text: /* NetHack 3.7	polyself.c	$NHDT-Date: 1626312523 2021/07/15 01:28:43 $  $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.162 $ */
  /*      Copyright (C) 1987, 1988, 1989 by Ken Arromdee */
  /* NetHack may be freely redistributed.  See license for details. */
  
  /*
   * Polymorph self routine.
   *
   * Note:  the light source handling code assumes that both g.youmonst.m_id
   * and g.youmonst.mx will always remain 0 when it handles the case of the
   * player polymorphed into a light-emitting monster.
   *
   * Transformation sequences:
   *              /-> polymon                 poly into monster form
   *    polyself =
   *              \-> newman -> polyman       fail to poly, get human form
   *
   *    rehumanize -> polyman                 return to original form
   *
   *    polymon (called directly)             usually golem petrification
   */
  
  #include "hack.h"
  
  static void check_strangling(boolean);
  static void polyman(const char *, const char *);
  static void dropp(struct obj *);
  static void break_armor(void);
  static void drop_weapon(int);
  static int armor_to_dragon(int);
  static void newman(void);
  static void polysense(void);
  
  static const char no_longer_petrify_resistant[] =
      "No longer petrify-resistant, you";
  
  /* update the g.youmonst.data structure pointer and intrinsics */
  void
  set_uasmon(void)
  {
      struct permonst *mdat = &mons[u.umonnum];
      boolean was_vampshifter = valid_vampshiftform(g.youmonst.cham, u.umonnum);
  
      set_mon_data(&g.youmonst, mdat);
  
      if (Protection_from_shape_changers)
          g.youmonst.cham = NON_PM;
      else if (is_vampire(g.youmonst.data))
          g.youmonst.cham = g.youmonst.mnum;
      /* assume hero-as-chameleon/doppelganger/sandestin doesn't change shape */
      else if (!was_vampshifter)
          g.youmonst.cham = NON_PM;
      u.mcham = g.youmonst.cham; /* for save/restore since youmonst isn't */
  
  #define PROPSET(PropIndx, ON)                          \
      do {                                               \
          if (ON)                                        \
              u.uprops[PropIndx].intrinsic |= FROMFORM;  \
          else                                           \
              u.uprops[PropIndx].intrinsic &= ~FROMFORM; \
      } while (0)
  
      PROPSET(FIRE_RES, resists_fire(&g.youmonst));
      PROPSET(COLD_RES, resists_cold(&g.youmonst));
      PROPSET(SLEEP_RES, resists_sleep(&g.youmonst));
      PROPSET(DISINT_RES, resists_disint(&g.youmonst));
      PROPSET(SHOCK_RES, resists_elec(&g.youmonst));
      PROPSET(POISON_RES, resists_poison(&g.youmonst));
      PROPSET(ACID_RES, resists_acid(&g.youmonst));
      PROPSET(STONE_RES, resists_ston(&g.youmonst));
      {
          /* resists_drli() takes wielded weapon into account; suppress it */
          struct obj *save_uwep = uwep;
  
          uwep = 0;
          PROPSET(DRAIN_RES, resists_drli(&g.youmonst));
          uwep = save_uwep;
      }
      /* resists_magm() takes wielded, worn, and carried equipment into
         into account; cheat and duplicate its monster-specific part */
      PROPSET(ANTIMAGIC, (dmgtype(mdat, AD_MAGM)
                          || mdat == &mons[PM_BABY_GRAY_DRAGON]
                          || dmgtype(mdat, AD_RBRE)));
      PROPSET(SICK_RES, (mdat->mlet == S_FUNGUS || mdat == &mons[PM_GHOUL]));
  
      PROPSET(STUNNED, (mdat == &mons[PM_STALKER] || is_bat(mdat)));
      PROPSET(HALLUC_RES, dmgtype(mdat, AD_HALU));
      PROPSET(SEE_INVIS, perceives(mdat));
      PROPSET(TELEPAT, telepathic(mdat));
      /* note that Infravision uses mons[race] rather than usual mons[role] */
      PROPSET(INFRAVISION, infravision(Upolyd ? mdat : &mons[g.urace.malenum]));
      PROPSET(INVIS, pm_invisible(mdat));
      PROPSET(TELEPORT, can_teleport(mdat));
      PROPSET(TELEPORT_CONTROL, control_teleport(mdat));
      PROPSET(LEVITATION, is_floater(mdat));
      /* floating eye is the only 'floater'; it is also flagged as a 'flyer';
         suppress flying for it so that enlightenment doesn't confusingly
         show latent flight capability always blocked by levitation */
      PROPSET(FLYING, (is_flyer(mdat) && !is_floater(mdat)));
      PROPSET(SWIMMING, is_swimmer(mdat));
      /* [don't touch MAGICAL_BREATHING here; both Amphibious and Breathless
         key off of it but include different monster forms...] */
      PROPSET(PASSES_WALLS, passes_walls(mdat));
      PROPSET(REGENERATION, regenerates(mdat));
      PROPSET(REFLECTING, (mdat == &mons[PM_SILVER_DRAGON]));
  #undef PROPSET
  
      float_vs_flight(); /* maybe toggle (BFlying & I_SPECIAL) */
      polysense();
  
  #ifdef STATUS_HILITES
      if (VIA_WINDOWPORT())
          status_initialize(REASSESS_ONLY);
  #endif
  }
  
  /* Levitation overrides Flying; set or clear BFlying|I_SPECIAL */
  void
  float_vs_flight(void)
  {
      boolean stuck_in_floor = (u.utrap && u.utraptype != TT_PIT);
  
      /* floating overrides flight; so does being trapped in the floor */
      if ((HLevitation || ELevitation)
          || ((HFlying || EFlying) && stuck_in_floor))
          BFlying |= I_SPECIAL;
      else
          BFlying &= ~I_SPECIAL;
      /* being trapped on the ground (bear trap, web, molten lava survived
         with fire resistance, former lava solidified via cold, tethered
         to a buried iron ball) overrides floating--the floor is reachable */
      if ((HLevitation || ELevitation) && stuck_in_floor)
          BLevitation |= I_SPECIAL;
      else
          BLevitation &= ~I_SPECIAL;
      g.context.botl = TRUE;
  }
  
  /* for changing into form that's immune to strangulation */
  static void
  check_strangling(boolean on)
  {
      /* on -- maybe resume strangling */
      if (on) {
          boolean was_strangled = (Strangled != 0L);
  
          /* when Strangled is already set, polymorphing from one
             vulnerable form into another causes the counter to be reset */
          if (uamul && uamul->otyp == AMULET_OF_STRANGULATION
              && can_be_strangled(&g.youmonst)) {
              Strangled = 6L;
              g.context.botl = TRUE;
              Your("%s %s your %s!", simpleonames(uamul),
                   was_strangled ? "still constricts" : "begins constricting",
                   body_part(NECK)); /* "throat" */
              makeknown(AMULET_OF_STRANGULATION);
          }
  
      /* off -- maybe block strangling */
      } else {
          if (Strangled && !can_be_strangled(&g.youmonst)) {
              Strangled = 0L;
              g.context.botl = TRUE;
              You("are no longer being strangled.");
          }
      }
  }
  
  DISABLE_WARNING_FORMAT_NONLITERAL
  
  /* make a (new) human out of the player */
  static void
  polyman(const char *fmt, const char *arg)
  {
      boolean sticky = (sticks(g.youmonst.data) && u.ustuck && !u.uswallow),
              was_mimicking = (U_AP_TYPE != M_AP_NOTHING);
      boolean was_blind = !!Blind;
  
      if (Upolyd) {
          u.acurr = u.macurr; /* restore old attribs */
          u.amax = u.mamax;
          u.umonnum = u.umonster;
          flags.female = u.mfemale;
      }
      set_uasmon();
  
      u.mh = u.mhmax = 0;
      u.mtimedone = 0;
      skinback(FALSE);
      u.uundetected = 0;
  
      if (sticky)
          uunstick();
      find_ac();
      if (was_mimicking) {
          if (g.multi < 0)
              unmul("");
          g.youmonst.m_ap_type = M_AP_NOTHING;
          g.youmonst.mappearance = 0;
      }
  
      newsym(u.ux, u.uy);
  
      urgent_pline(fmt, arg);
      /* check whether player foolishly genocided self while poly'd */
      if (ugenocided()) {
          /* intervening activity might have clobbered genocide info */
          struct kinfo *kptr = find_delayed_killer(POLYMORPH);
  
          if (kptr != (struct kinfo *) 0 && kptr->name[0]) {
              g.killer.format = kptr->format;
              Strcpy(g.killer.name, kptr->name);
          } else {
              g.killer.format = KILLED_BY;
              Strcpy(g.killer.name, "self-genocide");
          }
          dealloc_killer(kptr);
          done(GENOCIDED);
      }
  
      if (u.twoweap && !could_twoweap(g.youmonst.data))
          untwoweapon();
  
      if (u.utrap && u.utraptype == TT_PIT) {
          set_utrap(rn1(6, 2), TT_PIT); /* time to escape resets */
      }
      if (was_blind && !Blind) { /* reverting from eyeless */
          Blinded = 1L;
          make_blinded(0L, TRUE); /* remove blindness */
      }
      check_strangling(TRUE);
  
      if (!Levitation && !u.ustuck && is_pool_or_lava(u.ux, u.uy))
          spoteffects(TRUE);
  
      see_monsters();
  }
  
  RESTORE_WARNING_FORMAT_NONLITERAL
  
  void
  change_sex(void)
  {
      /* setting u.umonster for caveman/cavewoman or priest/priestess
         swap unintentionally makes `Upolyd' appear to be true */
      boolean already_polyd = (boolean) Upolyd;
  
