/* NetHack 3.6	zap.c	$NHDT-Date: 1573688696 2019/11/13 23:44:56 $  $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.316 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2013. */
/* NetHack may be freely redistributed.  See license for details. */

/* JNetHack Copyright */
/* (c) Issei Numata, Naoki Hamada, Shigehiro Miyashita, 1994-2000  */
/* For 3.4-, Copyright (c) SHIRAKATA Kentaro, 2002-2023            */
/* JNetHack may be freely redistributed.  See license for details. */

#include "hack.h"

/* Disintegration rays have special treatment; corpses are never left.
 * But the routine which calculates the damage is separate from the routine
 * which kills the monster.  The damage routine returns this cookie to
 * indicate that the monster should be disintegrated.
 */
#define MAGIC_COOKIE 1000

static NEARDATA boolean obj_zapped;
static NEARDATA int poly_zapped;

extern boolean notonhead; /* for long worms */

/* kludge to use mondied instead of killed */
extern boolean m_using;

STATIC_DCL void FDECL(polyuse, (struct obj *, int, int));
STATIC_DCL void FDECL(create_polymon, (struct obj *, int));
STATIC_DCL int FDECL(stone_to_flesh_obj, (struct obj *));
STATIC_DCL boolean FDECL(zap_updown, (struct obj *));
STATIC_DCL void FDECL(zhitu, (int, int, const char *, XCHAR_P, XCHAR_P));
STATIC_DCL void FDECL(revive_egg, (struct obj *));
STATIC_DCL boolean FDECL(zap_steed, (struct obj *));
STATIC_DCL void FDECL(skiprange, (int, int *, int *));
STATIC_DCL int FDECL(zap_hit, (int, int));
STATIC_OVL void FDECL(disintegrate_mon, (struct monst *, int, const char *));
STATIC_DCL void FDECL(backfire, (struct obj *));
STATIC_DCL int FDECL(spell_hit_bonus, (int));
STATIC_DCL void FDECL(destroy_one_item, (struct obj *, int, int));
STATIC_DCL void FDECL(wishcmdassist, (int));

#define ZT_MAGIC_MISSILE (AD_MAGM - 1)
#define ZT_FIRE (AD_FIRE - 1)
#define ZT_COLD (AD_COLD - 1)
#define ZT_SLEEP (AD_SLEE - 1)
#define ZT_DEATH (AD_DISN - 1) /* or disintegration */
#define ZT_LIGHTNING (AD_ELEC - 1)
#define ZT_POISON_GAS (AD_DRST - 1)
#define ZT_ACID (AD_ACID - 1)
/* 8 and 9 are currently unassigned */

#define ZT_WAND(x) (x)
#define ZT_SPELL(x) (10 + (x))
#define ZT_BREATH(x) (20 + (x))

#define is_hero_spell(type) ((type) >= 10 && (type) < 20)

#define M_IN_WATER(ptr) \
    ((ptr)->mlet == S_EEL || amphibious(ptr) || is_swimmer(ptr))

STATIC_VAR const char are_blinded_by_the_flash[] =
/*JP
    "are blinded by the flash!";
*/
    "まばゆい光で目が見えなくなった！";

const char *const flash_types[] =       /* also used in buzzmu(mcastu.c) */
    {
#if 0 /*JP:T*/
        "magic missile", /* Wands must be 0-9 */
        "bolt of fire", "bolt of cold", "sleep ray", "death ray",
        "bolt of lightning", "", "", "", "",
#else
        "魔法の矢", /* Wands must be 0-9 */
        "火の閃光",
        "氷の閃光",
        "眠り光線",
        "死の光線",
        "稲妻の閃光",
        "",
        "",
        "",
        "",
#endif

#if 0 /*JP:T*/
        "magic missile", /* Spell equivalents must be 10-19 */
        "fireball", "cone of cold", "sleep ray", "finger of death",
        "bolt of lightning", /* there is no spell, used for retribution */
        "", "", "", "",
#else
        "魔法の矢", /* Spell equivalents must be 10-19 */
        "火の玉",
        "冷気",
        "眠り光線",
        "死の指",
        "稲妻の閃光", /* There is no spell, used for retribution */
        "",
        "",
        "",
        "",
#endif

#if 0 /*JP:T*/
        "blast of missiles", /* Dragon breath equivalents 20-29*/
        "blast of fire", "blast of frost", "blast of sleep gas",
        "blast of disintegration", "blast of lightning",
        "blast of poison gas", "blast of acid", "", ""
#else
        "魔法の矢の息", /* Dragon breath equivalents 20-29*/
        "火の息",
        "氷の息",
        "睡眠ガスの息",
        "分解の息",
        "稲妻の息",
        "毒ガスの息",
        "酸の息",
        "",
        ""
#endif
    };

/*
 * Recognizing unseen wands by zapping:  in 3.4.3 and earlier, zapping
 * most wand types while blind would add that type to the discoveries
 * list even if it had never been seen (ie, picked up while blinded
 * and shown in inventory as simply "a wand").  This behavior has been
 * changed; now such wands won't be discovered.  But if the type is
 * already discovered, then the individual wand whose effect was just
 * observed will be flagged as if seen.  [You already know wands of
 * striking; you zap "a wand" and observe striking effect (presumably
 * by sound or touch); it'll become shown in inventory as "a wand of
 * striking".]
 *
 * Unfortunately, the new behavior isn't really correct either.  There
 * should be an `eknown' bit for "effect known" added for wands (and
 * for potions since quaffing one of a stack is similar) so that the
 * particular wand which has been zapped would have its type become
 * known (it would change from "a wand" to "a wand of striking", for
 * example) without the type becoming discovered or other unknown wands
 * of that type showing additional information.  When blindness ends,
 * all objects in inventory with the eknown bit set would be discovered
 * and other items of the same type would become known as such.
 */

/* wand discovery gets special handling when hero is blinded */
void
learnwand(obj)
struct obj *obj;
{
    /* For a wand (or wand-like tool) zapped by the player, if the
       effect was observable (determined by caller; usually seen, but
       possibly heard or felt if the hero is blinded) then discover the
       object type provided that the object itself is known (as more
       than just "a wand").  If object type is already discovered and
       we observed the effect, mark the individual wand as having been
       seen.  Suppress spells (which use fake spellbook object for `obj')
       so that casting a spell won't re-discover its forgotten book. */
    if (obj->oclass != SPBOOK_CLASS) {
        /* if type already discovered, treat this item has having been seen
           even if hero is currently blinded (skips redundant makeknown) */
        if (objects[obj->otyp].oc_name_known) {
            obj->dknown = 1; /* will usually be set already */

        /* otherwise discover it if item itself has been or can be seen */
        } else {
            /* in case it was picked up while blind and then zapped without
               examining inventory after regaining sight (bypassing xname) */
            if (!Blind)
                obj->dknown = 1;
            /* make the discovery iff we know what we're manipulating */
            if (obj->dknown)
                makeknown(obj->otyp);
        }
        update_inventory();
    }
}

/* Routines for IMMEDIATE wands and spells. */
/* bhitm: monster mtmp was hit by the effect of wand or spell otmp */
int
bhitm(mtmp, otmp)
struct monst *mtmp;
struct obj *otmp;
{
    boolean wake = TRUE; /* Most 'zaps' should wake monster */
    boolean reveal_invis = FALSE, learn_it = FALSE;
    boolean dbldam = Role_if(PM_KNIGHT) && u.uhave.questart;
    boolean skilled_spell, helpful_gesture = FALSE;
    int dmg, otyp = otmp->otyp;
/*JP
    const char *zap_type_text = "spell";
*/
    const char *zap_type_text = "魔法";
    struct obj *obj;
    boolean disguised_mimic = (mtmp->data->mlet == S_MIMIC
                               && M_AP_TYPE(mtmp) != M_AP_NOTHING);

    if (u.uswallow && mtmp == u.ustuck)
        reveal_invis = FALSE;

    notonhead = (mtmp->mx != bhitpos.x || mtmp->my != bhitpos.y);
    skilled_spell = (otmp && otmp->oclass == SPBOOK_CLASS && otmp->blessed);

    switch (otyp) {
    case WAN_STRIKING:
/*JP
        zap_type_text = "wand";
*/
        zap_type_text = "杖";
    /*FALLTHRU*/
    case SPE_FORCE_BOLT:
        reveal_invis = TRUE;
        if (disguised_mimic)
            seemimic(mtmp);
        if (resists_magm(mtmp)) { /* match effect on player */
            shieldeff(mtmp->mx, mtmp->my);
/*JP
            pline("Boing!");
*/
            pline("ボイン！");
            break; /* skip makeknown */
        } else if (u.uswallow || rnd(20) < 10 + find_mac(mtmp)) {
            dmg = d(2, 12);
            if (dbldam)
                dmg *= 2;
            if (otyp == SPE_FORCE_BOLT)
                dmg = spell_damage_bonus(dmg);
            hit(zap_type_text, mtmp, exclam(dmg));
            (void) resist(mtmp, otmp->oclass, dmg, TELL);
        } else
            miss(zap_type_text, mtmp);
        learn_it = TRUE;
        break;
    case WAN_SLOW_MONSTER:
    case SPE_SLOW_MONSTER:
        if (!resist(mtmp, otmp->oclass, 0, NOTELL)) {
            if (disguised_mimic)
                seemimic(mtmp);
            mon_adjust_speed(mtmp, -1, otmp);
            m_dowear(mtmp, FALSE); /* might want speed boots */
            if (u.uswallow && (mtmp == u.ustuck) && is_whirly(mtmp->data)) {
/*JP
                You("disrupt %s!", mon_nam(mtmp));
*/
                You("%sをバラバラにした！", mon_nam(mtmp));
/*JP
                pline("A huge hole opens up...");
*/
                pline("脱出できそうな穴が開いた．．．");
                expels(mtmp, mtmp->data, TRUE);
            }
        }
        break;
    case WAN_SPEED_MONSTER:
        if (!resist(mtmp, otmp->oclass, 0, NOTELL)) {
            if (disguised_mimic)
                seemimic(mtmp);
            mon_adjust_speed(mtmp, 1, otmp);
            m_dowear(mtmp, FALSE); /* might want speed boots */
        }
        if (mtmp->mtame)
            helpful_gesture = TRUE;
        break;
    case WAN_UNDEAD_TURNING:
    case SPE_TURN_UNDEAD:
        wake = FALSE;
        if (unturn_dead(mtmp))
            wake = TRUE;
        if (is_undead(mtmp->data) || is_vampshifter(mtmp)) {
            reveal_invis = TRUE;
            wake = TRUE;
            dmg = rnd(8);
            if (dbldam)
                dmg *= 2;
            if (otyp == SPE_TURN_UNDEAD)
                dmg = spell_damage_bonus(dmg);
            context.bypasses = TRUE; /* for make_corpse() */
            if (!resist(mtmp, otmp->oclass, dmg, NOTELL)) {
                if (!DEADMONSTER(mtmp))
                    monflee(mtmp, 0, FALSE, TRUE);
            }
        }
        break;
    case WAN_POLYMORPH:
    case SPE_POLYMORPH:
    case POT_POLYMORPH:
        if (mtmp->data == &mons[PM_LONG_WORM] && has_mcorpsenm(mtmp)) {
            /* if a long worm has mcorpsenm set, it was polymophed by
               the current zap and shouldn't be affected if hit again */
            ;
        } else if (resists_magm(mtmp)) {
            /* magic resistance protects from polymorph traps, so make
               it guard against involuntary polymorph attacks too... */
            shieldeff(mtmp->mx, mtmp->my);
        } else if (!resist(mtmp, otmp->oclass, 0, NOTELL)) {
            boolean polyspot = (otyp != POT_POLYMORPH),
                    give_msg = (!Hallucination
                                && (canseemon(mtmp)
                                    || (u.uswallow && mtmp == u.ustuck)));

            /* dropped inventory (due to death by system shock,
               or loss of wielded weapon and/or worn armor due to
               limitations of new shape) won't be hit by this zap */
            if (polyspot)
                for (obj = mtmp->minvent; obj; obj = obj->nobj)
                    bypass_obj(obj);

            /* natural shapechangers aren't affected by system shock
               (unless protection from shapechangers is interfering
               with their metabolism...) */
            if (mtmp->cham == NON_PM && !rn2(25)) {
                if (canseemon(mtmp)) {
/*JP
                    pline("%s shudders!", Monnam(mtmp));
*/
                    pline("%sは身震いした！", Monnam(mtmp));
                    learn_it = TRUE;
                }
                /* context.bypasses = TRUE; ## for make_corpse() */
                /* no corpse after system shock */
                xkilled(mtmp, XKILL_GIVEMSG | XKILL_NOCORPSE);
            } else if (newcham(mtmp, (struct permonst *) 0,
                               polyspot, give_msg) != 0
                       /* if shapechange failed because there aren't
                          enough eligible candidates (most likely for
                          vampshifter), try reverting to original form */
                       || (mtmp->cham >= LOW_PM
                           && newcham(mtmp, &mons[mtmp->cham],
                                      polyspot, give_msg) != 0)) {
                if (give_msg && (canspotmon(mtmp)
                                 || (u.uswallow && mtmp == u.ustuck)))
                    learn_it = TRUE;
            }

            /* do this even if polymorphed failed (otherwise using
               flags.mon_polycontrol prompting to force mtmp to remain
               'long worm' would prompt again if zap hit another segment) */
            if (!DEADMONSTER(mtmp) && mtmp->data == &mons[PM_LONG_WORM]) {
                if (!has_mcorpsenm(mtmp))
                    newmcorpsenm(mtmp);
                /* flag to indicate that mtmp became a long worm
                   on current zap, so further hits (on mtmp's new
                   tail) don't do further transforms */
                MCORPSENM(mtmp) = PM_LONG_WORM;
                /* flag to indicate that cleanup is needed; object
                   bypass cleanup also clears mon->mextra->mcorpsenm
                   for all long worms on the level */
                context.bypasses = TRUE;
            }
        }
        break;
    case WAN_CANCELLATION:
    case SPE_CANCELLATION:
        if (disguised_mimic)
            seemimic(mtmp);
        (void) cancel_monst(mtmp, otmp, TRUE, TRUE, FALSE);
        break;
    case WAN_TELEPORTATION:
    case SPE_TELEPORT_AWAY:
        if (disguised_mimic)
            seemimic(mtmp);
        reveal_invis = !u_teleport_mon(mtmp, TRUE);
        break;
    case WAN_MAKE_INVISIBLE: {
        int oldinvis = mtmp->minvis;
        char nambuf[BUFSZ];

        if (disguised_mimic)
            seemimic(mtmp);
        /* format monster's name before altering its visibility */
        Strcpy(nambuf, Monnam(mtmp));
        mon_set_minvis(mtmp);
        if (!oldinvis && knowninvisible(mtmp)) {
/*JP
            pline("%s turns transparent!", nambuf);
*/
            pline("%sは透明になった！", nambuf);
            reveal_invis = TRUE;
            learn_it = TRUE;
        }
        break;
    }
    case WAN_LOCKING:
    case SPE_WIZARD_LOCK:
        wake = closeholdingtrap(mtmp, &learn_it);
        break;
    case WAN_PROBING:
        wake = FALSE;
        reveal_invis = TRUE;
        probe_monster(mtmp);
        learn_it = TRUE;
        break;
    case WAN_OPENING:
    case SPE_KNOCK:
        wake = FALSE; /* don't want immediate counterattack */
        if (u.uswallow && mtmp == u.ustuck) {
            if (is_animal(mtmp->data)) {
                if (Blind)
/*JP
                    You_feel("a sudden rush of air!");
*/
                    You("突然激しい空気の流れを感じた！");
                else
/*JP
                    pline("%s opens its mouth!", Monnam(mtmp));
*/
                    pline("%sは口を開いた！", Monnam(mtmp));
            }
            expels(mtmp, mtmp->data, TRUE);
            /* zap which hits steed will only release saddle if it
               doesn't hit a holding or falling trap; playability
               here overrides the more logical target ordering */
        } else if (openholdingtrap(mtmp, &learn_it)) {
            break;
        } else if (openfallingtrap(mtmp, TRUE, &learn_it)) {
            /* mtmp might now be on the migrating monsters list */
            break;
        } else if ((obj = which_armor(mtmp, W_SADDLE)) != 0) {
            char buf[BUFSZ];

#if 0 /*JP:T*/
            Sprintf(buf, "%s %s", s_suffix(Monnam(mtmp)),
                    distant_name(obj, xname));
#else
            Sprintf(buf, "%sの%s", Monnam(mtmp),
                    distant_name(obj, xname));
#endif
            if (cansee(mtmp->mx, mtmp->my)) {
                if (!canspotmon(mtmp))
                    Strcpy(buf, An(distant_name(obj, xname)));
#if 0 /*JP:T*/
                pline("%s falls to the %s.", buf,
                      surface(mtmp->mx, mtmp->my));
#else
                pline("%sは%sに落ちた．", buf,
                      surface(mtmp->mx, mtmp->my));
#endif
            } else if (canspotmon(mtmp)) {
/*JP
                pline("%s falls off.", buf);
*/
                pline("%sが落ちた．", buf);
            }
            obj_extract_self(obj);
            mdrop_obj(mtmp, obj, FALSE);
        }
        break;
    case SPE_HEALING:
    case SPE_EXTRA_HEALING:
        reveal_invis = TRUE;
        if (mtmp->data != &mons[PM_PESTILENCE]) {
            wake = FALSE; /* wakeup() makes the target angry */
            mtmp->mhp += d(6, otyp == SPE_EXTRA_HEALING ? 8 : 4);
            if (mtmp->mhp > mtmp->mhpmax)
                mtmp->mhp = mtmp->mhpmax;
            /* plain healing must be blessed to cure blindness; extra
               healing only needs to not be cursed, so spell always cures
               [potions quaffed by monsters behave slightly differently;
               we use the rules for the hero here...] */
            if (skilled_spell || otyp == SPE_EXTRA_HEALING)
                mcureblindness(mtmp, canseemon(mtmp));
            if (canseemon(mtmp)) {
                if (disguised_mimic) {
                    if (is_obj_mappear(mtmp,STRANGE_OBJECT)) {
                        /* it can do better now */
                        set_mimic_sym(mtmp);
                        newsym(mtmp->mx, mtmp->my);
                    } else
                        mimic_hit_msg(mtmp, otyp);
                } else
#if 0 /*JP:T*/
                    pline("%s looks%s better.", Monnam(mtmp),
                          otyp == SPE_EXTRA_HEALING ? " much" : "");
#else
                    pline("%sは%s元気になったようだ．", Monnam(mtmp),
                          otyp == SPE_EXTRA_HEALING ? "とても" : "" );
#endif
            }
            if (mtmp->mtame || mtmp->mpeaceful) {
                adjalign(Role_if(PM_HEALER) ? 1 : sgn(u.ualign.type));
            }
        } else { /* Pestilence */
            /* Pestilence will always resist; damage is half of 3d{4,8} */
            (void) resist(mtmp, otmp->oclass,
                          d(3, otyp == SPE_EXTRA_HEALING ? 8 : 4), TELL);
        }
        break;
    case WAN_LIGHT: /* (broken wand) */
        if (flash_hits_mon(mtmp, otmp)) {
            learn_it = TRUE;
            reveal_invis = TRUE;
        }
        break;
    case WAN_SLEEP: /* (broken wand) */
        /* [wakeup() doesn't rouse victims of temporary sleep,
           so it's okay to leave `wake' set to TRUE here] */
        reveal_invis = TRUE;
        if (sleep_monst(mtmp, d(1 + otmp->spe, 12), WAND_CLASS))
            slept_monst(mtmp);
        if (!Blind)
            learn_it = TRUE;
        break;
    case SPE_STONE_TO_FLESH:
        if (monsndx(mtmp->data) == PM_STONE_GOLEM) {
            char *name = Monnam(mtmp);

            /* turn into flesh golem */
            if (newcham(mtmp, &mons[PM_FLESH_GOLEM], FALSE, FALSE)) {
                if (canseemon(mtmp))
/*JP
                    pline("%s turns to flesh!", name);
*/
                    pline("%sの石化が解けた！", name);
            } else {
                if (canseemon(mtmp))
/*JP
                    pline("%s looks rather fleshy for a moment.", name);
*/
                    pline("%sは一瞬石化が解けた．", name);
            }
        } else
            wake = FALSE;
        break;
    case SPE_DRAIN_LIFE:
        if (disguised_mimic)
            seemimic(mtmp);
        dmg = monhp_per_lvl(mtmp);
        if (dbldam)
            dmg *= 2;
        if (otyp == SPE_DRAIN_LIFE)
            dmg = spell_damage_bonus(dmg);
        if (resists_drli(mtmp)) {
            shieldeff(mtmp->mx, mtmp->my);
        } else if (!resist(mtmp, otmp->oclass, dmg, NOTELL)
                   && !DEADMONSTER(mtmp)) {
            mtmp->mhp -= dmg;
            mtmp->mhpmax -= dmg;
            /* die if already level 0, regardless of hit points */
            if (DEADMONSTER(mtmp) || mtmp->mhpmax <= 0 || mtmp->m_lev < 1) {
                killed(mtmp);
            } else {
                mtmp->m_lev--;
                if (canseemon(mtmp))
/*JP
                    pline("%s suddenly seems weaker!", Monnam(mtmp));
*/
                    pline("%sはとつぜん弱くなったような気がした！", Monnam(mtmp));
            }
        }
        break;
    case WAN_NOTHING:
        wake = FALSE;
        break;
    default:
        impossible("What an interesting effect (%d)", otyp);
        break;
    }
    if (wake) {
        if (!DEADMONSTER(mtmp)) {
            wakeup(mtmp, helpful_gesture ? FALSE : TRUE);
            m_respond(mtmp);
            if (mtmp->isshk && !*u.ushops)
                hot_pursuit(mtmp);
        } else if (M_AP_TYPE(mtmp))
            seemimic(mtmp); /* might unblock if mimicing a boulder/door */
    }
    /* note: bhitpos won't be set if swallowed, but that's okay since
     * reveal_invis will be false.  We can't use mtmp->mx, my since it
     * might be an invisible worm hit on the tail.
     */
    if (reveal_invis) {
        if (!DEADMONSTER(mtmp) && cansee(bhitpos.x, bhitpos.y)
            && !canspotmon(mtmp))
            map_invisible(bhitpos.x, bhitpos.y);
    }
    /* if effect was observable then discover the wand type provided
       that the wand itself has been seen */
    if (learn_it)
        learnwand(otmp);
    return 0;
}

void
probe_monster(mtmp)
struct monst *mtmp;
{
    struct obj *otmp;

    mstatusline(mtmp);
    if (notonhead)
        return; /* don't show minvent for long worm tail */

    if (mtmp->minvent) {
        for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj) {
            otmp->dknown = 1; /* treat as "seen" */
            if (Is_container(otmp) || otmp->otyp == STATUE) {
                otmp->lknown = 1;
                if (!SchroedingersBox(otmp))
                    otmp->cknown = 1;
            }
        }
        (void) display_minventory(mtmp, MINV_ALL | MINV_NOLET | PICK_NONE,
                                  (char *) 0);
    } else {
#if 0 /*JP:T*/
        pline("%s is not carrying anything%s.", noit_Monnam(mtmp),
              (u.uswallow && mtmp == u.ustuck) ? " besides you" : "");
#else
        pline("%sは%s何も持っていない．", noit_Monnam(mtmp),
              (u.uswallow && mtmp == u.ustuck) ? "あなた以外に" : "");
#endif
    }
}

/*
 * Return the object's physical location.  This only makes sense for
 * objects that are currently on the level (i.e. migrating objects
 * are nowhere).  By default, only things that can be seen (in hero's
 * inventory, monster's inventory, or on the ground) are reported.
 * By adding BURIED_TOO and/or CONTAINED_TOO flags, you can also get
 * the location of buried and contained objects.  Note that if an
 * object is carried by a monster, its reported position may change
 * from turn to turn.  This function returns FALSE if the position
 * is not available or subject to the constraints above.
 */
boolean
get_obj_location(obj, xp, yp, locflags)
struct obj *obj;
xchar *xp, *yp;
int locflags;
{
    switch (obj->where) {
    case OBJ_INVENT:
        *xp = u.ux;
        *yp = u.uy;
        return TRUE;
    case OBJ_FLOOR:
        *xp = obj->ox;
        *yp = obj->oy;
        return TRUE;
    case OBJ_MINVENT:
        if (obj->ocarry->mx) {
            *xp = obj->ocarry->mx;
            *yp = obj->ocarry->my;
            return TRUE;
        }
        break; /* !mx => migrating monster */
    case OBJ_BURIED:
        if (locflags & BURIED_TOO) {
            *xp = obj->ox;
            *yp = obj->oy;
            return TRUE;
        }
        break;
    case OBJ_CONTAINED:
        if (locflags & CONTAINED_TOO)
            return get_obj_location(obj->ocontainer, xp, yp, locflags);
        break;
    }
    *xp = *yp = 0;
    return FALSE;
}

boolean
get_mon_location(mon, xp, yp, locflags)
struct monst *mon;
xchar *xp, *yp;
int locflags; /* non-zero means get location even if monster is buried */
{
    if (mon == &youmonst) {
        *xp = u.ux;
        *yp = u.uy;
        return TRUE;
    } else if (mon->mx > 0 && (!mon->mburied || locflags)) {
        *xp = mon->mx;
        *yp = mon->my;
        return TRUE;
    } else { /* migrating or buried */
        *xp = *yp = 0;
        return FALSE;
    }
}

/* used by revive() and animate_statue() */
struct monst *
montraits(obj, cc, adjacentok)
struct obj *obj;
coord *cc;
boolean adjacentok; /* False: at obj's spot only, True: nearby is allowed */
{
    struct monst *mtmp, *mtmp2 = has_omonst(obj) ? get_mtraits(obj, TRUE) : 0;

    if (mtmp2) {
        /* save_mtraits() validated mtmp2->mnum */
        mtmp2->data = &mons[mtmp2->mnum];
        if (mtmp2->mhpmax <= 0 && !is_rider(mtmp2->data))
            return (struct monst *) 0;
        mtmp = makemon(mtmp2->data, cc->x, cc->y,
                       (NO_MINVENT | MM_NOWAIT | MM_NOCOUNTBIRTH
                        | (adjacentok ? MM_ADJACENTOK : 0)));
        if (!mtmp) {
            /* mtmp2 is a copy of obj's object->oextra->omonst extension
               and is not on the map or on any monst lists */
            dealloc_monst(mtmp2);
            return (struct monst *) 0;
        }

