/* NetHack 3.6	mon.c	$NHDT-Date: 1569276991 2019/09/23 22:16:31 $  $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.297 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Derek S. Ray, 2015. */
/* 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. */

/* If you're using precompiled headers, you don't want this either */
#ifdef MICROPORT_BUG
#define MKROOM_H
#endif

#include "hack.h"
#include "mfndpos.h"
#include <ctype.h>

STATIC_VAR boolean vamp_rise_msg, disintegested;

STATIC_DCL void FDECL(sanity_check_single_mon, (struct monst *, BOOLEAN_P,
                                                const char *));
STATIC_DCL boolean FDECL(restrap, (struct monst *));
STATIC_DCL long FDECL(mm_aggression, (struct monst *, struct monst *));
STATIC_DCL long FDECL(mm_displacement, (struct monst *, struct monst *));
STATIC_DCL int NDECL(pick_animal);
STATIC_DCL void FDECL(kill_eggs, (struct obj *));
STATIC_DCL int FDECL(pickvampshape, (struct monst *));
STATIC_DCL boolean FDECL(isspecmon, (struct monst *));
STATIC_DCL boolean FDECL(validspecmon, (struct monst *, int));
STATIC_DCL struct permonst *FDECL(accept_newcham_form, (struct monst *, int));
STATIC_DCL struct obj *FDECL(make_corpse, (struct monst *, unsigned));
STATIC_DCL void FDECL(m_detach, (struct monst *, struct permonst *));
STATIC_DCL void FDECL(lifesaved_monster, (struct monst *));
STATIC_DCL void FDECL(migrate_mon, (struct monst *, XCHAR_P, XCHAR_P));
STATIC_DCL boolean FDECL(ok_to_obliterate, (struct monst *));
STATIC_DCL void FDECL(deal_with_overcrowding, (struct monst *));

/* note: duplicated in dog.c */
#define LEVEL_SPECIFIC_NOCORPSE(mdat) \
    (Is_rogue_level(&u.uz)            \
     || (level.flags.graveyard && is_undead(mdat) && rn2(3)))

#if 0
/* part of the original warning code which was replaced in 3.3.1 */
const char *warnings[] = {
/*JP
    "white", "pink", "red", "ruby", "purple", "black"
*/
    "白い", "ピンク色の", "赤い", "ルビー色の", "紫の", "黒い"
};
#endif /* 0 */


STATIC_OVL void
sanity_check_single_mon(mtmp, chk_geno, msg)
struct monst *mtmp;
boolean chk_geno;
const char *msg;
{
    if (mtmp->data < &mons[LOW_PM] || mtmp->data >= &mons[NUMMONS]) {
        impossible("illegal mon data %s; mnum=%d (%s)",
                   fmt_ptr((genericptr_t) mtmp->data), mtmp->mnum, msg);
    } else {
        int mndx = monsndx(mtmp->data);

        if (mtmp->mnum != mndx) {
            impossible("monster mnum=%d, monsndx=%d (%s)",
                       mtmp->mnum, mndx, msg);
            mtmp->mnum = mndx;
        }
        if (DEADMONSTER(mtmp)) {
#if 0
            /* bad if not fmons list or if not vault guard */
            if (strcmp(msg, "fmon") || !mtmp->isgd)
                impossible("dead monster on %s; %s at <%d,%d>",
                           msg, mons[mndx].mname, mtmp->mx, mtmp->my);
#endif
            return;
        }
        if (chk_geno && (mvitals[mndx].mvflags & G_GENOD) != 0)
            impossible("genocided %s in play (%s)", mons[mndx].mname, msg);
    }
    if (mtmp->isshk && !has_eshk(mtmp))
        impossible("shk without eshk (%s)", msg);
    if (mtmp->ispriest && !has_epri(mtmp))
        impossible("priest without epri (%s)", msg);
    if (mtmp->isgd && !has_egd(mtmp))
        impossible("guard without egd (%s)", msg);
    if (mtmp->isminion && !has_emin(mtmp))
        impossible("minion without emin (%s)", msg);
    /* guardian angel on astral level is tame but has emin rather than edog */
    if (mtmp->mtame && !has_edog(mtmp) && !mtmp->isminion)
        impossible("pet without edog (%s)", msg);
}

void
mon_sanity_check()
{
    int x, y;
    struct monst *mtmp, *m;

    for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
        /* dead monsters should still have sane data */
        sanity_check_single_mon(mtmp, TRUE, "fmon");
        if (DEADMONSTER(mtmp) && !mtmp->isgd)
            continue;

        x = mtmp->mx, y = mtmp->my;
        if (!isok(x, y) && !(mtmp->isgd && x == 0 && y == 0)) {
            impossible("mon (%s) claims to be at <%d,%d>?",
                       fmt_ptr((genericptr_t) mtmp), x, y);
        } else if (mtmp == u.usteed) {
            /* steed is in fmon list but not on the map; its
               <mx,my> coordinates should match hero's location */
            if (x != u.ux || y != u.uy)
                impossible("steed (%s) claims to be at <%d,%d>?",
                           fmt_ptr((genericptr_t) mtmp), x, y);
        } else if (level.monsters[x][y] != mtmp) {
            impossible("mon (%s) at <%d,%d> is not there!",
                       fmt_ptr((genericptr_t) mtmp), x, y);
        } else if (mtmp->wormno) {
            sanity_check_worm(mtmp);
        }
    }

    for (x = 1; x < COLNO; x++)
        for (y = 0; y < ROWNO; y++)
            if ((mtmp = level.monsters[x][y]) != 0) {
                for (m = fmon; m; m = m->nmon)
                    if (m == mtmp)
                        break;
                if (!m)
                    impossible("map mon (%s) at <%d,%d> not in fmon list!",
                               fmt_ptr((genericptr_t) mtmp), x, y);
                else if (mtmp == u.usteed)
                    impossible("steed (%s) is on the map at <%d,%d>!",
                               fmt_ptr((genericptr_t) mtmp), x, y);
                else if ((mtmp->mx != x || mtmp->my != y)
                         && mtmp->data != &mons[PM_LONG_WORM])
                    impossible("map mon (%s) at <%d,%d> is found at <%d,%d>?",
                               fmt_ptr((genericptr_t) mtmp),
                               mtmp->mx, mtmp->my, x, y);
            }

    for (mtmp = migrating_mons; mtmp; mtmp = mtmp->nmon) {
        sanity_check_single_mon(mtmp, FALSE, "migr");
    }
}


/* convert the monster index of an undead to its living counterpart */
int
undead_to_corpse(mndx)
int mndx;
{
    switch (mndx) {
    case PM_KOBOLD_ZOMBIE:
    case PM_KOBOLD_MUMMY:
        mndx = PM_KOBOLD;
        break;
    case PM_DWARF_ZOMBIE:
    case PM_DWARF_MUMMY:
        mndx = PM_DWARF;
        break;
    case PM_GNOME_ZOMBIE:
    case PM_GNOME_MUMMY:
        mndx = PM_GNOME;
        break;
    case PM_ORC_ZOMBIE:
    case PM_ORC_MUMMY:
        mndx = PM_ORC;
        break;
    case PM_ELF_ZOMBIE:
    case PM_ELF_MUMMY:
        mndx = PM_ELF;
        break;
    case PM_VAMPIRE:
    case PM_VAMPIRE_LORD:
#if 0 /* DEFERRED */
    case PM_VAMPIRE_MAGE:
#endif
    case PM_HUMAN_ZOMBIE:
    case PM_HUMAN_MUMMY:
        mndx = PM_HUMAN;
        break;
    case PM_GIANT_ZOMBIE:
    case PM_GIANT_MUMMY:
        mndx = PM_GIANT;
        break;
    case PM_ETTIN_ZOMBIE:
    case PM_ETTIN_MUMMY:
        mndx = PM_ETTIN;
        break;
    default:
        break;
    }
    return mndx;
}