      /* Some monsters are always of one sex and their sex can't be changed;
       * Succubi/incubi can change, but are handled below.
       *
       * !already_polyd check necessary because is_male() and is_female()
       * are true if the player is a priest/priestess.
       */
      if (!already_polyd
          || (!is_male(g.youmonst.data) && !is_female(g.youmonst.data)
              && !is_neuter(g.youmonst.data)))
          flags.female = !flags.female;
      if (already_polyd) /* poly'd: also change saved sex */
          u.mfemale = !u.mfemale;
      max_rank_sz(); /* [this appears to be superfluous] */
      if ((already_polyd ? u.mfemale : flags.female) && g.urole.name.f)
          Strcpy(g.pl_character, g.urole.name.f);
      else
          Strcpy(g.pl_character, g.urole.name.m);
      u.umonster = ((already_polyd ? u.mfemale : flags.female)
                    && g.urole.femalenum != NON_PM)
                       ? g.urole.femalenum
                       : g.urole.malenum;
      if (!already_polyd) {
          u.umonnum = u.umonster;
      } else if (u.umonnum == PM_AMOROUS_DEMON) {
          flags.female = !flags.female;
  #if 0
          /* change monster type to match new sex; disabled with
             PM_AMOROUS_DEMON */
  
          u.umonnum = (u.umonnum == PM_SUCCUBUS) ? PM_INCUBUS : PM_SUCCUBUS;
  #endif
          set_uasmon();
      }
  }
  
  static void
  newman(void)
  {
      int i, oldlvl, newlvl, hpmax, enmax;
  
      oldlvl = u.ulevel;
      newlvl = oldlvl + rn1(5, -2);     /* new = old + {-2,-1,0,+1,+2} */
      if (newlvl > 127 || newlvl < 1) { /* level went below 0? */
          goto dead; /* old level is still intact (in case of lifesaving) */
      }
      if (newlvl > MAXULEV)
          newlvl = MAXULEV;
      /* If your level goes down, your peak level goes down by
         the same amount so that you can't simply use blessed
         full healing to undo the decrease.  But if your level
         goes up, your peak level does *not* undergo the same
         adjustment; you might end up losing out on the chance
         to regain some levels previously lost to other causes. */
      if (newlvl < oldlvl)
          u.ulevelmax -= (oldlvl - newlvl);
      if (u.ulevelmax < newlvl)
          u.ulevelmax = newlvl;
      u.ulevel = newlvl;
  
      if (g.sex_change_ok && !rn2(10))
          change_sex();
  
      adjabil(oldlvl, (int) u.ulevel);
  
      /* random experience points for the new experience level */
      u.uexp = rndexp(FALSE);
  
      /* set up new attribute points (particularly Con) */
      redist_attr();
  
      /*
       * New hit points:
       *  remove level-gain based HP from any extra HP accumulated
       *  (the "extra" might actually be negative);
       *  modify the extra, retaining {80%, 90%, 100%, or 110%};
       *  add in newly generated set of level-gain HP.
       *
       * (This used to calculate new HP in direct proportion to old HP,
       * but that was subject to abuse:  accumulate a large amount of
       * extra HP, drain level down to 1, then polyself to level 2 or 3
       * [lifesaving capability needed to handle level 0 and -1 cases]
       * and the extra got multiplied by 2 or 3.  Repeat the level
       * drain and polyself steps until out of lifesaving capability.)
       */
      hpmax = u.uhpmax;
      for (i = 0; i < oldlvl; i++)
          hpmax -= (int) u.uhpinc[i];
      /* hpmax * rn1(4,8) / 10; 0.95*hpmax on average */
      hpmax = rounddiv((long) hpmax * (long) rn1(4, 8), 10);
      for (i = 0; (u.ulevel = i) < newlvl; i++)
          hpmax += newhp();
      if (hpmax < u.ulevel)
          hpmax = u.ulevel; /* min of 1 HP per level */
      /* retain same proportion for current HP; u.uhp * hpmax / u.uhpmax */
      u.uhp = rounddiv((long) u.uhp * (long) hpmax, u.uhpmax);
      u.uhpmax = hpmax;
      /*
       * Do the same for spell power.
       */
      enmax = u.uenmax;
      for (i = 0; i < oldlvl; i++)
          enmax -= (int) u.ueninc[i];
      enmax = rounddiv((long) enmax * (long) rn1(4, 8), 10);
      for (i = 0; (u.ulevel = i) < newlvl; i++)
          enmax += newpw();
      if (enmax < u.ulevel)
          enmax = u.ulevel;
      u.uen = rounddiv((long) u.uen * (long) enmax,
                       ((u.uenmax < 1) ? 1 : u.uenmax));
      u.uenmax = enmax;
      /* [should alignment record be tweaked too?] */
  
      u.uhunger = rn1(500, 500);
      if (Sick)
          make_sick(0L, (char *) 0, FALSE, SICK_ALL);
      if (Stoned)
          make_stoned(0L, (char *) 0, 0, (char *) 0);
      if (u.uhp <= 0) {
          if (Polymorph_control) { /* even when Stunned || Unaware */
              if (u.uhp <= 0)
                  u.uhp = 1;
          } else {
   dead:      /* we come directly here if experience level went to 0 or less */
              urgent_pline(
                       "Your new form doesn't seem healthy enough to survive.");
              g.killer.format = KILLED_BY_AN;
              Strcpy(g.killer.name, "unsuccessful polymorph");
              done(DIED);
              /* must have been life-saved to get here */
              newuhs(FALSE);
              (void) encumber_msg(); /* used to be done by redist_attr() */
              return; /* lifesaved */
          }
      }
      newuhs(FALSE);
      polyman("You feel like a new %s!",
              /* use saved gender we're about to revert to, not current */
              ((Upolyd ? u.mfemale : flags.female) && g.urace.individual.f)
                  ? g.urace.individual.f
                  : (g.urace.individual.m)
                     ? g.urace.individual.m
                     : g.urace.noun);
      if (Slimed) {
          Your("body transforms, but there is still slime on you.");
          make_slimed(10L, (const char *) 0);
      }
  
      g.context.botl = 1;
      see_monsters();
      (void) encumber_msg();
  
      retouch_equipment(2);
      if (!uarmg)
          selftouch(no_longer_petrify_resistant);
  }
  
  void
  polyself(int psflags)
  {
      char buf[BUFSZ];
      int old_light, new_light, mntmp, class, tryct, gvariant = NEUTRAL;
      boolean forcecontrol = (psflags == 1),
              monsterpoly = (psflags == 2),
              formrevert = (psflags == 3),
              draconian = (uarm && Is_dragon_armor(uarm)),
              iswere = (u.ulycn >= LOW_PM),
              isvamp = (is_vampire(g.youmonst.data)
                        || is_vampshifter(&g.youmonst)),
              controllable_poly = Polymorph_control && !(Stunned || Unaware);
  
      if (Unchanging) {
          pline("You fail to transform!");
          return;
      }
      /* being Stunned|Unaware doesn't negate this aspect of Poly_control */
      if (!Polymorph_control && !forcecontrol && !draconian && !iswere
          && !isvamp) {
          if (rn2(20) > ACURR(A_CON)) {
              You1(shudder_for_moment);
              losehp(rnd(30), "system shock", KILLED_BY_AN);
              exercise(A_CON, FALSE);
              return;
          }
      }
      old_light = emits_light(g.youmonst.data);
      mntmp = NON_PM;
  
      if (formrevert) {
          mntmp = g.youmonst.cham;
          monsterpoly = TRUE;
          controllable_poly = FALSE;
      }
      if (monsterpoly && isvamp)
          goto do_vampyr;
  
      if (controllable_poly || forcecontrol) {
          buf[0] = '\0';
          tryct = 5;
          do {
              mntmp = NON_PM;
              getlin("Become what kind of monster? [type the name]", buf);
              (void) mungspaces(buf);
              if (*buf == '\033') {
                  /* user is cancelling controlled poly */
                  if (forcecontrol) { /* wizard mode #polyself */
                      pline1(Never_mind);
                      return;
                  }
                  Strcpy(buf, "*"); /* resort to random */
              }
              if (!strcmp(buf, "*") || !strcmp(buf, "random")) {
                  /* explicitly requesting random result */
                  tryct = 0; /* will skip thats_enough_tries */
                  continue;  /* end do-while(--tryct > 0) loop */
              }
              class = 0;
              mntmp = name_to_mon(buf, &gvariant);
              if (mntmp < LOW_PM) {
   by_class:
                  class = name_to_monclass(buf, &mntmp);
                  if (class && mntmp == NON_PM)
                      mntmp = (draconian && class == S_DRAGON)
                              ? armor_to_dragon(uarm->otyp)
                              : mkclass_poly(class);
              }
              if (mntmp < LOW_PM) {
                  if (!class)
                      pline("I've never heard of such monsters.");
                  else
                      You_cant("polymorph into any of those.");
              } else if (wizard && Upolyd
                         && (mntmp == u.umonster
                             /* "priest" and "priestess" match the monster
                                rather than the role; override that unless
                                the text explicitly contains "aligned" */
                             || (u.umonster == PM_CLERIC
                                 && mntmp == PM_ALIGNED_CLERIC
                                 && !strstri(buf, "aligned")))) {
                  /* in wizard mode, picking own role while poly'd reverts to
                     normal without newman()'s chance of level or sex change */
                  rehumanize();
                  old_light = 0; /* rehumanize() extinguishes u-as-mon light */
                  goto made_change;
              } else if (iswere && (were_beastie(mntmp) == u.ulycn
                                    || mntmp == counter_were(u.ulycn)
                                    || (Upolyd && mntmp == PM_HUMAN))) {
                  goto do_shift;
              } else if (!polyok(&mons[mntmp])
                         /* Note:  humans are illegal as monsters, but an
                            illegal monster forces newman(), which is what
                            we want if they specified a human.... (unless
                            they specified a unique monster) */
                         && !(mntmp == PM_HUMAN
                              || (your_race(&mons[mntmp])
                                  && (mons[mntmp].geno & G_UNIQ) == 0)
                              || mntmp == g.urole.malenum
                              || mntmp == g.urole.femalenum)) {
                  const char *pm_name;
  