        /* heal the monster */
        if (mtmp->mhpmax > mtmp2->mhpmax && is_rider(mtmp2->data))
            mtmp2->mhpmax = mtmp->mhpmax;
        mtmp2->mhp = mtmp2->mhpmax;
        /* Get these ones from mtmp */
        mtmp2->minvent = mtmp->minvent; /*redundant*/
        /* monster ID is available if the monster died in the current
           game, but will be zero if the corpse was in a bones level
           (we cleared it when loading bones) */
        if (mtmp->m_id) {
            mtmp2->m_id = mtmp->m_id;
            /* might be bringing quest leader back to life */
            if (quest_status.leader_is_dead
                /* leader_is_dead implies leader_m_id is valid */
                && mtmp2->m_id == quest_status.leader_m_id)
                quest_status.leader_is_dead = FALSE;
        }
        mtmp2->mx = mtmp->mx;
        mtmp2->my = mtmp->my;
        mtmp2->mux = mtmp->mux;
        mtmp2->muy = mtmp->muy;
        mtmp2->mw = mtmp->mw;
        mtmp2->wormno = mtmp->wormno;
        mtmp2->misc_worn_check = mtmp->misc_worn_check;
        mtmp2->weapon_check = mtmp->weapon_check;
        mtmp2->mtrapseen = mtmp->mtrapseen;
        mtmp2->mflee = mtmp->mflee;
        mtmp2->mburied = mtmp->mburied;
        mtmp2->mundetected = mtmp->mundetected;
        mtmp2->mfleetim = mtmp->mfleetim;
        mtmp2->mlstmv = mtmp->mlstmv;
        mtmp2->m_ap_type = mtmp->m_ap_type;
        /* set these ones explicitly */
        mtmp2->mrevived = 1;
        mtmp2->mavenge = 0;
        mtmp2->meating = 0;
        mtmp2->mleashed = 0;
        mtmp2->mtrapped = 0;
        mtmp2->msleeping = 0;
        mtmp2->mfrozen = 0;
        mtmp2->mcanmove = 1;
        /* most cancelled monsters return to normal,
           but some need to stay cancelled */
        if (!dmgtype(mtmp2->data, AD_SEDU)
            && (!SYSOPT_SEDUCE || !dmgtype(mtmp2->data, AD_SSEX)))
            mtmp2->mcan = 0;
        mtmp2->mcansee = 1; /* set like in makemon */
        mtmp2->mblinded = 0;
        mtmp2->mstun = 0;
        mtmp2->mconf = 0;
        /* when traits are for a shopeekper, dummy monster 'mtmp' won't
           have necessary eshk data for replmon() -> replshk() */
        if (mtmp2->isshk) {
            neweshk(mtmp);
            *ESHK(mtmp) = *ESHK(mtmp2);
            if (ESHK(mtmp2)->bill_p != 0
                && ESHK(mtmp2)->bill_p != (struct bill_x *) -1000)
                ESHK(mtmp)->bill_p = &(ESHK(mtmp)->bill[0]);
            mtmp->isshk = 1;
        }
        replmon(mtmp, mtmp2);
        newsym(mtmp2->mx, mtmp2->my); /* Might now be invisible */

        /* in case Protection_from_shape_changers is different
           now than it was when the traits were stored */
        restore_cham(mtmp2);
    }
    return mtmp2;
}

/*
 * get_container_location() returns the following information
 * about the outermost container:
 * loc argument gets set to:
 *      OBJ_INVENT      if in hero's inventory; return 0.
 *      OBJ_FLOOR       if on the floor; return 0.
 *      OBJ_BURIED      if buried; return 0.
 *      OBJ_MINVENT     if in monster's inventory; return monster.
 * container_nesting is updated with the nesting depth of the containers
 * if applicable.
 */
struct monst *
get_container_location(obj, loc, container_nesting)
struct obj *obj;
int *loc;
int *container_nesting;
{
    if (!obj || !loc)
        return 0;

    if (container_nesting)
        *container_nesting = 0;
    while (obj && obj->where == OBJ_CONTAINED) {
        if (container_nesting)
            *container_nesting += 1;
        obj = obj->ocontainer;
    }
    if (obj) {
        *loc = obj->where; /* outermost container's location */
        if (obj->where == OBJ_MINVENT)
            return obj->ocarry;
    }
    return (struct monst *) 0;
}

/*
 * Attempt to revive the given corpse, return the revived monster if
 * successful.  Note: this does NOT use up the corpse if it fails.
 * If corpse->quan is more than 1, only one corpse will be affected
 * and only one monster will be resurrected.
 */
struct monst *
revive(corpse, by_hero)
struct obj *corpse;
boolean by_hero;
{
    struct monst *mtmp = 0;
    struct permonst *mptr;
    struct obj *container;
    coord xy;
    xchar x, y;
    boolean one_of;
    int montype, container_nesting = 0;

    if (corpse->otyp != CORPSE) {
        impossible("Attempting to revive %s?", xname(corpse));
        return (struct monst *) 0;
    }

    x = y = 0;
    if (corpse->where != OBJ_CONTAINED) {
        /* only for invent, minvent, or floor */
        container = 0;
        (void) get_obj_location(corpse, &x, &y, 0);
    } else {
        /* deal with corpses in [possibly nested] containers */
        struct monst *carrier;
        int holder = OBJ_FREE;

        container = corpse->ocontainer;
        carrier =
            get_container_location(container, &holder, &container_nesting);
        switch (holder) {
        case OBJ_MINVENT:
            x = carrier->mx, y = carrier->my;
            break;
        case OBJ_INVENT:
            x = u.ux, y = u.uy;
            break;
        case OBJ_FLOOR:
            (void) get_obj_location(corpse, &x, &y, CONTAINED_TOO);
            break;
        default:
            break; /* x,y are 0 */
        }
    }
    if (!x || !y
        /* Rules for revival from containers:
         *  - the container cannot be locked
         *  - the container cannot be heavily nested (>2 is arbitrary)
         *  - the container cannot be a statue or bag of holding
         *    (except in very rare cases for the latter)
         */
        || (container && (container->olocked || container_nesting > 2
                          || container->otyp == STATUE
                          || (container->otyp == BAG_OF_HOLDING && rn2(40)))))
        return (struct monst *) 0;

    /* record the object's location now that we're sure where it is */
    corpse->ox = x, corpse->oy = y;

    /* prepare for the monster */
    montype = corpse->corpsenm;
    mptr = &mons[montype];
    /* [should probably handle recorporealization first; if corpse and
       ghost are at same location, revived creature shouldn't be bumped
       to an adjacent spot by ghost which joins with it] */
    if (MON_AT(x, y)) {
        if (enexto(&xy, x, y, mptr))
            x = xy.x, y = xy.y;
    }

    if ((mons[montype].mlet == S_EEL && !IS_POOL(levl[x][y].typ))
        || (mons[montype].mlet == S_TROLL
            && uwep && uwep->oartifact == ART_TROLLSBANE)) {
        if (by_hero && cansee(x, y))
/*JP
            pline("%s twitches feebly.",
*/
            pline("%sはわずかに痙攣した．",
                upstart(corpse_xname(corpse, (const char *) 0, CXN_PFX_THE)));
        return (struct monst *) 0;
    }

    if (cant_revive(&montype, TRUE, corpse)) {
        /* make a zombie or doppelganger instead */
        /* note: montype has changed; mptr keeps old value for newcham() */
        mtmp = makemon(&mons[montype], x, y, NO_MINVENT | MM_NOWAIT);
        if (mtmp) {
            /* skip ghost handling */
            if (has_omid(corpse))
                free_omid(corpse);
            if (has_omonst(corpse))
                free_omonst(corpse);
            if (mtmp->cham == PM_DOPPELGANGER) {
                /* change shape to match the corpse */
                (void) newcham(mtmp, mptr, FALSE, FALSE);
            } else if (mtmp->data->mlet == S_ZOMBIE) {
                mtmp->mhp = mtmp->mhpmax = 100;
                mon_adjust_speed(mtmp, 2, (struct obj *) 0); /* MFAST */
            }
        }
    } else if (has_omonst(corpse)) {
        /* use saved traits */
        xy.x = x, xy.y = y;
        mtmp = montraits(corpse, &xy, FALSE);
        if (mtmp && mtmp->mtame && !mtmp->isminion)
            wary_dog(mtmp, TRUE);
    } else {
        /* make a new monster */
        mtmp = makemon(mptr, x, y, NO_MINVENT | MM_NOWAIT | MM_NOCOUNTBIRTH);
    }
    if (!mtmp)
        return (struct monst *) 0;

    /* hiders shouldn't already be re-hidden when they revive */
    if (mtmp->mundetected) {
        mtmp->mundetected = 0;
        newsym(mtmp->mx, mtmp->my);
    }
    if (M_AP_TYPE(mtmp))
        seemimic(mtmp);

    one_of = (corpse->quan > 1L);
    if (one_of)
        corpse = splitobj(corpse, 1L);

    /* if this is caused by the hero there might be a shop charge */
    if (by_hero) {
        struct monst *shkp = 0;

        x = corpse->ox, y = corpse->oy;
        if (costly_spot(x, y)
            && (carried(corpse) ? corpse->unpaid : !corpse->no_charge))
            shkp = shop_keeper(*in_rooms(x, y, SHOPBASE));

        if (cansee(x, y)) {
            char buf[BUFSZ];

#if 1 /*JP*//* 死体名は先に; Strcpyになる */
            Strcpy(buf, corpse_xname(corpse, (const char *) 0, CXN_NO_PFX));
#endif
#if 0 /*JP*/
            Strcpy(buf, one_of ? "one of " : "");
#else /* 語順は変わっている */
            if (one_of) {
                Strcat(buf, "の一つ");
            }
#endif
#if 0 /*JP*//* ここで「あなたの」は不自然 */
            /* shk_your: "the " or "your " or "<mon>'s " or "<Shk>'s ".
               If the result is "Shk's " then it will be ambiguous:
               is Shk the mon carrying it, or does Shk's shop own it?
               Let's not worry about that... */
            (void) shk_your(eos(buf), corpse);
#endif
            if (one_of)
                corpse->quan++; /* force plural */
#if 0 /*JP*//* 既に設定済み */
            Strcat(buf, corpse_xname(corpse, (const char *) 0, CXN_NO_PFX));
#endif
            if (one_of) /* could be simplified to ''corpse->quan = 1L;'' */
                corpse->quan--;
/*JP
            pline("%s glows iridescently.", upstart(buf));
*/
            pline("%sは虹色に輝いた．", upstart(buf));
        } else if (shkp) {
            /* need some prior description of the corpse since
               stolen_value() will refer to the object as "it" */
/*JP
            pline("A corpse is resuscitated.");
*/
            pline("死体が蘇生した．");
        }
        /* don't charge for shopkeeper's own corpse if we just revived him */
        if (shkp && mtmp != shkp)
            (void) stolen_value(corpse, x, y, (boolean) shkp->mpeaceful,
                                FALSE);

        /* [we don't give any comparable message about the corpse for
           the !by_hero case because caller might have already done so] */
    }

    /* handle recorporealization of an active ghost */
    if (has_omid(corpse)) {
        unsigned m_id;
        struct monst *ghost;
        struct obj *otmp;

        (void) memcpy((genericptr_t) &m_id, (genericptr_t) OMID(corpse),
                      sizeof m_id);
        ghost = find_mid(m_id, FM_FMON);
        if (ghost && ghost->data == &mons[PM_GHOST]) {
            if (canseemon(ghost))
#if 0 /*JP:T*/
                pline("%s is suddenly drawn into its former body!",
#else
                pline("%sは突然もとの体に引き込まれた！",
#endif
                      Monnam(ghost));
            /* transfer the ghost's inventory along with it */
            while ((otmp = ghost->minvent) != 0) {
                obj_extract_self(otmp);
                add_to_minv(mtmp, otmp);
            }
            /* tame the revived monster if its ghost was tame */
            if (ghost->mtame && !mtmp->mtame) {
                if (tamedog(mtmp, (struct obj *) 0)) {
                    /* ghost's edog data is ignored */
                    mtmp->mtame = ghost->mtame;
                }
            }
            /* was ghost, now alive, it's all very confusing */
            mtmp->mconf = 1;
            /* separate ghost monster no longer exists */
            mongone(ghost);
        }
        free_omid(corpse);
    }

    /* monster retains its name */
    if (has_oname(corpse) && !unique_corpstat(mtmp->data))
        mtmp = christen_monst(mtmp, ONAME(corpse));
    /* partially eaten corpse yields wounded monster */
    if (corpse->oeaten)
        mtmp->mhp = eaten_stat(mtmp->mhp, corpse);
    /* track that this monster was revived at least once */
    mtmp->mrevived = 1;

    /* finally, get rid of the corpse--it's gone now */
    switch (corpse->where) {
    case OBJ_INVENT:
        useup(corpse);
        break;
    case OBJ_FLOOR:
        /* in case MON_AT+enexto for invisible mon */
        x = corpse->ox, y = corpse->oy;
        /* not useupf(), which charges */
        if (corpse->quan > 1L)
            corpse = splitobj(corpse, 1L);
        delobj(corpse);
        newsym(x, y);
        break;
    case OBJ_MINVENT:
        m_useup(corpse->ocarry, corpse);
        break;
    case OBJ_CONTAINED:
        obj_extract_self(corpse);
        obfree(corpse, (struct obj *) 0);
        break;
    default:
        panic("revive");
    }

    return mtmp;
}

STATIC_OVL void
revive_egg(obj)
struct obj *obj;
{
    /*
     * Note: generic eggs with corpsenm set to NON_PM will never hatch.
     */
    if (obj->otyp != EGG)
        return;
    if (obj->corpsenm != NON_PM && !dead_species(obj->corpsenm, TRUE))
        attach_egg_hatch_timeout(obj, 0L);
}

/* try to revive all corpses and eggs carried by `mon' */
int
unturn_dead(mon)
struct monst *mon;
{
    struct obj *otmp, *otmp2;
    struct monst *mtmp2;
    char owner[BUFSZ], corpse[BUFSZ];
    boolean youseeit;
    int res = 0;

    youseeit = (mon == &youmonst) ? TRUE : canseemon(mon);
    otmp2 = (mon == &youmonst) ? invent : mon->minvent;
    owner[0] = corpse[0] = '\0'; /* lint suppression */

    while ((otmp = otmp2) != 0) {
        otmp2 = otmp->nobj;
        if (otmp->otyp == EGG)
            revive_egg(otmp);
        if (otmp->otyp != CORPSE)
            continue;
        /* save the name; the object is liable to go away */
        if (youseeit) {
            Strcpy(corpse,
                   corpse_xname(otmp, (const char *) 0, CXN_SINGULAR));
            Shk_Your(owner, otmp); /* includes a trailing space */
        }

        /* for a stack, only one is revived */
        if ((mtmp2 = revive(otmp, !context.mon_moving)) != 0) {
            ++res;
            if (youseeit)
/*JP
                pline("%s%s suddenly comes alive!", owner, corpse);
*/
                pline("%s%sは突然生命を帯びた！", owner, corpse);
            else if (canseemon(mtmp2))
/*JP
                pline("%s suddenly appears!", Amonnam(mtmp2));
*/
                pline("%sが突然現われた！", Amonnam(mtmp2));
        }
    }
    return res;
}

/* cancel obj, possibly carried by you or a monster */
void
cancel_item(obj)
register struct obj *obj;
{
    boolean u_ring = (obj == uleft || obj == uright);
    int otyp = obj->otyp;

    switch (otyp) {
    case RIN_GAIN_STRENGTH:
        if ((obj->owornmask & W_RING) && u_ring) {
            ABON(A_STR) -= obj->spe;
            context.botl = 1;
        }
        break;
    case RIN_GAIN_CONSTITUTION:
        if ((obj->owornmask & W_RING) && u_ring) {
            ABON(A_CON) -= obj->spe;
            context.botl = 1;
        }
        break;
    case RIN_ADORNMENT:
        if ((obj->owornmask & W_RING) && u_ring) {
            ABON(A_CHA) -= obj->spe;
            context.botl = 1;
        }
        break;
    case RIN_INCREASE_ACCURACY:
        if ((obj->owornmask & W_RING) && u_ring)
            u.uhitinc -= obj->spe;
        break;
    case RIN_INCREASE_DAMAGE:
        if ((obj->owornmask & W_RING) && u_ring)
            u.udaminc -= obj->spe;
        break;
    case GAUNTLETS_OF_DEXTERITY:
        if ((obj->owornmask & W_ARMG) && (obj == uarmg)) {
            ABON(A_DEX) -= obj->spe;
            context.botl = 1;
        }
        break;
    case HELM_OF_BRILLIANCE:
        if ((obj->owornmask & W_ARMH) && (obj == uarmh)) {
            ABON(A_INT) -= obj->spe;
            ABON(A_WIS) -= obj->spe;
            context.botl = 1;
        }
        break;
        /* case RIN_PROTECTION:  not needed */
    }
    if (objects[otyp].oc_magic
        || (obj->spe && (obj->oclass == ARMOR_CLASS
                         || obj->oclass == WEAPON_CLASS || is_weptool(obj)))
        || otyp == POT_ACID
        || otyp == POT_SICKNESS
        || (otyp == POT_WATER && (obj->blessed || obj->cursed))) {
        if (obj->spe != ((obj->oclass == WAND_CLASS) ? -1 : 0)
            && otyp != WAN_CANCELLATION /* can't cancel cancellation */
            && otyp != MAGIC_LAMP /* cancelling doesn't remove djinni */
            && otyp != CANDELABRUM_OF_INVOCATION) {
            costly_alteration(obj, COST_CANCEL);
            obj->spe = (obj->oclass == WAND_CLASS) ? -1 : 0;
        }
        switch (obj->oclass) {
        case SCROLL_CLASS:
            costly_alteration(obj, COST_CANCEL);
            obj->otyp = SCR_BLANK_PAPER;
            obj->spe = 0;
            break;
        case SPBOOK_CLASS:
            if (otyp != SPE_CANCELLATION && otyp != SPE_NOVEL
                && otyp != SPE_BOOK_OF_THE_DEAD) {
                costly_alteration(obj, COST_CANCEL);
                obj->otyp = SPE_BLANK_PAPER;
            }
            break;
        case POTION_CLASS:
            costly_alteration(obj,
                              (otyp != POT_WATER)
                                  ? COST_CANCEL
                                  : obj->cursed ? COST_UNCURS : COST_UNBLSS);
            if (otyp == POT_SICKNESS || otyp == POT_SEE_INVISIBLE) {
                /* sickness is "biologically contaminated" fruit juice;
                   cancel it and it just becomes fruit juice...
                   whereas see invisible tastes like "enchanted" fruit
                   juice, it similarly cancels */
                obj->otyp = POT_FRUIT_JUICE;
            } else {
                obj->otyp = POT_WATER;
                obj->odiluted = 0; /* same as any other water */
            }
            break;
        }
    }
    unbless(obj);
    uncurse(obj);
    return;
}

/* Remove a positive enchantment or charge from obj,
 * possibly carried by you or a monster
 */
boolean
drain_item(obj, by_you)
struct obj *obj;
boolean by_you;
{
    boolean u_ring;

    /* Is this a charged/enchanted object? */
    if (!obj
        || (!objects[obj->otyp].oc_charged && obj->oclass != WEAPON_CLASS
            && obj->oclass != ARMOR_CLASS && !is_weptool(obj))
        || obj->spe <= 0)
        return FALSE;
    if (defends(AD_DRLI, obj) || defends_when_carried(AD_DRLI, obj)
        || obj_resists(obj, 10, 90))
        return FALSE;

    /* Charge for the cost of the object */
    if (by_you)
        costly_alteration(obj, COST_DRAIN);

    /* Drain the object and any implied effects */
    obj->spe--;
    u_ring = (obj == uleft) || (obj == uright);
    switch (obj->otyp) {
    case RIN_GAIN_STRENGTH:
        if ((obj->owornmask & W_RING) && u_ring) {
            ABON(A_STR)--;
            context.botl = 1;
        }
        break;
    case RIN_GAIN_CONSTITUTION:
        if ((obj->owornmask & W_RING) && u_ring) {
            ABON(A_CON)--;
            context.botl = 1;
        }
        break;
    case RIN_ADORNMENT:
        if ((obj->owornmask & W_RING) && u_ring) {
            ABON(A_CHA)--;
            context.botl = 1;
        }
        break;
    case RIN_INCREASE_ACCURACY:
        if ((obj->owornmask & W_RING) && u_ring)
            u.uhitinc--;
        break;
    case RIN_INCREASE_DAMAGE:
        if ((obj->owornmask & W_RING) && u_ring)
            u.udaminc--;
        break;
    case RIN_PROTECTION:
        if (u_ring)
            context.botl = 1; /* bot() will recalc u.uac */
        break;
    case HELM_OF_BRILLIANCE:
        if ((obj->owornmask & W_ARMH) && (obj == uarmh)) {
            ABON(A_INT)--;
            ABON(A_WIS)--;
            context.botl = 1;
        }
        break;
    case GAUNTLETS_OF_DEXTERITY:
        if ((obj->owornmask & W_ARMG) && (obj == uarmg)) {
            ABON(A_DEX)--;
            context.botl = 1;
        }
        break;
    default:
        break;
    }
    if (context.botl)
        bot();
    if (carried(obj))
        update_inventory();
    return TRUE;
}

boolean
obj_resists(obj, ochance, achance)
struct obj *obj;
int ochance, achance; /* percent chance for ordinary objects, artifacts */
{
    if (obj->otyp == AMULET_OF_YENDOR
        || obj->otyp == SPE_BOOK_OF_THE_DEAD
        || obj->otyp == CANDELABRUM_OF_INVOCATION
        || obj->otyp == BELL_OF_OPENING
        || (obj->otyp == CORPSE && is_rider(&mons[obj->corpsenm]))) {
        return TRUE;
    } else {
        int chance = rn2(100);

        return (boolean) (chance < (obj->oartifact ? achance : ochance));
    }
}

boolean
obj_shudders(obj)
struct obj *obj;
{
    int zap_odds;

    if (context.bypasses && obj->bypass)
        return FALSE;

    if (obj->oclass == WAND_CLASS)
        zap_odds = 3; /* half-life = 2 zaps */
    else if (obj->cursed)
        zap_odds = 3; /* half-life = 2 zaps */
    else if (obj->blessed)
        zap_odds = 12; /* half-life = 8 zaps */
    else
        zap_odds = 8; /* half-life = 6 zaps */

    /* adjust for "large" quantities of identical things */
    if (obj->quan > 4L)
        zap_odds /= 2;

    return (boolean) !rn2(zap_odds);
}

/* Use up at least minwt number of things made of material mat.
 * There's also a chance that other stuff will be used up.  Finally,
 * there's a random factor here to keep from always using the stuff
 * at the top of the pile.
 */
STATIC_OVL void
polyuse(objhdr, mat, minwt)
struct obj *objhdr;
int mat, minwt;
{
    register struct obj *otmp, *otmp2;

    for (otmp = objhdr; minwt > 0 && otmp; otmp = otmp2) {
        otmp2 = otmp->nexthere;
        if (context.bypasses && otmp->bypass)
            continue;
        if (otmp == uball || otmp == uchain)
            continue;
        if (obj_resists(otmp, 0, 0))
            continue; /* preserve unique objects */
#ifdef MAIL
        if (otmp->otyp == SCR_MAIL)
            continue;
#endif

        if (((int) objects[otmp->otyp].oc_material == mat)
            == (rn2(minwt + 1) != 0)) {
            /* appropriately add damage to bill */
            if (costly_spot(otmp->ox, otmp->oy)) {
                if (*u.ushops)
                    addtobill(otmp, FALSE, FALSE, FALSE);
                else
                    (void) stolen_value(otmp, otmp->ox, otmp->oy, FALSE,
                                        FALSE);
            }
            if (otmp->quan < LARGEST_INT)
                minwt -= (int) otmp->quan;
            else
                minwt = 0;
            delobj(otmp);
        }
    }
}

/*
 * Polymorph some of the stuff in this pile into a monster, preferably
 * a golem of the kind okind.
 */
STATIC_OVL void
create_polymon(obj, okind)
struct obj *obj;
int okind;
{
    struct permonst *mdat = (struct permonst *) 0;
    struct monst *mtmp;
    const char *material;
    int pm_index;

    if (context.bypasses) {
        /* this is approximate because the "no golems" !obj->nexthere
           check below doesn't understand bypassed objects; but it
           should suffice since bypassed objects always end up as a
           consecutive group at the top of their pile */
        while (obj && obj->bypass)
            obj = obj->nexthere;
    }

    /* no golems if you zap only one object -- not enough stuff */
    if (!obj || (!obj->nexthere && obj->quan == 1L))
        return;

    /* some of these choices are arbitrary */
    switch (okind) {
    case IRON:
    case METAL:
    case MITHRIL:
        pm_index = PM_IRON_GOLEM;
/*JP
        material = "metal ";
*/
        material = "金属";
        break;
    case COPPER:
    case SILVER:
    case PLATINUM:
    case GEMSTONE:
    case MINERAL:
        pm_index = rn2(2) ? PM_STONE_GOLEM : PM_CLAY_GOLEM;
/*JP
        material = "lithic ";
*/
        material = "鉱物";
        break;
    case 0:
    case FLESH:
        /* there is no flesh type, but all food is type 0, so we use it */
        pm_index = PM_FLESH_GOLEM;
/*JP
        material = "organic ";
*/
        material = "有機物";
        break;
    case WOOD:
        pm_index = PM_WOOD_GOLEM;
/*JP
        material = "wood ";
*/
        material = "木材";
        break;
    case LEATHER:
        pm_index = PM_LEATHER_GOLEM;
/*JP
        material = "leather ";
*/
        material = "革";
        break;
    case CLOTH:
        pm_index = PM_ROPE_GOLEM;
/*JP
        material = "cloth ";
*/
        material = "布";
        break;
    case BONE:
        pm_index = PM_SKELETON; /* nearest thing to "bone golem" */
/*JP
        material = "bony ";
*/
        material = "骨";
        break;
    case GOLD:
        pm_index = PM_GOLD_GOLEM;
/*JP
        material = "gold ";
*/
        material = "金";
        break;
    case GLASS:
        pm_index = PM_GLASS_GOLEM;
/*JP
        material = "glassy ";
*/
        material = "ガラス";
        break;
    case PAPER:
        pm_index = PM_PAPER_GOLEM;
/*JP
        material = "paper ";
*/
        material = "紙";
        break;
    default:
        /* if all else fails... */
        pm_index = PM_STRAW_GOLEM;
#if 0 /*JP:T*/
        material = "";
#else
        material = "物体";
#endif
        break;
    }

    if (!(mvitals[pm_index].mvflags & G_GENOD))
        mdat = &mons[pm_index];

    mtmp = makemon(mdat, obj->ox, obj->oy, NO_MM_FLAGS);
    polyuse(obj, okind, (int) mons[pm_index].cwt);

    if (mtmp && cansee(mtmp->mx, mtmp->my)) {
#if 0 /*JP:T*/
        pline("Some %sobjects meld, and %s arises from the pile!", material,
              a_monnam(mtmp));
#else
        pline("いくつかの%sが溶け，その山から%sが現われた！", material,
              a_monnam(mtmp));
#endif
    }
}