/* Convert the monster index of some monsters (such as quest guardians)
 * to their generic species type.
 *
 * Return associated character class monster, rather than species
 * if mode is 1.
 */
int
genus(mndx, mode)
int mndx, mode;
{
    switch (mndx) {
    /* Quest guardians */
    case PM_STUDENT:
        mndx = mode ? PM_ARCHEOLOGIST : PM_HUMAN;
        break;
    case PM_CHIEFTAIN:
        mndx = mode ? PM_BARBARIAN : PM_HUMAN;
        break;
    case PM_NEANDERTHAL:
        mndx = mode ? PM_CAVEMAN : PM_HUMAN;
        break;
    case PM_ATTENDANT:
        mndx = mode ? PM_HEALER : PM_HUMAN;
        break;
    case PM_PAGE:
        mndx = mode ? PM_KNIGHT : PM_HUMAN;
        break;
    case PM_ABBOT:
        mndx = mode ? PM_MONK : PM_HUMAN;
        break;
    case PM_ACOLYTE:
        mndx = mode ? PM_PRIEST : PM_HUMAN;
        break;
    case PM_HUNTER:
        mndx = mode ? PM_RANGER : PM_HUMAN;
        break;
    case PM_THUG:
        mndx = mode ? PM_ROGUE : PM_HUMAN;
        break;
    case PM_ROSHI:
        mndx = mode ? PM_SAMURAI : PM_HUMAN;
        break;
    case PM_GUIDE:
        mndx = mode ? PM_TOURIST : PM_HUMAN;
        break;
    case PM_APPRENTICE:
        mndx = mode ? PM_WIZARD : PM_HUMAN;
        break;
    case PM_WARRIOR:
        mndx = mode ? PM_VALKYRIE : PM_HUMAN;
        break;
    default:
        if (mndx >= LOW_PM && mndx < NUMMONS) {
            struct permonst *ptr = &mons[mndx];

            if (is_human(ptr))
                mndx = PM_HUMAN;
            else if (is_elf(ptr))
                mndx = PM_ELF;
            else if (is_dwarf(ptr))
                mndx = PM_DWARF;
            else if (is_gnome(ptr))
                mndx = PM_GNOME;
            else if (is_orc(ptr))
                mndx = PM_ORC;
        }
        break;
    }
    return mndx;
}

/* return monster index if chameleon, or NON_PM if not */
int
pm_to_cham(mndx)
int mndx;
{
    int mcham = NON_PM;

    /*
     * As of 3.6.0 we just check M2_SHAPESHIFTER instead of having a
     * big switch statement with hardcoded shapeshifter types here.
     */
    if (mndx >= LOW_PM && is_shapeshifter(&mons[mndx]))
        mcham = mndx;
    return mcham;
}

/* for deciding whether corpse will carry along full monster data */
#define KEEPTRAITS(mon)                                                 \
    ((mon)->isshk || (mon)->mtame || unique_corpstat((mon)->data)       \
     || is_reviver((mon)->data)                                         \
        /* normally quest leader will be unique, */                     \
        /* but he or she might have been polymorphed  */                \
     || (mon)->m_id == quest_status.leader_m_id                         \
        /* special cancellation handling for these */                   \
     || (dmgtype((mon)->data, AD_SEDU) || dmgtype((mon)->data, AD_SSEX)))

/* Creates a monster corpse, a "special" corpse, or nothing if it doesn't
 * leave corpses.  Monsters which leave "special" corpses should have
 * G_NOCORPSE set in order to prevent wishing for one, finding tins of one,
 * etc....
 */
STATIC_OVL struct obj *
make_corpse(mtmp, corpseflags)
register struct monst *mtmp;
unsigned corpseflags;
{
    register struct permonst *mdat = mtmp->data;
    int num;
    struct obj *obj = (struct obj *) 0;
    struct obj *otmp = (struct obj *) 0;
    int x = mtmp->mx, y = mtmp->my;
    int mndx = monsndx(mdat);
    unsigned corpstatflags = corpseflags;
    boolean burythem = ((corpstatflags & CORPSTAT_BURIED) != 0);

    switch (mndx) {
    case PM_GRAY_DRAGON:
    case PM_SILVER_DRAGON:
#if 0 /* DEFERRED */
    case PM_SHIMMERING_DRAGON:
#endif
    case PM_RED_DRAGON:
    case PM_ORANGE_DRAGON:
    case PM_WHITE_DRAGON:
    case PM_BLACK_DRAGON:
    case PM_BLUE_DRAGON:
    case PM_GREEN_DRAGON:
    case PM_YELLOW_DRAGON:
        /* Make dragon scales.  This assumes that the order of the
           dragons is the same as the order of the scales. */
        if (!rn2(mtmp->mrevived ? 20 : 3)) {
            num = GRAY_DRAGON_SCALES + monsndx(mdat) - PM_GRAY_DRAGON;
            obj = mksobj_at(num, x, y, FALSE, FALSE);
            obj->spe = 0;
            obj->cursed = obj->blessed = FALSE;
        }
        goto default_1;
    case PM_WHITE_UNICORN:
    case PM_GRAY_UNICORN:
    case PM_BLACK_UNICORN:
        if (mtmp->mrevived && rn2(2)) {
            if (canseemon(mtmp))
#if 0 /*JP:T*/
                pline("%s recently regrown horn crumbles to dust.",
                      s_suffix(Monnam(mtmp)));
#else
                pline("最近再生した%sの角は粉々になった．",
                      Monnam(mtmp));
#endif
        } else {
            obj = mksobj_at(UNICORN_HORN, x, y, TRUE, FALSE);
            if (obj && mtmp->mrevived)
                obj->degraded_horn = 1;
        }
        goto default_1;
    case PM_LONG_WORM:
        (void) mksobj_at(WORM_TOOTH, x, y, TRUE, FALSE);
        goto default_1;
    case PM_VAMPIRE:
    case PM_VAMPIRE_LORD:
        /* include mtmp in the mkcorpstat() call */
        num = undead_to_corpse(mndx);
        corpstatflags |= CORPSTAT_INIT;
        obj = mkcorpstat(CORPSE, mtmp, &mons[num], x, y, corpstatflags);
        obj->age -= 100; /* this is an *OLD* corpse */
        break;
    case PM_KOBOLD_MUMMY:
    case PM_DWARF_MUMMY:
    case PM_GNOME_MUMMY:
    case PM_ORC_MUMMY:
    case PM_ELF_MUMMY:
    case PM_HUMAN_MUMMY:
    case PM_GIANT_MUMMY:
    case PM_ETTIN_MUMMY:
    case PM_KOBOLD_ZOMBIE:
    case PM_DWARF_ZOMBIE:
    case PM_GNOME_ZOMBIE:
    case PM_ORC_ZOMBIE:
    case PM_ELF_ZOMBIE:
    case PM_HUMAN_ZOMBIE:
    case PM_GIANT_ZOMBIE:
    case PM_ETTIN_ZOMBIE:
        num = undead_to_corpse(mndx);
        corpstatflags |= CORPSTAT_INIT;
        obj = mkcorpstat(CORPSE, mtmp, &mons[num], x, y, corpstatflags);
        obj->age -= 100; /* this is an *OLD* corpse */
        break;
    case PM_IRON_GOLEM:
        num = d(2, 6);
        while (num--)
            obj = mksobj_at(IRON_CHAIN, x, y, TRUE, FALSE);
        free_mname(mtmp); /* don't christen obj */
        break;
    case PM_GLASS_GOLEM:
        num = d(2, 4); /* very low chance of creating all glass gems */
        while (num--)
            obj = mksobj_at((LAST_GEM + rnd(9)), x, y, TRUE, FALSE);
        free_mname(mtmp);
        break;
    case PM_CLAY_GOLEM:
        obj = mksobj_at(ROCK, x, y, FALSE, FALSE);
        obj->quan = (long) (rn2(20) + 50);
        obj->owt = weight(obj);
        free_mname(mtmp);
        break;
    case PM_STONE_GOLEM:
        corpstatflags &= ~CORPSTAT_INIT;
        obj =
            mkcorpstat(STATUE, (struct monst *) 0, mdat, x, y, corpstatflags);
        break;
    case PM_WOOD_GOLEM:
        num = d(2, 4);
        while (num--) {
            obj = mksobj_at(QUARTERSTAFF, x, y, TRUE, FALSE);
        }
        free_mname(mtmp);
        break;
    case PM_LEATHER_GOLEM:
        num = d(2, 4);
        while (num--)
            obj = mksobj_at(LEATHER_ARMOR, x, y, TRUE, FALSE);
        free_mname(mtmp);
        break;
    case PM_GOLD_GOLEM:
        /* Good luck gives more coins */
        obj = mkgold((long) (200 - rnl(101)), x, y);
        free_mname(mtmp);
        break;
    case PM_PAPER_GOLEM:
        num = rnd(4);
        while (num--)
            obj = mksobj_at(SCR_BLANK_PAPER, x, y, TRUE, FALSE);
        free_mname(mtmp);
        break;
    /* expired puddings will congeal into a large blob;
       like dragons, relies on the order remaining consistent */
    case PM_GRAY_OOZE:
    case PM_BROWN_PUDDING:
    case PM_GREEN_SLIME:
    case PM_BLACK_PUDDING:
        /* we have to do this here because most other places
           expect there to be an object coming back; not this one */
        obj = mksobj_at(GLOB_OF_BLACK_PUDDING - (PM_BLACK_PUDDING - mndx),
                        x, y, TRUE, FALSE);