                  /* mkclass_poly() can pick a !polyok()
                     candidate; if so, usually try again */
                  if (class) {
                      if (rn2(3) || --tryct > 0)
                          goto by_class;
                      /* no retries left; put one back on counter
                         so that end of loop decrement will yield
                         0 and trigger thats_enough_tries message */
                      ++tryct;
                  }
                  pm_name = pmname(&mons[mntmp], flags.female ? FEMALE : MALE);
                  if (the_unique_pm(&mons[mntmp]))
                      pm_name = the(pm_name);
                  else if (!type_is_pname(&mons[mntmp]))
                      pm_name = an(pm_name);
                  You_cant("polymorph into %s.", pm_name);
              } else
                  break;
          } while (--tryct > 0);
          if (!tryct)
              pline1(thats_enough_tries);
          /* allow skin merging, even when polymorph is controlled */
          if (draconian && (tryct <= 0 || mntmp == armor_to_dragon(uarm->otyp)))
              goto do_merge;
          if (isvamp && (tryct <= 0 || mntmp == PM_WOLF || mntmp == PM_FOG_CLOUD
                         || is_bat(&mons[mntmp])))
              goto do_vampyr;
      } else if (draconian || iswere || isvamp) {
          /* special changes that don't require polyok() */
          if (draconian) {
   do_merge:
              mntmp = armor_to_dragon(uarm->otyp);
              if (!(g.mvitals[mntmp].mvflags & G_GENOD)) {
                  unsigned was_lit = uarm->lamplit;
                  int arm_light = artifact_light(uarm) ? arti_light_radius(uarm)
                                                       : 0;
  
                  /* allow G_EXTINCT */
                  if (Is_dragon_scales(uarm)) {
                      /* dragon scales remain intact as uskin */
                      You("merge with your scaly armor.");
                  } else { /* dragon scale mail reverts to scales */
                      /* similar to noarmor(invent.c),
                         shorten to "<color> scale mail" */
                      Strcpy(buf, simpleonames(uarm));
                      strsubst(buf, " dragon ", " ");
                      /* tricky phrasing; dragon scale mail is singular, dragon
                         scales are plural (note: we don't use "set of scales",
                         which usually overrides the distinction, here) */
                      Your("%s reverts to scales as you merge with them.", buf);
                      /* uarm->spe enchantment remains unchanged;
                         re-converting scales to mail poses risk
                         of evaporation due to over enchanting */
                      uarm->otyp += GRAY_DRAGON_SCALES - GRAY_DRAGON_SCALE_MAIL;
                      uarm->dknown = 1;
                      g.context.botl = 1; /* AC is changing */
                  }
                  uskin = uarm;
                  uarm = (struct obj *) 0;
                  /* save/restore hack */
                  uskin->owornmask |= I_SPECIAL;
                  if (was_lit)
                      maybe_adjust_light(uskin, arm_light);
                  update_inventory();
              }
          } else if (iswere) {
   do_shift:
              if (Upolyd && were_beastie(mntmp) != u.ulycn)
                  mntmp = PM_HUMAN; /* Illegal; force newman() */
              else
                  mntmp = u.ulycn;
          } else if (isvamp) {
   do_vampyr:
              if (mntmp < LOW_PM || (mons[mntmp].geno & G_UNIQ)) {
                  mntmp = (g.youmonst.data == &mons[PM_VAMPIRE_LEADER]
                           && !rn2(10)) ? PM_WOLF
                                        : !rn2(4) ? PM_FOG_CLOUD
                                                  : PM_VAMPIRE_BAT;
                  if (g.youmonst.cham >= LOW_PM
                      && !is_vampire(g.youmonst.data) && !rn2(2))
                      mntmp = g.youmonst.cham;
              }
              if (controllable_poly) {
                  Sprintf(buf, "Become %s?",
                          an(pmname(&mons[mntmp], gvariant)));
                  if (yn(buf) != 'y')
                      return;
              }
          }
          /* if polymon fails, "you feel" message has been given
             so don't follow up with another polymon or newman;
             sex_change_ok left disabled here */
          if (mntmp == PM_HUMAN)
              newman(); /* werecritter */
          else
              (void) polymon(mntmp);
          goto made_change; /* maybe not, but this is right anyway */
      }
  
      if (mntmp < LOW_PM) {
          tryct = 200;
          do {
              /* randomly pick an "ordinary" monster */
              mntmp = rn1(SPECIAL_PM - LOW_PM, LOW_PM);
              if (polyok(&mons[mntmp]) && !is_placeholder(&mons[mntmp]))
                  break;
          } while (--tryct > 0);
      }
  
      /* The below polyok() fails either if everything is genocided, or if
       * we deliberately chose something illegal to force newman().
       */
      g.sex_change_ok++;
      if (!polyok(&mons[mntmp]) || (!forcecontrol && !rn2(5))
          || your_race(&mons[mntmp])) {
          newman();
      } else {
          (void) polymon(mntmp);
      }
      g.sex_change_ok--; /* reset */
  
   made_change:
      new_light = emits_light(g.youmonst.data);
      if (old_light != new_light) {
          if (old_light)
              del_light_source(LS_MONSTER, monst_to_any(&g.youmonst));
          if (new_light == 1)
              ++new_light; /* otherwise it's undetectable */
          if (new_light)
              new_light_source(u.ux, u.uy, new_light, LS_MONSTER,
                               monst_to_any(&g.youmonst));
      }
  }
  
  /* (try to) make a mntmp monster out of the player;
     returns 1 if polymorph successful */
  int
  polymon(int mntmp)
  {
      char buf[BUFSZ];
      boolean sticky = sticks(g.youmonst.data) && u.ustuck && !u.uswallow,
              was_blind = !!Blind, dochange = FALSE;
      int mlvl;
  
      if (g.mvitals[mntmp].mvflags & G_GENOD) { /* allow G_EXTINCT */
          You_feel("rather %s-ish.",
                   pmname(&mons[mntmp], flags.female ? FEMALE : MALE));
          exercise(A_WIS, TRUE);
          return 0;
      }
  
      /* KMH, conduct */
      u.uconduct.polyselfs++;
  
      /* exercise used to be at the very end but only Wis was affected
         there since the polymorph was always in effect by then */
      exercise(A_CON, FALSE);
      exercise(A_WIS, TRUE);
  
      if (!Upolyd) {
          /* Human to monster; save human stats */
          u.macurr = u.acurr;
          u.mamax = u.amax;
          u.mfemale = flags.female;
      } else {
          /* Monster to monster; restore human stats, to be
           * immediately changed to provide stats for the new monster
           */
          u.acurr = u.macurr;
          u.amax = u.mamax;
          flags.female = u.mfemale;
      }
  
      /* if stuck mimicking gold, stop immediately */
      if (g.multi < 0 && U_AP_TYPE == M_AP_OBJECT
          && g.youmonst.data->mlet != S_MIMIC)
          unmul("");
      /* if becoming a non-mimic, stop mimicking anything */
      if (mons[mntmp].mlet != S_MIMIC) {
          /* as in polyman() */
          g.youmonst.m_ap_type = M_AP_NOTHING;
          g.youmonst.mappearance = 0;
      }
      if (is_male(&mons[mntmp])) {
          if (flags.female)
              dochange = TRUE;
      } else if (is_female(&mons[mntmp])) {
          if (!flags.female)
              dochange = TRUE;
      } else if (!is_neuter(&mons[mntmp]) && mntmp != u.ulycn) {
          if (g.sex_change_ok && !rn2(10))
              dochange = TRUE;
      }
  
      Strcpy(buf, (u.umonnum != mntmp) ? "" : "new ");
      if (dochange) {
          flags.female = !flags.female;
          Strcat(buf, (is_male(&mons[mntmp]) || is_female(&mons[mntmp]))
                         ? "" : flags.female ? "female " : "male ");
      }
      Strcat(buf, pmname(&mons[mntmp], flags.female ? FEMALE : MALE));
      You("%s %s!", (u.umonnum != mntmp) ? "turn into" : "feel like", an(buf));
  
      if (Stoned && poly_when_stoned(&mons[mntmp])) {
          /* poly_when_stoned already checked stone golem genocide */
          mntmp = PM_STONE_GOLEM;
          make_stoned(0L, "You turn to stone!", 0, (char *) 0);
      }
  
      u.mtimedone = rn1(500, 500);
      u.umonnum = mntmp;
      set_uasmon();
  
      /* New stats for monster, to last only as long as polymorphed.
       * Currently only strength gets changed.
       */
      if (strongmonst(&mons[mntmp]))
          ABASE(A_STR) = AMAX(A_STR) = STR18(100);
  
      if (Stone_resistance && Stoned) { /* parnes@eniac.seas.upenn.edu */
          make_stoned(0L, "You no longer seem to be petrifying.", 0,
                      (char *) 0);
      }
      if (Sick_resistance && Sick) {
          make_sick(0L, (char *) 0, FALSE, SICK_ALL);
          You("no longer feel sick.");
      }
      if (Slimed) {
          if (flaming(g.youmonst.data)) {
              make_slimed(0L, "The slime burns away!");
          } else if (mntmp == PM_GREEN_SLIME) {
              /* do it silently */
              make_slimed(0L, (char *) 0);
          }
      }
      check_strangling(FALSE); /* maybe stop strangling */
      if (nohands(g.youmonst.data))
          make_glib(0);
  