/* Assumes obj is on the floor. */
void
do_osshock(obj)
struct obj *obj;
{
    long i;

#ifdef MAIL
    if (obj->otyp == SCR_MAIL)
        return;
#endif
    obj_zapped = TRUE;

    if (poly_zapped < 0) {
        /* some may metamorphosize */
        for (i = obj->quan; i; i--)
            if (!rn2(Luck + 45)) {
                poly_zapped = objects[obj->otyp].oc_material;
                break;
            }
    }

    /* if quan > 1 then some will survive intact */
    if (obj->quan > 1L) {
        if (obj->quan > LARGEST_INT)
            obj = splitobj(obj, (long) rnd(30000));
        else
            obj = splitobj(obj, (long) rnd((int) obj->quan - 1));
    }

    /* appropriately add damage to bill */
    if (costly_spot(obj->ox, obj->oy)) {
        if (*u.ushops)
            addtobill(obj, FALSE, FALSE, FALSE);
        else
            (void) stolen_value(obj, obj->ox, obj->oy, FALSE, FALSE);
    }

    /* zap the object */
    delobj(obj);
}

/* classes of items whose current charge count carries over across polymorph
 */
static const char charged_objs[] = { WAND_CLASS, WEAPON_CLASS, ARMOR_CLASS,
                                     '\0' };

/*
 * Polymorph the object to the given object ID.  If the ID is STRANGE_OBJECT
 * then pick random object from the source's class (this is the standard
 * "polymorph" case).  If ID is set to a specific object, inhibit fusing
 * n objects into 1.  This could have been added as a flag, but currently
 * it is tied to not being the standard polymorph case. The new polymorphed
 * object replaces obj in its link chains.  Return value is a pointer to
 * the new object.
 *
 * This should be safe to call for an object anywhere.
 */
struct obj *
poly_obj(obj, id)
struct obj *obj;
int id;
{
    struct obj *otmp;
    xchar ox = 0, oy = 0;
    long old_wornmask, new_wornmask = 0L;
    boolean can_merge = (id == STRANGE_OBJECT);
    int obj_location = obj->where;

    if (obj->otyp == BOULDER)
        sokoban_guilt();
    if (id == STRANGE_OBJECT) { /* preserve symbol */
        int try_limit = 3;
        unsigned magic_obj = objects[obj->otyp].oc_magic;

        if (obj->otyp == UNICORN_HORN && obj->degraded_horn)
            magic_obj = 0;
        /* Try up to 3 times to make the magic-or-not status of
           the new item be the same as it was for the old one. */
        otmp = (struct obj *) 0;
        do {
            if (otmp)
                delobj(otmp);
            otmp = mkobj(obj->oclass, FALSE);
        } while (--try_limit > 0
                 && objects[otmp->otyp].oc_magic != magic_obj);
    } else {
        /* literally replace obj with this new thing */
        otmp = mksobj(id, FALSE, FALSE);
/* Actually more things use corpsenm but they polymorph differently */
#define USES_CORPSENM(typ) \
    ((typ) == CORPSE || (typ) == STATUE || (typ) == FIGURINE)

        if (USES_CORPSENM(obj->otyp) && USES_CORPSENM(id))
            set_corpsenm(otmp, obj->corpsenm);
#undef USES_CORPSENM
    }

    /* preserve quantity */
    otmp->quan = obj->quan;
    /* preserve the shopkeepers (lack of) interest */
    otmp->no_charge = obj->no_charge;
    /* preserve inventory letter if in inventory */
    if (obj_location == OBJ_INVENT)
        otmp->invlet = obj->invlet;
#ifdef MAIL
    /* You can't send yourself 100 mail messages and then
     * polymorph them into useful scrolls
     */
    if (obj->otyp == SCR_MAIL) {
        otmp->otyp = SCR_MAIL;
        otmp->spe = 1;
    }
#endif

    /* avoid abusing eggs laid by you */
    if (obj->otyp == EGG && obj->spe) {
        int mnum, tryct = 100;

        /* first, turn into a generic egg */
        if (otmp->otyp == EGG)
            kill_egg(otmp);
        else {
            otmp->otyp = EGG;
            otmp->owt = weight(otmp);
        }
        otmp->corpsenm = NON_PM;
        otmp->spe = 0;

        /* now change it into something laid by the hero */
        while (tryct--) {
            mnum = can_be_hatched(random_monster(rn2));
            if (mnum != NON_PM && !dead_species(mnum, TRUE)) {
                otmp->spe = 1;            /* laid by hero */
                set_corpsenm(otmp, mnum); /* also sets hatch timer */
                break;
            }
        }
    }

    /* keep special fields (including charges on wands) */
    if (index(charged_objs, otmp->oclass))
        otmp->spe = obj->spe;
    otmp->recharged = obj->recharged;

    otmp->cursed = obj->cursed;
    otmp->blessed = obj->blessed;

    if (erosion_matters(otmp)) {
        if (is_flammable(otmp) || is_rustprone(otmp))
            otmp->oeroded = obj->oeroded;
        if (is_corrodeable(otmp) || is_rottable(otmp))
            otmp->oeroded2 = obj->oeroded2;
        if (is_damageable(otmp))
            otmp->oerodeproof = obj->oerodeproof;
    }

    /* Keep chest/box traps and poisoned ammo if we may */
    if (obj->otrapped && Is_box(otmp))
        otmp->otrapped = TRUE;

    if (obj->opoisoned && is_poisonable(otmp))
        otmp->opoisoned = TRUE;

    if (id == STRANGE_OBJECT && obj->otyp == CORPSE) {
        /* turn crocodile corpses into shoes */
        if (obj->corpsenm == PM_CROCODILE) {
            otmp->otyp = LOW_BOOTS;
            otmp->oclass = ARMOR_CLASS;
            otmp->spe = 0;
            otmp->oeroded = 0;
            otmp->oerodeproof = TRUE;
            otmp->quan = 1L;
            otmp->cursed = FALSE;
        }
    }

    /* no box contents --KAA */
    if (Has_contents(otmp))
        delete_contents(otmp);

    /* 'n' merged objects may be fused into 1 object */
    if (otmp->quan > 1L && (!objects[otmp->otyp].oc_merge
                            || (can_merge && otmp->quan > (long) rn2(1000))))
        otmp->quan = 1L;

    switch (otmp->oclass) {
    case TOOL_CLASS:
        if (otmp->otyp == MAGIC_LAMP) {
            otmp->otyp = OIL_LAMP;
            otmp->age = 1500L; /* "best" oil lamp possible */
        } else if (otmp->otyp == MAGIC_MARKER) {
            otmp->recharged = 1; /* degraded quality */
        }
        /* don't care about the recharge count of other tools */
        break;

    case WAND_CLASS:
        while (otmp->otyp == WAN_WISHING || otmp->otyp == WAN_POLYMORPH)
            otmp->otyp = rnd_class(WAN_LIGHT, WAN_LIGHTNING);
        /* altering the object tends to degrade its quality
           (analogous to spellbook `read count' handling) */
        if ((int) otmp->recharged < rn2(7)) /* recharge_limit */
            otmp->recharged++;
        break;

    case POTION_CLASS:
        while (otmp->otyp == POT_POLYMORPH)
            otmp->otyp = rnd_class(POT_GAIN_ABILITY, POT_WATER);
        break;

    case SPBOOK_CLASS:
        while (otmp->otyp == SPE_POLYMORPH)
            otmp->otyp = rnd_class(SPE_DIG, SPE_BLANK_PAPER);
        /* reduce spellbook abuse; non-blank books degrade */
        if (otmp->otyp != SPE_BLANK_PAPER) {
            otmp->spestudied = obj->spestudied + 1;
            if (otmp->spestudied > MAX_SPELL_STUDY) {
                otmp->otyp = SPE_BLANK_PAPER;
                /* writing a new book over it will yield an unstudied
                   one; re-polymorphing this one as-is may or may not
                   get something non-blank */
                otmp->spestudied = rn2(otmp->spestudied);
            }
        }
        break;

    case GEM_CLASS:
        if (otmp->quan > (long) rnd(4)
            && objects[obj->otyp].oc_material == MINERAL
            && objects[otmp->otyp].oc_material != MINERAL) {
            otmp->otyp = ROCK; /* transmutation backfired */
            otmp->quan /= 2L;  /* some material has been lost */
        }
        break;
    }

    /* update the weight */
    otmp->owt = weight(otmp);

    /*
     * ** we are now done adjusting the object (except possibly wearing it) **
     */

    (void) get_obj_location(obj, &ox, &oy, BURIED_TOO | CONTAINED_TOO);
    old_wornmask = obj->owornmask & ~(W_ART | W_ARTI);
    /* swap otmp for obj */
    replace_object(obj, otmp);
    if (obj_location == OBJ_INVENT) {
        /*
         * We may need to do extra adjustments for the hero if we're
         * messing with the hero's inventory.  The following calls are
         * equivalent to calling freeinv on obj and addinv on otmp,
         * while doing an in-place swap of the actual objects.
         */
        freeinv_core(obj);
        addinv_core1(otmp);
        addinv_core2(otmp);
        /*
         * Handle polymorph of worn item.  Stone-to-flesh cast on self can
         * affect multiple objects at once, but their new forms won't
         * produce any side-effects.  A single worn item dipped into potion
         * of polymorph can produce side-effects but those won't yield out
         * of sequence messages because current polymorph is finished.
         */
        if (old_wornmask) {
            boolean was_twohanded = bimanual(obj), was_twoweap = u.twoweap;

            /* wearslot() returns a mask which might have multiple bits set;
               narrow that down to the bit(s) currently in use */
            new_wornmask = wearslot(otmp) & old_wornmask;
            remove_worn_item(obj, TRUE);
            /* if the new form can be worn in the same slot, make it so */
            if ((new_wornmask & W_WEP) != 0L) {
                if (was_twohanded || !bimanual(otmp) || !uarms)
                    setuwep(otmp);
                if (was_twoweap && uwep && !bimanual(uwep))
                    u.twoweap = TRUE;
            } else if ((new_wornmask & W_SWAPWEP) != 0L) {
                if (was_twohanded || !bimanual(otmp))
                    setuswapwep(otmp);
                if (was_twoweap && uswapwep)
                    u.twoweap = TRUE;
            } else if ((new_wornmask & W_QUIVER) != 0L) {
                setuqwep(otmp);
            } else if (new_wornmask) {
                setworn(otmp, new_wornmask);
                /* set_wear() might result in otmp being destroyed if
                   worn amulet has been turned into an amulet of change */
                set_wear(otmp);
                otmp = wearmask_to_obj(new_wornmask); /* might be Null */
            }
        } /* old_wornmask */
    } else if (obj_location == OBJ_FLOOR) {
        if (obj->otyp == BOULDER && otmp->otyp != BOULDER
            && !does_block(ox, oy, &levl[ox][oy]))
            unblock_point(ox, oy);
        else if (obj->otyp != BOULDER && otmp->otyp == BOULDER)
            /* (checking does_block() here would be redundant) */
            block_point(ox, oy);
    }

    /* note: if otmp is gone, billing for it was handled by useup() */
    if (((otmp && !carried(otmp)) || obj->unpaid) && costly_spot(ox, oy)) {
        struct monst *shkp = shop_keeper(*in_rooms(ox, oy, SHOPBASE));

        if ((!obj->no_charge
             || (Has_contents(obj)
                 && (contained_cost(obj, shkp, 0L, FALSE, FALSE) != 0L)))
            && inhishop(shkp)) {
            if (shkp->mpeaceful) {
                if (*u.ushops
                    && (*in_rooms(u.ux, u.uy, 0)
                        == *in_rooms(shkp->mx, shkp->my, 0))
                    && !costly_spot(u.ux, u.uy)) {
                    make_angry_shk(shkp, ox, oy);
                } else {
/*JP
                    pline("%s gets angry!", Monnam(shkp));
*/
                    pline("%sは激怒した！", Monnam(shkp));
                    hot_pursuit(shkp);
                }
            } else
/*JP
                Norep("%s is furious!", Monnam(shkp));
*/
                Norep("%sは怒った！", Monnam(shkp));
        }
    }
    delobj(obj);
    return otmp;
}

/* stone-to-flesh spell hits and maybe transforms or animates obj */
STATIC_OVL int
stone_to_flesh_obj(obj)
struct obj *obj;
{
    int res = 1; /* affected object by default */
    struct permonst *ptr;
    struct monst *mon, *shkp;
    struct obj *item;
    xchar oox, ooy;
    boolean smell = FALSE, golem_xform = FALSE;

    if (objects[obj->otyp].oc_material != MINERAL
        && objects[obj->otyp].oc_material != GEMSTONE)
        return 0;
    /* Heart of Ahriman usually resists; ordinary items rarely do */
    if (obj_resists(obj, 2, 98))
        return 0;

    (void) get_obj_location(obj, &oox, &ooy, 0);
    /* add more if stone objects are added.. */
    switch (objects[obj->otyp].oc_class) {
    case ROCK_CLASS: /* boulders and statues */
    case TOOL_CLASS: /* figurines */
        if (obj->otyp == BOULDER) {
            obj = poly_obj(obj, HUGE_CHUNK_OF_MEAT);
            smell = TRUE;
        } else if (obj->otyp == STATUE || obj->otyp == FIGURINE) {
            ptr = &mons[obj->corpsenm];
            if (is_golem(ptr)) {
                golem_xform = (ptr != &mons[PM_FLESH_GOLEM]);
            } else if (vegetarian(ptr)) {
                /* Don't animate monsters that aren't flesh */
                obj = poly_obj(obj, MEATBALL);
                smell = TRUE;
                break;
            }
            if (obj->otyp == STATUE) {
                /* animate_statue() forces all golems to become flesh golems */
                mon = animate_statue(obj, oox, ooy, ANIMATE_SPELL, (int *) 0);
            } else { /* (obj->otyp == FIGURINE) */
                if (golem_xform)
                    ptr = &mons[PM_FLESH_GOLEM];
                mon = makemon(ptr, oox, ooy, NO_MINVENT);
                if (mon) {
                    if (costly_spot(oox, ooy)
                        && (carried(obj) ? obj->unpaid : !obj->no_charge)) {
                        shkp = shop_keeper(*in_rooms(oox, ooy, SHOPBASE));
                        stolen_value(obj, oox, ooy,
                                     (shkp && shkp->mpeaceful), FALSE);
                    }
                    if (obj->timed)
                        obj_stop_timers(obj);
                    if (carried(obj))
                        useup(obj);
                    else
                        delobj(obj);
                    if (cansee(mon->mx, mon->my))
#if 0 /*JP:T*/
                        pline_The("figurine %sanimates!",
                                  golem_xform ? "turns to flesh and " : "");
#else
                        pline_The("人形は%s動きだした！",
                                  golem_xform ? "石化が解けて" : "");
#endif
                }
            }
            if (mon) {
                ptr = mon->data;
                /* this golem handling is redundant... */
                if (is_golem(ptr) && ptr != &mons[PM_FLESH_GOLEM])
                    (void) newcham(mon, &mons[PM_FLESH_GOLEM], TRUE, FALSE);
            } else if ((ptr->geno & (G_NOCORPSE | G_UNIQ)) != 0) {
                /* didn't revive but can't leave corpse either */
                res = 0;
            } else {
                /* unlikely to get here since genociding monsters also
                   sets the G_NOCORPSE flag; drop statue's contents */
                while ((item = obj->cobj) != 0) {
                    bypass_obj(item); /* make stone-to-flesh miss it */
                    obj_extract_self(item);
                    place_object(item, oox, ooy);
                }
                obj = poly_obj(obj, CORPSE);
            }
        } else { /* miscellaneous tool or unexpected rock... */
            res = 0;
        }
        break;
    /* maybe add weird things to become? */
    case RING_CLASS: /* some of the rings are stone */
        obj = poly_obj(obj, MEAT_RING);
        smell = TRUE;
        break;
    case WAND_CLASS: /* marble wand */
        obj = poly_obj(obj, MEAT_STICK);
        smell = TRUE;
        break;
    case GEM_CLASS: /* stones & gems */
        obj = poly_obj(obj, MEATBALL);
        smell = TRUE;
        break;
    case WEAPON_CLASS: /* crysknife */
        /*FALLTHRU*/
    default:
        res = 0;
        break;
    }

    if (smell) {
        /* non-meat eaters smell meat, meat eaters smell its flavor;
           monks are considered non-meat eaters regardless of behavior;
           other roles are non-meat eaters if they haven't broken
           vegetarian conduct yet (or if poly'd into non-carnivorous/
           non-omnivorous form, regardless of whether it's herbivorous,
           non-eating, or something stranger) */
        if (Role_if(PM_MONK) || !u.uconduct.unvegetarian
            || !carnivorous(youmonst.data))
/*JP
            Norep("You smell the odor of meat.");
*/
            Norep("肉の悪臭が漂った．");
        else
/*JP
            Norep("You smell a delicious smell.");
*/
            Norep("すばらしい香りだ！");
    }
    newsym(oox, ooy);
    return res;
}

/*
 * Object obj was hit by the effect of the wand/spell otmp.  Return
 * non-zero if the wand/spell had any effect.
 */
int
bhito(obj, otmp)
struct obj *obj, *otmp;
{
    int res = 1; /* affected object by default */
    boolean learn_it = FALSE, maybelearnit;

    /* fundamental: a wand effect hitting itself doesn't do anything;
       otherwise we need to guard against accessing otmp after something
       strange has happened to it (along the lines of polymorph or
       stone-to-flesh [which aren't good examples since polymorph wands
       aren't affected by polymorph zaps and stone-to-flesh isn't
       available in wand form, but the concept still applies...]) */
    if (obj == otmp)
        return 0;

    if (obj->bypass) {
        /* The bypass bit is currently only used as follows:
         *
         * POLYMORPH - When a monster being polymorphed drops something
         *             from its inventory as a result of the change.
         *             If the items fall to the floor, they are not
         *             subject to direct subsequent polymorphing
         *             themselves on that same zap.  This makes it
         *             consistent with items that remain in the monster's
         *             inventory.  They are not polymorphed either.
         * UNDEAD_TURNING - When an undead creature gets killed via
         *             undead turning, prevent its corpse from being
         *             immediately revived by the same effect.
         * STONE_TO_FLESH - If a statue can't be revived, its
         *             contents get dropped before turning it into
         *             meat; prevent those contents from being hit.
         * retouch_equipment() - bypass flag is used to track which
         *             items have been handled (bhito isn't involved).
         * menu_drop(), askchain() - inventory traversal where multiple
         *             Drop can alter the invent chain while traversal
         *             is in progress (bhito isn't involved).
         * destroy_item(), destroy_mitem() - inventory traversal where
         *             item destruction can trigger drop or destruction of
         *             other item(s) and alter the invent or mon->minvent
         *             chain, possibly recursively.
         *
         * The bypass bit on all objects is reset each turn, whenever
         * context.bypasses is set.
         *
         * We check the obj->bypass bit above AND context.bypasses
         * as a safeguard against any stray occurrence left in an obj
         * struct someplace, although that should never happen.
         */
        if (context.bypasses) {
            return 0;
        } else {
            debugpline1("%s for a moment.", Tobjnam(obj, "pulsate"));
            obj->bypass = 0;
        }
    }

    /*
     * Some parts of this function expect the object to be on the floor
     * obj->{ox,oy} to be valid.  The exception to this (so far) is
     * for the STONE_TO_FLESH spell.
     */
    if (!(obj->where == OBJ_FLOOR || otmp->otyp == SPE_STONE_TO_FLESH))
        impossible("bhito: obj is not floor or Stone To Flesh spell");

    if (obj == uball) {
        res = 0;
    } else if (obj == uchain) {
        if (otmp->otyp == WAN_OPENING || otmp->otyp == SPE_KNOCK) {
            learn_it = TRUE;
            unpunish();
        } else
            res = 0;
    } else
        switch (otmp->otyp) {
        case WAN_POLYMORPH:
        case SPE_POLYMORPH:
            if (obj->otyp == WAN_POLYMORPH || obj->otyp == SPE_POLYMORPH
                || obj->otyp == POT_POLYMORPH || obj_resists(obj, 5, 95)) {
                res = 0;
                break;
            }
            /* KMH, conduct */
            u.uconduct.polypiles++;
            /* any saved lock context will be dangerously obsolete */
            if (Is_box(obj))
                (void) boxlock(obj, otmp);

            if (obj_shudders(obj)) {
                boolean cover = ((obj == level.objects[u.ux][u.uy])
                                 && u.uundetected
                                 && hides_under(youmonst.data));

                if (cansee(obj->ox, obj->oy))
                    learn_it = TRUE;
                do_osshock(obj);
                /* eek - your cover might have been blown */
                if (cover)
                    (void) hideunder(&youmonst);
                break;
            }
            obj = poly_obj(obj, STRANGE_OBJECT);
            newsym(obj->ox, obj->oy);
            break;
        case WAN_PROBING:
            res = !obj->dknown;
            /* target object has now been "seen (up close)" */
            obj->dknown = 1;
            if (Is_container(obj) || obj->otyp == STATUE) {
                obj->cknown = obj->lknown = 1;
                if (!obj->cobj) {
/*JP
                    pline("%s empty.", Tobjnam(obj, "are"));
*/
                    pline("%sは空っぽだ．", xname(obj));
                } else if (SchroedingersBox(obj)) {
                    /* we don't want to force alive vs dead
                       determination for Schroedinger's Cat here,
                       so just make probing be inconclusive for it */
#if 0 /*JP:T*/
                    You("aren't sure whether %s has %s or its corpse inside.",
                        the(xname(obj)),
                        /* unfortunately, we can't tell whether rndmonnam()
                           picks a form which can't leave a corpse */
                        an(Hallucination ? rndmonnam((char *) 0) : "cat"));
#else
                    pline("%sに%sが入っているのかその死体が入っているのかわからない．",
                        xname(obj),
                        /* unfortunately, we can't tell whether rndmonnam()
                           picks a form which can't leave a corpse */
                        Hallucination ? rndmonnam((char *) 0) : "猫");
#endif
                    obj->cknown = 0;
                } else {
                    struct obj *o;

                    /* view contents (not recursively) */
                    for (o = obj->cobj; o; o = o->nobj)
                        o->dknown = 1; /* "seen", even if blind */
                    (void) display_cinventory(obj);
                }
                res = 1;
            }
            if (res)
                learn_it = TRUE;
            break;
        case WAN_STRIKING:
        case SPE_FORCE_BOLT:
            /* learn the type if you see or hear something break
               (the sound could be implicit) */
            maybelearnit = cansee(obj->ox, obj->oy) || !Deaf;
            if (obj->otyp == BOULDER) {
                if (cansee(obj->ox, obj->oy))
/*JP
                    pline_The("boulder falls apart.");
*/
                    pline_The("岩はばらばらになった．");
                else
/*JP
                    You_hear("a crumbling sound.");
*/
                    You_hear("何かが砕ける音を聞いた．");
                fracture_rock(obj);
            } else if (obj->otyp == STATUE) {
                if (break_statue(obj)) {
                    if (cansee(obj->ox, obj->oy)) {
                        if (Hallucination)
/*JP
                            pline_The("%s shatters.", rndmonnam(NULL));
*/
                            pline_The("%sは粉々になった．", rndmonnam(NULL));
                        else
/*JP
                            pline_The("statue shatters.");
*/
                            pline_The("石像は粉々になった．");
                    } else
/*JP
                        You_hear("a crumbling sound.");
*/
                        You_hear("何かが砕ける音を聞いた．");
                }
            } else {
                int oox = obj->ox;
                int ooy = obj->oy;
                if (context.mon_moving
                        ? !breaks(obj, obj->ox, obj->oy)
                        : !hero_breaks(obj, obj->ox, obj->oy, FALSE))
                    maybelearnit = FALSE; /* nothing broke */
                else
                    newsym_force(oox,ooy);
                res = 0;
            }
            if (maybelearnit)
                learn_it = TRUE;
            break;
        case WAN_CANCELLATION:
        case SPE_CANCELLATION:
            cancel_item(obj);
#ifdef TEXTCOLOR
            newsym(obj->ox, obj->oy); /* might change color */
#endif
            break;
        case SPE_DRAIN_LIFE:
            (void) drain_item(obj, TRUE);
            break;
        case WAN_TELEPORTATION:
        case SPE_TELEPORT_AWAY:
            (void) rloco(obj);
            break;
        case WAN_MAKE_INVISIBLE:
            break;
        case WAN_UNDEAD_TURNING:
        case SPE_TURN_UNDEAD:
            if (obj->otyp == EGG) {
                revive_egg(obj);
            } else if (obj->otyp == CORPSE) {
                struct monst *mtmp;
                xchar ox, oy;
                int corpsenm = corpse_revive_type(obj);
                char *corpsname = cxname_singular(obj);