        while (obj && (otmp = obj_nexto(obj)) != (struct obj *) 0) {
            pudding_merge_message(obj, otmp);
            obj = obj_meld(&obj, &otmp);
        }
        free_mname(mtmp);
        return obj;
    default_1:
    default:
        if (mvitals[mndx].mvflags & G_NOCORPSE) {
            return (struct obj *) 0;
        } else {
            corpstatflags |= CORPSTAT_INIT;
            /* preserve the unique traits of some creatures */
            obj = mkcorpstat(CORPSE, KEEPTRAITS(mtmp) ? mtmp : 0,
                             mdat, x, y, corpstatflags);
            if (burythem) {
                boolean dealloc;

                (void) bury_an_obj(obj, &dealloc);
                newsym(x, y);
                return dealloc ? (struct obj *) 0 : obj;
            }
        }
        break;
    }
    /* All special cases should precede the G_NOCORPSE check */

    if (!obj)
        return (struct obj *) 0;

    /* if polymorph or undead turning has killed this monster,
       prevent the same attack beam from hitting its corpse */
    if (context.bypasses)
        bypass_obj(obj);

    if (has_mname(mtmp))
        obj = oname(obj, MNAME(mtmp));

    /*  Avoid "It was hidden under a green mold corpse!"
     *  during Blind combat. An unseen monster referred to as "it"
     *  could be killed and leave a corpse.  If a hider then hid
     *  underneath it, you could be told the corpse type of a
     *  monster that you never knew was there without this.
     *  The code in hitmu() substitutes the word "something"
     *  if the corpse's obj->dknown is 0.
     */
    if (Blind && !sensemon(mtmp))
        obj->dknown = 0;

    stackobj(obj);
    newsym(x, y);
    return obj;
}

/* check mtmp and water/lava for compatibility, 0 (survived), 1 (died) */
int
minliquid(mtmp)
register struct monst *mtmp;
{
    boolean inpool, inlava, infountain;

    /* [ceiling clingers are handled below] */
    inpool = (is_pool(mtmp->mx, mtmp->my)
              && (!(is_flyer(mtmp->data) || is_floater(mtmp->data))
                  /* there's no "above the surface" on the plane of water */
                  || Is_waterlevel(&u.uz)));
    inlava = (is_lava(mtmp->mx, mtmp->my)
              && !(is_flyer(mtmp->data) || is_floater(mtmp->data)));
    infountain = IS_FOUNTAIN(levl[mtmp->mx][mtmp->my].typ);

    /* Flying and levitation keeps our steed out of the liquid
       (but not water-walking or swimming; note: if hero is in a
       water location on the Plane of Water, flight and levitating
       are blocked so this (Flying || Levitation) test fails there
       and steed will be subject to water effects, as intended) */
    if (mtmp == u.usteed && (Flying || Levitation))
        return 0;

    /* Gremlin multiplying won't go on forever since the hit points
     * keep going down, and when it gets to 1 hit point the clone
     * function will fail.
     */
    if (mtmp->data == &mons[PM_GREMLIN] && (inpool || infountain) && rn2(3)) {
        if (split_mon(mtmp, (struct monst *) 0))
            dryup(mtmp->mx, mtmp->my, FALSE);
        if (inpool)
            water_damage_chain(mtmp->minvent, FALSE);
        return 0;
    } else if (mtmp->data == &mons[PM_IRON_GOLEM] && inpool && !rn2(5)) {
        int dam = d(2, 6);

        if (cansee(mtmp->mx, mtmp->my))
/*JP
            pline("%s rusts.", Monnam(mtmp));
*/
            pline("%sは錆びた．", Monnam(mtmp));
        mtmp->mhp -= dam;
        if (mtmp->mhpmax > dam)
            mtmp->mhpmax -= dam;
        if (DEADMONSTER(mtmp)) {
            mondead(mtmp);
            if (DEADMONSTER(mtmp))
                return 1;
        }
        water_damage_chain(mtmp->minvent, FALSE);
        return 0;
    }

    if (inlava) {
        /*
         * Lava effects much as water effects. Lava likers are able to
         * protect their stuff. Fire resistant monsters can only protect
         * themselves  --ALI
         */
        if (!is_clinger(mtmp->data) && !likes_lava(mtmp->data)) {
            /* not fair...?  hero doesn't automatically teleport away
               from lava, just from water */
            if (can_teleport(mtmp->data) && !tele_restrict(mtmp)) {
                if (rloc(mtmp, TRUE))
                    return 0;
            }
            if (!resists_fire(mtmp)) {
                if (cansee(mtmp->mx, mtmp->my)) {
                    struct attack *dummy = &mtmp->data->mattk[0];
                    const char *how = on_fire(mtmp->data, dummy);

