return 0;
     }
     pline("Calling upon %s, you chant an arcane formula.", u_gname());
     exercise(A_WIS, TRUE);
 
     /* note: does not perform unturn_dead() on victims' inventories */
     range = BOLT_LIM + (u.ulevel / 5); /* 5 to 11 */
     range *= range;
     once = 0;
     for (mtmp = fmon; mtmp; mtmp = mtmp2) {
         mtmp2 = mtmp->nmon;
 
         if (DEADMONSTER(mtmp))
             continue;
         if (!cansee(mtmp->mx, mtmp->my) || distu(mtmp->mx, mtmp->my) > range)
             continue;
 
         if (!mtmp->mpeaceful
             && (is_undead(mtmp->data) || is_vampshifter(mtmp)
                 || (is_demon(mtmp->data) && (u.ulevel > (MAXULEV / 2))))) {
             mtmp->msleeping = 0;
             if (Confusion) {
                 if (!once++)
                     pline("Unfortunately, your voice falters.");
                 mtmp->mflee = 0;
                 mtmp->mfrozen = 0;
                 mtmp->mcanmove = 1;
             } else if (!resist(mtmp, '\0', 0, TELL)) {
                 xlev = 6;
                 switch (mtmp->data->mlet) {
                 /* this is intentional, lichs are tougher
                    than zombies. */
                 case S_LICH:
                     xlev += 2; /*FALLTHRU*/
                 case S_GHOST:
                     xlev += 2; /*FALLTHRU*/
                 case S_VAMPIRE:
                     xlev += 2; /*FALLTHRU*/
                 case S_WRAITH:
                     xlev += 2; /*FALLTHRU*/
                 case S_MUMMY:
                     xlev += 2; /*FALLTHRU*/
                 case S_ZOMBIE:
                     if (u.ulevel >= xlev && !resist(mtmp, '\0', 0, NOTELL)) {
                         if (u.ualign.type == A_CHAOTIC) {
                             mtmp->mpeaceful = 1;
                             set_malign(mtmp);
                         } else { /* damn them */
                             killed(mtmp);
                         }
                         break;
                     } /* else flee */
                 /*FALLTHRU*/
                 default:
                     monflee(mtmp, 0, FALSE, TRUE);
                     break;
                 }
             }
         }
     }
     nomul(-5);
     multi_reason = "trying to turn the monsters";
     nomovemsg = You_can_move_again;
     return 1;
 }
 

a_gname

 const char *
 a_gname()
 {
     return a_gname_at(u.ux, u.uy);
 }
 

a_gname_at

 /* returns the name of an altar's deity */
 const char *
 a_gname_at(x, y)
 xchar x, y;
 {
     if (!IS_ALTAR(levl[x][y].typ))
         return (char *) 0;
 
     return align_gname(a_align(x, y));
 }
 

u_gname

 /* returns the name of the hero's deity */
 const char *
 u_gname()
 {
     return align_gname(u.ualign.type);
 }
 

align_gname

 const char *
 align_gname(alignment)
 aligntyp alignment;
 {
     const char *gnam;
 
     switch (alignment) {
     case A_NONE:
         gnam = Moloch;
         break;
     case A_LAWFUL:
         gnam = urole.lgod;
         break;
     case A_NEUTRAL:
         gnam = urole.ngod;
         break;
     case A_CHAOTIC:
         gnam = urole.cgod;
         break;
     default:
         impossible("unknown alignment.");
         gnam = "someone";
         break;
     }
     if (*gnam == '_')
         ++gnam;
     return gnam;
 }
 

halu_gname

 static const char *hallu_gods[] = {
     "the Flying Spaghetti Monster", /* Church of the FSM */
     "Eris",                         /* Discordianism */
     "the Martians",                 /* every science fiction ever */
     "Xom",                          /* Crawl */
     "AnDoR dRaKoN",                 /* ADOM */
     "the Central Bank of Yendor",   /* economics */
     "Tooth Fairy",                  /* real world(?) */
     "Om",                           /* Discworld */
     "Yawgmoth",                     /* Magic: the Gathering */
     "Morgoth",                      /* LoTR */
     "Cthulhu",                      /* Lovecraft */
     "the Ori",                      /* Stargate */
     "destiny",                      /* why not? */
     "your Friend the Computer",     /* Paranoia */
 };
 