                /* get corpse's location before revive() uses it up */
                if (!get_obj_location(obj, &ox, &oy, 0))
                    ox = obj->ox, oy = obj->oy; /* won't happen */

                mtmp = revive(obj, TRUE);
                if (!mtmp) {
                    res = 0; /* no monster implies corpse was left intact */
                } else {
                    if (cansee(ox, oy)) {
                        if (canspotmon(mtmp)) {
#if 0 /*JP:T*/
                            pline("%s is resurrected!",
                                  upstart(noname_monnam(mtmp, ARTICLE_THE)));
#else
                            pline("%sは生き返った！",
                                  upstart(noname_monnam(mtmp, ARTICLE_THE)));
#endif
                            learn_it = TRUE;
                        } else {
                            /* saw corpse but don't see monster: maybe
                               mtmp is invisible, or has been placed at
                               a different spot than <ox,oy> */
                            if (!type_is_pname(&mons[corpsenm]))
                                corpsname = The(corpsname);
/*JP
                            pline("%s disappears.", corpsname);
*/
                            pline("%sは消えた．", corpsname);
                        }
                    } else {
                        /* couldn't see corpse's location */
                        if (Role_if(PM_HEALER) && !Deaf
                            && !nonliving(&mons[corpsenm])) {
                            if (!type_is_pname(&mons[corpsenm]))
                                corpsname = an(corpsname);
                            if (!Hallucination)
/*JP
                                You_hear("%s reviving.", corpsname);
*/
                                You_hear("%sが生き返る音を聞いた．", corpsname);
                            else
/*JP
                                You_hear("a defibrillator.");
*/
                                You_hear("除細動器の音を聞いた．");
                            learn_it = TRUE;
                        }
                        if (canspotmon(mtmp))
                            /* didn't see corpse but do see monster: it
                               has been placed somewhere other than <ox,oy>
                               or blind hero spots it with ESP */
/*JP
                            pline("%s appears.", Monnam(mtmp));
*/
                            pline("%sが現れた．", Monnam(mtmp));
                    }
                    if (learn_it)
                        exercise(A_WIS, TRUE);
                }
            }
            break;
        case WAN_OPENING:
        case SPE_KNOCK:
        case WAN_LOCKING:
        case SPE_WIZARD_LOCK:
            if (Is_box(obj))
                res = boxlock(obj, otmp);
            else
                res = 0;
            if (res)
                learn_it = TRUE;
            break;
        case WAN_SLOW_MONSTER: /* no effect on objects */
        case SPE_SLOW_MONSTER:
        case WAN_SPEED_MONSTER:
        case WAN_NOTHING:
        case SPE_HEALING:
        case SPE_EXTRA_HEALING:
            res = 0;
            break;
        case SPE_STONE_TO_FLESH:
            res = stone_to_flesh_obj(obj);
            break;
        default:
            impossible("What an interesting effect (%d)", otmp->otyp);
            break;
        }
    /* if effect was observable then discover the wand type provided
       that the wand itself has been seen */
    if (learn_it)
        learnwand(otmp);
    return res;
}

/* returns nonzero if something was hit */
int
bhitpile(obj, fhito, tx, ty, zz)
struct obj *obj;
int FDECL((*fhito), (OBJ_P, OBJ_P));
int tx, ty;
schar zz;
{
    int hitanything = 0;
    register struct obj *otmp, *next_obj;

    if (obj->otyp == SPE_FORCE_BOLT || obj->otyp == WAN_STRIKING) {
        struct trap *t = t_at(tx, ty);

        /* We can't settle for the default calling sequence of
           bhito(otmp) -> break_statue(otmp) -> activate_statue_trap(ox,oy)
           because that last call might end up operating on our `next_obj'
           (below), rather than on the current object, if it happens to
           encounter a statue which mustn't become animated. */
        if (t && t->ttyp == STATUE_TRAP
            && activate_statue_trap(t, tx, ty, TRUE))
            learnwand(obj);
    }

    poly_zapped = -1;
    for (otmp = level.objects[tx][ty]; otmp; otmp = next_obj) {
        next_obj = otmp->nexthere;
        /* for zap downwards, don't hit object poly'd hero is hiding under */
        if (zz > 0 && u.uundetected && otmp == level.objects[u.ux][u.uy]
            && hides_under(youmonst.data))
            continue;

        hitanything += (*fhito)(otmp, obj);
    }
    if (poly_zapped >= 0)
        create_polymon(level.objects[tx][ty], poly_zapped);

    return hitanything;
}

/*
 * zappable - returns 1 if zap is available, 0 otherwise.
 *            it removes a charge from the wand if zappable.
 * added by GAN 11/03/86
 */
int
zappable(wand)
register struct obj *wand;
{
    if (wand->spe < 0 || (wand->spe == 0 && rn2(121)))
        return 0;
    if (wand->spe == 0)
/*JP
        You("wrest one last charge from the worn-out wand.");
*/
        You("使いきった杖から最後の力をしぼりとった．");
    wand->spe--;
    return 1;
}

/*
 * zapnodir - zaps a NODIR wand/spell.
 * added by GAN 11/03/86
 */
void
zapnodir(obj)
register struct obj *obj;
{
    boolean known = FALSE;

    switch (obj->otyp) {
    case WAN_LIGHT:
    case SPE_LIGHT:
        litroom(TRUE, obj);
        if (!Blind)
            known = TRUE;
        if (lightdamage(obj, TRUE, 5))
            known = TRUE;
        break;
    case WAN_SECRET_DOOR_DETECTION:
    case SPE_DETECT_UNSEEN:
        if (!findit())
            return;
        if (!Blind)
            known = TRUE;
        break;
    case WAN_CREATE_MONSTER:
        known = create_critters(rn2(23) ? 1 : rn1(7, 2),
                                (struct permonst *) 0, FALSE);
        break;
    case WAN_WISHING:
        known = TRUE;
        if (Luck + rn2(5) < 0) {
/*JP
            pline("Unfortunately, nothing happens.");
*/
            pline("残念ながら，何も起きなかった．");
            break;
        }
        makewish();
        break;
    case WAN_ENLIGHTENMENT:
        known = TRUE;
/*JP
        You_feel("self-knowledgeable...");
*/
        You("自分自身が判るような気がした．．．");
        display_nhwindow(WIN_MESSAGE, FALSE);
        enlightenment(MAGICENLIGHTENMENT, ENL_GAMEINPROGRESS);
/*JP
        pline_The("feeling subsides.");
*/
        pline("その感じはなくなった．");
        exercise(A_WIS, TRUE);
        break;
    }
    if (known) {
        if (!objects[obj->otyp].oc_name_known)
            more_experienced(0, 10);
        /* effect was observable; discover the wand type provided
           that the wand itself has been seen */
        learnwand(obj);
    }
}

STATIC_OVL void
backfire(otmp)
struct obj *otmp;
{
    int dmg;

    otmp->in_use = TRUE; /* in case losehp() is fatal */
/*JP
    pline("%s suddenly explodes!", The(xname(otmp)));
*/
    pline("%sは突然爆発した！", xname(otmp));
    dmg = d(otmp->spe + 2, 6);
/*JP
    losehp(Maybe_Half_Phys(dmg), "exploding wand", KILLED_BY_AN);
*/
    losehp(Maybe_Half_Phys(dmg), "杖の爆発で", KILLED_BY_AN);
    useup(otmp);
}

static NEARDATA const char zap_syms[] = { WAND_CLASS, 0 };

/* 'z' command (or 'y' if numbed_pad==-1) */
int
dozap()
{
    register struct obj *obj;
    int damage;

    if (check_capacity((char *) 0))
        return 0;
    obj = getobj(zap_syms, "zap");
    if (!obj)
        return 0;

    check_unpaid(obj);

    /* zappable addition done by GAN 11/03/86 */
    if (!zappable(obj))
        pline1(nothing_happens);
    else if (obj->cursed && !rn2(WAND_BACKFIRE_CHANCE)) {
        backfire(obj); /* the wand blows up in your face! */
        exercise(A_STR, FALSE);
        return 1;
    } else if (!(objects[obj->otyp].oc_dir == NODIR) && !getdir((char *) 0)) {
        if (!Blind)
/*JP
            pline("%s glows and fades.", The(xname(obj)));
*/
            pline("%sは一瞬輝いた．", The(xname(obj)));
        /* make him pay for knowing !NODIR */
    } else if (!u.dx && !u.dy && !u.dz
               && !(objects[obj->otyp].oc_dir == NODIR)) {
        if ((damage = zapyourself(obj, TRUE)) != 0) {
#if 0 /*JP*/
            char buf[BUFSZ];

            Sprintf(buf, "zapped %sself with a wand", uhim());
            losehp(Maybe_Half_Phys(damage), buf, NO_KILLER_PREFIX);
#else
            losehp(Maybe_Half_Phys(damage),
                "自分自身の杖の力を浴びて", KILLED_BY);
#endif
        }
    } else {
        /*      Are we having fun yet?
         * weffects -> buzz(obj->otyp) -> zhitm (temple priest) ->
         * attack -> hitum -> known_hitum -> ghod_hitsu ->
         * buzz(AD_ELEC) -> destroy_item(WAND_CLASS) ->
         * useup -> obfree -> dealloc_obj -> free(obj)
         */
        current_wand = obj;
        weffects(obj);
        obj = current_wand;
        current_wand = 0;
    }
    if (obj && obj->spe < 0) {
/*JP
        pline("%s to dust.", Tobjnam(obj, "turn"));
*/
        pline("%sはちりとなった．", xname(obj));
        useup(obj);
    }
    update_inventory(); /* maybe used a charge */
    return 1;
}

int
zapyourself(obj, ordinary)
struct obj *obj;
boolean ordinary;
{
    boolean learn_it = FALSE;
    int damage = 0;

    switch (obj->otyp) {
    case WAN_STRIKING:
    case SPE_FORCE_BOLT:
        learn_it = TRUE;
        if (Antimagic) {
            shieldeff(u.ux, u.uy);
/*JP
            pline("Boing!");
*/
            pline("ボイン！");
        } else {
            if (ordinary) {
/*JP
                You("bash yourself!");
*/
                You("自分自身を打ちつけた！");
                damage = d(2, 12);
            } else
                damage = d(1 + obj->spe, 6);
            exercise(A_STR, FALSE);
        }
        break;

    case WAN_LIGHTNING:
        learn_it = TRUE;
        if (!Shock_resistance) {
/*JP
            You("shock yourself!");
*/
            You("電撃をうけた！");
            damage = d(12, 6);
            exercise(A_CON, FALSE);
        } else {
            shieldeff(u.ux, u.uy);
/*JP
            You("zap yourself, but seem unharmed.");
*/
            You("自分に杖をふりかざしたが，怪我はしなかったようだ．");
            ugolemeffects(AD_ELEC, d(12, 6));
        }
        destroy_item(WAND_CLASS, AD_ELEC);
        destroy_item(RING_CLASS, AD_ELEC);
        (void) flashburn((long) rnd(100));
        break;

    case SPE_FIREBALL:
/*JP
        You("explode a fireball on top of yourself!");
*/
        Your("頭上で火の玉が爆発した！");
        explode(u.ux, u.uy, 11, d(6, 6), WAND_CLASS, EXPL_FIERY);
        break;
    case WAN_FIRE:
    case FIRE_HORN:
        learn_it = TRUE;
        if (Fire_resistance) {
            shieldeff(u.ux, u.uy);
/*JP
            You_feel("rather warm.");
*/
            You("ちょっと暖かく感じた．");
            ugolemeffects(AD_FIRE, d(12, 6));
        } else {
/*JP
            pline("You've set yourself afire!");
*/
            You("炎につつまれた！");
            damage = d(12, 6);
        }
        burn_away_slime();
        (void) burnarmor(&youmonst);
        destroy_item(SCROLL_CLASS, AD_FIRE);
        destroy_item(POTION_CLASS, AD_FIRE);
        destroy_item(SPBOOK_CLASS, AD_FIRE);
        destroy_item(FOOD_CLASS, AD_FIRE); /* only slime for now */
        break;

    case WAN_COLD:
    case SPE_CONE_OF_COLD:
    case FROST_HORN:
        learn_it = TRUE;
        if (Cold_resistance) {
            shieldeff(u.ux, u.uy);
/*JP
            You_feel("a little chill.");
*/
            You("ちょっと冷たく感じた．");
            ugolemeffects(AD_COLD, d(12, 6));
        } else {
/*JP
            You("imitate a popsicle!");
*/
            You("アイスキャンデーのようになった！");
            damage = d(12, 6);
        }
        destroy_item(POTION_CLASS, AD_COLD);
        break;

    case WAN_MAGIC_MISSILE:
    case SPE_MAGIC_MISSILE:
        learn_it = TRUE;
        if (Antimagic) {
            shieldeff(u.ux, u.uy);
/*JP
            pline_The("missiles bounce!");
*/
            pline("魔法の矢ははねかえった！");
        } else {
            damage = d(4, 6);
/*JP
            pline("Idiot!  You've shot yourself!");
*/
            pline("何やってんだ！あなたは自分自身を撃った！");
        }
        break;

    case WAN_POLYMORPH:
    case SPE_POLYMORPH:
        if (!Unchanging) {
            learn_it = TRUE;
            polyself(0);
        }
        break;

    case WAN_CANCELLATION:
    case SPE_CANCELLATION:
        (void) cancel_monst(&youmonst, obj, TRUE, TRUE, TRUE);
        break;

    case SPE_DRAIN_LIFE:
        if (!Drain_resistance) {
            learn_it = TRUE; /* (no effect for spells...) */
/*JP
            losexp("life drainage");
*/
            losexp("生命力を吸収されて");
        }
        damage = 0; /* No additional damage */
        break;

    case WAN_MAKE_INVISIBLE: {
        /* have to test before changing HInvis but must change
         * HInvis before doing newsym().
         */
        int msg = !Invis && !Blind && !BInvis;

        if (BInvis && uarmc->otyp == MUMMY_WRAPPING) {
            /* A mummy wrapping absorbs it and protects you */
/*JP
            You_feel("rather itchy under %s.", yname(uarmc));
*/
            You("%sの下がムズムズした．", xname(uarmc));
            break;
        }
        if (ordinary || !rn2(10)) { /* permanent */
            HInvis |= FROMOUTSIDE;
        } else { /* temporary */
            incr_itimeout(&HInvis, d(obj->spe, 250));
        }
        if (msg) {
            learn_it = TRUE;
            newsym(u.ux, u.uy);
            self_invis_message();
        }
        break;
    }

    case WAN_SPEED_MONSTER:
        if (!(HFast & INTRINSIC)) {
            learn_it = TRUE;
            if (!Fast)
/*JP
                You("speed up.");
*/
                You("動きが速くなった．");
            else
/*JP
                Your("quickness feels more natural.");
*/
                You("速さに慣れてきた．");
            exercise(A_DEX, TRUE);
        }
        HFast |= FROMOUTSIDE;
        break;

    case WAN_SLEEP:
    case SPE_SLEEP:
        learn_it = TRUE;
        if (Sleep_resistance) {
            shieldeff(u.ux, u.uy);
/*JP
            You("don't feel sleepy!");
*/
            You("眠くならない！");
        } else {
/*JP
            pline_The("sleep ray hits you!");
*/
            pline("眠り光線があなたに命中した！");
            fall_asleep(-rnd(50), TRUE);
        }
        break;

    case WAN_SLOW_MONSTER:
    case SPE_SLOW_MONSTER:
        if (HFast & (TIMEOUT | INTRINSIC)) {
            learn_it = TRUE;
            u_slow_down();
        }
        break;

    case WAN_TELEPORTATION:
    case SPE_TELEPORT_AWAY:
        tele();
        /* same criteria as when mounted (zap_steed) */
        if ((Teleport_control && !Stunned) || !couldsee(u.ux0, u.uy0)
            || distu(u.ux0, u.uy0) >= 16)
            learn_it = TRUE;
        break;

    case WAN_DEATH:
    case SPE_FINGER_OF_DEATH:
        if (nonliving(youmonst.data) || is_demon(youmonst.data)) {
            pline((obj->otyp == WAN_DEATH)
/*JP
                      ? "The wand shoots an apparently harmless beam at you."
*/
                      ? "杖の光線はどうやらあなたに影響を与えないもののようだ．"
/*JP
                      : "You seem no deader than before.");
*/
                      : "あなたはこれ以上死ねないようだ．");
            break;
        }
        learn_it = TRUE;
#if 0 /*JP*/
        Sprintf(killer.name, "shot %sself with a death ray", uhim());
        killer.format = NO_KILLER_PREFIX;
#else
        Strcpy(killer.name, "自分が撃った死の光線によって");
        killer.format = KILLED_BY;
#endif
/*JP
        You("irradiate yourself with pure energy!");
*/
        You("エネルギーを自分自身に照射した．");
/*JP
        You("die.");
*/
        pline("あなたは死にました．");
        /* They might survive with an amulet of life saving */
        done(DIED);
        break;
    case WAN_UNDEAD_TURNING:
    case SPE_TURN_UNDEAD:
        learn_it = TRUE;
        (void) unturn_dead(&youmonst);
        if (is_undead(youmonst.data)) {
#if 0 /*JP:T*/
            You_feel("frightened and %sstunned.",
                     Stunned ? "even more " : "");
#else
            You("恐怖し%sくらくらした．",
                Stunned ? "さらに" : "");
#endif
            make_stunned((HStun & TIMEOUT) + (long) rnd(30), FALSE);
        } else
/*JP
            You("shudder in dread.");
*/
            You("恐怖で震えた．");
        break;
    case SPE_HEALING:
    case SPE_EXTRA_HEALING:
        learn_it = TRUE; /* (no effect for spells...) */
        healup(d(6, obj->otyp == SPE_EXTRA_HEALING ? 8 : 4), 0, FALSE,
               (obj->blessed || obj->otyp == SPE_EXTRA_HEALING));
/*JP
        You_feel("%sbetter.", obj->otyp == SPE_EXTRA_HEALING ? "much " : "");
*/
        You("%s気分がよくなった．", obj->otyp == SPE_EXTRA_HEALING ? "とても" : "");
        break;
    case WAN_LIGHT: /* (broken wand) */
        /* assert( !ordinary ); */
        damage = d(obj->spe, 25);
        /*FALLTHRU*/
    case EXPENSIVE_CAMERA:
        if (!damage)
            damage = 5;
        damage = lightdamage(obj, ordinary, damage);
        damage += rnd(25);
        if (flashburn((long) damage))
            learn_it = TRUE;
        damage = 0; /* reset */
        break;
    case WAN_OPENING:
    case SPE_KNOCK:
        if (Punished) {
            learn_it = TRUE;
            unpunish();
        }
        /* invent is hit iff hero doesn't escape from a trap */
        if (!u.utrap || !openholdingtrap(&youmonst, &learn_it)) {
            struct obj *otmp;
            boolean boxing = FALSE;

            /* unlock carried boxes */
            for (otmp = invent; otmp; otmp = otmp->nobj)
                if (Is_box(otmp)) {
                    (void) boxlock(otmp, obj);
                    boxing = TRUE;
                }
            if (boxing)
                update_inventory(); /* in case any box->lknown has changed */

            /* trigger previously escaped trapdoor */
            (void) openfallingtrap(&youmonst, TRUE, &learn_it);
        }
        break;
    case WAN_LOCKING:
    case SPE_WIZARD_LOCK:
        /* similar logic to opening; invent is hit iff no trap triggered */
        if (u.utrap || !closeholdingtrap(&youmonst, &learn_it)) {
            struct obj *otmp;
            boolean boxing = FALSE;

            /* lock carried boxes */
            for (otmp = invent; otmp; otmp = otmp->nobj)
                if (Is_box(otmp)) {
                    (void) boxlock(otmp, obj);
                    boxing = TRUE;
                }
            if (boxing)
                update_inventory(); /* in case any box->lknown has changed */
        }
        break;
    case WAN_DIGGING:
    case SPE_DIG:
    case SPE_DETECT_UNSEEN:
    case WAN_NOTHING:
        break;
    case WAN_PROBING: {
        struct obj *otmp;

        for (otmp = invent; otmp; otmp = otmp->nobj) {
            otmp->dknown = 1;
            if (Is_container(otmp) || otmp->otyp == STATUE) {
                otmp->lknown = 1;
                if (!SchroedingersBox(otmp))
                    otmp->cknown = 1;
            }
        }
        update_inventory();
        learn_it = TRUE;
        ustatusline();
        break;
    }
    case SPE_STONE_TO_FLESH: {
        struct obj *otmp, *onxt;
        boolean didmerge;

        if (u.umonnum == PM_STONE_GOLEM) {
            learn_it = TRUE;
            (void) polymon(PM_FLESH_GOLEM);
        }
        if (Stoned) {
            learn_it = TRUE;
            fix_petrification(); /* saved! */
        }
        /* but at a cost.. */
        for (otmp = invent; otmp; otmp = onxt) {
            onxt = otmp->nobj;
            if (bhito(otmp, obj))
                learn_it = TRUE;
        }
        /*
         * It is possible that we can now merge some inventory.
         * Do a highly paranoid merge.  Restart from the beginning
         * until no merges.
         */
        do {
            didmerge = FALSE;
            for (otmp = invent; !didmerge && otmp; otmp = otmp->nobj)
                for (onxt = otmp->nobj; onxt; onxt = onxt->nobj)
                    if (merged(&otmp, &onxt)) {
                        didmerge = TRUE;
                        break;
                    }
        } while (didmerge);
        break;
    }
    default:
        impossible("zapyourself: object %d used?", obj->otyp);
        break;
    }
    /* if effect was observable then discover the wand type provided
       that the wand itself has been seen */
    if (learn_it)
        learnwand(obj);
    return damage;
}

/* called when poly'd hero uses breath attack against self */
void
ubreatheu(mattk)
struct attack *mattk;
{
    int dtyp = 20 + mattk->adtyp - 1;      /* breath by hero */
    const char *fltxt = flash_types[dtyp]; /* blast of <something> */

    zhitu(dtyp, mattk->damn, fltxt, u.ux, u.uy);
}

/* light damages hero in gremlin form */
int
lightdamage(obj, ordinary, amt)
struct obj *obj;  /* item making light (fake book if spell) */
boolean ordinary; /* wand/camera zap vs wand destruction */
int amt;          /* pseudo-damage used to determine blindness duration */
{
    char buf[BUFSZ];
    const char *how;
    int dmg = amt;

    if (dmg && youmonst.data == &mons[PM_GREMLIN]) {
        /* reduce high values (from destruction of wand with many charges) */
        dmg = rnd(dmg);
        if (dmg > 10)
            dmg = 10 + rnd(dmg - 10);
        if (dmg > 20)
            dmg = 20;
/*JP
        pline("Ow, that light hurts%c", (dmg > 2 || u.mh <= 5) ? '!' : '.');
*/
        pline("おわ，光が痛い%s", (dmg > 2 || u.mh <= 5) ? "！" : "．");
        /* [composing killer/reason is superfluous here; if fatal, cause
           of death will always be "killed while stuck in creature form"] */
#if 0 /*JP*/
        if (obj->oclass == SCROLL_CLASS || obj->oclass == SPBOOK_CLASS)
            ordinary = FALSE; /* say blasted rather than zapped */
#endif
        how = (obj->oclass != SPBOOK_CLASS)
                  ? (const char *) ansimpleoname(obj)
/*JP
                  : "spell of light";
*/
                  : "光の魔法";
#if 0 /*JP*/
        Sprintf(buf, "%s %sself with %s", ordinary ? "zapped" : "blasted",
                uhim(), how);
#else
        Sprintf(buf, "自分で%sを浴びて", how);
#endif
        /* might rehumanize(); could be fatal, but only for Unchanging */
#if 0 /*JP*/
        losehp(Maybe_Half_Phys(dmg), buf, NO_KILLER_PREFIX);
#else
        losehp(Maybe_Half_Phys(dmg), buf, KILLED_BY);
#endif
    }
    return dmg;
}

/* light[ning] causes blindness */
boolean
flashburn(duration)
long duration;
{
    if (!resists_blnd(&youmonst)) {
        You(are_blinded_by_the_flash);
        make_blinded(duration, FALSE);
        if (!Blind)
            Your1(vision_clears);
        return TRUE;
    }
    return FALSE;
}

/* you've zapped a wand downwards while riding
 * Return TRUE if the steed was hit by the wand.
 * Return FALSE if the steed was not hit by the wand.
 */
STATIC_OVL boolean
zap_steed(obj)
struct obj *obj; /* wand or spell */
{
    int steedhit = FALSE;

    bhitpos.x = u.usteed->mx, bhitpos.y = u.usteed->my;
    notonhead = FALSE;
    switch (obj->otyp) {
    /*
     * Wands that are allowed to hit the steed
     * Carefully test the results of any that are
     * moved here from the bottom section.
     */
    case WAN_PROBING:
        probe_monster(u.usteed);
        learnwand(obj);
        steedhit = TRUE;
        break;
    case WAN_TELEPORTATION:
    case SPE_TELEPORT_AWAY:
        /* you go together */
        tele();
        /* same criteria as when unmounted (zapyourself) */
        if ((Teleport_control && !Stunned) || !couldsee(u.ux0, u.uy0)
            || distu(u.ux0, u.uy0) >= 16)
            learnwand(obj);
        steedhit = TRUE;
        break;

    /* Default processing via bhitm() for these */
    case SPE_CURE_SICKNESS:
    case WAN_MAKE_INVISIBLE:
    case WAN_CANCELLATION:
    case SPE_CANCELLATION:
    case WAN_POLYMORPH:
    case SPE_POLYMORPH:
    case WAN_STRIKING:
    case SPE_FORCE_BOLT:
    case WAN_SLOW_MONSTER:
    case SPE_SLOW_MONSTER:
    case WAN_SPEED_MONSTER:
    case SPE_HEALING:
    case SPE_EXTRA_HEALING:
    case SPE_DRAIN_LIFE:
    case WAN_OPENING:
    case SPE_KNOCK:
        (void) bhitm(u.usteed, obj);
        steedhit = TRUE;
        break;

    default:
        steedhit = FALSE;
        break;
    }
    return steedhit;
}

/*
 * cancel a monster (possibly the hero).  inventory is cancelled only
 * if the monster is zapping itself directly, since otherwise the
 * effect is too strong.  currently non-hero monsters do not zap
 * themselves with cancellation.
 */
boolean
cancel_monst(mdef, obj, youattack, allow_cancel_kill, self_cancel)
register struct monst *mdef;
register struct obj *obj;
boolean youattack, allow_cancel_kill, self_cancel;
{
    boolean youdefend = (mdef == &youmonst);
    static const char writing_vanishes[] =
/*JP
        "Some writing vanishes from %s head!";
*/
        "何かの文字が%sの頭から消えた！";
#if 0 /*JP:T*/
    static const char your[] = "your"; /* should be extern */
#else
    static const char your[] = "あなた"; /* should be extern */
#endif

    if (youdefend ? (!youattack && Antimagic)
                  : resist(mdef, obj->oclass, 0, NOTELL))
        return FALSE; /* resisted cancellation */

    if (self_cancel) { /* 1st cancel inventory */
        struct obj *otmp;

        for (otmp = (youdefend ? invent : mdef->minvent); otmp;
             otmp = otmp->nobj)
            cancel_item(otmp);
        if (youdefend) {
            context.botl = 1; /* potential AC change */
            find_ac();
        }
    }