#if 0 /*JP*/
                    pline("%s %s.", Monnam(mtmp),
                          !strcmp(how, "boiling") ? "boils away"
                             : !strcmp(how, "melting") ? "melts away"
                                : "burns to a crisp");
#else /*mon.c:on_fire()の返り値*/
                    pline("%sは%sた．", Monnam(mtmp),
                          !strcmp(how, "沸騰した") ? "沸騰し"
                             : !strcmp(how, "溶けた") ? "溶けた"
                                : "燃えてパリパリになっ");
#endif
                }
                /* unlike fire -> melt ice -> pool, there's no way for the
                   hero to create lava beneath a monster, so the !mon_moving
                   case is not expected to happen (and we haven't made a
                   player-against-monster variation of the message above) */
                if (context.mon_moving)
                    mondead(mtmp);
                else
                    xkilled(mtmp, XKILL_NOMSG);
            } else {
                mtmp->mhp -= 1;
                if (DEADMONSTER(mtmp)) {
                    if (cansee(mtmp->mx, mtmp->my))
/*JP
                        pline("%s surrenders to the fire.", Monnam(mtmp));
*/
                        pline("%sは炎に呑まれた．", Monnam(mtmp));
                    mondead(mtmp);
                } else if (cansee(mtmp->mx, mtmp->my))
/*JP
                    pline("%s burns slightly.", Monnam(mtmp));
*/
                    pline("%sはちょっと焦げた．", Monnam(mtmp));
            }
            if (!DEADMONSTER(mtmp)) {
                (void) fire_damage_chain(mtmp->minvent, FALSE, FALSE,
                                         mtmp->mx, mtmp->my);
                (void) rloc(mtmp, FALSE);
                return 0;
            }
            return 1;
        }
    } else if (inpool) {
        /* Most monsters drown in pools.  flooreffects() will take care of
         * water damage to dead monsters' inventory, but survivors need to
         * be handled here.  Swimmers are able to protect their stuff...
         */
        if (!is_clinger(mtmp->data) && !is_swimmer(mtmp->data)
            && !amphibious(mtmp->data)) {
            /* like hero with teleport intrinsic or spell, teleport away
               if possible */
            if (can_teleport(mtmp->data) && !tele_restrict(mtmp)) {
                if (rloc(mtmp, TRUE))
                    return 0;
            }
            if (cansee(mtmp->mx, mtmp->my)) {
                if (context.mon_moving)
/*JP
                    pline("%s drowns.", Monnam(mtmp));
*/
                    pline("%sは溺れた．", Monnam(mtmp));
                else
                    /* hero used fire to melt ice that monster was on */
/*JP
                    You("drown %s.", mon_nam(mtmp));
*/
                    You("%sに溺れた．", mon_nam(mtmp));
            }
            if (u.ustuck && u.uswallow && u.ustuck == mtmp) {
                /* This can happen after a purple worm plucks you off a
                   flying steed while you are over water. */
#if 0 /*JP*/
                pline("%s sinks as %s rushes in and flushes you out.",
                      Monnam(mtmp), hliquid("water"));
#else /*hliquidは不自然になるのでとりあえず使わない*/
                pline("%sは水流に沈み．あなたを吐き出した．",
                      Monnam(mtmp));
#endif
            }
            if (context.mon_moving)
                mondead(mtmp);
            else
                xkilled(mtmp, XKILL_NOMSG);
            if (!DEADMONSTER(mtmp)) {
                water_damage_chain(mtmp->minvent, FALSE);
                if (!rloc(mtmp, TRUE))
                    deal_with_overcrowding(mtmp);
                return 0;
            }
            return 1;
        }
    } else {
        /* but eels have a difficult time outside */
        if (mtmp->data->mlet == S_EEL && !Is_waterlevel(&u.uz)) {
            /* as mhp gets lower, the rate of further loss slows down */
            if (mtmp->mhp > 1 && rn2(mtmp->mhp) > rn2(8))
                mtmp->mhp--;
            monflee(mtmp, 2, FALSE, FALSE);
        }
    }
    return 0;
}

int
mcalcmove(mon)
struct monst *mon;
{
    int mmove = mon->data->mmove;
    int mmove_adj;

    /* Note: MSLOW's `+ 1' prevents slowed speed 1 getting reduced to 0;
     *       MFAST's `+ 2' prevents hasted speed 1 from becoming a no-op;
     *       both adjustments have negligible effect on higher speeds.
     */
    if (mon->mspeed == MSLOW)
        mmove = (2 * mmove + 1) / 3;
    else if (mon->mspeed == MFAST)
        mmove = (4 * mmove + 2) / 3;

    if (mon == u.usteed && u.ugallop && context.mv) {
        /* increase movement by a factor of 1.5; also increase variance of
           movement speed (if it's naturally 24, we don't want it to always
           become 36) */
        mmove = ((rn2(2) ? 4 : 5) * mmove) / 3;
    }

    /* Randomly round the monster's speed to a multiple of NORMAL_SPEED.
       This makes it impossible for the player to predict when they'll get
       a free turn (thus preventing exploits like "melee kiting"), while
       retaining guarantees about shopkeepers not being outsped by a
       normal-speed player, normal-speed players being unable to open up
       a gap when fleeing a normal-speed monster, etc. */
    mmove_adj = mmove % NORMAL_SPEED;
    mmove -= mmove_adj;
    if (rn2(NORMAL_SPEED) < mmove_adj)
        mmove += NORMAL_SPEED;

    return mmove;
}

/* actions that happen once per ``turn'', regardless of each
   individual monster's metabolism; some of these might need to
   be reclassified to occur more in proportion with movement rate */
void
mcalcdistress()
{
    struct monst *mtmp;

    for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
        if (DEADMONSTER(mtmp))
            continue;

        /* must check non-moving monsters once/turn in case they managed
           to end up in water or lava; note: when not in liquid they regen,
           shape-shift, timeout temporary maladies just like other monsters */
        if (mtmp->data->mmove == 0) {
            if (vision_full_recalc)
                vision_recalc(0);
            if (minliquid(mtmp))
                continue;
        }

        /* regenerate hit points */
        mon_regen(mtmp, FALSE);

        /* possibly polymorph shapechangers and lycanthropes */
        if (mtmp->cham >= LOW_PM)
            decide_to_shapeshift(mtmp, (canspotmon(mtmp)
                                        || (u.uswallow && mtmp == u.ustuck))
                                          ? SHIFT_MSG : 0);
        were_change(mtmp);

        /* gradually time out temporary problems */
        if (mtmp->mblinded && !--mtmp->mblinded)
            mtmp->mcansee = 1;
        if (mtmp->mfrozen && !--mtmp->mfrozen)
            mtmp->mcanmove = 1;
        if (mtmp->mfleetim && !--mtmp->mfleetim)
            mtmp->mflee = 0;

        /* FIXME: mtmp->mlstmv ought to be updated here */
    }
}

int
movemon()
{
    register struct monst *mtmp, *nmtmp;
    register boolean somebody_can_move = FALSE;

    /*
     * Some of you may remember the former assertion here that
     * because of deaths and other actions, a simple one-pass
     * algorithm wasn't possible for movemon.  Deaths are no longer
     * removed to the separate list fdmon; they are simply left in
     * the chain with hit points <= 0, to be cleaned up at the end
     * of the pass.
     *
     * The only other actions which cause monsters to be removed from
     * the chain are level migrations and losedogs().  I believe losedogs()
     * is a cleanup routine not associated with monster movements, and
     * monsters can only affect level migrations on themselves, not others
     * (hence the fetching of nmon before moving the monster).  Currently,
     * monsters can jump into traps, read cursed scrolls of teleportation,
     * and drink cursed potions of raise level to change levels.  These are
     * all reflexive at this point.  Should one monster be able to level
     * teleport another, this scheme would have problems.
     */

    for (mtmp = fmon; mtmp; mtmp = nmtmp) {
        /* end monster movement early if hero is flagged to leave the level */
        if (u.utotype
#ifdef SAFERHANGUP
            /* or if the program has lost contact with the user */
            || program_state.done_hup
#endif
            ) {
            somebody_can_move = FALSE;
            break;
        }
        nmtmp = mtmp->nmon;
        /* one dead monster needs to perform a move after death: vault
           guard whose temporary corridor is still on the map; live
           guards who have led the hero back to civilization get moved
           off the map too; gd_move() decides whether the temporary
           corridor can be removed and guard discarded (via clearing
           mon->isgd flag so that dmonsfree() will get rid of mon) */
        if (mtmp->isgd && !mtmp->mx) {
            /* parked at <0,0>; eventually isgd should get set to false */
            if (monstermoves > mtmp->mlstmv) {
                (void) gd_move(mtmp);
                mtmp->mlstmv = monstermoves;
            }
            continue;
        }
        if (DEADMONSTER(mtmp))
            continue;