      /*
      mlvl = adj_lev(&mons[mntmp]);
       * We can't do the above, since there's no such thing as an
       * "experience level of you as a monster" for a polymorphed character.
       */
      mlvl = (int) mons[mntmp].mlevel;
      if (g.youmonst.data->mlet == S_DRAGON && mntmp >= PM_GRAY_DRAGON) {
          u.mhmax = In_endgame(&u.uz) ? (8 * mlvl) : (4 * mlvl + d(mlvl, 4));
      } else if (is_golem(g.youmonst.data)) {
          u.mhmax = golemhp(mntmp);
      } else {
          if (!mlvl)
              u.mhmax = rnd(4);
          else
              u.mhmax = d(mlvl, 8);
          if (is_home_elemental(&mons[mntmp]))
              u.mhmax *= 3;
      }
      u.mh = u.mhmax;
  
      if (u.ulevel < mlvl) {
          /* Low level characters can't become high level monsters for long */
  #ifdef DUMB
          /* DRS/NS 2.2.6 messes up -- Peter Kendell */
          int mtd = u.mtimedone, ulv = u.ulevel;
  
          u.mtimedone = mtd * ulv / mlvl;
  #else
          u.mtimedone = u.mtimedone * u.ulevel / mlvl;
  #endif
      }
  
      if (uskin && mntmp != armor_to_dragon(uskin->otyp))
          skinback(FALSE);
      break_armor();
      drop_weapon(1);
      (void) hideunder(&g.youmonst);
  
      if (u.utrap && u.utraptype == TT_PIT) {
          set_utrap(rn1(6, 2), TT_PIT); /* time to escape resets */
      }
      if (was_blind && !Blind) { /* previous form was eyeless */
          Blinded = 1L;
          make_blinded(0L, TRUE); /* remove blindness */
      }
      newsym(u.ux, u.uy); /* Change symbol */
  
      /* [note:  this 'sticky' handling is only sufficient for changing from
         grabber to engulfer or vice versa because engulfing by poly'd hero
         always ends immediately so won't be in effect during a polymorph] */
      if (!sticky && !u.uswallow && u.ustuck && sticks(g.youmonst.data))
          set_ustuck((struct monst *) 0);
      else if (sticky && !sticks(g.youmonst.data))
          uunstick();
  
      if (u.usteed) {
          if (touch_petrifies(u.usteed->data) && !Stone_resistance && rnl(3)) {
              pline("%s touch %s.", no_longer_petrify_resistant,
                    mon_nam(u.usteed));
              Sprintf(buf, "riding %s",
                      an(pmname(u.usteed->data, Mgender(u.usteed))));
              instapetrify(buf);
          }
          if (!can_ride(u.usteed))
              dismount_steed(DISMOUNT_POLY);
      }
  
      if (flags.verbose) {
          static const char use_thec[] = "Use the command #%s to %s.";
          static const char monsterc[] = "monster";
  
          if (can_breathe(g.youmonst.data))
              pline(use_thec, monsterc, "use your breath weapon");
          if (attacktype(g.youmonst.data, AT_SPIT))
              pline(use_thec, monsterc, "spit venom");
          if (g.youmonst.data->mlet == S_NYMPH)
              pline(use_thec, monsterc, "remove an iron ball");
          if (attacktype(g.youmonst.data, AT_GAZE))
              pline(use_thec, monsterc, "gaze at monsters");
          if (is_hider(g.youmonst.data))
              pline(use_thec, monsterc, "hide");
          if (is_were(g.youmonst.data))
              pline(use_thec, monsterc, "summon help");
          if (webmaker(g.youmonst.data))
              pline(use_thec, monsterc, "spin a web");
          if (u.umonnum == PM_GREMLIN)
              pline(use_thec, monsterc, "multiply in a fountain");
          if (is_unicorn(g.youmonst.data))
              pline(use_thec, monsterc, "use your horn");
          if (is_mind_flayer(g.youmonst.data))
              pline(use_thec, monsterc, "emit a mental blast");
          if (g.youmonst.data->msound == MS_SHRIEK) /* worthless, actually */
              pline(use_thec, monsterc, "shriek");
          if (is_vampire(g.youmonst.data) || is_vampshifter(&g.youmonst))
              pline(use_thec, monsterc, "change shape");
  
          if (lays_eggs(g.youmonst.data) && flags.female
              && !(g.youmonst.data == &mons[PM_GIANT_EEL]
                   || g.youmonst.data == &mons[PM_ELECTRIC_EEL]))
              pline(use_thec, "sit",
                    eggs_in_water(g.youmonst.data) ? "spawn in the water"
                                                   : "lay an egg");
      }
  
      /* you now know what an egg of your type looks like */
      if (lays_eggs(g.youmonst.data)) {
          learn_egg_type(u.umonnum);
          /* make queen bees recognize killer bee eggs */
          learn_egg_type(egg_type_from_parent(u.umonnum, TRUE));
      }
      find_ac();
      if ((!Levitation && !u.ustuck && !Flying && is_pool_or_lava(u.ux, u.uy))
          || (Underwater && !Swimming))
          spoteffects(TRUE);
      if (Passes_walls && u.utrap
          && (u.utraptype == TT_INFLOOR || u.utraptype == TT_BURIEDBALL)) {
          if (u.utraptype == TT_INFLOOR) {
              pline_The("rock seems to no longer trap you.");
          } else {
              pline_The("buried ball is no longer bound to you.");
              buried_ball_to_freedom();
          }
          reset_utrap(TRUE);
      } else if (likes_lava(g.youmonst.data) && u.utrap
                 && u.utraptype == TT_LAVA) {
          pline_The("%s now feels soothing.", hliquid("lava"));
          reset_utrap(TRUE);
      }
      if (amorphous(g.youmonst.data) || is_whirly(g.youmonst.data)
          || unsolid(g.youmonst.data)) {
          if (Punished) {
              You("slip out of the iron chain.");
              unpunish();
          } else if (u.utrap && u.utraptype == TT_BURIEDBALL) {
              You("slip free of the buried ball and chain.");
              buried_ball_to_freedom();
          }
      }
      if (u.utrap && (u.utraptype == TT_WEB || u.utraptype == TT_BEARTRAP)
          && (amorphous(g.youmonst.data) || is_whirly(g.youmonst.data)
              || unsolid(g.youmonst.data) || (g.youmonst.data->msize <= MZ_SMALL
                                            && u.utraptype == TT_BEARTRAP))) {
          You("are no longer stuck in the %s.",
              u.utraptype == TT_WEB ? "web" : "bear trap");
          /* probably should burn webs too if PM_FIRE_ELEMENTAL */
          reset_utrap(TRUE);
      }
      if (webmaker(g.youmonst.data) && u.utrap && u.utraptype == TT_WEB) {
          You("orient yourself on the web.");
          reset_utrap(TRUE);
      }
      check_strangling(TRUE); /* maybe start strangling */
  
      g.context.botl = 1;
      g.vision_full_recalc = 1;
      see_monsters();
      (void) encumber_msg();
  
      retouch_equipment(2);
      /* this might trigger a recursive call to polymon() [stone golem
         wielding cockatrice corpse and hit by stone-to-flesh, becomes
         flesh golem above, now gets transformed back into stone golem] */
      if (!uarmg)
          selftouch(no_longer_petrify_resistant);
      return 1;
  }
  
  /* dropx() jacket for break_armor() */
  static void
  dropp(struct obj *obj)
  {
      struct obj *otmp;
  
      /*
       * Dropping worn armor while polymorphing might put hero into water
       * (loss of levitation boots or water walking boots that the new
       * form can't wear), where emergency_disrobe() could remove it from
       * inventory.  Without this, dropx() could trigger an 'object lost'
       * panic.  Right now, boots are the only armor which might encounter
       * this situation, but handle it for all armor.
       *
       * Hypothetically, 'obj' could have merged with something (not
       * applicable for armor) and no longer be a valid pointer, so scan
       * inventory for it instead of trusting obj->where.
       */
      for (otmp = g.invent; otmp; otmp = otmp->nobj) {
          if (otmp == obj) {
              dropx(obj);
              break;
          }
      }
  }
  
  static void
  break_armor(void)
  {
      register struct obj *otmp;
  
      if (breakarm(g.youmonst.data)) {
          if ((otmp = uarm) != 0) {
              if (donning(otmp))
                  cancel_don();
              /* for gold DSM, we don't want Armor_gone() to report that it
                 stops shining _after_ we've been told that it is destroyed */
              if (otmp->lamplit)
                  end_burn(otmp, FALSE);
  
