Source:NetHack 3.6.1/src/mondata.c

From NetHackWiki
(Redirected from Source:Ref/attacktype)
Jump to navigation Jump to search

Below is the full text to mondata.c from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/src/mondata.c#line123]], for example.

Top of file

 /* NetHack 3.6	mondata.c	$NHDT-Date: 1508479720 2017/10/20 06:08:40 $  $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.63 $ */
 /* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
 /*-Copyright (c) Robert Patrick Rankin, 2011. */
 /* NetHack may be freely redistributed.  See license for details. */

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

 
 #include "hack.h"
 /*
  *      These routines provide basic data for any type of monster.
  */
 

set_mon_data

 /* set up an individual monster's base type (initial creation, shapechange) */
 void
 set_mon_data(mon, ptr, flag)
 struct monst *mon;
 struct permonst *ptr;
 int flag;
 {
     int new_speed, old_speed = mon->data ? mon->data->mmove : 0;
 
     mon->data = ptr;
     mon->mnum = (short) monsndx(ptr);
     if (flag == -1)
         return; /* "don't care" */
 
     if (flag == 1)
         mon->mintrinsics |= (ptr->mresists & 0x00FF);
     else
         mon->mintrinsics = (ptr->mresists & 0x00FF);
 
     if (mon->movement) { /* same adjustment as poly'd hero undergoes */
         new_speed = ptr->mmove;
         /* prorate unused movement if new form is slower so that
            it doesn't get extra moves leftover from previous form;
            if new form is faster, leave unused movement as is */
         if (new_speed < old_speed)
             mon->movement = new_speed * mon->movement / old_speed;
     }
     return;
 }
 

attacktype_fordmg

 /* does monster-type have any attack for a specific type of damage? */
 struct attack *
 attacktype_fordmg(ptr, atyp, dtyp)
 struct permonst *ptr;
 int atyp, dtyp;
 {
     struct attack *a;
 
     for (a = &ptr->mattk[0]; a < &ptr->mattk[NATTK]; a++)
         if (a->aatyp == atyp && (dtyp == AD_ANY || a->adtyp == dtyp))
             return a;
     return (struct attack *) 0;
 }
 

attacktype

 /* does monster-type have a particular type of attack */
 boolean
 attacktype(ptr, atyp)
 struct permonst *ptr;
 int atyp;
 {
     return attacktype_fordmg(ptr, atyp, AD_ANY) ? TRUE : FALSE;
 }
 

noattacks

 /* returns True if monster doesn't attack, False if it does */
 boolean
 noattacks(ptr)
 struct permonst *ptr;
 {
     int i;
     struct attack *mattk = ptr->mattk;
 
     for (i = 0; i < NATTK; i++) {
         /* AT_BOOM "passive attack" (gas spore's explosion upon death)
            isn't an attack as far as our callers are concerned */
         if (mattk[i].aatyp == AT_BOOM)
             continue;
 
         if (mattk[i].aatyp)
             return FALSE;
     }
     return TRUE;
 }
 

poly_when_stoned

 /* does monster-type transform into something else when petrified? */
 boolean
 poly_when_stoned(ptr)
 struct permonst *ptr;
 {
     /* non-stone golems turn into stone golems unless latter is genocided */
     return (boolean) (is_golem(ptr) && ptr != &mons[PM_STONE_GOLEM]
                       && !(mvitals[PM_STONE_GOLEM].mvflags & G_GENOD));
     /* allow G_EXTINCT */
 }
 

resists_drli

 /* returns True if monster is drain-life resistant */
 boolean
 resists_drli(mon)
 struct monst *mon;
 {
     struct permonst *ptr = mon->data;
     struct obj *wep;
 
     if (is_undead(ptr) || is_demon(ptr) || is_were(ptr)
         /* is_were() doesn't handle hero in human form */
         || (mon == &youmonst && u.ulycn >= LOW_PM)
         || ptr == &mons[PM_DEATH] || is_vampshifter(mon))
         return TRUE;
     wep = (mon == &youmonst) ? uwep : MON_WEP(mon);
     return (boolean) (wep && wep->oartifact && defends(AD_DRLI, wep));
 }
 

resists_magm

 /* True if monster is magic-missile (actually, general magic) resistant */
 boolean
 resists_magm(mon)
 struct monst *mon;
 {
     struct permonst *ptr = mon->data;
     boolean is_you = (mon == &youmonst);
     long slotmask;
     struct obj *o;
 
     /* as of 3.2.0:  gray dragons, Angels, Oracle, Yeenoghu */
     if (dmgtype(ptr, AD_MAGM) || ptr == &mons[PM_BABY_GRAY_DRAGON]
         || dmgtype(ptr, AD_RBRE)) /* Chromatic Dragon */
         return TRUE;
     /* check for magic resistance granted by wielded weapon */
     o = is_you ? uwep : MON_WEP(mon);
     if (o && o->oartifact && defends(AD_MAGM, o))
         return TRUE;
     /* check for magic resistance granted by worn or carried items */
     o = is_you ? invent : mon->minvent;
     slotmask = W_ARMOR | W_ACCESSORY;
     if (!is_you /* assumes monsters don't wield non-weapons */
         || (uwep && (uwep->oclass == WEAPON_CLASS || is_weptool(uwep))))
         slotmask |= W_WEP;
     if (is_you && u.twoweap)
         slotmask |= W_SWAPWEP;
     for (; o; o = o->nobj)
         if (((o->owornmask & slotmask) != 0L
              && objects[o->otyp].oc_oprop == ANTIMAGIC)
             || (o->oartifact && defends_when_carried(AD_MAGM, o)))
             return TRUE;
     return FALSE;
 }
 