 /* hallucination handling for priest/minion names: select a random god
    iff character is hallucinating */
 const char *
 halu_gname(alignment)
 aligntyp alignment;
 {
     const char *gnam = NULL;
     int which;
 
     if (!Hallucination)
         return align_gname(alignment);
 
     /* The priest may not have initialized god names. If this is the
      * case, and we roll priest, we need to try again. */
     do
         which = randrole();
     while (!roles[which].lgod);
 
     switch (rn2(9)) {
     case 0:
     case 1:
         gnam = roles[which].lgod;
         break;
     case 2:
     case 3:
         gnam = roles[which].ngod;
         break;
     case 4:
     case 5:
         gnam = roles[which].cgod;
         break;
     case 6:
     case 7:
         gnam = hallu_gods[rn2(sizeof hallu_gods / sizeof *hallu_gods)];
         break;
     case 8:
         gnam = Moloch;
         break;
     default:
         impossible("rn2 broken in halu_gname?!?");
     }
     if (!gnam) {
         impossible("No random god name?");
         gnam = "your Friend the Computer"; /* Paranoia */
     }
     if (*gnam == '_')
         ++gnam;
     return gnam;
 }
 

align_gtitle

 /* deity's title */
 const char *
 align_gtitle(alignment)
 aligntyp alignment;
 {
     const char *gnam, *result = "god";
 
     switch (alignment) {
     case A_LAWFUL:
         gnam = urole.lgod;
         break;
     case A_NEUTRAL:
         gnam = urole.ngod;
         break;
     case A_CHAOTIC:
         gnam = urole.cgod;
         break;
     default:
         gnam = 0;
         break;
     }
     if (gnam && *gnam == '_')
         result = "goddess";
     return result;
 }
 

altar_wrath

 void
 altar_wrath(x, y)
 register int x, y;
 {
     aligntyp altaralign = a_align(x, y);
 
     if (!strcmp(align_gname(altaralign), u_gname())) {
         godvoice(altaralign, "How darest thou desecrate my altar!");
         (void) adjattrib(A_WIS, -1, FALSE);
     } else {
         pline("A voice (could it be %s?) whispers:", align_gname(altaralign));
         verbalize("Thou shalt pay, infidel!");
         change_luck(-1);
     }
 }
 

blocked_boulder

 /* assumes isok() at one space away, but not necessarily at two */
 STATIC_OVL boolean
 blocked_boulder(dx, dy)
 int dx, dy;
 {
     register struct obj *otmp;
     long count = 0L;
 
     for (otmp = level.objects[u.ux + dx][u.uy + dy]; otmp;
          otmp = otmp->nexthere) {
         if (otmp->otyp == BOULDER)
             count += otmp->quan;
     }
 
     switch (count) {
     case 0:
         /* no boulders--not blocked */
         return FALSE;
     case 1:
         /* possibly blocked depending on if it's pushable */
         break;
     default:
         /* more than one boulder--blocked after they push the top one;
            don't force them to push it first to find out */
         return TRUE;
     }
 
     if (!isok(u.ux + 2 * dx, u.uy + 2 * dy))
         return TRUE;
     if (IS_ROCK(levl[u.ux + 2 * dx][u.uy + 2 * dy].typ))
         return TRUE;
     if (sobj_at(BOULDER, u.ux + 2 * dx, u.uy + 2 * dy))
         return TRUE;
 
     return FALSE;
 }
 
 /*pray.c*/