        /* Find a monster that we have not treated yet. */
        if (mtmp->movement < NORMAL_SPEED)
            continue;

        mtmp->movement -= NORMAL_SPEED;
        if (mtmp->movement >= NORMAL_SPEED)
            somebody_can_move = TRUE;

        if (vision_full_recalc)
            vision_recalc(0); /* vision! */

        /* reset obj bypasses before next monster moves */
        if (context.bypasses)
            clear_bypasses();
        clear_splitobjs();
        if (minliquid(mtmp))
            continue;

        /* after losing equipment, try to put on replacement */
        if (mtmp->misc_worn_check & I_SPECIAL) {
            long oldworn;

            mtmp->misc_worn_check &= ~I_SPECIAL;
            oldworn = mtmp->misc_worn_check;
            m_dowear(mtmp, FALSE);
            if (mtmp->misc_worn_check != oldworn || !mtmp->mcanmove)
                continue;
        }

        if (is_hider(mtmp->data)) {
            /* unwatched mimics and piercers may hide again  [MRS] */
            if (restrap(mtmp))
                continue;
            if (M_AP_TYPE(mtmp) == M_AP_FURNITURE
                || M_AP_TYPE(mtmp) == M_AP_OBJECT)
                continue;
            if (mtmp->mundetected)
                continue;
        } else if (mtmp->data->mlet == S_EEL && !mtmp->mundetected
                   && (mtmp->mflee || distu(mtmp->mx, mtmp->my) > 2)
                   && !canseemon(mtmp) && !rn2(4)) {
            /* some eels end up stuck in isolated pools, where they
               can't--or at least won't--move, so they never reach
               their post-move chance to re-hide */
            if (hideunder(mtmp))
                continue;
        }

        /* continue if the monster died fighting */
        if (Conflict && !mtmp->iswiz && mtmp->mcansee) {
            /* Note:
             *  Conflict does not take effect in the first round.
             *  Therefore, A monster when stepping into the area will
             *  get to swing at you.
             *
             *  The call to fightm() must be _last_.  The monster might
             *  have died if it returns 1.
             */
            if (couldsee(mtmp->mx, mtmp->my)
                && (distu(mtmp->mx, mtmp->my) <= BOLT_LIM * BOLT_LIM)
                && fightm(mtmp))
                continue; /* mon might have died */
        }
        if (dochugw(mtmp)) /* otherwise just move the monster */
            continue;
    }

    if (any_light_source())
        vision_full_recalc = 1; /* in case a mon moved with a light source */
    /* reset obj bypasses after last monster has moved */
    if (context.bypasses)
        clear_bypasses();
    clear_splitobjs();
    /* remove dead monsters; dead vault guard will be left at <0,0>
       if temporary corridor out of vault hasn't been removed yet */
    dmonsfree();

    /* a monster may have levteleported player -dlc */
    if (u.utotype) {
        deferred_goto();
        /* changed levels, so these monsters are dormant */
        somebody_can_move = FALSE;
    }

    return somebody_can_move;
}

#define mstoning(obj)                                       \
    (ofood(obj) && (touch_petrifies(&mons[(obj)->corpsenm]) \
                    || (obj)->corpsenm == PM_MEDUSA))

/*
 * Maybe eat a metallic object (not just gold).
 * Return value: 0 => nothing happened, 1 => monster ate something,
 * 2 => monster died (it must have grown into a genocided form, but
 * that can't happen at present because nothing which eats objects
 * has young and old forms).
 */
int
meatmetal(mtmp)
register struct monst *mtmp;
{
    register struct obj *otmp;
    struct permonst *ptr;
    int poly, grow, heal, mstone;

    /* If a pet, eating is handled separately, in dog.c */
    if (mtmp->mtame)
        return 0;

    /* Eats topmost metal object if it is there */
    for (otmp = level.objects[mtmp->mx][mtmp->my]; otmp;
         otmp = otmp->nexthere) {
        /* Don't eat indigestible/choking/inappropriate objects */
        if ((mtmp->data == &mons[PM_RUST_MONSTER] && !is_rustprone(otmp))
            || (otmp->otyp == AMULET_OF_STRANGULATION)
            || (otmp->otyp == RIN_SLOW_DIGESTION))
            continue;
        if (is_metallic(otmp) && !obj_resists(otmp, 5, 95)
            && touch_artifact(otmp, mtmp)) {
            if (mtmp->data == &mons[PM_RUST_MONSTER] && otmp->oerodeproof) {
                if (canseemon(mtmp) && flags.verbose) {
#if 0 /*JP:T*/
                    pline("%s eats %s!", Monnam(mtmp),
                          distant_name(otmp, doname));
#else
                    pline("%sは%sを食べている！", Monnam(mtmp),
                          distant_name(otmp,doname));
#endif
                }
                /* The object's rustproofing is gone now */
                otmp->oerodeproof = 0;
                mtmp->mstun = 1;
                if (canseemon(mtmp) && flags.verbose) {
#if 0 /*JP:T*/
                    pline("%s spits %s out in disgust!", Monnam(mtmp),
                          distant_name(otmp, doname));
#else
                    pline("%sは%sをペッと吐き出した！", Monnam(mtmp),
                          distant_name(otmp,doname));
#endif
                }
            } else {
                if (cansee(mtmp->mx, mtmp->my) && flags.verbose)
#if 0 /*JP:T*/
                    pline("%s eats %s!", Monnam(mtmp),
                          distant_name(otmp, doname));
#else
                    pline("%sは%sを食べている！", Monnam(mtmp),
                          distant_name(otmp,doname));
#endif
                else if (flags.verbose)
/*JP
                    You_hear("a crunching sound.");
*/
                    You_hear("バリバリと食べる音を聞いた．");
                mtmp->meating = otmp->owt / 2 + 1;
                /* Heal up to the object's weight in hp */
                if (mtmp->mhp < mtmp->mhpmax) {
                    mtmp->mhp += objects[otmp->otyp].oc_weight;
                    if (mtmp->mhp > mtmp->mhpmax)
                        mtmp->mhp = mtmp->mhpmax;
                }
                if (otmp == uball) {
                    unpunish();
                    delobj(otmp);
                } else if (otmp == uchain) {
                    unpunish(); /* frees uchain */
                } else {
                    poly = polyfodder(otmp);
                    grow = mlevelgain(otmp);
                    heal = mhealup(otmp);
                    mstone = mstoning(otmp);
                    delobj(otmp);
                    ptr = mtmp->data;
                    if (poly) {
                        if (newcham(mtmp, (struct permonst *) 0, FALSE, FALSE))
                            ptr = mtmp->data;
                    } else if (grow) {
                        ptr = grow_up(mtmp, (struct monst *) 0);
                    } else if (mstone) {
                        if (poly_when_stoned(ptr)) {
                            mon_to_stone(mtmp);
                            ptr = mtmp->data;
                        } else if (!resists_ston(mtmp)) {
                            if (canseemon(mtmp))
/*JP
                                pline("%s turns to stone!", Monnam(mtmp));
*/
                                pline("%sは石になった！", Monnam(mtmp));
                            monstone(mtmp);
                            ptr = (struct permonst *) 0;
                        }
                    } else if (heal) {
                        mtmp->mhp = mtmp->mhpmax;
                    }
                    if (!ptr)
                        return 2; /* it died */
                }
                /* Left behind a pile? */
                if (rnd(25) < 3)
                    (void) mksobj_at(ROCK, mtmp->mx, mtmp->my, TRUE, FALSE);
                newsym(mtmp->mx, mtmp->my);
                return 1;
            }
        }
    }
    return 0;
}