resists_blnd

 /* True iff monster is resistant to light-induced blindness */
 boolean
 resists_blnd(mon)
 struct monst *mon;
 {
     struct permonst *ptr = mon->data;
     boolean is_you = (mon == &youmonst);
     long slotmask;
     struct obj *o;
 
     if (is_you ? (Blind || Unaware)
                : (mon->mblinded || !mon->mcansee || !haseyes(ptr)
                   /* BUG: temporary sleep sets mfrozen, but since
                           paralysis does too, we can't check it */
                   || mon->msleeping))
         return TRUE;
     /* yellow light, Archon; !dust vortex, !cobra, !raven */
     if (dmgtype_fromattack(ptr, AD_BLND, AT_EXPL)
         || dmgtype_fromattack(ptr, AD_BLND, AT_GAZE))
         return TRUE;
     o = is_you ? uwep : MON_WEP(mon);
     if (o && o->oartifact && defends(AD_BLND, o))
         return TRUE;
     o = is_you ? invent : mon->minvent;
     slotmask = W_ARMOR | W_ACCESSORY;
     if (!is_you /* assumes monsters don't wield non-weapons */
         || (uwep && (uwep->oclass == WEAPON_CLASS || is_weptool(uwep))))
         slotmask |= W_WEP;
     if (is_you && u.twoweap)
         slotmask |= W_SWAPWEP;
     for (; o; o = o->nobj)
         if (((o->owornmask & slotmask) != 0L
              && objects[o->otyp].oc_oprop == BLINDED)
             || (o->oartifact && defends_when_carried(AD_BLND, o)))
             return TRUE;
     return FALSE;
 }
 

can_blnd

 /* True iff monster can be blinded by the given attack;
    note: may return True when mdef is blind (e.g. new cream-pie attack) */
 boolean
 can_blnd(magr, mdef, aatyp, obj)
 struct monst *magr; /* NULL == no specific aggressor */
 struct monst *mdef;
 uchar aatyp;
 struct obj *obj; /* aatyp == AT_WEAP, AT_SPIT */
 {
     boolean is_you = (mdef == &youmonst);
     boolean check_visor = FALSE;
     struct obj *o;
     const char *s;
 
     /* no eyes protect against all attacks for now */
     if (!haseyes(mdef->data))
         return FALSE;
 
     switch (aatyp) {
     case AT_EXPL:
     case AT_BOOM:
     case AT_GAZE:
     case AT_MAGC:
     case AT_BREA: /* assumed to be lightning */
         /* light-based attacks may be cancelled or resisted */
         if (magr && magr->mcan)
             return FALSE;
         return !resists_blnd(mdef);
 
     case AT_WEAP:
     case AT_SPIT:
     case AT_NONE:
         /* an object is used (thrown/spit/other) */
         if (obj && (obj->otyp == CREAM_PIE)) {
             if (is_you && Blindfolded)
                 return FALSE;
         } else if (obj && (obj->otyp == BLINDING_VENOM)) {
             /* all ublindf, including LENSES, protect, cream-pies too */
             if (is_you && (ublindf || u.ucreamed))
                 return FALSE;
             check_visor = TRUE;
         } else if (obj && (obj->otyp == POT_BLINDNESS)) {
             return TRUE; /* no defense */
         } else
             return FALSE; /* other objects cannot cause blindness yet */
         if ((magr == &youmonst) && u.uswallow)
             return FALSE; /* can't affect eyes while inside monster */
         break;
 
     case AT_ENGL:
         if (is_you && (Blindfolded || Unaware || u.ucreamed))
             return FALSE;
         if (!is_you && mdef->msleeping)
             return FALSE;
         break;
 
     case AT_CLAW:
         /* e.g. raven: all ublindf, including LENSES, protect */
         if (is_you && ublindf)
             return FALSE;
         if ((magr == &youmonst) && u.uswallow)
             return FALSE; /* can't affect eyes while inside monster */
         check_visor = TRUE;
         break;
 
     case AT_TUCH:
     case AT_STNG:
         /* some physical, blind-inducing attacks can be cancelled */
         if (magr && magr->mcan)
             return FALSE;
         break;
 
     default:
         break;
     }
 
     /* check if wearing a visor (only checked if visor might help) */
     if (check_visor) {
         o = (mdef == &youmonst) ? invent : mdef->minvent;
         for (; o; o = o->nobj)
             if ((o->owornmask & W_ARMH)
                 && (s = OBJ_DESCR(objects[o->otyp])) != (char *) 0
                 && !strcmp(s, "visored helmet"))
                 return FALSE;
     }
 
     return TRUE;
 }
 

ranged_attk

 /* returns True if monster can attack at range */
 boolean
 ranged_attk(ptr)
 struct permonst *ptr;
 {
     register int i, atyp;
     long atk_mask = (1L << AT_BREA) | (1L << AT_SPIT) | (1L << AT_GAZE);
 
     /* was: (attacktype(ptr, AT_BREA) || attacktype(ptr, AT_WEAP)
      *       || attacktype(ptr, AT_SPIT) || attacktype(ptr, AT_GAZE)
      *       || attacktype(ptr, AT_MAGC));
      * but that's too slow -dlc
      */
     for (i = 0; i < NATTK; i++) {
         atyp = ptr->mattk[i].aatyp;
         if (atyp >= AT_WEAP)
             return TRUE;
         /* assert(atyp < 32); */
         if ((atk_mask & (1L << atyp)) != 0L)
             return TRUE;
     }
     return FALSE;
 }
 

mon_hates_silver

 /* True if specific monster is especially affected by silver weapons */
 boolean
 mon_hates_silver(mon)
 struct monst *mon;
 {
     return (boolean) (is_vampshifter(mon) || hates_silver(mon->data));
 }
 