    /* now handle special cases */
    if (youdefend) {
        if (Upolyd) { /* includes lycanthrope in creature form */
            /*
             * Return to normal form unless Unchanging.
             * Hero in clay golem form dies if Unchanging.
             * Does not cure lycanthropy or stop timed random polymorph.
             */
            if (u.umonnum == PM_CLAY_GOLEM) {
                if (!Blind)
                    pline(writing_vanishes, your);
                else /* note: "dark" rather than "heavy" is intentional... */
#if 0 /*JP*/
                    You_feel("%s headed.", Hallucination ? "dark" : "light");
#else /*いい訳語を思いつかないので幻覚でメッセージを変えない */
                    You_feel("軽はずみだった気がした．");
#endif
                u.mh = 0; /* fatal; death handled by rehumanize() */
            }
            if (Unchanging && u.mh > 0)
/*JP
                Your("amulet grows hot for a moment, then cools.");
*/
                Your("魔除けはしばらく熱くなり，やがて元に戻った．");
            else
                rehumanize();
        }
    } else {
        mdef->mcan = 1;
        /* force shapeshifter into its base form */
        if (M_AP_TYPE(mdef) != M_AP_NOTHING)
            seemimic(mdef);
        /* [not 'else if'; chameleon might have been hiding as a mimic] */
        if (mdef->cham >= LOW_PM) {
            /* note: newcham() uncancels shapechangers (resets m->mcan
               to 0), but only for shapechangers whose m->cham is already
               NON_PM and we just verified that it's LOW_PM or higher */
            newcham(mdef, &mons[mdef->cham], FALSE, FALSE);
            mdef->cham = NON_PM; /* cancelled shapeshifter can't shift */
        }
        if (is_were(mdef->data) && !is_human(mdef->data))
            were_change(mdef);

        if (mdef->data == &mons[PM_CLAY_GOLEM]) {
            if (canseemon(mdef))
#if 0 /*JP*/
                pline(writing_vanishes, s_suffix(mon_nam(mdef)));
#else
                pline(writing_vanishes, mon_nam(mdef));
#endif
            /* !allow_cancel_kill is for Magicbane, where clay golem
               will be killed somewhere back up the call/return chain... */
            if (allow_cancel_kill) {
                if (youattack)
                    killed(mdef);
                else
                    monkilled(mdef, "", AD_SPEL);
            }
        }
    }
    return TRUE;
}

/* you've zapped an immediate type wand up or down */
STATIC_OVL boolean
zap_updown(obj)
struct obj *obj; /* wand or spell */
{
    boolean striking = FALSE, disclose = FALSE;
    int x, y, xx, yy, ptmp;
    struct obj *otmp;
    struct engr *e;
    struct trap *ttmp;
    char buf[BUFSZ];

    /* some wands have special effects other than normal bhitpile */
    /* drawbridge might change <u.ux,u.uy> */
    x = xx = u.ux;     /* <x,y> is zap location */
    y = yy = u.uy;     /* <xx,yy> is drawbridge (portcullis) position */
    ttmp = t_at(x, y); /* trap if there is one */

    switch (obj->otyp) {
    case WAN_PROBING:
        ptmp = 0;
        if (u.dz < 0) {
/*JP
            You("probe towards the %s.", ceiling(x, y));
*/
            You("上方の%sを調べた．", ceiling(x,y));
        } else {
            ptmp += bhitpile(obj, bhito, x, y, u.dz);
/*JP
            You("probe beneath the %s.", surface(x, y));
*/
            You("下方の%sを調べた．", surface(x,y));
            ptmp += display_binventory(x, y, TRUE);
        }
        if (!ptmp)
/*JP
            Your("probe reveals nothing.");
*/
            pline("調査の結果何もでてこなかった．");
        return TRUE; /* we've done our own bhitpile */
    case WAN_OPENING:
    case SPE_KNOCK:
        /* up or down, but at closed portcullis only */
        if (is_db_wall(x, y) && find_drawbridge(&xx, &yy)) {
            open_drawbridge(xx, yy);
            disclose = TRUE;
        } else if (u.dz > 0 && (x == xdnstair && y == ydnstair)
                   /* can't use the stairs down to quest level 2 until
                      leader "unlocks" them; give feedback if you try */
                   && on_level(&u.uz, &qstart_level) && !ok_to_quest()) {
/*JP
            pline_The("stairs seem to ripple momentarily.");
*/
            pline("階段が一瞬揺れたように見えた．");
            disclose = TRUE;
        }
        /* down will release you from bear trap or web */
        if (u.dz > 0 && u.utrap) {
            (void) openholdingtrap(&youmonst, &disclose);
            /* down will trigger trapdoor, hole, or [spiked-] pit */
        } else if (u.dz > 0 && !u.utrap) {
            (void) openfallingtrap(&youmonst, FALSE, &disclose);
        }
        break;
    case WAN_STRIKING:
    case SPE_FORCE_BOLT:
        striking = TRUE;
        /*FALLTHRU*/
    case WAN_LOCKING:
    case SPE_WIZARD_LOCK:
        /* down at open bridge or up or down at open portcullis */
        if (((levl[x][y].typ == DRAWBRIDGE_DOWN)
                 ? (u.dz > 0)
                 : (is_drawbridge_wall(x, y) >= 0 && !is_db_wall(x, y)))
            && find_drawbridge(&xx, &yy)) {
            if (!striking)
                close_drawbridge(xx, yy);
            else
                destroy_drawbridge(xx, yy);
            disclose = TRUE;
        } else if (striking && u.dz < 0 && rn2(3) && !Is_airlevel(&u.uz)
                   && !Is_waterlevel(&u.uz) && !Underwater
                   && !Is_qstart(&u.uz)) {
            int dmg;
            /* similar to zap_dig() */
#if 0 /*JP:T*/
            pline("A rock is dislodged from the %s and falls on your %s.",
                  ceiling(x, y), body_part(HEAD));
#else
            pline("%sから岩が落ちてあなたの%sに命中した．",
                  ceiling(x, y), body_part(HEAD));
#endif
            dmg = rnd((uarmh && is_metallic(uarmh)) ? 2 : 6);
/*JP
            losehp(Maybe_Half_Phys(dmg), "falling rock", KILLED_BY_AN);
*/
            losehp(Maybe_Half_Phys(dmg), "落岩で", KILLED_BY_AN);
            if ((otmp = mksobj_at(ROCK, x, y, FALSE, FALSE)) != 0) {
                (void) xname(otmp); /* set dknown, maybe bknown */
                stackobj(otmp);
            }
            newsym(x, y);
        } else if (u.dz > 0 && ttmp) {
            if (!striking && closeholdingtrap(&youmonst, &disclose)) {
                ; /* now stuck in web or bear trap */
            } else if (striking && ttmp->ttyp == TRAPDOOR) {
                /* striking transforms trapdoor into hole */
                if (Blind && !ttmp->tseen) {
/*JP
                    pline("%s beneath you shatters.", Something);
*/
                    pline("あなたの下にある何かがこなごなになった．");
                } else if (!ttmp->tseen) { /* => !Blind */
/*JP
                    pline("There's a trapdoor beneath you; it shatters.");
*/
                    pline("あなたの下には落し扉があった；それはこなごなになった．");
                } else {
/*JP
                    pline("The trapdoor beneath you shatters.");
*/
                    pline("あなたの下にある落し扉はこなごなになった．");
                    disclose = TRUE;
                }
                ttmp->ttyp = HOLE;
                ttmp->tseen = 1;
                newsym(x, y);
                /* might fall down hole */
                dotrap(ttmp, 0);
            } else if (!striking && ttmp->ttyp == HOLE) {
                /* locking transforms hole into trapdoor */
                ttmp->ttyp = TRAPDOOR;
                if (Blind || !ttmp->tseen) {
#if 0 /*JP:T*/
                    pline("Some %s swirls beneath you.",
                          is_ice(x, y) ? "frost" : "dust");
#else
                    pline("あなたの下で%sがうずを巻くのが見えた．",
                          is_ice(x,y) ? "霜" : "ほこり");
#endif
                } else {
                    ttmp->tseen = 1;
                    newsym(x, y);
/*JP
                    pline("A trapdoor appears beneath you.");
*/
                    pline("あなたの下に落し扉があらわれた．");
                    disclose = TRUE;
                }
                /* hadn't fallen down hole; won't fall now */
            }
        }
        break;
    case SPE_STONE_TO_FLESH:
        if (Is_airlevel(&u.uz) || Is_waterlevel(&u.uz) || Underwater
            || (Is_qstart(&u.uz) && u.dz < 0)) {
            pline1(nothing_happens);
        } else if (u.dz < 0) { /* we should do more... */
/*JP
            pline("Blood drips on your %s.", body_part(FACE));
*/
            pline("血があなたの%sへしたたり落ちてきた．", body_part(FACE));
        } else if (u.dz > 0 && !OBJ_AT(u.ux, u.uy)) {
            /*
            Print this message only if there wasn't an engraving
            affected here.  If water or ice, act like waterlevel case.
            */
            e = engr_at(u.ux, u.uy);
            if (!(e && e->engr_type == ENGRAVE)) {
                if (is_pool(u.ux, u.uy) || is_ice(u.ux, u.uy))
                    pline1(nothing_happens);
                else
#if 0 /*JP:T*/
                    pline("Blood %ss %s your %s.",
                          is_lava(u.ux, u.uy) ? "boil" : "pool",
                          Levitation ? "beneath" : "at",
                          makeplural(body_part(FOOT)));
#else
                    pline("%s%s%s．",
                          makeplural(body_part(FOOT)),
                          Levitation ? "の下" : "元",
                          is_lava(u.ux, u.uy) ?
                          "で血が沸騰した" : "に血だまりが出来た");
#endif
            }
        }
        break;
    default:
        break;
    }

    if (u.dz > 0) {
        /* zapping downward */
        (void) bhitpile(obj, bhito, x, y, u.dz);

        /* subset of engraving effects; none sets `disclose' */
        if ((e = engr_at(x, y)) != 0 && e->engr_type != HEADSTONE) {
            switch (obj->otyp) {
            case WAN_POLYMORPH:
            case SPE_POLYMORPH:
                del_engr(e);
                make_engr_at(x, y, random_engraving(buf), moves, (xchar) 0);
                break;
            case WAN_CANCELLATION:
            case SPE_CANCELLATION:
            case WAN_MAKE_INVISIBLE:
                del_engr(e);
                break;
            case WAN_TELEPORTATION:
            case SPE_TELEPORT_AWAY:
                rloc_engr(e);
                break;
            case SPE_STONE_TO_FLESH:
                if (e->engr_type == ENGRAVE) {
                    /* only affects things in stone */
#if 0 /*JP:T*/
                    pline_The(Hallucination
                                  ? "floor runs like butter!"
                                  : "edges on the floor get smoother.");
#else
                    pline(Hallucination
                                  ? "床がバターのように走っていった！"
                                  : "床の縁がなめらかになった．");
#endif
                    wipe_engr_at(x, y, d(2, 4), TRUE);
                }
                break;
            case WAN_STRIKING:
            case SPE_FORCE_BOLT:
                wipe_engr_at(x, y, d(2, 4), TRUE);
                break;
            default:
                break;
            }
        }
    } else if (u.dz < 0) {
        /* zapping upward */

        /* game flavor: if you're hiding under "something"
         * a zap upward should hit that "something".
         */
        if (u.uundetected && hides_under(youmonst.data)) {
            int hitit = 0;
            otmp = level.objects[u.ux][u.uy];

            if (otmp)
                hitit = bhito(otmp, obj);
            if (hitit) {
                (void) hideunder(&youmonst);
                disclose = TRUE;
            }
        }
    }

    return disclose;
}

/* used by do_break_wand() was well as by weffects() */
void
zapsetup()
{
    obj_zapped = FALSE;
}

void
zapwrapup()
{
    /* if do_osshock() set obj_zapped while polying, give a message now */
    if (obj_zapped)
/*JP
        You_feel("shuddering vibrations.");
*/
        You("ぞっとする振動を感じた．"); 
    obj_zapped = FALSE;
}

/* called for various wand and spell effects - M. Stephenson */
void
weffects(obj)
struct obj *obj;
{
    int otyp = obj->otyp;
    boolean disclose = FALSE, was_unkn = !objects[otyp].oc_name_known;

    exercise(A_WIS, TRUE);
    if (u.usteed && (objects[otyp].oc_dir != NODIR) && !u.dx && !u.dy
        && (u.dz > 0) && zap_steed(obj)) {
        disclose = TRUE;
    } else if (objects[otyp].oc_dir == IMMEDIATE) {
        zapsetup(); /* reset obj_zapped */
        if (u.uswallow) {
            (void) bhitm(u.ustuck, obj);
            /* [how about `bhitpile(u.ustuck->minvent)' effect?] */
        } else if (u.dz) {
            disclose = zap_updown(obj);
        } else {
            (void) bhit(u.dx, u.dy, rn1(8, 6), ZAPPED_WAND, bhitm, bhito,
                        &obj);
        }
        zapwrapup(); /* give feedback for obj_zapped */

    } else if (objects[otyp].oc_dir == NODIR) {
        zapnodir(obj);

    } else {
        /* neither immediate nor directionless */

        if (otyp == WAN_DIGGING || otyp == SPE_DIG)
            zap_dig();
        else if (otyp >= SPE_MAGIC_MISSILE && otyp <= SPE_FINGER_OF_DEATH)
            buzz(otyp - SPE_MAGIC_MISSILE + 10, u.ulevel / 2 + 1, u.ux, u.uy,
                 u.dx, u.dy);
        else if (otyp >= WAN_MAGIC_MISSILE && otyp <= WAN_LIGHTNING)
            buzz(otyp - WAN_MAGIC_MISSILE,
                 (otyp == WAN_MAGIC_MISSILE) ? 2 : 6, u.ux, u.uy, u.dx, u.dy);
        else
            impossible("weffects: unexpected spell or wand");
        disclose = TRUE;
    }
    if (disclose) {
        learnwand(obj);
        if (was_unkn)
            more_experienced(0, 10);
    }
    return;
}

/* augment damage for a spell dased on the hero's intelligence (and level) */
int
spell_damage_bonus(dmg)
int dmg; /* base amount to be adjusted by bonus or penalty */
{
    int intell = ACURR(A_INT);

    /* Punish low intelligence before low level else low intelligence
       gets punished only when high level */
    if (intell <= 9) {
        /* -3 penalty, but never reduce combined amount below 1
           (if dmg is 0 for some reason, we're careful to leave it there) */
        if (dmg > 1)
            dmg = (dmg <= 3) ? 1 : dmg - 3;
    } else if (intell <= 13 || u.ulevel < 5)
        ; /* no bonus or penalty; dmg remains same */
    else if (intell <= 18)
        dmg += 1;
    else if (intell <= 24 || u.ulevel < 14)
        dmg += 2;
    else
        dmg += 3; /* Int 25 */

    return dmg;
}

/*
 * Generate the to hit bonus for a spell.  Based on the hero's skill in
 * spell class and dexterity.
 */
STATIC_OVL int
spell_hit_bonus(skill)
int skill;
{
    int hit_bon = 0;
    int dex = ACURR(A_DEX);

    switch (P_SKILL(spell_skilltype(skill))) {
    case P_ISRESTRICTED:
    case P_UNSKILLED:
        hit_bon = -4;
        break;
    case P_BASIC:
        hit_bon = 0;
        break;
    case P_SKILLED:
        hit_bon = 2;
        break;
    case P_EXPERT:
        hit_bon = 3;
        break;
    }

    if (dex < 4)
        hit_bon -= 3;
    else if (dex < 6)
        hit_bon -= 2;
    else if (dex < 8)
        hit_bon -= 1;
    else if (dex < 14)
        /* Will change when print stuff below removed */
        hit_bon -= 0;
    else
        /* Even increment for dextrous heroes (see weapon.c abon) */
        hit_bon += dex - 14;

    return hit_bon;
}

const char *
exclam(force)
int force;
{
    /* force == 0 occurs e.g. with sleep ray */
    /* note that large force is usual with wands so that !! would
            require information about hand/weapon/wand */
/*JP
    return (const char *) ((force < 0) ? "?" : (force <= 4) ? "." : "!");
*/
    return (const char *) ((force < 0) ? "？" : (force <= 4) ? "．" : "！");
}

void
hit(str, mtmp, force)
const char *str;
struct monst *mtmp;
const char *force; /* usually either "." or "!" */
{
    if ((!cansee(bhitpos.x, bhitpos.y) && !canspotmon(mtmp)
         && !(u.uswallow && mtmp == u.ustuck)) || !flags.verbose)
/*JP
        pline("%s %s it.", The(str), vtense(str, "hit"));
*/
        pline("%sは何かに命中した．", str);
    else
#if 0 /*JP:T*/
        pline("%s %s %s%s", The(str), vtense(str, "hit"),
              mon_nam(mtmp), force);
#else
        pline("%sは%sに命中した%s", str,
              mon_nam(mtmp), force);
#endif
}

void
miss(str, mtmp)
register const char *str;
register struct monst *mtmp;
{
#if 0 /*JP:T*/
    pline(
        "%s %s %s.", The(str), vtense(str, "miss"),
        ((cansee(bhitpos.x, bhitpos.y) || canspotmon(mtmp)) && flags.verbose)
            ? mon_nam(mtmp)
            : "it");
#else
    pline(
        "%sの%sへの攻撃ははずれた．", str,
        ((cansee(bhitpos.x,bhitpos.y) || canspotmon(mtmp)) && flags.verbose)
            ? mon_nam(mtmp)
            : "何者か");
#endif
}

STATIC_OVL void
skiprange(range, skipstart, skipend)
int range, *skipstart, *skipend;
{
    int tr = (range / 4);
    int tmp = range - ((tr > 0) ? rnd(tr) : 0);

    *skipstart = tmp;
    *skipend = tmp - ((tmp / 4) * rnd(3));
    if (*skipend >= tmp)
        *skipend = tmp - 1;
}

/*
 *  Called for the following distance effects:
 *      when a weapon is thrown (weapon == THROWN_WEAPON)
 *      when an object is kicked (KICKED_WEAPON)
 *      when an IMMEDIATE wand is zapped (ZAPPED_WAND)
 *      when a light beam is flashed (FLASHED_LIGHT)
 *      when a mirror is applied (INVIS_BEAM)
 *  A thrown/kicked object falls down at end of its range or when a monster
 *  is hit.  The variable 'bhitpos' is set to the final position of the weapon
 *  thrown/zapped.  The ray of a wand may affect (by calling a provided
 *  function) several objects and monsters on its path.  The return value
 *  is the monster hit (weapon != ZAPPED_WAND), or a null monster pointer.
 *
 * Thrown and kicked objects (THROWN_WEAPON or KICKED_WEAPON) may be
 * destroyed and *pobj set to NULL to indicate this.
 *
 *  Check !u.uswallow before calling bhit().
 *  This function reveals the absence of a remembered invisible monster in
 *  necessary cases (throwing or kicking weapons).  The presence of a real
 *  one is revealed for a weapon, but if not a weapon is left up to fhitm().
 */
struct monst *
bhit(ddx, ddy, range, weapon, fhitm, fhito, pobj)
register int ddx, ddy, range;          /* direction and range */
enum bhit_call_types weapon;           /* defined in hack.h */
int FDECL((*fhitm), (MONST_P, OBJ_P)), /* fns called when mon/obj hit */
    FDECL((*fhito), (OBJ_P, OBJ_P));
struct obj **pobj; /* object tossed/used, set to NULL
                    * if object is destroyed */
{
    struct monst *mtmp, *result = (struct monst *) 0;
    struct obj *obj = *pobj;
    uchar typ;
    boolean shopdoor = FALSE, point_blank = TRUE;
    boolean in_skip = FALSE, allow_skip = FALSE;
    boolean tethered_weapon = FALSE;
    int skiprange_start = 0, skiprange_end = 0, skipcount = 0;

    if (weapon == KICKED_WEAPON) {
        /* object starts one square in front of player */
        bhitpos.x = u.ux + ddx;
        bhitpos.y = u.uy + ddy;
        range--;
    } else {
        bhitpos.x = u.ux;
        bhitpos.y = u.uy;
    }

    if (weapon == THROWN_WEAPON && obj && obj->otyp == ROCK) {
        skiprange(range, &skiprange_start, &skiprange_end);
        allow_skip = !rn2(3);
    }

    if (weapon == FLASHED_LIGHT) {
        tmp_at(DISP_BEAM, cmap_to_glyph(S_flashbeam));
    } else if (weapon == THROWN_TETHERED_WEAPON && obj) {
        tethered_weapon = TRUE;
        weapon = THROWN_WEAPON; /* simplify 'if's that follow below */
        tmp_at(DISP_TETHER, obj_to_glyph(obj, rn2_on_display_rng));
    } else if (weapon != ZAPPED_WAND && weapon != INVIS_BEAM)
        tmp_at(DISP_FLASH, obj_to_glyph(obj, rn2_on_display_rng));

    while (range-- > 0) {
        int x, y;

        bhitpos.x += ddx;
        bhitpos.y += ddy;
        x = bhitpos.x;
        y = bhitpos.y;

        if (!isok(x, y)) {
            bhitpos.x -= ddx;
            bhitpos.y -= ddy;
            break;
        }

        if (is_pick(obj) && inside_shop(x, y)
            && (mtmp = shkcatch(obj, x, y)) != 0) {
            tmp_at(DISP_END, 0);
            result = mtmp;
            goto bhit_done;
        }

        typ = levl[bhitpos.x][bhitpos.y].typ;

        /* iron bars will block anything big enough and break some things */
        if (weapon == THROWN_WEAPON || weapon == KICKED_WEAPON) {
            if (typ == IRONBARS
                && hits_bars(pobj, x - ddx, y - ddy, bhitpos.x, bhitpos.y,
                             point_blank ? 0 : !rn2(5), 1)) {
                /* caveat: obj might now be null... */
                obj = *pobj;
                bhitpos.x -= ddx;
                bhitpos.y -= ddy;
                break;
            } else if (obj->lamplit && !Blind) {
                show_transient_light(obj, bhitpos.x, bhitpos.y);
            }
        }

        if (weapon == ZAPPED_WAND && find_drawbridge(&x, &y)) {
            boolean learn_it = FALSE;

            switch (obj->otyp) {
            case WAN_OPENING:
            case SPE_KNOCK:
                if (is_db_wall(bhitpos.x, bhitpos.y)) {
                    if (cansee(x, y) || cansee(bhitpos.x, bhitpos.y))
                        learn_it = TRUE;
                    open_drawbridge(x, y);
                }
                break;
            case WAN_LOCKING:
            case SPE_WIZARD_LOCK:
                if ((cansee(x, y) || cansee(bhitpos.x, bhitpos.y))
                    && levl[x][y].typ == DRAWBRIDGE_DOWN)
                    learn_it = TRUE;
                close_drawbridge(x, y);
                break;
            case WAN_STRIKING:
            case SPE_FORCE_BOLT:
                if (typ != DRAWBRIDGE_UP)
                    destroy_drawbridge(x, y);
                learn_it = TRUE;
                break;
            }
            if (learn_it)
                learnwand(obj);
        }

        mtmp = m_at(bhitpos.x, bhitpos.y);

        /*
         * skipping rocks
         *
         * skiprange_start is only set if this is a thrown rock
         */
        if (skiprange_start && (range == skiprange_start) && allow_skip) {
            if (is_pool(bhitpos.x, bhitpos.y) && !mtmp) {
                in_skip = TRUE;
                if (!Blind)
#if 0 /*JP:T*/
                    pline("%s %s%s.", Yname2(obj), otense(obj, "skip"),
                          skipcount ? " again" : "");
#else
                    pline("%sは%s跳ねた．", Yname2(obj),
                          skipcount ? "再び" : "");
#endif
                else
/*JP
                    You_hear("%s skip.", yname(obj));
*/
                    You_hear("%sが跳ねる音を聞いた．", yname(obj));
                skipcount++;
            } else if (skiprange_start > skiprange_end + 1) {
                --skiprange_start;
            }
        }
        if (in_skip) {
            if (range <= skiprange_end) {
                in_skip = FALSE;
                if (range > 3) /* another bounce? */
                    skiprange(range, &skiprange_start, &skiprange_end);
            } else if (mtmp && M_IN_WATER(mtmp->data)) {
                if (!Blind && canspotmon(mtmp))
#if 0 /*JP:T*/
                    pline("%s %s over %s.", Yname2(obj), otense(obj, "pass"),
                          mon_nam(mtmp));
#else
                    pline("%sは%sを飛び越えた．", Yname2(obj),
                          mon_nam(mtmp));
#endif
                mtmp = (struct monst *) 0;
            }
        }