              You("break out of your armor!");
              exercise(A_STR, FALSE);
              (void) Armor_gone();
              useup(otmp);
          }
          if ((otmp = uarmc) != 0) {
              if (otmp->oartifact) {
                  Your("%s falls off!", cloak_simple_name(otmp));
                  (void) Cloak_off();
                  dropp(otmp);
              } else {
                  Your("%s tears apart!", cloak_simple_name(otmp));
                  (void) Cloak_off();
                  useup(otmp);
              }
          }
          if (uarmu) {
              Your("shirt rips to shreds!");
              useup(uarmu);
          }
      } else if (sliparm(g.youmonst.data)) {
          if ((otmp = uarm) != 0 && racial_exception(&g.youmonst, otmp) < 1) {
              if (donning(otmp))
                  cancel_don();
              Your("armor falls around you!");
              /* [note: _gone() instead of _off() dates to when life-saving
                 could force fire resisting armor back on if hero burned in
                 hell (3.0, predating Gehennom); the armor isn't actually
                 gone here but also isn't available to be put back on] */
              (void) Armor_gone();
              dropp(otmp);
          }
          if ((otmp = uarmc) != 0) {
              if (is_whirly(g.youmonst.data))
                  Your("%s falls, unsupported!", cloak_simple_name(otmp));
              else
                  You("shrink out of your %s!", cloak_simple_name(otmp));
              (void) Cloak_off();
              dropp(otmp);
          }
          if ((otmp = uarmu) != 0) {
              if (is_whirly(g.youmonst.data))
                  You("seep right through your shirt!");
              else
                  You("become much too small for your shirt!");
              setworn((struct obj *) 0, otmp->owornmask & W_ARMU);
              dropp(otmp);
          }
      }
      if (has_horns(g.youmonst.data)) {
          if ((otmp = uarmh) != 0) {
              if (is_flimsy(otmp) && !donning(otmp)) {
                  char hornbuf[BUFSZ];
  
                  /* Future possibilities: This could damage/destroy helmet */
                  Sprintf(hornbuf, "horn%s", plur(num_horns(g.youmonst.data)));
                  Your("%s %s through %s.", hornbuf, vtense(hornbuf, "pierce"),
                       yname(otmp));
              } else {
                  if (donning(otmp))
                      cancel_don();
                  Your("%s falls to the %s!", helm_simple_name(otmp),
                       surface(u.ux, u.uy));
                  (void) Helmet_off();
                  dropp(otmp);
              }
          }
      }
      if (nohands(g.youmonst.data) || verysmall(g.youmonst.data)) {
          if ((otmp = uarmg) != 0) {
              if (donning(otmp))
                  cancel_don();
              /* Drop weapon along with gloves */
              You("drop your gloves%s!", uwep ? " and weapon" : "");
              drop_weapon(0);
              (void) Gloves_off();
              /* Glib manipulation (ends immediately) handled by Gloves_off */
              dropp(otmp);
          }
          if ((otmp = uarms) != 0) {
              You("can no longer hold your shield!");
              (void) Shield_off();
              dropp(otmp);
          }
          if ((otmp = uarmh) != 0) {
              if (donning(otmp))
                  cancel_don();
              Your("%s falls to the %s!", helm_simple_name(otmp),
                   surface(u.ux, u.uy));
              (void) Helmet_off();
              dropp(otmp);
          }
      }
      if (nohands(g.youmonst.data) || verysmall(g.youmonst.data)
          || slithy(g.youmonst.data) || g.youmonst.data->mlet == S_CENTAUR) {
          if ((otmp = uarmf) != 0) {
              if (donning(otmp))
                  cancel_don();
              if (is_whirly(g.youmonst.data))
                  Your("boots fall away!");
              else
                  Your("boots %s off your feet!",
                       verysmall(g.youmonst.data) ? "slide" : "are pushed");
              (void) Boots_off();
              dropp(otmp);
          }
      }
      /* not armor, but eyewear shouldn't stay worn without a head to wear
         it/them on (should also come off if head is too tiny or too huge,
         but putting accessories on doesn't reject those cases [yet?]);
         amulet stays worn */
      if ((otmp = ublindf) != 0 && !has_head(g.youmonst.data)) {
          int l;
          const char *eyewear = simpleonames(otmp); /* blindfold|towel|lenses */
  
          if (!strncmp(eyewear, "pair of ", l = 8)) /* lenses */
              eyewear += l;
          Your("%s %s off!", eyewear, vtense(eyewear, "fall"));
          (void) Blindf_off((struct obj *) 0); /* Null: skip usual off mesg */
          dropp(otmp);
      }
      /* rings stay worn even when no hands */
  }
  
  static void
  drop_weapon(int alone)
  {
      struct obj *otmp;
      const char *what, *which, *whichtoo;
      boolean candropwep, candropswapwep, updateinv = TRUE;
  
      if (uwep) {
          /* !alone check below is currently superfluous but in the
           * future it might not be so if there are monsters which cannot
           * wear gloves but can wield weapons
           */
          if (!alone || cantwield(g.youmonst.data)) {
              candropwep = canletgo(uwep, "");
              candropswapwep = !u.twoweap || canletgo(uswapwep, "");
              if (alone) {
                  what = (candropwep && candropswapwep) ? "drop" : "release";
                  which = is_sword(uwep) ? "sword" : weapon_descr(uwep);
                  if (u.twoweap) {
                      whichtoo =
                          is_sword(uswapwep) ? "sword" : weapon_descr(uswapwep);
                      if (strcmp(which, whichtoo))
                          which = "weapon";
                  }
                  if (uwep->quan != 1L || u.twoweap)
                      which = makeplural(which);
  
                  You("find you must %s %s %s!", what,
                      the_your[!!strncmp(which, "corpse", 6)], which);
              }
              /* if either uwep or wielded uswapwep is flagged as 'in_use'
                 then don't drop it or explicitly update inventory; leave
                 those actions to caller (or caller's caller, &c) */
              if (u.twoweap) {
                  otmp = uswapwep;
                  uswapwepgone();
                  if (otmp->in_use)
                      updateinv = FALSE;
                  else if (candropswapwep)
                      dropx(otmp);
              }
              otmp = uwep;
              uwepgone();
              if (otmp->in_use)
                  updateinv = FALSE;
              else if (candropwep)
                  dropx(otmp);
              /* [note: dropp vs dropx -- if heart of ahriman is wielded, we
                 might be losing levitation by dropping it; but that won't
                 happen until the drop, unlike Boots_off() dumping hero into
                 water and triggering emergency_disrobe() before dropx()] */
  
              if (updateinv)
                  update_inventory();
          } else if (!could_twoweap(g.youmonst.data)) {
              untwoweapon();
          }
      }
  }
  
  /* return to original form, usually either due to polymorph timing out
     or dying from loss of hit points while being polymorphed */
  void
  rehumanize(void)
  {
      boolean was_flying = (Flying != 0);
  
      /* You can't revert back while unchanging */
      if (Unchanging) {
          if (u.mh < 1) {
              g.killer.format = NO_KILLER_PREFIX;
              Strcpy(g.killer.name, "killed while stuck in creature form");
              done(DIED);
          } else if (uamul && uamul->otyp == AMULET_OF_UNCHANGING) {
              Your("%s %s!", simpleonames(uamul), otense(uamul, "fail"));
              uamul->dknown = 1;
              makeknown(AMULET_OF_UNCHANGING);
          }
      }
  
      /*
       * Right now, dying while being a shifted vampire (bat, cloud, wolf)
       * reverts to human rather than to vampire.
       */
  
      if (emits_light(g.youmonst.data))
          del_light_source(LS_MONSTER, monst_to_any(&g.youmonst));
      polyman("You return to %s form!", g.urace.adj);
  
      if (u.uhp < 1) {
          /* can only happen if some bit of code reduces u.uhp
             instead of u.mh while poly'd */
          Your("old form was not healthy enough to survive.");
          Sprintf(g.killer.name, "reverting to unhealthy %s form", g.urace.adj);
          g.killer.format = KILLED_BY;
          done(DIED);
      }
      nomul(0);
  
      g.context.botl = 1;
      g.vision_full_recalc = 1;
      (void) encumber_msg();
      if (was_flying && !Flying && u.usteed)
          You("and %s return gently to the %s.",
              mon_nam(u.usteed), surface(u.ux, u.uy));
      retouch_equipment(2);
      if (!uarmg)
          selftouch(no_longer_petrify_resistant);
  }
  
  int
  dobreathe(void)
  {
      struct attack *mattk;
  
      if (Strangled) {
          You_cant("breathe.  Sorry.");
          return ECMD_OK;
      }
      if (u.uen < 15) {
          You("don't have enough energy to breathe!");
          return ECMD_OK;
      }
      u.uen -= 15;
      g.context.botl = 1;
  
      if (!getdir((char *) 0))
          return ECMD_CANCEL;
  
      mattk = attacktype_fordmg(g.youmonst.data, AT_BREA, AD_ANY);
      if (!mattk)
          impossible("bad breath attack?"); /* mouthwash needed... */
      else if (!u.dx && !u.dy && !u.dz)
          ubreatheu(mattk);
      else
          buzz((int) (20 + mattk->adtyp - 1), (int) mattk->damn, u.ux, u.uy,
               u.dx, u.dy);
      return ECMD_TIME;
  }
  
  int
  dospit(void)
  {
      struct obj *otmp;
      struct attack *mattk;
  
      if (!getdir((char *) 0))
          return ECMD_CANCEL;
      mattk = attacktype_fordmg(g.youmonst.data, AT_SPIT, AD_ANY);
      if (!mattk) {
          impossible("bad spit attack?");
      } else {
          switch (mattk->adtyp) {
          case AD_BLND:
          case AD_DRST:
              otmp = mksobj(BLINDING_VENOM, TRUE, FALSE);
              break;
          default:
              impossible("bad attack type in dospit");
              /*FALLTHRU*/
          case AD_ACID:
              otmp = mksobj(ACID_VENOM, TRUE, FALSE);
              break;
          }
          otmp->spe = 1; /* to indicate it's yours */
          throwit(otmp, 0L, FALSE, (struct obj *) 0);
      }
      return ECMD_TIME;
  }
  