hates_silver

 /* True if monster-type is especially affected by silver weapons */
 boolean
 hates_silver(ptr)
 register struct permonst *ptr;
 {
     return (boolean) (is_were(ptr) || ptr->mlet == S_VAMPIRE || is_demon(ptr)
                       || ptr == &mons[PM_SHADE]
                       || (ptr->mlet == S_IMP && ptr != &mons[PM_TENGU]));
 }
 

passes_bars

 /* True iff the type of monster pass through iron bars */
 boolean
 passes_bars(mptr)
 struct permonst *mptr;
 {
     return (boolean) (passes_walls(mptr) || amorphous(mptr) || unsolid(mptr)
                       || is_whirly(mptr) || verysmall(mptr)
                       || dmgtype(mptr, AD_CORR) || dmgtype(mptr, AD_RUST)
                       || (slithy(mptr) && !bigmonst(mptr)));
 }
 

can_blow

 /* returns True if monster can blow (whistle, etc) */
 boolean
 can_blow(mtmp)
 struct monst *mtmp;
 {
     if ((is_silent(mtmp->data) || mtmp->data->msound == MS_BUZZ)
         && (breathless(mtmp->data) || verysmall(mtmp->data)
             || !has_head(mtmp->data) || mtmp->data->mlet == S_EEL))
         return FALSE;
     if ((mtmp == &youmonst) && Strangled)
         return FALSE;
     return TRUE;
 }
 

can_chant

 /* for casting spells and reading scrolls while blind */
 boolean
 can_chant(mtmp)
 struct monst *mtmp;
 {
     if ((mtmp == &youmonst && Strangled)
         || is_silent(mtmp->data) || !has_head(mtmp->data)
         || mtmp->data->msound == MS_BUZZ || mtmp->data->msound == MS_BURBLE)
         return FALSE;
     return TRUE;
 }
 

can_be_strangled

 /* True if mon is vulnerable to strangulation */
 boolean
 can_be_strangled(mon)
 struct monst *mon;
 {
     struct obj *mamul;
     boolean nonbreathing, nobrainer;
 
     /* For amulet of strangulation support:  here we're considering
        strangulation to be loss of blood flow to the brain due to
        constriction of the arteries in the neck, so all headless
        creatures are immune (no neck) as are mindless creatures
        who don't need to breathe (brain, if any, doesn't care).
        Mindless creatures who do need to breath are vulnerable, as
        are non-breathing creatures which have higher brain function. */
     if (!has_head(mon->data))
         return FALSE;
     if (mon == &youmonst) {
         /* hero can't be mindless but poly'ing into mindless form can
            confer strangulation protection */
         nobrainer = mindless(youmonst.data);
         nonbreathing = Breathless;
     } else {
         nobrainer = mindless(mon->data);
         /* monsters don't wear amulets of magical breathing,
            so second part doesn't achieve anything useful... */
         nonbreathing = (breathless(mon->data)
                         || ((mamul = which_armor(mon, W_AMUL)) != 0
                             && (mamul->otyp == AMULET_OF_MAGICAL_BREATHING)));
     }
     return (boolean) (!nobrainer || !nonbreathing);
 }
 

can_track

 /* returns True if monster can track well */
 boolean
 can_track(ptr)
 register struct permonst *ptr;
 {
     if (uwep && uwep->oartifact == ART_EXCALIBUR)
         return TRUE;
     else
         return (boolean) haseyes(ptr);
 }
 

sliparm

 /* creature will slide out of armor */
 boolean
 sliparm(ptr)
 register struct permonst *ptr;
 {
     return (boolean) (is_whirly(ptr) || ptr->msize <= MZ_SMALL
                       || noncorporeal(ptr));
 }
 

breakarm

 /* creature will break out of armor */
 boolean
 breakarm(ptr)
 register struct permonst *ptr;
 {
     if (sliparm(ptr))
         return FALSE;
 
     return (boolean) (bigmonst(ptr)
                       || (ptr->msize > MZ_SMALL && !humanoid(ptr))
                       /* special cases of humanoids that cannot wear suits */
                       || ptr == &mons[PM_MARILITH]
                       || ptr == &mons[PM_WINGED_GARGOYLE]);
 }
 

sticks

 /* creature sticks other creatures it hits */
 boolean
 sticks(ptr)
 register struct permonst *ptr;
 {
     return (boolean) (dmgtype(ptr, AD_STCK) || dmgtype(ptr, AD_WRAP)
                       || attacktype(ptr, AT_HUGS));
 }
 

cantvomit

 /* some monster-types can't vomit */
 boolean
 cantvomit(ptr)
 struct permonst *ptr;
 {
     /* rats and mice are incapable of vomiting;
        which other creatures have the same limitation? */
     if (ptr->mlet == S_RODENT && ptr != &mons[PM_ROCK_MOLE]
         && ptr != &mons[PM_WOODCHUCK])
         return TRUE;
     return FALSE;
 }
 

num_horns

 /* number of horns this type of monster has on its head */
 int
 num_horns(ptr)
 struct permonst *ptr;
 {
     switch (monsndx(ptr)) {
     case PM_HORNED_DEVIL: /* ? "more than one" */
     case PM_MINOTAUR:
     case PM_ASMODEUS:
     case PM_BALROG:
         return 2;
     case PM_WHITE_UNICORN:
     case PM_GRAY_UNICORN:
     case PM_BLACK_UNICORN:
     case PM_KI_RIN:
         return 1;
     default:
         break;
     }
     return 0;
 }
 

dmgtype_fromattack

 /* does monster-type deal out a particular type of damage from a particular
    type of attack? */
 struct attack *
 dmgtype_fromattack(ptr, dtyp, atyp)
 struct permonst *ptr;
 int dtyp, atyp;
 {
     struct attack *a;
 
     for (a = &ptr->mattk[0]; a < &ptr->mattk[NATTK]; a++)
         if (a->adtyp == dtyp && (atyp == AT_ANY || a->aatyp == atyp))
             return a;
     return (struct attack *) 0;
 }
 

dmgtype

 /* does monster-type deal out a particular type of damage from any attack */
 boolean
 dmgtype(ptr, dtyp)
 struct permonst *ptr;
 int dtyp;
 {
     return dmgtype_fromattack(ptr, dtyp, AT_ANY) ? TRUE : FALSE;
 }
 

max_passive_dmg

 /* returns the maximum damage a defender can do to the attacker via
    a passive defense */
 int
 max_passive_dmg(mdef, magr)
 register struct monst *mdef, *magr;
 {
     int i, dmg = 0, multi2 = 0;
     uchar adtyp;
 