        /* if mtmp is a shade and missile passes harmlessly through it,
           give message and skip it in order to keep going */
        if (mtmp && (weapon == THROWN_WEAPON || weapon == KICKED_WEAPON)
            && shade_miss(&youmonst, mtmp, obj, TRUE, TRUE))
            mtmp = (struct monst *) 0;

        if (mtmp) {
            notonhead = (bhitpos.x != mtmp->mx || bhitpos.y != mtmp->my);
            if (weapon == FLASHED_LIGHT) {
                /* FLASHED_LIGHT hitting invisible monster should
                   pass through instead of stop so we call
                   flash_hits_mon() directly rather than returning
                   mtmp back to caller.  That allows the flash to
                   keep on going.  Note that we use mtmp->minvis
                   not canspotmon() because it makes no difference
                   whether the hero can see the monster or not. */
                if (mtmp->minvis) {
                    obj->ox = u.ux, obj->oy = u.uy;
                    (void) flash_hits_mon(mtmp, obj);
                } else {
                    tmp_at(DISP_END, 0);
                    result = mtmp; /* caller will call flash_hits_mon */
                    goto bhit_done;
                }
            } else if (weapon == INVIS_BEAM) {
                /* Like FLASHED_LIGHT, INVIS_BEAM should continue
                   through invisible targets; unlike it, we aren't
                   prepared for multiple hits so just get first one
                   that's either visible or could see its invisible
                   self.  [No tmp_at() cleanup is needed here.] */
                if (!mtmp->minvis || perceives(mtmp->data)) {
                    result = mtmp;
                    goto bhit_done;
                }
            } else if (weapon != ZAPPED_WAND) {

                /* THROWN_WEAPON, KICKED_WEAPON */
                if (!tethered_weapon)
                    tmp_at(DISP_END, 0);

                if (cansee(bhitpos.x, bhitpos.y) && !canspotmon(mtmp))
                    map_invisible(bhitpos.x, bhitpos.y);
                result = mtmp;
                goto bhit_done;
            } else {
                /* ZAPPED_WAND */
                (*fhitm)(mtmp, obj);
                range -= 3;
            }
        } else {
            if (weapon == ZAPPED_WAND && obj->otyp == WAN_PROBING
                && glyph_is_invisible(levl[bhitpos.x][bhitpos.y].glyph)) {
                unmap_object(bhitpos.x, bhitpos.y);
                newsym(x, y);
            }
        }
        if (fhito) {
            if (bhitpile(obj, fhito, bhitpos.x, bhitpos.y, 0))
                range--;
        } else {
            if (weapon == KICKED_WEAPON
                && ((obj->oclass == COIN_CLASS
                     && OBJ_AT(bhitpos.x, bhitpos.y))
                    || ship_object(obj, bhitpos.x, bhitpos.y,
                                   costly_spot(bhitpos.x, bhitpos.y)))) {
                tmp_at(DISP_END, 0);
                goto bhit_done; /* result == (struct monst *) 0 */
            }
        }
        if (weapon == ZAPPED_WAND && (IS_DOOR(typ) || typ == SDOOR)) {
            switch (obj->otyp) {
            case WAN_OPENING:
            case WAN_LOCKING:
            case WAN_STRIKING:
            case SPE_KNOCK:
            case SPE_WIZARD_LOCK:
            case SPE_FORCE_BOLT:
                if (doorlock(obj, bhitpos.x, bhitpos.y)) {
                    if (cansee(bhitpos.x, bhitpos.y)
                        || (obj->otyp == WAN_STRIKING && !Deaf))
                        learnwand(obj);
                    if (levl[bhitpos.x][bhitpos.y].doormask == D_BROKEN
                        && *in_rooms(bhitpos.x, bhitpos.y, SHOPBASE)) {
                        shopdoor = TRUE;
                        add_damage(bhitpos.x, bhitpos.y, SHOP_DOOR_COST);
                    }
                }
                break;
            }
        }
        if (!ZAP_POS(typ) || closed_door(bhitpos.x, bhitpos.y)) {
            bhitpos.x -= ddx;
            bhitpos.y -= ddy;
            break;
        }
        if (weapon != ZAPPED_WAND && weapon != INVIS_BEAM) {
            /* 'I' present but no monster: erase */
            /* do this before the tmp_at() */
            if (glyph_is_invisible(levl[bhitpos.x][bhitpos.y].glyph)
                && cansee(x, y)) {
                unmap_object(bhitpos.x, bhitpos.y);
                newsym(x, y);
            }
            tmp_at(bhitpos.x, bhitpos.y);
            delay_output();
            /* kicked objects fall in pools */
            if ((weapon == KICKED_WEAPON)
                && (is_pool(bhitpos.x, bhitpos.y)
                    || is_lava(bhitpos.x, bhitpos.y)))
                break;
            if (IS_SINK(typ) && weapon != FLASHED_LIGHT)
                break; /* physical objects fall onto sink */
        }
        /* limit range of ball so hero won't make an invalid move */
        if (weapon == THROWN_WEAPON && range > 0
            && obj->otyp == HEAVY_IRON_BALL) {
            struct obj *bobj;
            struct trap *t;

            if ((bobj = sobj_at(BOULDER, x, y)) != 0) {
                if (cansee(x, y))
#if 0 /*JP:T*/
                    pline("%s hits %s.", The(distant_name(obj, xname)),
                          an(xname(bobj)));
#else
                    pline("%sは%sに命中した．", distant_name(obj, xname),
                          xname(bobj));
#endif
                range = 0;
            } else if (obj == uball) {
                if (!test_move(x - ddx, y - ddy, ddx, ddy, TEST_MOVE)) {
                    /* nb: it didn't hit anything directly */
                    if (cansee(x, y))
#if 0 /*JP:T*/
                        pline("%s jerks to an abrupt halt.",
                              The(distant_name(obj, xname))); /* lame */
#else
                        pline("%sはとつぜんガクンと止まった．",
                              distant_name(obj, xname)); /* lame */
#endif
                    range = 0;
                } else if (Sokoban && (t = t_at(x, y)) != 0
                           && (is_pit(t->ttyp) || is_hole(t->ttyp))) {
                    /* hero falls into the trap, so ball stops */
                    range = 0;
                }
            }
        }

        /* thrown/kicked missile has moved away from its starting spot */
        point_blank = FALSE; /* affects passing through iron bars */
    }

    if (weapon != ZAPPED_WAND && weapon != INVIS_BEAM && !tethered_weapon)
        tmp_at(DISP_END, 0);

    if (shopdoor)
/*JP
        pay_for_damage("destroy", FALSE);
*/
        pay_for_damage("破壊する", FALSE);

 bhit_done:
    if (weapon == THROWN_WEAPON || weapon == KICKED_WEAPON)
        transient_light_cleanup();

    return result;
}

/* process thrown boomerang, which travels a curving path...
 * A multi-shot volley ought to have all missiles in flight at once,
 * but we're called separately for each one.  We terminate the volley
 * early on a failed catch since continuing to throw after being hit
 * is too obviously silly.
 */
struct monst *
boomhit(obj, dx, dy)
struct obj *obj;
int dx, dy;
{
    register int i, ct;
    int boom; /* showsym[] index  */
    struct monst *mtmp;
    boolean counterclockwise = TRUE; /* right-handed throw */

    /* counterclockwise traversal patterns:
     *  ..........................54.................................
     *  ..................43.....6..3....765.........................
     *  ..........32.....5..2...7...2...8...4....87..................
     *  .........4..1....6..1...8..1....9...3...9..6.....98..........
     *  ..21@....5...@...7..@....9@......@12....@...5...@..7.....@9..
     *  .3...9....6..9....89.....................1..4...1..6....1..8.
     *  .4...8.....78.............................23....2..5...2...7.
     *  ..567............................................34....3..6..
     *  ........................................................45...
     * (invert rows for corresponding clockwise patterns)
     */

    bhitpos.x = u.ux;
    bhitpos.y = u.uy;
    boom = counterclockwise ? S_boomleft : S_boomright;
    for (i = 0; i < 8; i++)
        if (xdir[i] == dx && ydir[i] == dy)
            break;
    tmp_at(DISP_FLASH, cmap_to_glyph(boom));
    for (ct = 0; ct < 10; ct++) {
        i = (i + 8) % 8;                          /* 0..7 (8 -> 0, -1 -> 7) */
        boom = (S_boomleft + S_boomright - boom); /* toggle */
        tmp_at(DISP_CHANGE, cmap_to_glyph(boom)); /* change glyph */
        dx = xdir[i];
        dy = ydir[i];
        bhitpos.x += dx;
        bhitpos.y += dy;
        if ((mtmp = m_at(bhitpos.x, bhitpos.y)) != 0) {
            m_respond(mtmp);
            tmp_at(DISP_END, 0);
            return mtmp;
        }
        if (!ZAP_POS(levl[bhitpos.x][bhitpos.y].typ)
            || closed_door(bhitpos.x, bhitpos.y)) {
            bhitpos.x -= dx;
            bhitpos.y -= dy;
            break;
        }
        if (bhitpos.x == u.ux && bhitpos.y == u.uy) { /* ct == 9 */
            if (Fumbling || rn2(20) >= ACURR(A_DEX)) {
                /* we hit ourselves */
                (void) thitu(10 + obj->spe, dmgval(obj, &youmonst), &obj,
/*JP
                             "boomerang");
*/
                             "ブーメラン");
                endmultishot(TRUE);
                break;
            } else { /* we catch it */
                tmp_at(DISP_END, 0);
/*JP
                You("skillfully catch the boomerang.");
*/
                You("上手にブーメランを掴まえた．");
                return &youmonst;
            }
        }
        tmp_at(bhitpos.x, bhitpos.y);
        delay_output();
        if (IS_SINK(levl[bhitpos.x][bhitpos.y].typ)) {
            if (!Deaf)
/*JP
                pline("Klonk!");
*/
                pline("カラン！");
            break; /* boomerang falls on sink */
        }
        /* ct==0, initial position, we want next delta to be same;
           ct==5, opposite position, repeat delta undoes first one */
        if (ct % 5 != 0)
            i += (counterclockwise ? -1 : 1);
    }
    tmp_at(DISP_END, 0); /* do not leave last symbol */
    return (struct monst *) 0;
}

/* used by buzz(); also used by munslime(muse.c); returns damage applied
   to mon; note: caller is responsible for killing mon if damage is fatal */
int
zhitm(mon, type, nd, ootmp)
register struct monst *mon;
register int type, nd;
struct obj **ootmp; /* to return worn armor for caller to disintegrate */
{
    register int tmp = 0;
    register int abstype = abs(type) % 10;
    boolean sho_shieldeff = FALSE;
    boolean spellcaster = is_hero_spell(type); /* maybe get a bonus! */

    *ootmp = (struct obj *) 0;
    switch (abstype) {
    case ZT_MAGIC_MISSILE:
        if (resists_magm(mon)) {
            sho_shieldeff = TRUE;
            break;
        }
        tmp = d(nd, 6);
        if (spellcaster)
            tmp = spell_damage_bonus(tmp);
        break;
    case ZT_FIRE:
        if (resists_fire(mon)) {
            sho_shieldeff = TRUE;
            break;
        }
        tmp = d(nd, 6);
        if (resists_cold(mon))
            tmp += 7;
        if (spellcaster)
            tmp = spell_damage_bonus(tmp);
        if (burnarmor(mon)) {
            if (!rn2(3))
                (void) destroy_mitem(mon, POTION_CLASS, AD_FIRE);
            if (!rn2(3))
                (void) destroy_mitem(mon, SCROLL_CLASS, AD_FIRE);
            if (!rn2(5))
                (void) destroy_mitem(mon, SPBOOK_CLASS, AD_FIRE);
            destroy_mitem(mon, FOOD_CLASS, AD_FIRE); /* carried slime */
        }
        break;
    case ZT_COLD:
        if (resists_cold(mon)) {
            sho_shieldeff = TRUE;
            break;
        }
        tmp = d(nd, 6);
        if (resists_fire(mon))
            tmp += d(nd, 3);
        if (spellcaster)
            tmp = spell_damage_bonus(tmp);
        if (!rn2(3))
            (void) destroy_mitem(mon, POTION_CLASS, AD_COLD);
        break;
    case ZT_SLEEP:
        tmp = 0;
        (void) sleep_monst(mon, d(nd, 25),
                           type == ZT_WAND(ZT_SLEEP) ? WAND_CLASS : '\0');
        break;
    case ZT_DEATH:                              /* death/disintegration */
        if (abs(type) != ZT_BREATH(ZT_DEATH)) { /* death */
            if (mon->data == &mons[PM_DEATH]) {
                mon->mhpmax += mon->mhpmax / 2;
                if (mon->mhpmax >= MAGIC_COOKIE)
                    mon->mhpmax = MAGIC_COOKIE - 1;
                mon->mhp = mon->mhpmax;
                tmp = 0;
                break;
            }
            if (nonliving(mon->data) || is_demon(mon->data)
                || is_vampshifter(mon) || resists_magm(mon)) {
                /* similar to player */
                sho_shieldeff = TRUE;
                break;
            }
            type = -1; /* so they don't get saving throws */
        } else {
            struct obj *otmp2;

            if (resists_disint(mon)) {
                sho_shieldeff = TRUE;
            } else if (mon->misc_worn_check & W_ARMS) {
                /* destroy shield; victim survives */
                *ootmp = which_armor(mon, W_ARMS);
            } else if (mon->misc_worn_check & W_ARM) {
                /* destroy body armor, also cloak if present */
                *ootmp = which_armor(mon, W_ARM);
                if ((otmp2 = which_armor(mon, W_ARMC)) != 0)
                    m_useup(mon, otmp2);
            } else {
                /* no body armor, victim dies; destroy cloak
                   and shirt now in case target gets life-saved */
                tmp = MAGIC_COOKIE;
                if ((otmp2 = which_armor(mon, W_ARMC)) != 0)
                    m_useup(mon, otmp2);
                if ((otmp2 = which_armor(mon, W_ARMU)) != 0)
                    m_useup(mon, otmp2);
            }
            type = -1; /* no saving throw wanted */
            break;     /* not ordinary damage */
        }
        tmp = mon->mhp + 1;
        break;
    case ZT_LIGHTNING:
        if (resists_elec(mon)) {
            sho_shieldeff = TRUE;
            tmp = 0;
            /* can still blind the monster */
        } else
            tmp = d(nd, 6);
        if (spellcaster)
            tmp = spell_damage_bonus(tmp);
        if (!resists_blnd(mon)
            && !(type > 0 && u.uswallow && mon == u.ustuck)) {
            register unsigned rnd_tmp = rnd(50);
            mon->mcansee = 0;
            if ((mon->mblinded + rnd_tmp) > 127)
                mon->mblinded = 127;
            else
                mon->mblinded += rnd_tmp;
        }
        if (!rn2(3))
            (void) destroy_mitem(mon, WAND_CLASS, AD_ELEC);
        /* not actually possible yet */
        if (!rn2(3))
            (void) destroy_mitem(mon, RING_CLASS, AD_ELEC);
        break;
    case ZT_POISON_GAS:
        if (resists_poison(mon)) {
            sho_shieldeff = TRUE;
            break;
        }
        tmp = d(nd, 6);
        break;
    case ZT_ACID:
        if (resists_acid(mon)) {
            sho_shieldeff = TRUE;
            break;
        }
        tmp = d(nd, 6);
        if (!rn2(6))
            acid_damage(MON_WEP(mon));
        if (!rn2(6))
            erode_armor(mon, ERODE_CORRODE);
        break;
    }
    if (sho_shieldeff)
        shieldeff(mon->mx, mon->my);
    if (is_hero_spell(type) && (Role_if(PM_KNIGHT) && u.uhave.questart))
        tmp *= 2;
    if (tmp > 0 && type >= 0
        && resist(mon, type < ZT_SPELL(0) ? WAND_CLASS : '\0', 0, NOTELL))
        tmp /= 2;
    if (tmp < 0)
        tmp = 0; /* don't allow negative damage */
    debugpline3("zapped monster hp = %d (= %d - %d)", mon->mhp - tmp,
                mon->mhp, tmp);
    mon->mhp -= tmp;
    return tmp;
}

STATIC_OVL void
zhitu(type, nd, fltxt, sx, sy)
int type, nd;
const char *fltxt;
xchar sx, sy;
{
    int dam = 0, abstyp = abs(type);
#if 1 /*JP*/
    char buf[BUFSZ];

    Sprintf(buf, "%sによって", fltxt);
    fltxt = buf;
#endif

    switch (abstyp % 10) {
    case ZT_MAGIC_MISSILE:
        if (Antimagic) {
            shieldeff(sx, sy);
/*JP
            pline_The("missiles bounce off!");
*/
            pline("魔法の矢は反射した！");
        } else {
            dam = d(nd, 6);
            exercise(A_STR, FALSE);
        }
        break;
    case ZT_FIRE:
        if (Fire_resistance) {
            shieldeff(sx, sy);
/*JP
            You("don't feel hot!");
*/
            You("熱さを感じない！");
            ugolemeffects(AD_FIRE, d(nd, 6));
        } else {
            dam = d(nd, 6);
        }
        burn_away_slime();
        if (burnarmor(&youmonst)) { /* "body hit" */
            if (!rn2(3))
                destroy_item(POTION_CLASS, AD_FIRE);
            if (!rn2(3))
                destroy_item(SCROLL_CLASS, AD_FIRE);
            if (!rn2(5))
                destroy_item(SPBOOK_CLASS, AD_FIRE);
            destroy_item(FOOD_CLASS, AD_FIRE);
        }
        break;
    case ZT_COLD:
        if (Cold_resistance) {
            shieldeff(sx, sy);
/*JP
            You("don't feel cold.");
*/
            You("冷たさを感じない．");
            ugolemeffects(AD_COLD, d(nd, 6));
        } else {
            dam = d(nd, 6);
        }
        if (!rn2(3))
            destroy_item(POTION_CLASS, AD_COLD);
        break;
    case ZT_SLEEP:
        if (Sleep_resistance) {
            shieldeff(u.ux, u.uy);
/*JP
            You("don't feel sleepy.");
*/
            You("眠くならない．");
        } else {
            fall_asleep(-d(nd, 25), TRUE); /* sleep ray */
        }
        break;
    case ZT_DEATH:
        if (abstyp == ZT_BREATH(ZT_DEATH)) {
            if (Disint_resistance) {
/*JP
                You("are not disintegrated.");
*/
                You("分解されない．");
                break;
            } else if (uarms) {
                /* destroy shield; other possessions are safe */
                (void) destroy_arm(uarms);
                break;
            } else if (uarm) {
                /* destroy suit; if present, cloak goes too */
                if (uarmc)
                    (void) destroy_arm(uarmc);
                (void) destroy_arm(uarm);
                break;
            }
            /* no shield or suit, you're dead; wipe out cloak
               and/or shirt in case of life-saving or bones */
            if (uarmc)
                (void) destroy_arm(uarmc);
            if (uarmu)
                (void) destroy_arm(uarmu);
        } else if (nonliving(youmonst.data) || is_demon(youmonst.data)) {
            shieldeff(sx, sy);
/*JP
            You("seem unaffected.");
*/
            You("影響を受けないようだ．");
            break;
        } else if (Antimagic) {
            shieldeff(sx, sy);
/*JP
            You("aren't affected.");
*/
            You("影響を受けない．");
            break;
        }
        killer.format = KILLED_BY_AN;
        Strcpy(killer.name, fltxt ? fltxt : "");
        /* when killed by disintegration breath, don't leave corpse */
        u.ugrave_arise = (type == -ZT_BREATH(ZT_DEATH)) ? -3 : NON_PM;
        done(DIED);
        return; /* lifesaved */
    case ZT_LIGHTNING:
        if (Shock_resistance) {
            shieldeff(sx, sy);
/*JP
            You("aren't affected.");
*/
            You("影響を受けない．");
            ugolemeffects(AD_ELEC, d(nd, 6));
        } else {
            dam = d(nd, 6);
            exercise(A_CON, FALSE);
        }
        if (!rn2(3))
            destroy_item(WAND_CLASS, AD_ELEC);
        if (!rn2(3))
            destroy_item(RING_CLASS, AD_ELEC);
        break;
    case ZT_POISON_GAS:
/*JP
        poisoned("blast", A_DEX, "poisoned blast", 15, FALSE);
*/
        poisoned("息", A_DEX, "毒の息", 15, FALSE);
        break;
    case ZT_ACID:
        if (Acid_resistance) {
/*JP
            pline_The("%s doesn't hurt.", hliquid("acid"));
*/
            pline_The("%sでは傷つかなかった．", hliquid("酸"));
            dam = 0;
        } else {
/*JP
            pline_The("%s burns!", hliquid("acid"));
*/
            pline_The("%sで焼けた！", hliquid("酸"));
            dam = d(nd, 6);
            exercise(A_STR, FALSE);
        }
        /* using two weapons at once makes both of them more vulnerable */
        if (!rn2(u.twoweap ? 3 : 6))
            acid_damage(uwep);
        if (u.twoweap && !rn2(3))
            acid_damage(uswapwep);
        if (!rn2(6))
            erode_armor(&youmonst, ERODE_CORRODE);
        break;
    }

    /* Half_spell_damage protection yields half-damage for wands & spells,
       including hero's own ricochets; breath attacks do full damage */
    if (dam && Half_spell_damage && !(abstyp >= 20 && abstyp <= 29))
        dam = (dam + 1) / 2;
    losehp(dam, fltxt, KILLED_BY_AN);
    return;
}

/*
 * burn objects (such as scrolls and spellbooks) on floor
 * at position x,y; return the number of objects burned
 */
int
burn_floor_objects(x, y, give_feedback, u_caused)
int x, y;
boolean give_feedback; /* caller needs to decide about visibility checks */
boolean u_caused;
{
    struct obj *obj, *obj2;
    long i, scrquan, delquan;
    char buf1[BUFSZ], buf2[BUFSZ];
    int cnt = 0;

    for (obj = level.objects[x][y]; obj; obj = obj2) {
        obj2 = obj->nexthere;
        if (obj->oclass == SCROLL_CLASS || obj->oclass == SPBOOK_CLASS
            || (obj->oclass == FOOD_CLASS
                && obj->otyp == GLOB_OF_GREEN_SLIME)) {
            if (obj->otyp == SCR_FIRE || obj->otyp == SPE_FIREBALL
                || obj_resists(obj, 2, 100))
                continue;
            scrquan = obj->quan; /* number present */
            delquan = 0L;        /* number to destroy */
            for (i = scrquan; i > 0L; i--)
                if (!rn2(3))
                    delquan++;
            if (delquan) {
                /* save name before potential delobj() */
                if (give_feedback) {
                    obj->quan = 1L;
                    Strcpy(buf1, (x == u.ux && y == u.uy)
                                     ? xname(obj)
                                     : distant_name(obj, xname));
                    obj->quan = 2L;
                    Strcpy(buf2, (x == u.ux && y == u.uy)
                                     ? xname(obj)
                                     : distant_name(obj, xname));
                    obj->quan = scrquan;
                }
                /* useupf(), which charges, only if hero caused damage */
                if (u_caused)
                    useupf(obj, delquan);
                else if (delquan < scrquan)
                    obj->quan -= delquan;
                else
                    delobj(obj);
                cnt += delquan;
                if (give_feedback) {
                    if (delquan > 1L)
#if 0 /*JP*/
                        pline("%ld %s burn.", delquan, buf2);
#else
                        pline("%ld%sの%sが燃えた．", 
                              delquan, 
                              obj->oclass == SCROLL_CLASS ? "枚" : "冊",
                              buf2);
#endif
                    else
/*JP
                        pline("%s burns.", An(buf1));
*/
                        pline("%sは燃えた．", buf1);
                }
            }
        }
    }
    return cnt;
}

/* will zap/spell/breath attack score a hit against armor class `ac'? */
STATIC_OVL int
zap_hit(ac, type)
int ac;
int type; /* either hero cast spell type or 0 */
{
    int chance = rn2(20);
    int spell_bonus = type ? spell_hit_bonus(type) : 0;

    /* small chance for naked target to avoid being hit */
    if (!chance)
        return rnd(10) < ac + spell_bonus;

    /* very high armor protection does not achieve invulnerability */
    ac = AC_VALUE(ac);

    return (3 - chance < ac + spell_bonus);
}

STATIC_OVL void
disintegrate_mon(mon, type, fltxt)
struct monst *mon;
int type; /* hero vs other */
const char *fltxt;
{
    struct obj *otmp, *otmp2, *m_amulet = mlifesaver(mon);

    if (canseemon(mon)) {
        if (!m_amulet)
/*JP
            pline("%s is disintegrated!", Monnam(mon));
*/
            pline("%sはこなごなになった！", Monnam(mon));
        else
/*JP
            hit(fltxt, mon, "!");
*/
            hit(fltxt, mon, "！");
    }

/* note: worn amulet of life saving must be preserved in order to operate */
#define oresist_disintegration(obj)                                       \
    (objects[obj->otyp].oc_oprop == DISINT_RES || obj_resists(obj, 5, 50) \
     || is_quest_artifact(obj) || obj == m_amulet)

    for (otmp = mon->minvent; otmp; otmp = otmp2) {
        otmp2 = otmp->nobj;
        if (!oresist_disintegration(otmp)) {
            if (otmp->owornmask) {
                /* in case monster's life gets saved */
                mon->misc_worn_check &= ~otmp->owornmask;
                if (otmp->owornmask & W_WEP)
                    setmnotwielded(mon, otmp);
                /* also dismounts hero if this object is steed's saddle */
                update_mon_intrinsics(mon, otmp, FALSE, TRUE);
                otmp->owornmask = 0L;
            }
            obj_extract_self(otmp);
            obfree(otmp, (struct obj *) 0);
        }
    }

#undef oresist_disintegration

    if (type < 0)
        monkilled(mon, (char *) 0, -AD_RBRE);
    else
        xkilled(mon, XKILL_NOMSG | XKILL_NOCORPSE);
}

void
buzz(type, nd, sx, sy, dx, dy)
int type, nd;
xchar sx, sy;
int dx, dy;
{
    dobuzz(type, nd, sx, sy, dx, dy, TRUE);
}

/*
 * type ==   0 to   9 : you shooting a wand
 * type ==  10 to  19 : you casting a spell
 * type ==  20 to  29 : you breathing as a monster
 * type == -10 to -19 : monster casting spell
 * type == -20 to -29 : monster breathing at you
 * type == -30 to -39 : monster shooting a wand
 * called with dx = dy = 0 with vertical bolts
 */
void
dobuzz(type, nd, sx, sy, dx, dy, say)
register int type, nd;
register xchar sx, sy;
register int dx, dy;
boolean say; /* Announce out of sight hit/miss events if true */
{
    int range, abstype = abs(type) % 10;
    register xchar lsx, lsy;
    struct monst *mon;
    coord save_bhitpos;
    boolean shopdamage = FALSE;
    const char *fltxt;
    struct obj *otmp;
    int spell_type;