/* monster eats a pile of objects */
int
meatobj(mtmp) /* for gelatinous cubes */
struct monst *mtmp;
{
    struct obj *otmp, *otmp2;
    struct permonst *ptr, *original_ptr = mtmp->data;
    int poly, grow, heal, eyes, count = 0, ecount = 0;
    char buf[BUFSZ];

    buf[0] = '\0';
    /* If a pet, eating is handled separately, in dog.c */
    if (mtmp->mtame)
        return 0;

    /* eat organic objects, including cloth and wood, if present;
       engulf others, except huge rocks and metal attached to player
       [despite comment at top, doesn't assume that eater is a g.cube] */
    for (otmp = level.objects[mtmp->mx][mtmp->my]; otmp; otmp = otmp2) {
        otmp2 = otmp->nexthere;

        /* touch sensitive items */
        if (otmp->otyp == CORPSE && is_rider(&mons[otmp->corpsenm])) {
            /* Rider corpse isn't just inedible; can't engulf it either */
            (void) revive_corpse(otmp);

        /* untouchable (or inaccessible) items */
        } else if ((otmp->otyp == CORPSE
                    && touch_petrifies(&mons[otmp->corpsenm])
                    && !resists_ston(mtmp))
                   /* don't engulf boulders and statues or ball&chain */
                   || otmp->oclass == ROCK_CLASS
                   || otmp == uball || otmp == uchain
                   /* normally mtmp won't have stepped onto scare monster
                      scroll, but if it does, don't eat or engulf that
                      (note: scrolls inside eaten containers will still
                      become engulfed) */
                   || otmp->otyp == SCR_SCARE_MONSTER) {
            /* do nothing--neither eaten nor engulfed */
            continue;

        /* inedible items -- engulf these */
        } else if (!is_organic(otmp) || obj_resists(otmp, 5, 95)
                   || !touch_artifact(otmp, mtmp)
                   /* redundant due to non-organic composition but
                      included for emphasis */
                   || (otmp->otyp == AMULET_OF_STRANGULATION
                       || otmp->otyp == RIN_SLOW_DIGESTION)
                   /* cockatrice corpses handled above; this
                      touch_petrifies() check catches eggs */
                   || ((otmp->otyp == CORPSE || otmp->otyp == EGG
                        || otmp->globby)
                       && ((touch_petrifies(&mons[otmp->corpsenm])
                            && !resists_ston(mtmp))
                           || (otmp->corpsenm == PM_GREEN_SLIME
                               && !slimeproof(mtmp->data))))) {
            /* engulf */
            ++ecount;
            if (ecount == 1)
#if 0 /*JP:T*/
                Sprintf(buf, "%s engulfs %s.", Monnam(mtmp),
                        distant_name(otmp, doname));
#else
                Sprintf(buf, "%sは%sを飲み込んだ．", Monnam(mtmp),
                        distant_name(otmp,doname));
#endif
            else if (ecount == 2)
/*JP
                Sprintf(buf, "%s engulfs several objects.", Monnam(mtmp));
*/
                Sprintf(buf, "%sはいくつかの物を飲み込んだ．", Monnam(mtmp));
            obj_extract_self(otmp);
            (void) mpickobj(mtmp, otmp); /* slurp */

        /* lastly, edible items; yum! */
        } else {
            /* devour */
            ++count;
            if (cansee(mtmp->mx, mtmp->my)) {
                if (flags.verbose)
#if 0 /*JP:T*/
                    pline("%s eats %s!", Monnam(mtmp),
                          distant_name(otmp, doname));
#else
                    pline("%sは%sを食べている！", Monnam(mtmp),
                          distant_name(otmp, doname));
#endif
                /* give this one even if !verbose */
#if 0 /*JP*//*日本語版ではこれはない*/
                if (otmp->oclass == SCROLL_CLASS
                    && !strcmpi(OBJ_DESCR(objects[otmp->otyp]), "YUM YUM"))
                    pline("Yum%c", otmp->blessed ? '!' : '.');
#endif
            } else {
                if (flags.verbose)
/*JP
                    You_hear("a slurping sound.");
*/
                    You_hear("ごくんと飲み込む音を聞いた．");
            }
            /* Heal up to the object's weight in hp */
            if (mtmp->mhp < mtmp->mhpmax) {
                mtmp->mhp += objects[otmp->otyp].oc_weight;
                if (mtmp->mhp > mtmp->mhpmax)
                    mtmp->mhp = mtmp->mhpmax;
            }
            if (Has_contents(otmp)) {
                register struct obj *otmp3;

                /* contents of eaten containers become engulfed; this
                   is arbitrary, but otherwise g.cubes are too powerful */
                while ((otmp3 = otmp->cobj) != 0) {
                    obj_extract_self(otmp3);
                    if (otmp->otyp == ICE_BOX && otmp3->otyp == CORPSE) {
                        otmp3->age = monstermoves - otmp3->age;
                        start_corpse_timeout(otmp3);
                    }
                    (void) mpickobj(mtmp, otmp3);
                }
            }
            poly = polyfodder(otmp);
            grow = mlevelgain(otmp);
            heal = mhealup(otmp);
            eyes = (otmp->otyp == CARROT);
            delobj(otmp); /* munch */
            ptr = mtmp->data;
            if (poly) {
                if (newcham(mtmp, (struct permonst *) 0, FALSE, FALSE))
                    ptr = mtmp->data;
            } else if (grow) {
                ptr = grow_up(mtmp, (struct monst *) 0);
            } else if (heal) {
                mtmp->mhp = mtmp->mhpmax;
            }
            if ((eyes || heal) && !mtmp->mcansee)
                mcureblindness(mtmp, canseemon(mtmp));
            /* in case it polymorphed or died */
            if (ptr != original_ptr)
                return !ptr ? 2 : 1;
        }

        /* Engulf & devour is instant, so don't set meating */
        if (mtmp->minvis)
            newsym(mtmp->mx, mtmp->my);
    }

    if (ecount > 0) {
        if (cansee(mtmp->mx, mtmp->my) && flags.verbose && buf[0])
            pline1(buf);
        else if (flags.verbose)
#if 0 /*JP:T*/
            You_hear("%s slurping sound%s.",
                     (ecount == 1) ? "a" : "several", plur(ecount));
#else
            You_hear("ズルズルという音を聞いた．");
#endif
    }
    return (count > 0 || ecount > 0) ? 1 : 0;
}

void
mpickgold(mtmp)
register struct monst *mtmp;
{
    register struct obj *gold;
#if 0 /*JP*/
    int mat_idx;
#endif

    if ((gold = g_at(mtmp->mx, mtmp->my)) != 0) {
#if 0 /*JP*/
        mat_idx = objects[gold->otyp].oc_material;
#endif
        obj_extract_self(gold);
        add_to_minv(mtmp, gold);
        if (cansee(mtmp->mx, mtmp->my)) {
            if (flags.verbose && !mtmp->isgd)
#if 0 /*JP:T*/
                pline("%s picks up some %s.", Monnam(mtmp),
                      mat_idx == GOLD ? "gold" : "money");
#else
                pline("%sはお金を拾った．", Monnam(mtmp));
#endif
            newsym(mtmp->mx, mtmp->my);
        }
    }
}

boolean
mpickstuff(mtmp, str)
register struct monst *mtmp;
register const char *str;
{
    register struct obj *otmp, *otmp2, *otmp3;
    int carryamt = 0;