     /* each attack by magr can result in passive damage */
     for (i = 0; i < NATTK; i++)
         switch (magr->data->mattk[i].aatyp) {
         case AT_CLAW:
         case AT_BITE:
         case AT_KICK:
         case AT_BUTT:
         case AT_TUCH:
         case AT_STNG:
         case AT_HUGS:
         case AT_ENGL:
         case AT_TENT:
         case AT_WEAP:
             multi2++;
             break;
         default:
             break;
         }
 
     for (i = 0; i < NATTK; i++)
         if (mdef->data->mattk[i].aatyp == AT_NONE
             || mdef->data->mattk[i].aatyp == AT_BOOM) {
             adtyp = mdef->data->mattk[i].adtyp;
             if ((adtyp == AD_ACID && !resists_acid(magr))
                 || (adtyp == AD_COLD && !resists_cold(magr))
                 || (adtyp == AD_FIRE && !resists_fire(magr))
                 || (adtyp == AD_ELEC && !resists_elec(magr))
                 || adtyp == AD_PHYS) {
                 dmg = mdef->data->mattk[i].damn;
                 if (!dmg)
                     dmg = mdef->data->mlevel + 1;
                 dmg *= mdef->data->mattk[i].damd;
             } else
                 dmg = 0;
 
             return dmg * multi2;
         }
     return 0;
 }
 

same_race

 /* determine whether two monster types are from the same species */
 boolean
 same_race(pm1, pm2)
 struct permonst *pm1, *pm2;
 {
     char let1 = pm1->mlet, let2 = pm2->mlet;
 
     if (pm1 == pm2)
         return TRUE; /* exact match */
     /* player races have their own predicates */
     if (is_human(pm1))
         return is_human(pm2);
     if (is_elf(pm1))
         return is_elf(pm2);
     if (is_dwarf(pm1))
         return is_dwarf(pm2);
     if (is_gnome(pm1))
         return is_gnome(pm2);
     if (is_orc(pm1))
         return is_orc(pm2);
     /* other creatures are less precise */
     if (is_giant(pm1))
         return is_giant(pm2); /* open to quibbling here */
     if (is_golem(pm1))
         return is_golem(pm2); /* even moreso... */
     if (is_mind_flayer(pm1))
         return is_mind_flayer(pm2);
     if (let1 == S_KOBOLD || pm1 == &mons[PM_KOBOLD_ZOMBIE]
         || pm1 == &mons[PM_KOBOLD_MUMMY])
         return (let2 == S_KOBOLD || pm2 == &mons[PM_KOBOLD_ZOMBIE]
                 || pm2 == &mons[PM_KOBOLD_MUMMY]);
     if (let1 == S_OGRE)
         return (let2 == S_OGRE);
     if (let1 == S_NYMPH)
         return (let2 == S_NYMPH);
     if (let1 == S_CENTAUR)
         return (let2 == S_CENTAUR);
     if (is_unicorn(pm1))
         return is_unicorn(pm2);
     if (let1 == S_DRAGON)
         return (let2 == S_DRAGON);
     if (let1 == S_NAGA)
         return (let2 == S_NAGA);
     /* other critters get steadily messier */
     if (is_rider(pm1))
         return is_rider(pm2); /* debatable */
     if (is_minion(pm1))
         return is_minion(pm2); /* [needs work?] */
     /* tengu don't match imps (first test handled case of both being tengu) */
     if (pm1 == &mons[PM_TENGU] || pm2 == &mons[PM_TENGU])
         return FALSE;
     if (let1 == S_IMP)
         return (let2 == S_IMP);
     /* and minor demons (imps) don't match major demons */
     else if (let2 == S_IMP)
         return FALSE;
     if (is_demon(pm1))
         return is_demon(pm2);
     if (is_undead(pm1)) {
         if (let1 == S_ZOMBIE)
             return (let2 == S_ZOMBIE);
         if (let1 == S_MUMMY)
             return (let2 == S_MUMMY);
         if (let1 == S_VAMPIRE)
             return (let2 == S_VAMPIRE);
         if (let1 == S_LICH)
             return (let2 == S_LICH);
         if (let1 == S_WRAITH)
             return (let2 == S_WRAITH);
         if (let1 == S_GHOST)
             return (let2 == S_GHOST);
     } else if (is_undead(pm2))
         return FALSE;
 
     /* check for monsters which grow into more mature forms */
     if (let1 == let2) {
         int m1 = monsndx(pm1), m2 = monsndx(pm2), prv, nxt;
 