    /* if its a Hero Spell then get its SPE_TYPE */
    spell_type = is_hero_spell(type) ? SPE_MAGIC_MISSILE + abstype : 0;

    fltxt = flash_types[(type <= -30) ? abstype : abs(type)];
    if (u.uswallow) {
        register int tmp;

        if (type < 0)
            return;
        tmp = zhitm(u.ustuck, type, nd, &otmp);
        if (!u.ustuck)
            u.uswallow = 0;
        else
#if 0 /*JP:T*/
            pline("%s rips into %s%s", The(fltxt), mon_nam(u.ustuck),
                  exclam(tmp));
#else
            pline("%sは%sをひきさいた%s", fltxt, mon_nam(u.ustuck),
                  exclam(tmp));
#endif
        /* Using disintegration from the inside only makes a hole... */
        if (tmp == MAGIC_COOKIE)
            u.ustuck->mhp = 0;
        if (DEADMONSTER(u.ustuck))
            killed(u.ustuck);
        return;
    }
    if (type < 0)
        newsym(u.ux, u.uy);
    range = rn1(7, 7);
    if (dx == 0 && dy == 0)
        range = 1;
    save_bhitpos = bhitpos;

    tmp_at(DISP_BEAM, zapdir_to_glyph(dx, dy, abstype));
    while (range-- > 0) {
        lsx = sx;
        sx += dx;
        lsy = sy;
        sy += dy;
        if (!isok(sx, sy) || levl[sx][sy].typ == STONE)
            goto make_bounce;

        mon = m_at(sx, sy);
        if (cansee(sx, sy)) {
            /* reveal/unreveal invisible monsters before tmp_at() */
            if (mon && !canspotmon(mon))
                map_invisible(sx, sy);
            else if (!mon)
                (void) unmap_invisible(sx, sy);
            if (ZAP_POS(levl[sx][sy].typ)
                || (isok(lsx, lsy) && cansee(lsx, lsy)))
                tmp_at(sx, sy);
            delay_output(); /* wait a little */
        }

        /* hit() and miss() need bhitpos to match the target */
        bhitpos.x = sx, bhitpos.y = sy;
        /* Fireballs only damage when they explode */
        if (type != ZT_SPELL(ZT_FIRE)) {
            range += zap_over_floor(sx, sy, type, &shopdamage, 0);
            /* zap with fire -> melt ice -> drown monster, so monster
               found and cached above might not be here any more */
            mon = m_at(sx, sy);
        }

        if (mon) {
            if (type == ZT_SPELL(ZT_FIRE))
                break;
            if (type >= 0)
                mon->mstrategy &= ~STRAT_WAITMASK;
 buzzmonst:
            notonhead = (mon->mx != bhitpos.x || mon->my != bhitpos.y);
            if (zap_hit(find_mac(mon), spell_type)) {
                if (mon_reflects(mon, (char *) 0)) {
                    if (cansee(mon->mx, mon->my)) {
                        hit(fltxt, mon, exclam(0));
                        shieldeff(mon->mx, mon->my);
#if 0 /*JP:T*/
                        (void) mon_reflects(mon,
                                            "But it reflects from %s %s!");
#else
                        (void) mon_reflects(mon,
                                            "しかしそれは%sの%sで反射した！");
#endif
                    }
                    dx = -dx;
                    dy = -dy;
                } else {
                    boolean mon_could_move = mon->mcanmove;
                    int tmp = zhitm(mon, type, nd, &otmp);

                    if (is_rider(mon->data)
                        && abs(type) == ZT_BREATH(ZT_DEATH)) {
                        if (canseemon(mon)) {
/*JP
                            hit(fltxt, mon, ".");
*/
                            hit(fltxt, mon, "．");
/*JP
                            pline("%s disintegrates.", Monnam(mon));
*/
                            pline("%sはこなごなになった．", Monnam(mon));
#if 0 /*JP*/
                            pline("%s body reintegrates before your %s!",
                                  s_suffix(Monnam(mon)),
                                  (eyecount(youmonst.data) == 1)
                                      ? body_part(EYE)
                                      : makeplural(body_part(EYE)));
#else
                            pline("%sの体はあなたの目の前で再結合した！",
                                  Monnam(mon));
#endif
/*JP
                            pline("%s resurrects!", Monnam(mon));
*/
                            pline("%sは蘇った！", Monnam(mon));
                        }
                        mon->mhp = mon->mhpmax;
                        break; /* Out of while loop */
                    }
                    if (mon->data == &mons[PM_DEATH] && abstype == ZT_DEATH) {
                        if (canseemon(mon)) {
/*JP
                            hit(fltxt, mon, ".");
*/
                            hit(fltxt, mon, "．");
#if 0 /*JP:T*/
                            pline("%s absorbs the deadly %s!", Monnam(mon),
                                  type == ZT_BREATH(ZT_DEATH) ? "blast"
                                                              : "ray");
#else
                            pline("%sは死の%sを吸収した！", Monnam(mon),
                                  type == ZT_BREATH(ZT_DEATH) ? "息"
                                                              : "光線");
#endif
/*JP
                            pline("It seems even stronger than before.");
*/
                            pline("さらに強くなったような気さえする．");
                        }
                        break; /* Out of while loop */
                    }

                    if (tmp == MAGIC_COOKIE) { /* disintegration */
                        disintegrate_mon(mon, type, fltxt);
                    } else if (DEADMONSTER(mon)) {
                        if (type < 0) {
                            /* mon has just been killed by another monster */
                            monkilled(mon, fltxt, AD_RBRE);
                        } else {
                            int xkflags = XKILL_GIVEMSG; /* killed(mon); */

                            /* killed by hero; we know 'type' isn't negative;
                               if it's fire, highly flammable monsters leave
                               no corpse; don't bother reporting that they
                               "burn completely" -- unnecessary verbosity */
                            if ((type % 10 == ZT_FIRE)
                                /* paper golem or straw golem */
                                && completelyburns(mon->data))
                                xkflags |= XKILL_NOCORPSE;
                            xkilled(mon, xkflags);
                        }
                    } else {
                        if (!otmp) {
                            /* normal non-fatal hit */
                            if (say || canseemon(mon))
                                hit(fltxt, mon, exclam(tmp));
                        } else {
                            /* some armor was destroyed; no damage done */
                            if (canseemon(mon))
#if 0 /*JP:T*/
                                pline("%s %s is disintegrated!",
                                      s_suffix(Monnam(mon)),
                                      distant_name(otmp, xname));
#else
                                pline("%sの%sはこなごなになった！",
                                      Monnam(mon),
                                      distant_name(otmp, xname));
#endif
                            m_useup(mon, otmp);
                        }
                        if (mon_could_move && !mon->mcanmove) /* ZT_SLEEP */
                            slept_monst(mon);
                    }
                }
                range -= 2;
            } else {
                if (say || canseemon(mon))
                    miss(fltxt, mon);
            }
        } else if (sx == u.ux && sy == u.uy && range >= 0) {
            nomul(0);
            if (u.usteed && !rn2(3) && !mon_reflects(u.usteed, (char *) 0)) {
                mon = u.usteed;
                goto buzzmonst;
            } else if (zap_hit((int) u.uac, 0)) {
                range -= 2;
/*JP
                pline("%s hits you!", The(fltxt));
*/
                pline("%sはあなたに命中した！", fltxt);
                if (Reflecting) {
                    if (!Blind) {
#if 0 /*JP:T*/
                        (void) ureflects("But %s reflects from your %s!",
                                         "it");
#else
                        (void) ureflects("しかし，%sはあなたの%sによって反射した．",
                                         "それ");
#endif
                    } else
/*JP
                        pline("For some reason you are not affected.");
*/
                        pline("なぜかあなたは影響を受けなかった．");
                    dx = -dx;
                    dy = -dy;
                    shieldeff(sx, sy);
                } else {
                    zhitu(type, nd, fltxt, sx, sy);
                }
            } else if (!Blind) {
/*JP
                pline("%s whizzes by you!", The(fltxt));
*/
                pline("%sはあなたのそばをかすめた！", fltxt);
            } else if (abstype == ZT_LIGHTNING) {
/*JP
                Your("%s tingles.", body_part(ARM));
*/
                Your("%sはヒリヒリした．", body_part(ARM));
            }
            if (abstype == ZT_LIGHTNING)
                (void) flashburn((long) d(nd, 50));
            stop_occupation();
            nomul(0);
        }

        if (!ZAP_POS(levl[sx][sy].typ)
            || (closed_door(sx, sy) && range >= 0)) {
            int bounce, bchance;
            uchar rmn;
            boolean fireball;

 make_bounce:
            bchance = (levl[sx][sy].typ == STONE) ? 10
                : (In_mines(&u.uz) && IS_WALL(levl[sx][sy].typ)) ? 20
                : 75;
            bounce = 0;
            fireball = (type == ZT_SPELL(ZT_FIRE));
            if ((--range > 0 && isok(lsx, lsy) && cansee(lsx, lsy))
                || fireball) {
                if (Is_airlevel(&u.uz)) { /* nothing to bounce off of */
/*JP
                    pline_The("%s vanishes into the aether!", fltxt);
*/
                    pline_The("%sはエーテル空間に消えた！", fltxt);
                    if (fireball)
                        type = ZT_WAND(ZT_FIRE); /* skip pending fireball */
                    break;
                } else if (fireball) {
                    sx = lsx;
                    sy = lsy;
                    break; /* fireballs explode before the obstacle */
                } else
/*JP
                    pline_The("%s bounces!", fltxt);
*/
                    pline_The("%sは反射した！", fltxt);
            }
            if (!dx || !dy || !rn2(bchance)) {
                dx = -dx;
                dy = -dy;
            } else {
                if (isok(sx, lsy) && ZAP_POS(rmn = levl[sx][lsy].typ)
                    && !closed_door(sx, lsy)
                    && (IS_ROOM(rmn) || (isok(sx + dx, lsy)
                                         && ZAP_POS(levl[sx + dx][lsy].typ))))
                    bounce = 1;
                if (isok(lsx, sy) && ZAP_POS(rmn = levl[lsx][sy].typ)
                    && !closed_door(lsx, sy)
                    && (IS_ROOM(rmn) || (isok(lsx, sy + dy)
                                         && ZAP_POS(levl[lsx][sy + dy].typ))))
                    if (!bounce || rn2(2))
                        bounce = 2;

                switch (bounce) {
                case 0:
                    dx = -dx;
                    /*FALLTHRU*/
                case 1:
                    dy = -dy;
                    break;
                case 2:
                    dx = -dx;
                    break;
                }
                tmp_at(DISP_CHANGE, zapdir_to_glyph(dx, dy, abstype));
            }
        }
    }
    tmp_at(DISP_END, 0);
    if (type == ZT_SPELL(ZT_FIRE))
        explode(sx, sy, type, d(12, 6), 0, EXPL_FIERY);
    if (shopdamage)
#if 0 /*JP:T*/
        pay_for_damage(abstype == ZT_FIRE
                          ? "burn away"
                          : abstype == ZT_COLD
                             ? "shatter"
                             /* "damage" indicates wall rather than door */
                             : abstype == ZT_ACID
                                ? "damage"
                                : abstype == ZT_DEATH
                                   ? "disintegrate"
                                   : "destroy",
                       FALSE);
#else
        pay_for_damage(abstype == ZT_FIRE
                       ? "燃やす"
                       : abstype == ZT_COLD
                          ? "粉々にする"
                          : abstype == ZT_ACID
                          ? "傷つける"
                             : abstype == ZT_DEATH
                                ? "粉砕する"
                                : "破壊する",
                       FALSE);
#endif
    bhitpos = save_bhitpos;
}

void
melt_ice(x, y, msg)
xchar x, y;
const char *msg;
{
    struct rm *lev = &levl[x][y];
    struct obj *otmp;
    struct monst *mtmp;

    if (!msg)
/*JP
        msg = "The ice crackles and melts.";
*/
        msg = "氷はピキピキ鳴り，溶けた．";
    if (lev->typ == DRAWBRIDGE_UP || lev->typ == DRAWBRIDGE_DOWN) {
        lev->drawbridgemask &= ~DB_ICE; /* revert to DB_MOAT */
    } else { /* lev->typ == ICE */
#ifdef STUPID
        if (lev->icedpool == ICED_POOL)
            lev->typ = POOL;
        else
            lev->typ = MOAT;
#else
        lev->typ = (lev->icedpool == ICED_POOL ? POOL : MOAT);
#endif
        lev->icedpool = 0;
    }
    spot_stop_timers(x, y, MELT_ICE_AWAY); /* no more ice to melt away */
    obj_ice_effects(x, y, FALSE);
    unearth_objs(x, y);
    if (Underwater)
        vision_recalc(1);
    newsym(x, y);
    if (cansee(x, y))
        Norep("%s", msg);
    if ((otmp = sobj_at(BOULDER, x, y)) != 0) {
        if (cansee(x, y))
/*JP
            pline("%s settles...", An(xname(otmp)));
*/
            pline("%sははまった．．．", xname(otmp));
        do {
            obj_extract_self(otmp); /* boulder isn't being pushed */
            if (!boulder_hits_pool(otmp, x, y, FALSE))
                impossible("melt_ice: no pool?");
            /* try again if there's another boulder and pool didn't fill */
        } while (is_pool(x, y) && (otmp = sobj_at(BOULDER, x, y)) != 0);
        newsym(x, y);
    }
    if (x == u.ux && y == u.uy)
        spoteffects(TRUE); /* possibly drown, notice objects */
    else if (is_pool(x, y) && (mtmp = m_at(x, y)) != 0)
        (void) minliquid(mtmp);
}

#define MIN_ICE_TIME 50
#define MAX_ICE_TIME 2000
/*
 * Usually start a melt_ice timer; sometimes the ice will become
 * permanent instead.
 */
void
start_melt_ice_timeout(x, y, min_time)
xchar x, y;
long min_time; /* <x,y>'s old melt timeout (deleted by time we get here) */
{
    int when;
    long where;

    when = (int) min_time;
    if (when < MIN_ICE_TIME - 1)
        when = MIN_ICE_TIME - 1;

    /* random timeout; surrounding ice locations ought to be a factor... */
    while (++when <= MAX_ICE_TIME)
        if (!rn2((MAX_ICE_TIME - when) + MIN_ICE_TIME))
            break;

    /* if we're within MAX_ICE_TIME, install a melt timer;
       otherwise, omit it to leave this ice permanent */
    if (when <= MAX_ICE_TIME) {
        where = ((long) x << 16) | (long) y;
        (void) start_timer((long) when, TIMER_LEVEL, MELT_ICE_AWAY,
                           long_to_any(where));
    }
}
#undef MIN_ICE_TIME
#undef MAX_ICE_TIME

/*
 * Called when ice has melted completely away.
 */
void
melt_ice_away(arg, timeout)
anything *arg;
long timeout UNUSED;
{
    xchar x, y;
    long where = arg->a_long;
    boolean save_mon_moving = context.mon_moving; /* will be False */

    /* melt_ice -> minliquid -> mondead|xkilled shouldn't credit/blame hero */
    context.mon_moving = TRUE; /* hero isn't causing this ice to melt */
    y = (xchar) (where & 0xFFFF);
    x = (xchar) ((where >> 16) & 0xFFFF);
    /* melt_ice does newsym when appropriate */
/*JP
    melt_ice(x, y, "Some ice melts away.");
*/
    melt_ice(x, y, "氷が少し溶けた．");
    context.mon_moving = save_mon_moving;
}

/* Burn floor scrolls, evaporate pools, etc... in a single square.
 * Used both for normal bolts of fire, cold, etc... and for fireballs.
 * Sets shopdamage to TRUE if a shop door is destroyed, and returns the
 * amount by which range is reduced (the latter is just ignored by fireballs)
 */
int
zap_over_floor(x, y, type, shopdamage, exploding_wand_typ)
xchar x, y;
int type;
boolean *shopdamage;
short exploding_wand_typ;
{
    const char *zapverb;
    struct monst *mon;
    struct trap *t;
    struct rm *lev = &levl[x][y];
    boolean see_it = cansee(x, y), yourzap;
    int rangemod = 0, abstype = abs(type) % 10;

    switch (abstype) {
    case ZT_FIRE:
        t = t_at(x, y);
        if (t && t->ttyp == WEB) {
            /* a burning web is too flimsy to notice if you can't see it */
            if (see_it)
/*JP
                Norep("A web bursts into flames!");
*/
                Norep("くもの巣は炎に包まれた！");
            (void) delfloortrap(t);
            if (see_it)
                newsym(x, y);
        }
        if (is_ice(x, y)) {
            melt_ice(x, y, (char *) 0);
        } else if (is_pool(x, y)) {
#if 0 /*JP*/
            const char *msgtxt = (!Deaf)
                                     ? "You hear hissing gas." /* Deaf-aware */
                                     : (type >= 0)
                                         ? "That seemed remarkably uneventful."
                                         : (const char *) 0;
#else
            const char *msgtxt = (!Deaf)
                                     ? "しゅーっというガスの音を聞いた．" /* Deaf-aware */
                                     : (type >= 0)
                                         ? "これは驚くほどなんでもなさそうだ．"
                                         : (const char *) 0;
#endif

            if (lev->typ != POOL) { /* MOAT or DRAWBRIDGE_UP */
                if (see_it)
/*JP
                    msgtxt = "Some water evaporates.";
*/
                    msgtxt = "すこし水が蒸発した．";
            } else {
                rangemod -= 3;
                lev->typ = ROOM, lev->flags = 0;
                t = maketrap(x, y, PIT);
                if (t)
                    t->tseen = 1;
                if (see_it)
/*JP
                    msgtxt = "The water evaporates.";
*/
                    msgtxt = "水が蒸発した．";
            }
            if (msgtxt)
                Norep("%s", msgtxt);
            if (lev->typ == ROOM)
                newsym(x, y);
        } else if (IS_FOUNTAIN(lev->typ)) {
            if (see_it)
/*JP
                pline("Steam billows from the fountain.");
*/
                pline("泉から蒸気が立ちのぼった．");
            rangemod -= 1;
            dryup(x, y, type > 0);
        }
        break; /* ZT_FIRE */

    case ZT_COLD:
        if (is_pool(x, y) || is_lava(x, y)) {
            boolean lava = is_lava(x, y),
                    moat = is_moat(x, y);

            if (lev->typ == WATER) {
                /* For now, don't let WATER freeze. */
                if (see_it)
/*JP
                    pline_The("%s freezes for a moment.", hliquid("water"));
*/
                    pline_The("%sは一瞬凍った．", hliquid("水"));
                else
/*JP
                    You_hear("a soft crackling.");
*/
                    You_hear("ピキ！という音を聞いた．");
                rangemod -= 1000; /* stop */
            } else {
                char buf[BUFSZ];

                Strcpy(buf, waterbody_name(x, y)); /* for MOAT */
                rangemod -= 3;
                if (lev->typ == DRAWBRIDGE_UP) {
                    lev->drawbridgemask &= ~DB_UNDER; /* clear lava */
                    lev->drawbridgemask |= (lava ? DB_FLOOR : DB_ICE);
                } else {
                    lev->icedpool = lava ? 0
                                         : (lev->typ == POOL) ? ICED_POOL
                                                              : ICED_MOAT;
                    lev->typ = lava ? ROOM : ICE;
                }
                bury_objs(x, y);
                if (see_it) {
                    if (lava)
/*JP
                        Norep("The %s cools and solidifies.", hliquid("lava"));
*/
                        Norep("%sは冷え固まった．", hliquid("lava"));
                    else if (moat)
/*JP
                        Norep("The %s is bridged with ice!", buf);
*/
                        Norep("%sに氷の橋がかけられた！", buf);
                    else
/*JP
                        Norep("The %s freezes.", hliquid("water"));
*/
                        Norep("%sは凍った．", hliquid("氷"));
                    newsym(x, y);
                } else if (!lava)
/*JP
                    You_hear("a crackling sound.");
*/
                    You_hear("ピキピキッという音を聞いた．");

                if (x == u.ux && y == u.uy) {
                    if (u.uinwater) { /* not just `if (Underwater)' */
                        /* leave the no longer existent water */
                        u.uinwater = 0;
                        u.uundetected = 0;
                        docrt();
                        vision_full_recalc = 1;
                    } else if (u.utrap && u.utraptype == TT_LAVA) {
                        if (Passes_walls) {
/*JP
                            You("pass through the now-solid rock.");
*/
                            You("いま固くなったばかりの石の中をすり抜けた．");
                            reset_utrap(TRUE);
                        } else {
                            set_utrap(rn1(50, 20), TT_INFLOOR);
/*JP
                            You("are firmly stuck in the cooling rock.");
*/
                            You("冷えた岩のなかにしっかりと埋まった．");
                        }
                    }
                } else if ((mon = m_at(x, y)) != 0) {
                    /* probably ought to do some hefty damage to any
                       non-ice creature caught in freezing water;
                       at a minimum, eels are forced out of hiding */
                    if (is_swimmer(mon->data) && mon->mundetected) {
                        mon->mundetected = 0;
                        newsym(x, y);
                    }
                }
                if (!lava) {
                    start_melt_ice_timeout(x, y, 0L);
                    obj_ice_effects(x, y, TRUE);
                }
            } /* ?WATER */

        } else if (is_ice(x, y)) {
            long melt_time;

            /* Already ice here, so just firm it up. */
            /* Now ensure that only ice that is already timed is affected */
            if ((melt_time = spot_time_left(x, y, MELT_ICE_AWAY)) != 0L) {
                spot_stop_timers(x, y, MELT_ICE_AWAY);
                start_melt_ice_timeout(x, y, melt_time);
            }
        }
        break; /* ZT_COLD */

    case ZT_POISON_GAS:
        (void) create_gas_cloud(x, y, 1, 8);
        break;

    case ZT_ACID:
        if (lev->typ == IRONBARS) {
            if ((lev->wall_info & W_NONDIGGABLE) != 0) {
                if (see_it)
/*JP
                    Norep("The %s corrode somewhat but remain intact.",
*/
                    Norep("%sは少し痛んだがまだしっかりしている．",
                          defsyms[S_bars].explanation);
                /* but nothing actually happens... */
            } else {
                rangemod -= 3;
                if (see_it)
/*JP
                    Norep("The %s melt.", defsyms[S_bars].explanation);
*/
                    Norep("%sが溶けた．", defsyms[S_bars].explanation);
                if (*in_rooms(x, y, SHOPBASE)) {
                    /* in case we ever have a shop bounded by bars */
                    lev->typ = ROOM, lev->flags = 0;
                    if (see_it)
                        newsym(x, y);
                    add_damage(x, y, (type >= 0) ? SHOP_BARS_COST : 0L);
                    if (type >= 0)
                        *shopdamage = TRUE;
                } else {
                    lev->typ = DOOR, lev->doormask = D_NODOOR;
                    if (see_it)
                        newsym(x, y);
                }
            }
        }
        break; /* ZT_ACID */

    default:
        break;
    }

    /* set up zap text for possible door feedback; for exploding wand, we
       want "the blast" rather than "your blast" even if hero caused it */
    yourzap = (type >= 0 && !exploding_wand_typ);
#if 0 /*JP:T*/
    zapverb = "blast"; /* breath attack or wand explosion */
#else
    zapverb = "衝撃"; /* breath attack or wand explosion */
#endif
    if (!exploding_wand_typ) {
        if (abs(type) < ZT_SPELL(0))
#if 0 /*JP:T*/
            zapverb = "bolt"; /* wand zap */
#else
            zapverb = "光線"; /* wand zap */
#endif
        else if (abs(type) < ZT_BREATH(0))
/*JP
            zapverb = "spell";
*/
            zapverb = "呪文";
    }

    /* secret door gets revealed, converted into regular door */
    if (levl[x][y].typ == SDOOR) {
        cvt_sdoor_to_door(&levl[x][y]); /* .typ = DOOR */
        /* target spot will now pass closed_door() test below
           (except on rogue level) */
        newsym(x, y);
        if (see_it)
#if 0 /*JP:T*/
            pline("%s %s reveals a secret door.",
                  yourzap ? "Your" : "The", zapverb);
#else
            pline("%sで隠し扉が明らかになった．", zapverb);
#endif
        else if (Is_rogue_level(&u.uz))
            draft_message(FALSE); /* "You feel a draft." (open doorway) */
    }