    /* prevent shopkeepers from leaving the door of their shop */
    if (mtmp->isshk && inhishop(mtmp))
        return FALSE;

    for (otmp = level.objects[mtmp->mx][mtmp->my]; otmp; otmp = otmp2) {
        otmp2 = otmp->nexthere;
        /* Nymphs take everything.  Most monsters don't pick up corpses. */
        if (!str ? searches_for_item(mtmp, otmp)
                 : !!(index(str, otmp->oclass))) {
            if (otmp->otyp == CORPSE && mtmp->data->mlet != S_NYMPH
                /* let a handful of corpse types thru to can_carry() */
                && !touch_petrifies(&mons[otmp->corpsenm])
                && otmp->corpsenm != PM_LIZARD
                && !acidic(&mons[otmp->corpsenm]))
                continue;
            if (!touch_artifact(otmp, mtmp))
                continue;
            carryamt = can_carry(mtmp, otmp);
            if (carryamt == 0)
                continue;
            if (is_pool(mtmp->mx, mtmp->my))
                continue;
            /* handle cases where the critter can only get some */
            otmp3 = otmp;
            if (carryamt != otmp->quan) {
                otmp3 = splitobj(otmp, carryamt);
            }
            if (cansee(mtmp->mx, mtmp->my) && flags.verbose)
#if 0 /*JP:T*/
                pline("%s picks up %s.", Monnam(mtmp),
                      (distu(mtmp->mx, mtmp->my) <= 5)
                          ? doname(otmp3)
                          : distant_name(otmp3, doname));
#else
                pline("%sは%sを拾った．", Monnam(mtmp),
                      (distu(mtmp->mx, mtmp->my) <= 5)
                          ? doname(otmp3)
                          : distant_name(otmp3, doname));
#endif
            obj_extract_self(otmp3);      /* remove from floor */
            (void) mpickobj(mtmp, otmp3); /* may merge and free otmp3 */
            m_dowear(mtmp, FALSE);
            newsym(mtmp->mx, mtmp->my);
            return TRUE; /* pick only one object */
        }
    }
    return FALSE;
}

int
curr_mon_load(mtmp)
struct monst *mtmp;
{
    int curload = 0;
    struct obj *obj;

    for (obj = mtmp->minvent; obj; obj = obj->nobj) {
        if (obj->otyp != BOULDER || !throws_rocks(mtmp->data))
            curload += obj->owt;
    }

    return curload;
}

int
max_mon_load(mtmp)
struct monst *mtmp;
{
    long maxload;

    /* Base monster carrying capacity is equal to human maximum
     * carrying capacity, or half human maximum if not strong.
     * (for a polymorphed player, the value used would be the
     * non-polymorphed carrying capacity instead of max/half max).
     * This is then modified by the ratio between the monster weights
     * and human weights.  Corpseless monsters are given a capacity
     * proportional to their size instead of weight.
     */
    if (!mtmp->data->cwt)
        maxload = (MAX_CARR_CAP * (long) mtmp->data->msize) / MZ_HUMAN;
    else if (!strongmonst(mtmp->data)
             || (strongmonst(mtmp->data) && (mtmp->data->cwt > WT_HUMAN)))
        maxload = (MAX_CARR_CAP * (long) mtmp->data->cwt) / WT_HUMAN;
    else
        maxload = MAX_CARR_CAP; /*strong monsters w/cwt <= WT_HUMAN*/

    if (!strongmonst(mtmp->data))
        maxload /= 2;

    if (maxload < 1)
        maxload = 1;

    return (int) maxload;
}

/* for restricting monsters' object-pickup.
 *
 * to support the new pet behavior, this now returns the max # of objects
 * that a given monster could pick up from a pile. frequently this will be
 * otmp->quan, but special cases for 'only one' now exist so.
 *
 * this will probably cause very amusing behavior with pets and gold coins.
 *
 * TODO: allow picking up 2-N objects from a pile of N based on weight.
 *       Change from 'int' to 'long' to accomate big stacks of gold.
 *       Right now we fake it by reporting a partial quantity, but the
 *       likesgold handling m_move results in picking up the whole stack.
 */
int
can_carry(mtmp, otmp)
struct monst *mtmp;
struct obj *otmp;
{
    int iquan, otyp = otmp->otyp, newload = otmp->owt;
    struct permonst *mdat = mtmp->data;
    short nattk = 0;

    if (notake(mdat))
        return 0; /* can't carry anything */

    if (otyp == CORPSE && touch_petrifies(&mons[otmp->corpsenm])
        && !(mtmp->misc_worn_check & W_ARMG) && !resists_ston(mtmp))
        return 0;
    if (otyp == CORPSE && is_rider(&mons[otmp->corpsenm]))
        return 0;
    if (objects[otyp].oc_material == SILVER && mon_hates_silver(mtmp)
        && (otyp != BELL_OF_OPENING || !is_covetous(mdat)))
        return 0;

    /* hostile monsters who like gold will pick up the whole stack;
       tame mosnters with hands will pick up the partial stack */
    iquan = (otmp->quan > (long) LARGEST_INT)
               ? 20000 + rn2(LARGEST_INT - 20000 + 1)
               : (int) otmp->quan;

    /* monsters without hands can't pick up multiple objects at once
     * unless they have an engulfing attack
     *
     * ...dragons, of course, can always carry gold pieces and gems somehow
     */
    if (iquan > 1) {
        boolean glomper = FALSE;

        if (mtmp->data->mlet == S_DRAGON
            && (otmp->oclass == COIN_CLASS
                || otmp->oclass == GEM_CLASS))
            glomper = TRUE;
        else
            for (nattk = 0; nattk < NATTK; nattk++)
                if (mtmp->data->mattk[nattk].aatyp == AT_ENGL) {
                    glomper = TRUE;
                    break;
                }
        if ((mtmp->data->mflags1 & M1_NOHANDS) && !glomper)
            return 1;
    }

    /* steeds don't pick up stuff (to avoid shop abuse) */
    if (mtmp == u.usteed)
        return 0;
    if (mtmp->isshk)
        return iquan; /* no limit */
    if (mtmp->mpeaceful && !mtmp->mtame)
        return 0;
    /* otherwise players might find themselves obligated to violate
     * their alignment if the monster takes something they need
     */

    /* special--boulder throwers carry unlimited amounts of boulders */
    if (throws_rocks(mdat) && otyp == BOULDER)
        return iquan;

    /* nymphs deal in stolen merchandise, but not boulders or statues */
    if (mdat->mlet == S_NYMPH)
        return (otmp->oclass == ROCK_CLASS) ? 0 : iquan;

    if (curr_mon_load(mtmp) + newload > max_mon_load(mtmp))
        return 0;

    return iquan;
}

/* return number of acceptable neighbour positions */
int
mfndpos(mon, poss, info, flag)
struct monst *mon;
coord *poss; /* coord poss[9] */
long *info;  /* long info[9] */
long flag;
{
    struct permonst *mdat = mon->data;
    register struct trap *ttmp;
    xchar x, y, nx, ny;
    int cnt = 0;
    uchar ntyp;
    uchar nowtyp;
    boolean wantpool, poolok, lavaok, nodiag;
    boolean rockok = FALSE, treeok = FALSE, thrudoor;
    int maxx, maxy;
    boolean poisongas_ok, in_poisongas;
    NhRegion *gas_reg;
    int gas_glyph = cmap_to_glyph(S_poisoncloud);

    x = mon->mx;
    y = mon->my;
    nowtyp = levl[x][y].typ;

    nodiag = NODIAG(mdat - mons);
    wantpool = (mdat->mlet == S_EEL);
    poolok = ((!Is_waterlevel(&u.uz)
               && (is_flyer(mdat) || is_floater(mdat) || is_clinger(mdat)))
              || (is_swimmer(mdat) && !wantpool));
    /* note: floating eye is the only is_floater() so this could be
       simplified, but then adding another floater would be error prone */
    lavaok = (is_flyer(mdat) || is_floater(mdat) || is_clinger(mdat)
              || likes_lava(mdat));
    if (mdat == &mons[PM_FLOATING_EYE]) /* prefers to avoid heat */
        lavaok = FALSE;
    thrudoor = ((flag & (ALLOW_WALL | BUSTDOOR)) != 0L);
    poisongas_ok = ((nonliving(mdat) || is_vampshifter(mon)
                     || breathless(mdat)) || resists_poison(mon));
    in_poisongas = ((gas_reg = visible_region_at(x,y)) != 0
                    && gas_reg->glyph == gas_glyph);

    if (flag & ALLOW_DIG) {
        struct obj *mw_tmp;