         /* we know m1 != m2 (very first check above); test all smaller
            forms of m1 against m2, then all larger ones; don't need to
            make the corresponding tests for variants of m2 against m1 */
         for (prv = m1, nxt = big_to_little(m1); nxt != prv;
              prv = nxt, nxt = big_to_little(nxt))
             if (nxt == m2)
                 return TRUE;
         for (prv = m1, nxt = little_to_big(m1); nxt != prv;
              prv = nxt, nxt = little_to_big(nxt))
             if (nxt == m2)
                 return TRUE;
     }
     /* not caught by little/big handling */
     if (pm1 == &mons[PM_GARGOYLE] || pm1 == &mons[PM_WINGED_GARGOYLE])
         return (pm2 == &mons[PM_GARGOYLE]
                 || pm2 == &mons[PM_WINGED_GARGOYLE]);
     if (pm1 == &mons[PM_KILLER_BEE] || pm1 == &mons[PM_QUEEN_BEE])
         return (pm2 == &mons[PM_KILLER_BEE] || pm2 == &mons[PM_QUEEN_BEE]);
 
     if (is_longworm(pm1))
         return is_longworm(pm2); /* handles tail */
     /* [currently there's no reason to bother matching up
         assorted bugs and blobs with their closest variants] */
     /* didn't match */
     return FALSE;
 }
 

monsndx

 /* return an index into the mons array */
 int
 monsndx(ptr)
 struct permonst *ptr;
 {
     register int i;
 
     i = (int) (ptr - &mons[0]);
     if (i < LOW_PM || i >= NUMMONS) {
         panic("monsndx - could not index monster (%s)",
               fmt_ptr((genericptr_t) ptr));
         return NON_PM; /* will not get here */
     }
     return i;
 }
 
 /* for handling alternate spellings */
 struct alt_spl {
     const char *name;
     short pm_val;
 };
 

name_to_mon

 /* figure out what type of monster a user-supplied string is specifying */
 int
 name_to_mon(in_str)
 const char *in_str;
 {
     /* Be careful.  We must check the entire string in case it was
      * something such as "ettin zombie corpse".  The calling routine
      * doesn't know about the "corpse" until the monster name has
      * already been taken off the front, so we have to be able to
      * read the name with extraneous stuff such as "corpse" stuck on
      * the end.
      * This causes a problem for names which prefix other names such
      * as "ettin" on "ettin zombie".  In this case we want the _longest_
      * name which exists.
      * This also permits plurals created by adding suffixes such as 's'
      * or 'es'.  Other plurals must still be handled explicitly.
      */
     register int i;
     register int mntmp = NON_PM;
     register char *s, *str, *term;
     char buf[BUFSZ];
     int len, slen;
 
     str = strcpy(buf, in_str);
 
     if (!strncmp(str, "a ", 2))
         str += 2;
     else if (!strncmp(str, "an ", 3))
         str += 3;
     else if (!strncmp(str, "the ", 4))
         str += 4;
 
     slen = strlen(str);
     term = str + slen;
 
     if ((s = strstri(str, "vortices")) != 0)
         Strcpy(s + 4, "ex");
     /* be careful with "ies"; "priest", "zombies" */
     else if (slen > 3 && !strcmpi(term - 3, "ies")
              && (slen < 7 || strcmpi(term - 7, "zombies")))
         Strcpy(term - 3, "y");
     /* luckily no monster names end in fe or ve with ves plurals */
     else if (slen > 3 && !strcmpi(term - 3, "ves"))
         Strcpy(term - 3, "f");
 
     slen = strlen(str); /* length possibly needs recomputing */
 
     {
         static const struct alt_spl names[] = {
             /* Alternate spellings */
             { "grey dragon", PM_GRAY_DRAGON },
             { "baby grey dragon", PM_BABY_GRAY_DRAGON },
             { "grey unicorn", PM_GRAY_UNICORN },
             { "grey ooze", PM_GRAY_OOZE },
             { "gray-elf", PM_GREY_ELF },
             { "mindflayer", PM_MIND_FLAYER },
             { "master mindflayer", PM_MASTER_MIND_FLAYER },
             /* More alternates; priest and priestess are separate monster
                types but that isn't the case for {aligned,high} priests */
             { "aligned priestess", PM_ALIGNED_PRIEST },
             { "high priestess", PM_HIGH_PRIEST },
             /* Inappropriate singularization by -ves check above */
             { "master of thief", PM_MASTER_OF_THIEVES },
             /* Potential misspellings where we want to avoid falling back
                to the rank title prefix (input has been singularized) */
             { "master thief", PM_MASTER_OF_THIEVES },
             { "master of assassin", PM_MASTER_ASSASSIN },
             /* Outdated names */
             { "invisible stalker", PM_STALKER },
             { "high-elf", PM_ELVENKING }, /* PM_HIGH_ELF is obsolete */
             { "halfling", PM_HOBBIT },    /* potential guess for polyself */
             /* Hyphenated names */
             { "ki rin", PM_KI_RIN },
             { "uruk hai", PM_URUK_HAI },
             { "orc captain", PM_ORC_CAPTAIN },
             { "woodland elf", PM_WOODLAND_ELF },
             { "green elf", PM_GREEN_ELF },
             { "grey elf", PM_GREY_ELF },
             { "gray elf", PM_GREY_ELF },
             { "elf lord", PM_ELF_LORD },
             { "olog hai", PM_OLOG_HAI },
             { "arch lich", PM_ARCH_LICH },
             /* Some irregular plurals */
             { "incubi", PM_INCUBUS },
             { "succubi", PM_SUCCUBUS },
             { "violet fungi", PM_VIOLET_FUNGUS },
             { "homunculi", PM_HOMUNCULUS },
             { "baluchitheria", PM_BALUCHITHERIUM },
             { "lurkers above", PM_LURKER_ABOVE },
             { "cavemen", PM_CAVEMAN },
             { "cavewomen", PM_CAVEWOMAN },
             { "djinn", PM_DJINNI },
             { "mumakil", PM_MUMAK },
             { "erinyes", PM_ERINYS },
             /* end of list */
             { 0, NON_PM }
         };
         register const struct alt_spl *namep;
 