  int
  doremove(void)
  {
      if (!Punished) {
          if (u.utrap && u.utraptype == TT_BURIEDBALL) {
              pline_The("ball and chain are buried firmly in the %s.",
                        surface(u.ux, u.uy));
              return ECMD_OK;
          }
          You("are not chained to anything!");
          return ECMD_OK;
      }
      unpunish();
      return ECMD_TIME;
  }
  
  int
  dospinweb(void)
  {
      register struct trap *ttmp = t_at(u.ux, u.uy);
  
      if (Levitation || Is_airlevel(&u.uz) || Underwater
          || Is_waterlevel(&u.uz)) {
          You("must be on the ground to spin a web.");
          return ECMD_OK;
      }
      if (u.uswallow) {
          You("release web fluid inside %s.", mon_nam(u.ustuck));
          if (is_animal(u.ustuck->data)) {
              expels(u.ustuck, u.ustuck->data, TRUE);
              return ECMD_OK;
          }
          if (is_whirly(u.ustuck->data)) {
              int i;
  
              for (i = 0; i < NATTK; i++)
                  if (u.ustuck->data->mattk[i].aatyp == AT_ENGL)
                      break;
              if (i == NATTK)
                  impossible("Swallower has no engulfing attack?");
              else {
                  char sweep[30];
  
                  sweep[0] = '\0';
                  switch (u.ustuck->data->mattk[i].adtyp) {
                  case AD_FIRE:
                      Strcpy(sweep, "ignites and ");
                      break;
                  case AD_ELEC:
                      Strcpy(sweep, "fries and ");
                      break;
                  case AD_COLD:
                      Strcpy(sweep, "freezes, shatters and ");
                      break;
                  }
                  pline_The("web %sis swept away!", sweep);
              }
              return ECMD_OK;
          } /* default: a nasty jelly-like creature */
          pline_The("web dissolves into %s.", mon_nam(u.ustuck));
          return ECMD_OK;
      }
      if (u.utrap) {
          You("cannot spin webs while stuck in a trap.");
          return ECMD_OK;
      }
      exercise(A_DEX, TRUE);
      if (ttmp) {
          switch (ttmp->ttyp) {
          case PIT:
          case SPIKED_PIT:
              You("spin a web, covering up the pit.");
              deltrap(ttmp);
              bury_objs(u.ux, u.uy);
              newsym(u.ux, u.uy);
              return ECMD_TIME;
          case SQKY_BOARD:
              pline_The("squeaky board is muffled.");
              deltrap(ttmp);
              newsym(u.ux, u.uy);
              return ECMD_TIME;
          case TELEP_TRAP:
          case LEVEL_TELEP:
          case MAGIC_PORTAL:
          case VIBRATING_SQUARE:
              Your("webbing vanishes!");
              return ECMD_OK;
          case WEB:
              You("make the web thicker.");
              return ECMD_TIME;
          case HOLE:
          case TRAPDOOR:
              You("web over the %s.",
                  (ttmp->ttyp == TRAPDOOR) ? "trap door" : "hole");
              deltrap(ttmp);
              newsym(u.ux, u.uy);
              return ECMD_TIME;
          case ROLLING_BOULDER_TRAP:
              You("spin a web, jamming the trigger.");
              deltrap(ttmp);
              newsym(u.ux, u.uy);
              return ECMD_TIME;
          case ARROW_TRAP:
          case DART_TRAP:
          case BEAR_TRAP:
          case ROCKTRAP:
          case FIRE_TRAP:
          case LANDMINE:
          case SLP_GAS_TRAP:
          case RUST_TRAP:
          case MAGIC_TRAP:
          case ANTI_MAGIC:
          case POLY_TRAP:
              You("have triggered a trap!");
              dotrap(ttmp, 0);
              return ECMD_TIME;
          default:
              impossible("Webbing over trap type %d?", ttmp->ttyp);
              return ECMD_OK;
          }
      } else if (On_stairs(u.ux, u.uy)) {
          /* cop out: don't let them hide the stairs */
          Your("web fails to impede access to the %s.",
               (levl[u.ux][u.uy].typ == STAIRS) ? "stairs" : "ladder");
          return ECMD_TIME;
      }
      ttmp = maketrap(u.ux, u.uy, WEB);
      if (ttmp) {
          ttmp->madeby_u = 1;
          feeltrap(ttmp);
          if (*in_rooms(u.ux, u.uy, SHOPBASE))
              add_damage(u.ux, u.uy, SHOP_WEB_COST);
      }
      return ECMD_TIME;
  }
  
  int
  dosummon(void)
  {
      int placeholder;
      if (u.uen < 10) {
          You("lack the energy to send forth a call for help!");
          return ECMD_OK;
      }
      u.uen -= 10;
      g.context.botl = 1;
  
      You("call upon your brethren for help!");
      exercise(A_WIS, TRUE);
      if (!were_summon(g.youmonst.data, TRUE, &placeholder, (char *) 0))
          pline("But none arrive.");
      return ECMD_TIME;
  }
  
  int
  dogaze(void)
  {
      register struct monst *mtmp;
      int looked = 0;
      char qbuf[QBUFSZ];
      int i;
      uchar adtyp = 0;
  
      for (i = 0; i < NATTK; i++) {
          if (g.youmonst.data->mattk[i].aatyp == AT_GAZE) {
              adtyp = g.youmonst.data->mattk[i].adtyp;
              break;
          }
      }
      if (adtyp != AD_CONF && adtyp != AD_FIRE) {
          impossible("gaze attack %d?", adtyp);
          return ECMD_OK;
      }
  
      if (Blind) {
          You_cant("see anything to gaze at.");
          return ECMD_OK;
      } else if (Hallucination) {
          You_cant("gaze at anything you can see.");
          return ECMD_OK;
      }
      if (u.uen < 15) {
          You("lack the energy to use your special gaze!");
          return ECMD_OK;
      }
      u.uen -= 15;
      g.context.botl = 1;
  
      for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
          if (DEADMONSTER(mtmp))
              continue;
          if (canseemon(mtmp) && couldsee(mtmp->mx, mtmp->my)) {
              looked++;
              if (Invis && !perceives(mtmp->data)) {
                  pline("%s seems not to notice your gaze.", Monnam(mtmp));
              } else if (mtmp->minvis && !See_invisible) {
                  You_cant("see where to gaze at %s.", Monnam(mtmp));
              } else if (M_AP_TYPE(mtmp) == M_AP_FURNITURE
                         || M_AP_TYPE(mtmp) == M_AP_OBJECT) {
                  looked--;
                  continue;
              } else if (flags.safe_dog && mtmp->mtame && !Confusion) {
                  You("avoid gazing at %s.", y_monnam(mtmp));
              } else {
                  if (flags.confirm && mtmp->mpeaceful && !Confusion) {
                      Sprintf(qbuf, "Really %s %s?",
                              (adtyp == AD_CONF) ? "confuse" : "attack",
                              mon_nam(mtmp));
                      if (yn(qbuf) != 'y')
                          continue;
                  }
                  setmangry(mtmp, TRUE);
                  if (!mtmp->mcanmove || mtmp->mstun || mtmp->msleeping
                      || !mtmp->mcansee || !haseyes(mtmp->data)) {
                      looked--;
                      continue;
                  }
                  /* No reflection check for consistency with when a monster
                   * gazes at *you*--only medusa gaze gets reflected then.
                   */
                  if (adtyp == AD_CONF) {
                      if (!mtmp->mconf)
                          Your("gaze confuses %s!", mon_nam(mtmp));
                      else
                          pline("%s is getting more and more confused.",
                                Monnam(mtmp));
                      mtmp->mconf = 1;
                  } else if (adtyp == AD_FIRE) {
                      int dmg = d(2, 6), lev = (int) u.ulevel;
  
                      You("attack %s with a fiery gaze!", mon_nam(mtmp));
                      if (resists_fire(mtmp)) {
                          pline_The("fire doesn't burn %s!", mon_nam(mtmp));
                          dmg = 0;
                      }
                      if (lev > rn2(20))
                          (void) destroy_mitem(mtmp, SCROLL_CLASS, AD_FIRE);
                      if (lev > rn2(20))
                          (void) destroy_mitem(mtmp, POTION_CLASS, AD_FIRE);
                      if (lev > rn2(25))
                          (void) destroy_mitem(mtmp, SPBOOK_CLASS, AD_FIRE);
                      if (lev > rn2(20))
                          ignite_items(mtmp->minvent);
                      if (dmg)
                          mtmp->mhp -= dmg;
                      if (DEADMONSTER(mtmp))
                          killed(mtmp);
                  }
                  /* For consistency with passive() in uhitm.c, this only
                   * affects you if the monster is still alive.
                   */
                  if (DEADMONSTER(mtmp))
                      continue;
  
                  if (mtmp->data == &mons[PM_FLOATING_EYE] && !mtmp->mcan) {
                      if (!Free_action) {
                          You("are frozen by %s gaze!",
                              s_suffix(mon_nam(mtmp)));
                          nomul((u.ulevel > 6 || rn2(4))
                                    ? -d((int) mtmp->m_lev + 1,
                                         (int) mtmp->data->mattk[0].damd)
                                    : -200);
                          g.multi_reason = "frozen by a monster's gaze";
                          g.nomovemsg = 0;
                          return ECMD_TIME;
                      } else
                          You("stiffen momentarily under %s gaze.",
                              s_suffix(mon_nam(mtmp)));
                  }
                  /* Technically this one shouldn't affect you at all because
                   * the Medusa gaze is an active monster attack that only
                   * works on the monster's turn, but for it to *not* have an
                   * effect would be too weird.
                   */
                  if (mtmp->data == &mons[PM_MEDUSA] && !mtmp->mcan) {
                      pline("Gazing at the awake %s is not a very good idea.",
                            l_monnam(mtmp));
                      /* as if gazing at a sleeping anything is fruitful... */
                      urgent_pline("You turn to stone...");
                      g.killer.format = KILLED_BY;
                      Strcpy(g.killer.name,
                             "deliberately meeting Medusa's gaze");
                      done(STONING);
                  }
              }
          }
      }
      if (!looked)
          You("gaze at no place in particular.");
      return ECMD_TIME;
  }
  
  int
  dohide(void)
  {
      boolean ismimic = g.youmonst.data->mlet == S_MIMIC,
              on_ceiling = is_clinger(g.youmonst.data) || Flying;
  