    /* regular door absorbs remaining zap range, possibly gets destroyed */
    if (closed_door(x, y)) {
        int new_doormask = -1;
        const char *see_txt = 0, *sense_txt = 0, *hear_txt = 0;

        rangemod = -1000;
        switch (abstype) {
        case ZT_FIRE:
            new_doormask = D_NODOOR;
/*JP
            see_txt = "The door is consumed in flames!";
*/
            see_txt = "扉は炎で焼きつくされた！";
/*JP
            sense_txt = "smell smoke.";
*/
            sense_txt = "煙の匂いがした．";
            break;
        case ZT_COLD:
            new_doormask = D_NODOOR;
/*JP
            see_txt = "The door freezes and shatters!";
*/
            see_txt = "扉は凍り，こなごなになった！";
/*JP
            sense_txt = "feel cold.";
*/
            sense_txt = "冷気を感じた．";
            break;
        case ZT_DEATH:
            /* death spells/wands don't disintegrate */
            if (abs(type) != ZT_BREATH(ZT_DEATH))
                goto def_case;
            new_doormask = D_NODOOR;
/*JP
            see_txt = "The door disintegrates!";
*/
            see_txt = "扉は粉砕された！";
/*JP
            hear_txt = "crashing wood.";
*/
            hear_txt = "木の壊れる音を聞いた．";
            break;
        case ZT_LIGHTNING:
            new_doormask = D_BROKEN;
/*JP
            see_txt = "The door splinters!";
*/
            see_txt = "扉はずたずたになった！";
/*JP
            hear_txt = "crackling.";
*/
            hear_txt = "ピキピキという音を聞いた．";
            break;
        default:
 def_case:
            if (exploding_wand_typ > 0) {
                /* Magical explosion from misc exploding wand */
                if (exploding_wand_typ == WAN_STRIKING) {
                    new_doormask = D_BROKEN;
/*JP
                    see_txt = "The door crashes open!";
*/
                    see_txt = "扉は壊れて開いた！";
/*JP
                    sense_txt = "feel a burst of cool air.";
*/
                    sense_txt = "冷気の充満を感じた．";
                    break;
                }
            }
            if (see_it) {
                /* "the door absorbs the blast" would be
                   inaccurate for an exploding wand since
                   other adjacent locations still get hit */
                if (exploding_wand_typ)
/*JP
                    pline_The("door remains intact.");
*/
                    pline_The("扉は無傷だ．");
                else
#if 0 /*JP:T*/
                    pline_The("door absorbs %s %s!", yourzap ? "your" : "the",
                              zapverb);
#else
                    pline_The("扉は%s%sを吸収した！", yourzap ? "あなたが放った" : "",
                              zapverb);
#endif
            } else
/*JP
                You_feel("vibrations.");
*/
                You("振動を感じた．");
            break;
        }
        if (new_doormask >= 0) { /* door gets broken */
            if (*in_rooms(x, y, SHOPBASE)) {
                if (type >= 0) {
                    add_damage(x, y, SHOP_DOOR_COST);
                    *shopdamage = TRUE;
                } else /* caused by monster */
                    add_damage(x, y, 0L);
            }
            lev->doormask = new_doormask;
            unblock_point(x, y); /* vision */
            if (see_it) {
                pline1(see_txt);
                newsym(x, y);
            } else if (sense_txt) {
#if 0 /*JP*//*「あなたは」が不適切な文もある*/
                You1(sense_txt);
#else
                pline1(sense_txt);
#endif
            } else if (hear_txt)
                You_hear1(hear_txt);
            if (picking_at(x, y)) {
                stop_occupation();
                reset_pick();
            }
        }
    }

    if (OBJ_AT(x, y) && abstype == ZT_FIRE)
        if (burn_floor_objects(x, y, FALSE, type > 0) && couldsee(x, y)) {
            newsym(x, y);
/*JP
            You("%s of smoke.", !Blind ? "see a puff" : "smell a whiff");
*/
            pline("%s．", !Blind ? "ぽわっと煙があがった" : "煙のプンという匂いがした");
        }
    if ((mon = m_at(x, y)) != 0) {
        wakeup(mon, FALSE);
        if (type >= 0) {
            setmangry(mon, TRUE);
            if (mon->ispriest && *in_rooms(mon->mx, mon->my, TEMPLE))
                ghod_hitsu(mon);
            if (mon->isshk && !*u.ushops)
                hot_pursuit(mon);
        }
    }
    return rangemod;
}

/* fractured by pick-axe or wand of striking */
void
fracture_rock(obj)
register struct obj *obj; /* no texts here! */
{
    xchar x, y;
    boolean by_you = !context.mon_moving;

    if (by_you && get_obj_location(obj, &x, &y, 0) && costly_spot(x, y)) {
        struct monst *shkp = 0;
        char objroom = *in_rooms(x, y, SHOPBASE);

        if (billable(&shkp, obj, objroom, FALSE)) {
            /* shop message says "you owe <shk> <$> for it!" so we need
               to precede that with a message explaining what "it" is */
/*JP
            You("fracture %s %s.", s_suffix(shkname(shkp)), xname(obj));
*/
            You("%sの%sを壊した．", shkname(shkp), xname(obj));
            breakobj(obj, x, y, TRUE, FALSE); /* charges for shop goods */
        }
    }
    if (by_you && obj->otyp == BOULDER)
        sokoban_guilt();

    obj->otyp = ROCK;
    obj->oclass = GEM_CLASS;
    obj->quan = (long) rn1(60, 7);
    obj->owt = weight(obj);
    obj->dknown = obj->bknown = obj->rknown = 0;
    obj->known = objects[obj->otyp].oc_uses_known ? 0 : 1;
    dealloc_oextra(obj);

    if (obj->where == OBJ_FLOOR) {
        obj_extract_self(obj); /* move rocks back on top */
        place_object(obj, obj->ox, obj->oy);
        if (!does_block(obj->ox, obj->oy, &levl[obj->ox][obj->oy]))
            unblock_point(obj->ox, obj->oy);
        if (cansee(obj->ox, obj->oy))
            newsym(obj->ox, obj->oy);
    }
}

/* handle statue hit by striking/force bolt/pick-axe */
boolean
break_statue(obj)
register struct obj *obj;
{
    /* [obj is assumed to be on floor, so no get_obj_location() needed] */
    struct trap *trap = t_at(obj->ox, obj->oy);
    struct obj *item;
    boolean by_you = !context.mon_moving;

    if (trap && trap->ttyp == STATUE_TRAP
        && activate_statue_trap(trap, obj->ox, obj->oy, TRUE))
        return FALSE;
    /* drop any objects contained inside the statue */
    while ((item = obj->cobj) != 0) {
        obj_extract_self(item);
        place_object(item, obj->ox, obj->oy);
    }
    if (by_you && Role_if(PM_ARCHEOLOGIST) && (obj->spe & STATUE_HISTORIC)) {
/*JP
        You_feel("guilty about damaging such a historic statue.");
*/
        You_feel("このような歴史的な彫像に傷をつけるのは罪深いことだと思った．");
        adjalign(-1);
    }
    obj->spe = 0;
    fracture_rock(obj);
    return TRUE;
}

/*
 * destroy_strings[dindx][0:singular,1:plural,2:killer_reason]
 *      [0] freezing potion
 *      [1] boiling potion other than oil
 *      [2] boiling potion of oil
 *      [3] burning scroll
 *      [4] burning spellbook
 *      [5] shocked ring
 *      [6] shocked wand
 * (books, rings, and wands don't stack so don't need plural form;
 *  crumbling ring doesn't do damage so doesn't need killer reason)
 */
const char *const destroy_strings[][3] = {
    /* also used in trap.c */
/*JP
    { "freezes and shatters", "freeze and shatter", "shattered potion" },
*/
    { "凍結して砕けた", "凍結して砕けた", "砕けた薬瓶で" },
/*JP
    { "boils and explodes", "boil and explode", "boiling potion" },
*/
    { "沸騰して爆発した", "沸騰して爆発した", "沸騰した薬で" },
/*JP
    { "ignites and explodes", "ignite and explode", "exploding potion" },
*/
    { "火がついて爆発した", "火がついて爆発した", "爆発した薬で" },
/*JP
    { "catches fire and burns", "catch fire and burn", "burning scroll" },
*/
    { "火がついて燃えた", "火がついて燃えた", "燃えた巻物で" },
/*JP
    { "catches fire and burns", "", "burning book" },
*/
    { "火がついて燃えた", "火がついて燃えた", "燃えた魔法書で" },
/*JP
    { "turns to dust and vanishes", "", "" },
*/
    { "塵になって消えた", "塵になって消えた", "" },
/*JP
    { "breaks apart and explodes", "", "exploding wand" },
*/
    { "ばらばらに壊れて爆発した", "ばらばらに壊れて爆発した", "杖の爆発で" },
};

/* guts of destroy_item(), which ought to be called maybe_destroy_items();
   caller must decide whether obj is eligible */
STATIC_OVL void
destroy_one_item(obj, osym, dmgtyp)
struct obj *obj;
int osym, dmgtyp;
{
    long i, cnt, quan;
    int dmg, xresist, skip, dindx;
    const char *mult;
    boolean physical_damage;

    physical_damage = FALSE;
    xresist = skip = 0;
    /* lint suppression */
    dmg = dindx = 0;
    quan = 0L;

    switch (dmgtyp) {
    case AD_COLD:
        if (osym == POTION_CLASS && obj->otyp != POT_OIL) {
            quan = obj->quan;
            dindx = 0;
            dmg = rnd(4);
        } else
            skip++;
        break;
    case AD_FIRE:
        xresist = (Fire_resistance && obj->oclass != POTION_CLASS
                   && obj->otyp != GLOB_OF_GREEN_SLIME);
        if (obj->otyp == SCR_FIRE || obj->otyp == SPE_FIREBALL)
            skip++;
        if (obj->otyp == SPE_BOOK_OF_THE_DEAD) {
            skip++;
            if (!Blind)
#if 0 /*JP:T*/
                pline("%s glows a strange %s, but remains intact.",
                      The(xname(obj)), hcolor("dark red"));
#else
                pline("%sは奇妙に%s輝いたが何も変化しなかった．",
                      xname(obj), hcolor_adv("暗褐色の"));
#endif
        }
        quan = obj->quan;
        switch (osym) {
        case POTION_CLASS:
            dindx = (obj->otyp != POT_OIL) ? 1 : 2;
            dmg = rnd(6);
            break;
        case SCROLL_CLASS:
            dindx = 3;
            dmg = 1;
            break;
        case SPBOOK_CLASS:
            dindx = 4;
            dmg = 1;
            break;
        case FOOD_CLASS:
            if (obj->otyp == GLOB_OF_GREEN_SLIME) {
                dindx = 1; /* boil and explode */
                dmg = (obj->owt + 19) / 20;
            } else {
                skip++;
            }
            break;
        default:
            skip++;
            break;
        }
        break;
    case AD_ELEC:
        xresist = (Shock_resistance && obj->oclass != RING_CLASS);
        quan = obj->quan;
        switch (osym) {
        case RING_CLASS:
            if (obj->otyp == RIN_SHOCK_RESISTANCE) {
                skip++;
                break;
            }
            dindx = 5;
            dmg = 0;
            break;
        case WAND_CLASS:
            if (obj->otyp == WAN_LIGHTNING) {
                skip++;
                break;
            }
#if 0
            if (obj == current_wand) {  skip++;  break;  }
#endif
            dindx = 6;
            dmg = rnd(10);
            break;
        default:
            skip++;
            break;
        }
        break;
    default:
        skip++;
        break;
    }

    if (!skip) {
        if (obj->in_use)
            --quan; /* one will be used up elsewhere */
        for (i = cnt = 0L; i < quan; i++)
            if (!rn2(3))
                cnt++;

        if (!cnt)
            return;
#if 0 /*JP:T*/
        mult = (cnt == 1L)
                ? ((quan == 1L) ? "Your"                         /* 1 of 1 */
                                : "One of your")                 /* 1 of N */
                : ((cnt < quan) ? "Some of your"                 /* n of N */
                                : (quan == 2L) ? "Both of your"  /* 2 of 2 */
                                               : "All of your"); /* N of N */
        pline("%s %s %s!", mult, xname(obj),
              destroy_strings[dindx][(cnt > 1L)]);
#else
        mult = (cnt == 1L)
                ? ((quan == 1L) ? ""                             /* 1 of 1 */
                                : "のひとつ")                    /* 1 of N */
                : ((cnt < quan) ? "のいくつか"                   /* n of N */
                                : "の全て");                     /* N of N */
        pline("あなたの%s%sは%s！", xname(obj), mult, 
              destroy_strings[dindx][(cnt > 1L)]);
#endif
        if (osym == POTION_CLASS && dmgtyp != AD_COLD) {
            if (!breathless(youmonst.data) || haseyes(youmonst.data))
                potionbreathe(obj);
        }
        if (obj->owornmask) {
            if (obj->owornmask & W_RING) /* ring being worn */
                Ring_gone(obj);
            else
                setnotworn(obj);
        }
        if (obj == current_wand)
            current_wand = 0; /* destroyed */
        for (i = 0; i < cnt; i++)
            useup(obj);
        if (dmg) {
            if (xresist) {
/*JP
                You("aren't hurt!");
*/
                You("傷つかない！");
            } else {
                const char *how = destroy_strings[dindx][2];
                boolean one = (cnt == 1L);

                if (dmgtyp == AD_FIRE && osym == FOOD_CLASS)
/*JP
                    how = "exploding glob of slime";
*/
                    how = "スライムのねばねばの爆発で";
                if (physical_damage)
                    dmg = Maybe_Half_Phys(dmg);
                losehp(dmg, one ? how : (const char *) makeplural(how),
                       one ? KILLED_BY_AN : KILLED_BY);
                exercise(A_STR, FALSE);
            }
        }
    }
}

/* target items of specified class for possible destruction */
void
destroy_item(osym, dmgtyp)
int osym, dmgtyp;
{
    register struct obj *obj;
    int i, deferral_indx = 0;
    /* 1+52+1: try to handle a full inventory; it doesn't matter if
      inventory actually has more, even if everything should be deferred */
    unsigned short deferrals[1 + 52 + 1]; /* +1: gold, overflow */

    (void) memset((genericptr_t) deferrals, 0, sizeof deferrals);
    /*
     * Sometimes destroying an item can change inventory aside from
     * the item itself (cited case was a potion of unholy water; when
     * boiled, potionbreathe() caused hero to transform into were-beast
     * form and that resulted in dropping or destroying some worn armor).
     *
     * Unlike other uses of the object bybass mechanism, destroy_item()
     * can be called multiple times for the same event.  So we have to
     * explicitly clear it before each use and hope no other section of
     * code expects it to retain previous value.
     *
     * Destruction of a ring of levitation or form change which pushes
     * off levitation boots could drop hero onto a fire trap that
     * could destroy other items and we'll get called recursively.  Or
     * onto a trap which transports hero elsewhere, which won't disrupt
     * traversal but could yield message sequencing issues.  So we
     * defer handling such things until after rest of inventory has
     * been processed.  If some other combination of items and events
     * triggers a recursive call, rest of inventory after the triggering
     * item will be skipped by the outer call since the inner one will
     * have set the bypass bits of the whole list.
     *
     * [Unfortunately, death while poly'd into flyer and subsequent
     * rehumanization could also drop hero onto a trap, and there's no
     * straightforward way to defer that.  Things could be improved by
     * redoing this to use two passes, first to collect a list or array
     * of o_id and quantity of what is targetted for destruction,
     * second pass to handle the destruction.]
     */
    bypass_objlist(invent, FALSE); /* clear bypass bit for invent */

    while ((obj = nxt_unbypassed_obj(invent)) != 0) {
        if (obj->oclass != osym)
            continue; /* test only objs of type osym */
        if (obj->oartifact)
            continue; /* don't destroy artifacts */
        if (obj->in_use && obj->quan == 1L)
            continue; /* not available */

        /* if loss of this item might dump us onto a trap, hold off
           until later because potential recursive destroy_item() will
           result in setting bypass bits on whole chain--we would skip
           the rest as already processed once control returns here */
        if (deferral_indx < SIZE(deferrals)
            && ((obj->owornmask != 0L
                 && (objects[obj->otyp].oc_oprop == LEVITATION
                     || objects[obj->otyp].oc_oprop == FLYING))
                /* destroyed wands and potions of polymorph don't trigger
                   polymorph so don't need to be deferred */
                || (obj->otyp == POT_WATER && u.ulycn >= LOW_PM
                    && (Upolyd ? obj->blessed : obj->cursed)))) {
            deferrals[deferral_indx++] = obj->o_id;
            continue;
        }
        /* obj is eligible; maybe destroy it */
        destroy_one_item(obj, osym, dmgtyp);
    }
    /* if we saved some items for later (most likely just a worn ring
       of levitation) and they're still in inventory, handle them now */
    for (i = 0; i < deferral_indx; ++i) {
        /* note: obj->nobj is only referenced when obj is skipped;
           having obj be dropped or destroyed won't affect traversal */
        for (obj = invent; obj; obj = obj->nobj)
            if (obj->o_id == deferrals[i]) {
                destroy_one_item(obj, osym, dmgtyp);
                break;
            }
    }
    return;
}

int
destroy_mitem(mtmp, osym, dmgtyp)
struct monst *mtmp;
int osym, dmgtyp;
{
    struct obj *obj;
    int skip, tmp = 0;
    long i, cnt, quan;
    int dindx;
    boolean vis;

    if (mtmp == &youmonst) { /* this simplifies artifact_hit() */
        destroy_item(osym, dmgtyp);
        return 0; /* arbitrary; value doesn't matter to artifact_hit() */
    }

    vis = canseemon(mtmp);

    /* see destroy_item(); object destruction could disrupt inventory list */
    bypass_objlist(mtmp->minvent, FALSE); /* clear bypass bit for minvent */

    while ((obj = nxt_unbypassed_obj(mtmp->minvent)) != 0) {
        if (obj->oclass != osym)
            continue; /* test only objs of type osym */
        skip = 0;
        quan = 0L;
        dindx = 0;

        switch (dmgtyp) {
        case AD_COLD:
            if (osym == POTION_CLASS && obj->otyp != POT_OIL) {
                quan = obj->quan;
                dindx = 0;
                tmp++;
            } else
                skip++;
            break;
        case AD_FIRE:
            if (obj->otyp == SCR_FIRE || obj->otyp == SPE_FIREBALL)
                skip++;
            if (obj->otyp == SPE_BOOK_OF_THE_DEAD) {
                skip++;
                if (vis)
#if 0 /*JP:T*/
                    pline("%s glows a strange %s, but remains intact.",
                          The(distant_name(obj, xname)), hcolor("dark red"));
#else
                    pline("%sは奇妙に%s輝いたが何も変化しなかった．",
                          The(distant_name(obj, xname)), hcolor_adv("暗褐色の"));
#endif
            }
            quan = obj->quan;
            switch (osym) {
            case POTION_CLASS:
                dindx = (obj->otyp != POT_OIL) ? 1 : 2;
                tmp++;
                break;
            case SCROLL_CLASS:
                dindx = 3;
                tmp++;
                break;
            case SPBOOK_CLASS:
                dindx = 4;
                tmp++;
                break;
            case FOOD_CLASS:
                if (obj->otyp == GLOB_OF_GREEN_SLIME) {
                    dindx = 1; /* boil and explode */
                    tmp += (obj->owt + 19) / 20;
                } else {
                    skip++;
                }
                break;
            default:
                skip++;
                break;
            }
            break;
        case AD_ELEC:
            quan = obj->quan;
            switch (osym) {
            case RING_CLASS:
                if (obj->otyp == RIN_SHOCK_RESISTANCE) {
                    skip++;
                    break;
                }
                dindx = 5;
                break;
            case WAND_CLASS:
                if (obj->otyp == WAN_LIGHTNING) {
                    skip++;
                    break;
                }
                dindx = 6;
                tmp++;
                break;
            default:
                skip++;
                break;
            }
            break;
        default:
            skip++;
            break;
        }
        if (!skip) {
            for (i = cnt = 0L; i < quan; i++)
                if (!rn2(3))
                    cnt++;

            if (!cnt)
                continue;
            if (vis)
#if 0 /*JP:T*/
                pline("%s%s %s!",
                      (cnt == obj->quan) ? "" : (cnt > 1L) ? "Some of "
                                                           : "One of ",
                      (cnt == obj->quan) ? Yname2(obj) : yname(obj),
                      destroy_strings[dindx][(cnt > 1L)]);
#else
                pline("%s%sは%s！",
                      (cnt == obj->quan) ? Yname2(obj) : yname(obj),
                      (cnt == obj->quan) ? "" : (cnt > 1L) ? "のいくつか"
                                                           : "のひとつ",
                      destroy_strings[dindx][(cnt > 1L)]);
#endif
            for (i = 0; i < cnt; i++)
                m_useup(mtmp, obj);
        }
    }
    return tmp;
}

int
resist(mtmp, oclass, damage, tell)
struct monst *mtmp;
char oclass;
int damage, tell;
{
    int resisted;
    int alev, dlev;

    /* fake players always pass resistance test against Conflict
       (this doesn't guarantee that they're never affected by it) */
    if (oclass == RING_CLASS && !damage && !tell && is_mplayer(mtmp->data))
        return 1;

    /* attack level */
    switch (oclass) {
    case WAND_CLASS:
        alev = 12;
        break;
    case TOOL_CLASS:
        alev = 10;
        break; /* instrument */
    case WEAPON_CLASS:
        alev = 10;
        break; /* artifact */
    case SCROLL_CLASS:
        alev = 9;
        break;
    case POTION_CLASS:
        alev = 6;
        break;
    case RING_CLASS:
        alev = 5;
        break;
    default:
        alev = u.ulevel;
        break; /* spell */
    }
    /* defense level */
    dlev = (int) mtmp->m_lev;
    if (dlev > 50)
        dlev = 50;
    else if (dlev < 1)
        dlev = is_mplayer(mtmp->data) ? u.ulevel : 1;

    resisted = rn2(100 + alev - dlev) < mtmp->data->mr;
    if (resisted) {
        if (tell) {
            shieldeff(mtmp->mx, mtmp->my);
/*JP
            pline("%s resists!", Monnam(mtmp));
*/
            pline("%sは防いだ！", Monnam(mtmp));
        }
        damage = (damage + 1) / 2;
    }

    if (damage) {
        mtmp->mhp -= damage;
        if (DEADMONSTER(mtmp)) {
            if (m_using)
                monkilled(mtmp, "", AD_RBRE);
            else
                killed(mtmp);
        }
    }
    return resisted;
}

#define MAXWISHTRY 5

STATIC_OVL void
wishcmdassist(triesleft)
int triesleft;
{
    static NEARDATA const char *
        wishinfo[] = {
  "Wish details:",
  "",
  "Enter the name of an object, such as \"potion of monster detection\",",
  "\"scroll labeled README\", \"elven mithril-coat\", or \"Grimtooth\"",
  "(without the quotes).",
  "",
  "For object types which come in stacks, you may specify a plural name",
  "such as \"potions of healing\", or specify a count, such as \"1000 gold",
  "pieces\", although that aspect of your wish might not be granted.",
  "",
  "You may also specify various prefix values which might be used to",
  "modify the item, such as \"uncursed\" or \"rustproof\" or \"+1\".",
  "Most modifiers shown when viewing your inventory can be specified.",
  "",
  "You may specify 'nothing' to explicitly decline this wish.",
  0,
    },
        preserve_wishless[] = "Doing so will preserve 'wishless' conduct.",
        retry_info[] =
                    "If you specify an unrecognized object name %s%s time%s,",
        retry_too[] = "a randomly chosen item will be granted.",
        suppress_cmdassist[] =
            "(Suppress this assistance with !cmdassist in your config file.)",
        *cardinals[] = { "zero",  "one",  "two", "three", "four", "five" },
        too_many[] = "too many";
    int i;
    winid win;
    char buf[BUFSZ];

    win = create_nhwindow(NHW_TEXT);
    if (!win)
        return;
    for (i = 0; i < SIZE(wishinfo) - 1; ++i)
        putstr(win, 0, wishinfo[i]);
    if (!u.uconduct.wishes)
        putstr(win, 0, preserve_wishless);
    putstr(win, 0, "");
    Sprintf(buf, retry_info,
            (triesleft >= 0 && triesleft < SIZE(cardinals))
               ? cardinals[triesleft]
               : too_many,
            (triesleft < MAXWISHTRY) ? " more" : "",
            plur(triesleft));
    putstr(win, 0, buf);
    putstr(win, 0, retry_too);
    putstr(win, 0, "");
    if (iflags.cmdassist)
        putstr(win, 0, suppress_cmdassist);
    display_nhwindow(win, FALSE);
    destroy_nhwindow(win);
}

void
makewish()
{
    char buf[BUFSZ] = DUMMY;
    char promptbuf[BUFSZ];
    struct obj *otmp, nothing;
    int tries = 0;

    promptbuf[0] = '\0';
    nothing = zeroobj; /* lint suppression; only its address matters */
    if (flags.verbose)
/*JP
        You("may wish for an object.");
*/
        You("望みのものを手に入れられる．");
 retry:
/*JP
    Strcpy(promptbuf, "For what do you wish");
*/
    Strcpy(promptbuf, "(日本語で)何をお望み");
    if (iflags.cmdassist && tries > 0)
/*JP
        Strcat(promptbuf, " (enter 'help' for assistance)");
*/
        Strcat(promptbuf, " (助けが必要なら 'help' と入力)");
/*JP
    Strcat(promptbuf, "?");
*/
    Strcat(promptbuf, "？");
    getlin(promptbuf, buf);
    (void) mungspaces(buf);
    if (buf[0] == '\033') {
        buf[0] = '\0';
    } else if (!strcmpi(buf, "help")) {
        wishcmdassist(MAXWISHTRY - tries);
        buf[0] = '\0'; /* for EDIT_GETLIN */
        goto retry;
    }
    /*
     *  Note: if they wished for and got a non-object successfully,
     *  otmp == &zeroobj.  That includes gold, or an artifact that
     *  has been denied.  Wishing for "nothing" requires a separate
     *  value to remain distinct.
     */
    otmp = readobjnam(buf, &nothing);
    if (!otmp) {
/*JP
        pline("Nothing fitting that description exists in the game.");
*/
        pline("うーん．そんなものは存在しないようだ．");
        if (++tries < MAXWISHTRY)
            goto retry;
        pline1(thats_enough_tries);
        otmp = readobjnam((char *) 0, (struct obj *) 0);
        if (!otmp)
            return; /* for safety; should never happen */
    } else if (otmp == &nothing) {
        /* explicitly wished for "nothing", presumably attempting
           to retain wishless conduct */
        return;
    }

    /* KMH, conduct */
    u.uconduct.wishes++;

    if (otmp != &zeroobj) {
        const char
/*JP
            *verb = ((Is_airlevel(&u.uz) || u.uinwater) ? "slip" : "drop"),
*/
            *verb = ((Is_airlevel(&u.uz) || u.uinwater) ? "滑り落ちた" : "落ちた"),
#if 0 /*JP*/
            *oops_msg = (u.uswallow
                         ? "Oops!  %s out of your reach!"
                         : (Is_airlevel(&u.uz) || Is_waterlevel(&u.uz)
                            || levl[u.ux][u.uy].typ < IRONBARS
                            || levl[u.ux][u.uy].typ >= ICE)
                            ? "Oops!  %s away from you!"
                            : "Oops!  %s to the floor!");

        /* The(aobjnam()) is safe since otmp is unidentified -dlc */
        (void) hold_another_object(otmp, oops_msg,
                                   The(aobjnam(otmp, verb)),
                                   (const char *) 0);
#else
            *oops_msg = (u.uswallow
                         ? "おっと，%%sが届かないところに%s！"
                         : (Is_airlevel(&u.uz) || Is_waterlevel(&u.uz)
                            || levl[u.ux][u.uy].typ < IRONBARS
                            || levl[u.ux][u.uy].typ >= ICE)
                            ? "おっと，%%sが手から%s！"
                            : "おっと，%%sが床に%s！");
        char oopsbuf[BUFSZ];
        Sprintf(oopsbuf, oops_msg, verb);

        (void) hold_another_object(otmp, oopsbuf,
                                   xname(otmp),
                                   (const char *) 0);
#endif
        u.ublesscnt += rn1(100, 50); /* the gods take notice */
    }
}

/*zap.c*/