         for (namep = names; namep->name; namep++)
             if (!strncmpi(str, namep->name, (int) strlen(namep->name)))
                 return namep->pm_val;
     }
 
     for (len = 0, i = LOW_PM; i < NUMMONS; i++) {
         register int m_i_len = strlen(mons[i].mname);
 
         if (m_i_len > len && !strncmpi(mons[i].mname, str, m_i_len)) {
             if (m_i_len == slen) {
                 return i; /* exact match */
             } else if (slen > m_i_len
                        && (str[m_i_len] == ' '
                            || !strcmpi(&str[m_i_len], "s")
                            || !strncmpi(&str[m_i_len], "s ", 2)
                            || !strcmpi(&str[m_i_len], "'")
                            || !strncmpi(&str[m_i_len], "' ", 2)
                            || !strcmpi(&str[m_i_len], "'s")
                            || !strncmpi(&str[m_i_len], "'s ", 3)
                            || !strcmpi(&str[m_i_len], "es")
                            || !strncmpi(&str[m_i_len], "es ", 3))) {
                 mntmp = i;
                 len = m_i_len;
             }
         }
     }
     if (mntmp == NON_PM)
         mntmp = title_to_mon(str, (int *) 0, (int *) 0);
     return mntmp;
 }
 

name_to_monclass

 /* monster class from user input; used for genocide and controlled polymorph;
    returns 0 rather than MAXMCLASSES if no match is found */
 int
 name_to_monclass(in_str, mndx_p)
 const char *in_str;
 int *mndx_p;
 {
     /* Single letters are matched against def_monsyms[].sym; words
        or phrases are first matched against def_monsyms[].explain
        to check class description; if not found there, then against
        mons[].mname to test individual monster types.  Input can be a
        substring of the full description or mname, but to be accepted,
        such partial matches must start at beginning of a word.  Some
        class descriptions include "foo or bar" and "foo or other foo"
        so we don't want to accept "or", "other", "or other" there. */
     static NEARDATA const char *const falsematch[] = {
         /* multiple-letter input which matches any of these gets rejected */
         "an", "the", "or", "other", "or other", 0
     };
     /* positive pm_val => specific monster; negative => class */
     static NEARDATA const struct alt_spl truematch[] = {
         /* "long worm" won't match "worm" class but would accidentally match
            "long worm tail" class before the comparison with monster types */
         { "long worm", PM_LONG_WORM },
         /* matches wrong--or at least suboptimal--class */
         { "demon", -S_DEMON }, /* hits "imp or minor demon" */
         /* matches specific monster (overly restrictive) */
         { "devil", -S_DEMON }, /* always "horned devil" */
         /* some plausible guesses which need help */
         { "bug", -S_XAN },  /* would match bugbear... */
         { "fish", -S_EEL }, /* wouldn't match anything */
         /* end of list */
         { 0, NON_PM }
     };
     const char *p, *x;
     int i;
 
     if (mndx_p)
         *mndx_p = NON_PM; /* haven't [yet] matched a specific type */
 
     if (!in_str || !in_str[0]) {
         /* empty input */
         return 0;
     } else if (!in_str[1]) {
         /* single character */
         i = def_char_to_monclass(*in_str);
         if (i == S_MIMIC_DEF) { /* ']' -> 'm' */
             i = S_MIMIC;
         } else if (i == S_WORM_TAIL) { /* '~' -> 'w' */
             i = S_WORM;
             if (mndx_p)
                 *mndx_p = PM_LONG_WORM;
         } else if (i == MAXMCLASSES) /* maybe 'I' */
             i = (*in_str == DEF_INVISIBLE) ? S_invisible : 0;
         return i;
     } else {
         /* multiple characters */
         in_str = makesingular(in_str);
         /* check for special cases */
         for (i = 0; falsematch[i]; i++)
             if (!strcmpi(in_str, falsematch[i]))
                 return 0;
         for (i = 0; truematch[i].name; i++)
             if (!strcmpi(in_str, truematch[i].name)) {
                 i = truematch[i].pm_val;
                 if (i < 0)
                     return -i; /* class */
                 if (mndx_p)
                     *mndx_p = i; /* monster */
                 return mons[i].mlet;
             }
         /* check monster class descriptions */
         for (i = 1; i < MAXMCLASSES; i++) {
             x = def_monsyms[i].explain;
             if ((p = strstri(x, in_str)) != 0 && (p == x || *(p - 1) == ' '))
                 return i;
         }
         /* check individual species names */
         i = name_to_mon(in_str);
         if (i != NON_PM) {
             if (mndx_p)
                 *mndx_p = i;
             return mons[i].mlet;
         }
     }
     return 0;
 }
 

gender

 /* returns 3 values (0=male, 1=female, 2=none) */
 int
 gender(mtmp)
 register struct monst *mtmp;
 {
     if (is_neuter(mtmp->data))
         return 2;
     return mtmp->female;
 }
 

pronoun_gender

 /* Like gender(), but lower animals and such are still "it".
    This is the one we want to use when printing messages. */
 int
 pronoun_gender(mtmp)
 register struct monst *mtmp;
 {
     if (is_neuter(mtmp->data) || !canspotmon(mtmp))
         return 2;
     return (humanoid(mtmp->data) || (mtmp->data->geno & G_UNIQ)
             || type_is_pname(mtmp->data)) ? (int) mtmp->female : 2;
 }
 

levl_follower

 /* used for nearby monsters when you go to another level */
 boolean
 levl_follower(mtmp)
 struct monst *mtmp;
 {
     if (mtmp == u.usteed)
         return TRUE;
 