      /* can't hide while being held (or holding) or while trapped
         (except for floor hiders [trapper or mimic] in pits) */
      if (u.ustuck || (u.utrap && (u.utraptype != TT_PIT || on_ceiling))) {
          You_cant("hide while you're %s.",
                   !u.ustuck ? "trapped"
                     : u.uswallow ? (is_animal(u.ustuck->data) ? "swallowed"
                                                               : "engulfed")
                       : !sticks(g.youmonst.data) ? "being held"
                         : (humanoid(u.ustuck->data) ? "holding someone"
                                                     : "holding that creature"));
          if (u.uundetected
              || (ismimic && U_AP_TYPE != M_AP_NOTHING)) {
              u.uundetected = 0;
              g.youmonst.m_ap_type = M_AP_NOTHING;
              newsym(u.ux, u.uy);
          }
          return ECMD_OK;
      }
      /* note: the eel and hides_under cases are hypothetical;
         such critters aren't offered the option of hiding via #monster */
      if (g.youmonst.data->mlet == S_EEL && !is_pool(u.ux, u.uy)) {
          if (IS_FOUNTAIN(levl[u.ux][u.uy].typ))
              pline_The("fountain is not deep enough to hide in.");
          else
              There("is no %s to hide in here.", hliquid("water"));
          u.uundetected = 0;
          return ECMD_OK;
      }
      if (hides_under(g.youmonst.data) && !g.level.objects[u.ux][u.uy]) {
          There("is nothing to hide under here.");
          u.uundetected = 0;
          return ECMD_OK;
      }
      /* Planes of Air and Water */
      if (on_ceiling && !has_ceiling(&u.uz)) {
          There("is nowhere to hide above you.");
          u.uundetected = 0;
          return ECMD_OK;
      }
      if ((is_hider(g.youmonst.data) && !Flying) /* floor hider */
          && (Is_airlevel(&u.uz) || Is_waterlevel(&u.uz))) {
          There("is nowhere to hide beneath you.");
          u.uundetected = 0;
          return ECMD_OK;
      }
      /* TODO? inhibit floor hiding at furniture locations, or
       * else make youhiding() give smarter messages at such spots.
       */
  
      if (u.uundetected || (ismimic && U_AP_TYPE != M_AP_NOTHING)) {
          youhiding(FALSE, 1); /* "you are already hiding" */
          return ECMD_OK;
      }
  
      if (ismimic) {
          /* should bring up a dialog "what would you like to imitate?" */
          g.youmonst.m_ap_type = M_AP_OBJECT;
          g.youmonst.mappearance = STRANGE_OBJECT;
      } else
          u.uundetected = 1;
      newsym(u.ux, u.uy);
      youhiding(FALSE, 0); /* "you are now hiding" */
      return ECMD_TIME;
  }
  
  int
  dopoly(void)
  {
      struct permonst *savedat = g.youmonst.data;
  
      if (is_vampire(g.youmonst.data) || is_vampshifter(&g.youmonst)) {
          polyself(2);
          if (savedat != g.youmonst.data) {
              You("transform into %s.",
                  an(pmname(g.youmonst.data, Ugender)));
              newsym(u.ux, u.uy);
          }
      }
      return ECMD_TIME;
  }
  
  /* #monster for hero-as-mind_flayer giving psychic blast */
  int
  domindblast(void)
  {
      struct monst *mtmp, *nmon;
      int dmg;
  
      if (u.uen < 10) {
          You("concentrate but lack the energy to maintain doing so.");
          return ECMD_OK;
      }
      u.uen -= 10;
      g.context.botl = 1;
  
      You("concentrate.");
      pline("A wave of psychic energy pours out.");
      for (mtmp = fmon; mtmp; mtmp = nmon) {
          int u_sen;
  
          nmon = mtmp->nmon;
          if (DEADMONSTER(mtmp))
              continue;
          if (distu(mtmp->mx, mtmp->my) > BOLT_LIM * BOLT_LIM)
              continue;
          if (mtmp->mpeaceful)
              continue;
          if (mindless(mtmp->data))
              continue;
          u_sen = telepathic(mtmp->data) && !mtmp->mcansee;
          if (u_sen || (telepathic(mtmp->data) && rn2(2)) || !rn2(10)) {
              dmg = rnd(15);
              /* wake it up first, to bring hidden monster out of hiding;
                 but in case it is currently peaceful, don't make it hostile
                 unless it will survive the psychic blast, otherwise hero
                 would avoid the penalty for killing it while peaceful */
              wakeup(mtmp, (dmg > mtmp->mhp) ? TRUE : FALSE);
              You("lock in on %s %s.", s_suffix(mon_nam(mtmp)),
                  u_sen ? "telepathy"
                  : telepathic(mtmp->data) ? "latent telepathy"
                    : "mind");
              mtmp->mhp -= dmg;
              if (DEADMONSTER(mtmp))
                  killed(mtmp);
          }
      }
      return ECMD_TIME;
  }
  
  void
  uunstick(void)
  {
      struct monst *mtmp = u.ustuck;
  
      if (!mtmp) {
          impossible("uunstick: no ustuck?");
          return;
      }
      set_ustuck((struct monst *) 0); /* before pline() */
      pline("%s is no longer in your clutches.", Monnam(mtmp));
  }
  
  void
  skinback(boolean silently)
  {
      if (uskin) {
          int old_light = arti_light_radius(uskin);
  
          if (!silently)
              Your("skin returns to its original form.");
          uarm = uskin;
          uskin = (struct obj *) 0;
          /* undo save/restore hack */
          uarm->owornmask &= ~I_SPECIAL;
  
          if (artifact_light(uarm))
              maybe_adjust_light(uarm, old_light);
      }
  }
  
  const char *
  mbodypart(struct monst *mon, int part)
  {
      static NEARDATA const char
          *humanoid_parts[] = { "arm",       "eye",  "face",         "finger",
                                "fingertip", "foot", "hand",         "handed",
                                "head",      "leg",  "light headed", "neck",
                                "spine",     "toe",  "hair",         "blood",
                                "lung",      "nose", "stomach" },
          *jelly_parts[] = { "pseudopod", "dark spot", "front",
                             "pseudopod extension", "pseudopod extremity",
                             "pseudopod root", "grasp", "grasped",
                             "cerebral area", "lower pseudopod", "viscous",
                             "middle", "surface", "pseudopod extremity",
                             "ripples", "juices", "surface", "sensor",
                             "stomach" },
          *animal_parts[] = { "forelimb",  "eye",           "face",
                              "foreclaw",  "claw tip",      "rear claw",
                              "foreclaw",  "clawed",        "head",
                              "rear limb", "light headed",  "neck",
                              "spine",     "rear claw tip", "fur",
                              "blood",     "lung",          "nose",
                              "stomach" },
          *bird_parts[] = { "wing",     "eye",  "face",         "wing",
                            "wing tip", "foot", "wing",         "winged",
                            "head",     "leg",  "light headed", "neck",
                            "spine",    "toe",  "feathers",     "blood",
                            "lung",     "bill", "stomach" },
          *horse_parts[] = { "foreleg",  "eye",           "face",
                             "forehoof", "hoof tip",      "rear hoof",
                             "forehoof", "hooved",        "head",
                             "rear leg", "light headed",  "neck",
                             "backbone", "rear hoof tip", "mane",
                             "blood",    "lung",          "nose",
                             "stomach" },
          *sphere_parts[] = { "appendage", "optic nerve", "body", "tentacle",
                              "tentacle tip", "lower appendage", "tentacle",
                              "tentacled", "body", "lower tentacle",
                              "rotational", "equator", "body",
                              "lower tentacle tip", "cilia", "life force",
                              "retina", "olfactory nerve", "interior" },
          *fungus_parts[] = { "mycelium", "visual area", "front",
                              "hypha",    "hypha",       "root",
                              "strand",   "stranded",    "cap area",
                              "rhizome",  "sporulated",  "stalk",
                              "root",     "rhizome tip", "spores",
                              "juices",   "gill",        "gill",
                              "interior" },
          *vortex_parts[] = { "region",        "eye",           "front",
                              "minor current", "minor current", "lower current",
                              "swirl",         "swirled",       "central core",
                              "lower current", "addled",        "center",
                              "currents",      "edge",          "currents",
                              "life force",    "center",        "leading edge",
                              "interior" },
          *snake_parts[] = { "vestigial limb", "eye", "face", "large scale",
                             "large scale tip", "rear region", "scale gap",
                             "scale gapped", "head", "rear region",
                             "light headed", "neck", "length", "rear scale",
                             "scales", "blood", "lung", "forked tongue",
                             "stomach" },
          *worm_parts[] = { "anterior segment", "light sensitive cell",
                            "clitellum", "setae", "setae", "posterior segment",
                            "segment", "segmented", "anterior segment",
                            "posterior", "over stretched", "clitellum",
                            "length", "posterior setae", "setae", "blood",
                            "skin", "prostomium", "stomach" },
          *fish_parts[] = { "fin", "eye", "premaxillary", "pelvic axillary",
                            "pelvic fin", "anal fin", "pectoral fin", "finned",
                            "head", "peduncle", "played out", "gills",
                            "dorsal fin", "caudal fin", "scales", "blood",
                            "gill", "nostril", "stomach" };
      /* claw attacks are overloaded in mons[]; most humanoids with
         such attacks should still reference hands rather than claws */
      static const char not_claws[] = {
          S_HUMAN,     S_MUMMY,   S_ZOMBIE, S_ANGEL, S_NYMPH, S_LEPRECHAUN,
          S_QUANTMECH, S_VAMPIRE, S_ORC,    S_GIANT, /* quest nemeses */
          '\0' /* string terminator; assert( S_xxx != 0 ); */
      };
      struct permonst *mptr = mon->data;
  