     /* Wizard with Amulet won't bother trying to follow across levels */
     if (mtmp->iswiz && mon_has_amulet(mtmp))
         return FALSE;
     /* some monsters will follow even while intending to flee from you */
     if (mtmp->mtame || mtmp->iswiz || is_fshk(mtmp))
         return TRUE;
     /* stalking types follow, but won't when fleeing unless you hold
        the Amulet */
     return (boolean) ((mtmp->data->mflags2 & M2_STALK)
                       && (!mtmp->mflee || u.uhave.amulet));
 }
 
 static const short grownups[][2] = {
     { PM_CHICKATRICE, PM_COCKATRICE },
     { PM_LITTLE_DOG, PM_DOG },
     { PM_DOG, PM_LARGE_DOG },
     { PM_HELL_HOUND_PUP, PM_HELL_HOUND },
     { PM_WINTER_WOLF_CUB, PM_WINTER_WOLF },
     { PM_KITTEN, PM_HOUSECAT },
     { PM_HOUSECAT, PM_LARGE_CAT },
     { PM_PONY, PM_HORSE },
     { PM_HORSE, PM_WARHORSE },
     { PM_KOBOLD, PM_LARGE_KOBOLD },
     { PM_LARGE_KOBOLD, PM_KOBOLD_LORD },
     { PM_GNOME, PM_GNOME_LORD },
     { PM_GNOME_LORD, PM_GNOME_KING },
     { PM_DWARF, PM_DWARF_LORD },
     { PM_DWARF_LORD, PM_DWARF_KING },
     { PM_MIND_FLAYER, PM_MASTER_MIND_FLAYER },
     { PM_ORC, PM_ORC_CAPTAIN },
     { PM_HILL_ORC, PM_ORC_CAPTAIN },
     { PM_MORDOR_ORC, PM_ORC_CAPTAIN },
     { PM_URUK_HAI, PM_ORC_CAPTAIN },
     { PM_SEWER_RAT, PM_GIANT_RAT },
     { PM_CAVE_SPIDER, PM_GIANT_SPIDER },
     { PM_OGRE, PM_OGRE_LORD },
     { PM_OGRE_LORD, PM_OGRE_KING },
     { PM_ELF, PM_ELF_LORD },
     { PM_WOODLAND_ELF, PM_ELF_LORD },
     { PM_GREEN_ELF, PM_ELF_LORD },
     { PM_GREY_ELF, PM_ELF_LORD },
     { PM_ELF_LORD, PM_ELVENKING },
     { PM_LICH, PM_DEMILICH },
     { PM_DEMILICH, PM_MASTER_LICH },
     { PM_MASTER_LICH, PM_ARCH_LICH },
     { PM_VAMPIRE, PM_VAMPIRE_LORD },
     { PM_BAT, PM_GIANT_BAT },
     { PM_BABY_GRAY_DRAGON, PM_GRAY_DRAGON },
     { PM_BABY_SILVER_DRAGON, PM_SILVER_DRAGON },
 #if 0 /* DEFERRED */
     {PM_BABY_SHIMMERING_DRAGON, PM_SHIMMERING_DRAGON},
 #endif
     { PM_BABY_RED_DRAGON, PM_RED_DRAGON },
     { PM_BABY_WHITE_DRAGON, PM_WHITE_DRAGON },
     { PM_BABY_ORANGE_DRAGON, PM_ORANGE_DRAGON },
     { PM_BABY_BLACK_DRAGON, PM_BLACK_DRAGON },
     { PM_BABY_BLUE_DRAGON, PM_BLUE_DRAGON },
     { PM_BABY_GREEN_DRAGON, PM_GREEN_DRAGON },
     { PM_BABY_YELLOW_DRAGON, PM_YELLOW_DRAGON },
     { PM_RED_NAGA_HATCHLING, PM_RED_NAGA },
     { PM_BLACK_NAGA_HATCHLING, PM_BLACK_NAGA },
     { PM_GOLDEN_NAGA_HATCHLING, PM_GOLDEN_NAGA },
     { PM_GUARDIAN_NAGA_HATCHLING, PM_GUARDIAN_NAGA },
     { PM_SMALL_MIMIC, PM_LARGE_MIMIC },
     { PM_LARGE_MIMIC, PM_GIANT_MIMIC },
     { PM_BABY_LONG_WORM, PM_LONG_WORM },
     { PM_BABY_PURPLE_WORM, PM_PURPLE_WORM },
     { PM_BABY_CROCODILE, PM_CROCODILE },
     { PM_SOLDIER, PM_SERGEANT },
     { PM_SERGEANT, PM_LIEUTENANT },
     { PM_LIEUTENANT, PM_CAPTAIN },
     { PM_WATCHMAN, PM_WATCH_CAPTAIN },
     { PM_ALIGNED_PRIEST, PM_HIGH_PRIEST },
     { PM_STUDENT, PM_ARCHEOLOGIST },
     { PM_ATTENDANT, PM_HEALER },
     { PM_PAGE, PM_KNIGHT },
     { PM_ACOLYTE, PM_PRIEST },
     { PM_APPRENTICE, PM_WIZARD },
     { PM_MANES, PM_LEMURE },
     { PM_KEYSTONE_KOP, PM_KOP_SERGEANT },
     { PM_KOP_SERGEANT, PM_KOP_LIEUTENANT },
     { PM_KOP_LIEUTENANT, PM_KOP_KAPTAIN },
     { NON_PM, NON_PM }
 };
 

little_to_big

 int
 little_to_big(montype)
 int montype;
 {
     register int i;
 
     for (i = 0; grownups[i][0] >= LOW_PM; i++)
         if (montype == grownups[i][0]) {
             montype = grownups[i][1];
             break;
         }
     return montype;
 }
 

big_to_little

 int
 big_to_little(montype)
 int montype;
 {
     register int i;
 
     for (i = 0; grownups[i][0] >= LOW_PM; i++)
         if (montype == grownups[i][1]) {
             montype = grownups[i][0];
             break;
         }
     return montype;
 }
 

big_little_match

 /* determine whether two permonst indices are part of the same progression;
    existence of progressions with more than one step makes it a bit tricky */
 boolean
 big_little_match(montyp1, montyp2)
 int montyp1, montyp2;
 {
     int l, b;
 