      /* some special cases */
      if (mptr->mlet == S_DOG || mptr->mlet == S_FELINE
          || mptr->mlet == S_RODENT || mptr == &mons[PM_OWLBEAR]) {
          switch (part) {
          case HAND:
              return "paw";
          case HANDED:
              return "pawed";
          case FOOT:
              return "rear paw";
          case ARM:
          case LEG:
              return horse_parts[part]; /* "foreleg", "rear leg" */
          default:
              break; /* for other parts, use animal_parts[] below */
          }
      } else if (mptr->mlet == S_YETI) { /* excl. owlbear due to 'if' above */
          /* opposable thumbs, hence "hands", "arms", "legs", &c */
          return humanoid_parts[part]; /* yeti/sasquatch, monkey/ape */
      }
      if ((part == HAND || part == HANDED)
          && (humanoid(mptr) && attacktype(mptr, AT_CLAW)
              && !index(not_claws, mptr->mlet) && mptr != &mons[PM_STONE_GOLEM]
              && mptr != &mons[PM_AMOROUS_DEMON]))
          return (part == HAND) ? "claw" : "clawed";
      if ((mptr == &mons[PM_MUMAK] || mptr == &mons[PM_MASTODON])
          && part == NOSE)
          return "trunk";
      if (mptr == &mons[PM_SHARK] && part == HAIR)
          return "skin"; /* sharks don't have scales */
      if ((mptr == &mons[PM_JELLYFISH] || mptr == &mons[PM_KRAKEN])
          && (part == ARM || part == FINGER || part == HAND || part == FOOT
              || part == TOE))
          return "tentacle";
      if (mptr == &mons[PM_FLOATING_EYE] && part == EYE)
          return "cornea";
      if (humanoid(mptr) && (part == ARM || part == FINGER || part == FINGERTIP
                             || part == HAND || part == HANDED))
          return humanoid_parts[part];
      if (mptr == &mons[PM_RAVEN])
          return bird_parts[part];
      if (mptr->mlet == S_CENTAUR || mptr->mlet == S_UNICORN
          || mptr == &mons[PM_KI_RIN]
          || (mptr == &mons[PM_ROTHE] && part != HAIR))
          return horse_parts[part];
      if (mptr->mlet == S_LIGHT) {
          if (part == HANDED)
              return "rayed";
          else if (part == ARM || part == FINGER || part == FINGERTIP
                   || part == HAND)
              return "ray";
          else
              return "beam";
      }
      if (mptr == &mons[PM_STALKER] && part == HEAD)
          return "head";
      if (mptr->mlet == S_EEL && mptr != &mons[PM_JELLYFISH])
          return fish_parts[part];
      if (mptr->mlet == S_WORM)
          return worm_parts[part];
      if (slithy(mptr) || (mptr->mlet == S_DRAGON && part == HAIR))
          return snake_parts[part];
      if (mptr->mlet == S_EYE)
          return sphere_parts[part];
      if (mptr->mlet == S_JELLY || mptr->mlet == S_PUDDING
          || mptr->mlet == S_BLOB || mptr == &mons[PM_JELLYFISH])
          return jelly_parts[part];
      if (mptr->mlet == S_VORTEX || mptr->mlet == S_ELEMENTAL)
          return vortex_parts[part];
      if (mptr->mlet == S_FUNGUS)
          return fungus_parts[part];
      if (humanoid(mptr))
          return humanoid_parts[part];
      return animal_parts[part];
  }
  
  const char *
  body_part(int part)
  {
      return mbodypart(&g.youmonst, part);
  }
  
  int
  poly_gender(void)
  {
      /* Returns gender of polymorphed player;
       * 0/1=same meaning as flags.female, 2=none.
       */
      if (is_neuter(g.youmonst.data) || !humanoid(g.youmonst.data))
          return 2;
      return flags.female;
  }
  
  void
  ugolemeffects(int damtype, int dam)
  {
      int heal = 0;
  
      /* We won't bother with "slow"/"haste" since players do not
       * have a monster-specific slow/haste so there is no way to
       * restore the old velocity once they are back to human.
       */
      if (u.umonnum != PM_FLESH_GOLEM && u.umonnum != PM_IRON_GOLEM)
          return;
      switch (damtype) {
      case AD_ELEC:
          if (u.umonnum == PM_FLESH_GOLEM)
              heal = (dam + 5) / 6; /* Approx 1 per die */
          break;
      case AD_FIRE:
          if (u.umonnum == PM_IRON_GOLEM)
              heal = dam;
          break;
      }
      if (heal && (u.mh < u.mhmax)) {
          u.mh += heal;
          if (u.mh > u.mhmax)
              u.mh = u.mhmax;
          g.context.botl = 1;
          pline("Strangely, you feel better than before.");
          exercise(A_STR, TRUE);
      }
  }
  
  static int
  armor_to_dragon(int atyp)
  {
      switch (atyp) {
      case GRAY_DRAGON_SCALE_MAIL:
      case GRAY_DRAGON_SCALES:
          return PM_GRAY_DRAGON;
      case SILVER_DRAGON_SCALE_MAIL:
      case SILVER_DRAGON_SCALES:
          return PM_SILVER_DRAGON;
      case GOLD_DRAGON_SCALE_MAIL:
      case GOLD_DRAGON_SCALES:
          return PM_GOLD_DRAGON;
  #if 0 /* DEFERRED */
      case SHIMMERING_DRAGON_SCALE_MAIL:
      case SHIMMERING_DRAGON_SCALES:
          return PM_SHIMMERING_DRAGON;
  #endif
      case RED_DRAGON_SCALE_MAIL:
      case RED_DRAGON_SCALES:
          return PM_RED_DRAGON;
      case ORANGE_DRAGON_SCALE_MAIL:
      case ORANGE_DRAGON_SCALES:
          return PM_ORANGE_DRAGON;
      case WHITE_DRAGON_SCALE_MAIL:
      case WHITE_DRAGON_SCALES:
          return PM_WHITE_DRAGON;
      case BLACK_DRAGON_SCALE_MAIL:
      case BLACK_DRAGON_SCALES:
          return PM_BLACK_DRAGON;
      case BLUE_DRAGON_SCALE_MAIL:
      case BLUE_DRAGON_SCALES:
          return PM_BLUE_DRAGON;
      case GREEN_DRAGON_SCALE_MAIL:
      case GREEN_DRAGON_SCALES:
          return PM_GREEN_DRAGON;
      case YELLOW_DRAGON_SCALE_MAIL:
      case YELLOW_DRAGON_SCALES:
          return PM_YELLOW_DRAGON;
      default:
          return NON_PM;
      }
  }
  
  /* some species have awareness of other species */
  static void
  polysense(void)
  {
      short warnidx = NON_PM;
  
      g.context.warntype.speciesidx = NON_PM;
      g.context.warntype.species = 0;
      g.context.warntype.polyd = 0;
      HWarn_of_mon &= ~FROMRACE;
  
      switch (u.umonnum) {
      case PM_PURPLE_WORM:
      case PM_BABY_PURPLE_WORM:
          warnidx = PM_SHRIEKER;
          break;
      case PM_VAMPIRE:
      case PM_VAMPIRE_LEADER:
          g.context.warntype.polyd = M2_HUMAN | M2_ELF;
          HWarn_of_mon |= FROMRACE;
          return;
      }
      if (warnidx >= LOW_PM) {
          g.context.warntype.speciesidx = warnidx;
          g.context.warntype.species = &mons[warnidx];
          HWarn_of_mon |= FROMRACE;
      }
  }
  
  /* True iff hero's role or race has been genocided */
  boolean
  ugenocided(void)
  {
      return ((g.mvitals[g.urole.malenum].mvflags & G_GENOD)
              || (g.urole.femalenum != NON_PM
                  && (g.mvitals[g.urole.femalenum].mvflags & G_GENOD))
              || (g.mvitals[g.urace.malenum].mvflags & G_GENOD)
              || (g.urace.femalenum != NON_PM
                  && (g.mvitals[g.urace.femalenum].mvflags & G_GENOD)));
  }
  
  /* how hero feels "inside" after self-genocide of role or race */
  const char *
  udeadinside(void)
  {
      /* self-genocide used to always say "you feel dead inside" but that
         seems silly when you're polymorphed into something undead;
         monkilled() distinguishes between living (killed) and non (destroyed)
         for monster death message; we refine the nonliving aspect a bit */
      return !nonliving(g.youmonst.data)
               ? "dead"          /* living, including demons */
               : !weirdnonliving(g.youmonst.data)
                   ? "condemned" /* undead plus manes */
                   : "empty";    /* golems plus vortices */
  }
  
  /*polyself.c*/
  