     /* simplest case: both are same pm */
     if (montyp1 == montyp2)
         return TRUE;
     /* assume it isn't possible to grow from one class letter to another */
     if (mons[montyp1].mlet != mons[montyp2].mlet)
         return FALSE;
     /* check whether montyp1 can grow up into montyp2 */
     for (l = montyp1; (b = little_to_big(l)) != l; l = b)
         if (b == montyp2)
             return TRUE;
     /* check whether montyp2 can grow up into montyp1 */
     for (l = montyp2; (b = little_to_big(l)) != l; l = b)
         if (b == montyp1)
             return TRUE;
     /* neither grows up to become the other; no match */
     return FALSE;
 }
 

raceptr

 /*
  * Return the permonst ptr for the race of the monster.
  * Returns correct pointer for non-polymorphed and polymorphed
  * player.  It does not return a pointer to player role character.
  */
 const struct permonst *
 raceptr(mtmp)
 struct monst *mtmp;
 {
     if (mtmp == &youmonst && !Upolyd)
         return &mons[urace.malenum];
     else
         return mtmp->data;
 }
 
 static const char *levitate[4] = { "float", "Float", "wobble", "Wobble" };
 static const char *flys[4] = { "fly", "Fly", "flutter", "Flutter" };
 static const char *flyl[4] = { "fly", "Fly", "stagger", "Stagger" };
 static const char *slither[4] = { "slither", "Slither", "falter", "Falter" };
 static const char *ooze[4] = { "ooze", "Ooze", "tremble", "Tremble" };
 static const char *immobile[4] = { "wiggle", "Wiggle", "pulsate", "Pulsate" };
 static const char *crawl[4] = { "crawl", "Crawl", "falter", "Falter" };
 

locomotion

 const char *
 locomotion(ptr, def)
 const struct permonst *ptr;
 const char *def;
 {
     int capitalize = (*def == highc(*def));
 
     return (is_floater(ptr) ? levitate[capitalize]
             : (is_flyer(ptr) && ptr->msize <= MZ_SMALL) ? flys[capitalize]
               : (is_flyer(ptr) && ptr->msize > MZ_SMALL) ? flyl[capitalize]
                 : slithy(ptr) ? slither[capitalize]
                   : amorphous(ptr) ? ooze[capitalize]
                     : !ptr->mmove ? immobile[capitalize]
                       : nolimbs(ptr) ? crawl[capitalize]
                         : def);
 }
 

stagger

 const char *
 stagger(ptr, def)
 const struct permonst *ptr;
 const char *def;
 {
     int capitalize = 2 + (*def == highc(*def));
 
     return (is_floater(ptr) ? levitate[capitalize]
             : (is_flyer(ptr) && ptr->msize <= MZ_SMALL) ? flys[capitalize]
               : (is_flyer(ptr) && ptr->msize > MZ_SMALL) ? flyl[capitalize]
                 : slithy(ptr) ? slither[capitalize]
                   : amorphous(ptr) ? ooze[capitalize]
                     : !ptr->mmove ? immobile[capitalize]
                       : nolimbs(ptr) ? crawl[capitalize]
                         : def);
 }
 

on_fire

 /* return phrase describing the effect of fire attack on a type of monster */
 const char *
 on_fire(mptr, mattk)
 struct permonst *mptr;
 struct attack *mattk;
 {
     const char *what;
 
     switch (monsndx(mptr)) {
     case PM_FLAMING_SPHERE:
     case PM_FIRE_VORTEX:
     case PM_FIRE_ELEMENTAL:
     case PM_SALAMANDER:
         what = "already on fire";
         break;
     case PM_WATER_ELEMENTAL:
     case PM_FOG_CLOUD:
     case PM_STEAM_VORTEX:
         what = "boiling";
         break;
     case PM_ICE_VORTEX:
     case PM_GLASS_GOLEM:
         what = "melting";
         break;
     case PM_STONE_GOLEM:
     case PM_CLAY_GOLEM:
     case PM_GOLD_GOLEM:
     case PM_AIR_ELEMENTAL:
     case PM_EARTH_ELEMENTAL:
     case PM_DUST_VORTEX:
     case PM_ENERGY_VORTEX:
         what = "heating up";
         break;
     default:
         what = (mattk->aatyp == AT_HUGS) ? "being roasted" : "on fire";
         break;
     }
     return what;
 }
 

olfaction

 /*
  * Returns:
  *      True if monster is presumed to have a sense of smell.
  *      False if monster definitely does not have a sense of smell.
  *
  * Do not base this on presence of a head or nose, since many
  * creatures sense smells other ways (feelers, forked-tongues, etc.)
  * We're assuming all insects can smell at a distance too.
  */
 boolean
 olfaction(mdat)
 struct permonst *mdat;
 {
     if (is_golem(mdat)
         || mdat->mlet == S_EYE /* spheres  */
         || mdat->mlet == S_JELLY || mdat->mlet == S_PUDDING
         || mdat->mlet == S_BLOB || mdat->mlet == S_VORTEX
         || mdat->mlet == S_ELEMENTAL
         || mdat->mlet == S_FUNGUS /* mushrooms and fungi */
         || mdat->mlet == S_LIGHT)
         return FALSE;
     return TRUE;
 }
 
 /*mondata.c*/