        /* need to be specific about what can currently be dug */
        if (!needspick(mdat)) {
            rockok = treeok = TRUE;
        } else if ((mw_tmp = MON_WEP(mon)) && mw_tmp->cursed
                   && mon->weapon_check == NO_WEAPON_WANTED) {
            rockok = is_pick(mw_tmp);
            treeok = is_axe(mw_tmp);
        } else {
            rockok = (m_carrying(mon, PICK_AXE)
                      || (m_carrying(mon, DWARVISH_MATTOCK)
                          && !which_armor(mon, W_ARMS)));
            treeok = (m_carrying(mon, AXE) || (m_carrying(mon, BATTLE_AXE)
                                               && !which_armor(mon, W_ARMS)));
        }
        if (rockok || treeok)
            thrudoor = TRUE;
    }

 nexttry: /* eels prefer the water, but if there is no water nearby,
             they will crawl over land */
    if (mon->mconf) {
        flag |= ALLOW_ALL;
        flag &= ~NOTONL;
    }
    if (!mon->mcansee)
        flag |= ALLOW_SSM;
    maxx = min(x + 1, COLNO - 1);
    maxy = min(y + 1, ROWNO - 1);
    for (nx = max(1, x - 1); nx <= maxx; nx++)
        for (ny = max(0, y - 1); ny <= maxy; ny++) {
            if (nx == x && ny == y)
                continue;
            ntyp = levl[nx][ny].typ;
            if (IS_ROCK(ntyp)
                && !((flag & ALLOW_WALL) && may_passwall(nx, ny))
                && !((IS_TREE(ntyp) ? treeok : rockok) && may_dig(nx, ny)))
                continue;
            /* KMH -- Added iron bars */
            if (ntyp == IRONBARS
                && (!(flag & ALLOW_BARS)
                    || ((levl[nx][ny].wall_info & W_NONDIGGABLE)
                        && (dmgtype(mdat, AD_RUST)
                            || dmgtype(mdat, AD_CORR)))))
                continue;
            if (IS_DOOR(ntyp) && !(amorphous(mdat) || can_fog(mon))
                && (((levl[nx][ny].doormask & D_CLOSED) && !(flag & OPENDOOR))
                    || ((levl[nx][ny].doormask & D_LOCKED)
                        && !(flag & UNLOCKDOOR))) && !thrudoor)
                continue;
            /* avoid poison gas? */
            if (!poisongas_ok && !in_poisongas
                && (gas_reg = visible_region_at(nx,ny)) != 0
                && gas_reg->glyph == gas_glyph)
                continue;
            /* first diagonal checks (tight squeezes handled below) */
            if (nx != x && ny != y
                && (nodiag
                    || (IS_DOOR(nowtyp) && (levl[x][y].doormask & ~D_BROKEN))
                    || (IS_DOOR(ntyp) && (levl[nx][ny].doormask & ~D_BROKEN))
                    || ((IS_DOOR(nowtyp) || IS_DOOR(ntyp))
                        && Is_rogue_level(&u.uz))
                    /* mustn't pass between adjacent long worm segments,
                       but can attack that way */
                    || (m_at(x, ny) && m_at(nx, y) && worm_cross(x, y, nx, ny)
                        && !m_at(nx, ny) && (nx != u.ux || ny != u.uy))))
                continue;
            if ((is_pool(nx, ny) == wantpool || poolok)
                && (lavaok || !is_lava(nx, ny))) {
                int dispx, dispy;
                boolean monseeu = (mon->mcansee
                                   && (!Invis || perceives(mdat)));
                boolean checkobj = OBJ_AT(nx, ny);

                /* Displacement also displaces the Elbereth/scare monster,
                 * as long as you are visible.
                 */
                if (Displaced && monseeu && mon->mux == nx && mon->muy == ny) {
                    dispx = u.ux;
                    dispy = u.uy;
                } else {
                    dispx = nx;
                    dispy = ny;
                }

                info[cnt] = 0;
                if (onscary(dispx, dispy, mon)) {
                    if (!(flag & ALLOW_SSM))
                        continue;
                    info[cnt] |= ALLOW_SSM;
                }
                if ((nx == u.ux && ny == u.uy)
                    || (nx == mon->mux && ny == mon->muy)) {
                    if (nx == u.ux && ny == u.uy) {
                        /* If it's right next to you, it found you,
                         * displaced or no.  We must set mux and muy
                         * right now, so when we return we can tell
                         * that the ALLOW_U means to attack _you_ and
                         * not the image.
                         */
                        mon->mux = u.ux;
                        mon->muy = u.uy;
                    }
                    if (!(flag & ALLOW_U))
                        continue;
                    info[cnt] |= ALLOW_U;
                } else {
                    if (MON_AT(nx, ny)) {
                        struct monst *mtmp2 = m_at(nx, ny);
                        long mmflag = flag | mm_aggression(mon, mtmp2);

                        if (mmflag & ALLOW_M) {
                            info[cnt] |= ALLOW_M;
                            if (mtmp2->mtame) {
                                if (!(mmflag & ALLOW_TM))
                                    continue;
                                info[cnt] |= ALLOW_TM;
                            }
                        } else {
                            mmflag = flag | mm_displacement(mon, mtmp2);
                            if (!(mmflag & ALLOW_MDISP))
                                continue;
                            info[cnt] |= ALLOW_MDISP;
                        }
                    }
                    /* Note: ALLOW_SANCT only prevents movement, not
                       attack, into a temple. */
                    if (level.flags.has_temple && *in_rooms(nx, ny, TEMPLE)
                        && !*in_rooms(x, y, TEMPLE)
                        && in_your_sanctuary((struct monst *) 0, nx, ny)) {
                        if (!(flag & ALLOW_SANCT))
                            continue;
                        info[cnt] |= ALLOW_SANCT;
                    }
                }
                if (checkobj && sobj_at(CLOVE_OF_GARLIC, nx, ny)) {
                    if (flag & NOGARLIC)
                        continue;
                    info[cnt] |= NOGARLIC;
                }
                if (checkobj && sobj_at(BOULDER, nx, ny)) {
                    if (!(flag & ALLOW_ROCK))
                        continue;
                    info[cnt] |= ALLOW_ROCK;
                }
                if (monseeu && onlineu(nx, ny)) {
                    if (flag & NOTONL)
                        continue;
                    info[cnt] |= NOTONL;
                }
                /* check for diagonal tight squeeze */
                if (nx != x && ny != y && bad_rock(mdat, x, ny)
                    && bad_rock(mdat, nx, y) && cant_squeeze_thru(mon))
                    continue;
                /* The monster avoids a particular type of trap if it's
                 * familiar with the trap type.  Pets get ALLOW_TRAPS
                 * and checking is done in dogmove.c.  In either case,
                 * "harmless" traps are neither avoided nor marked in info[].
                 */
                if ((ttmp = t_at(nx, ny)) != 0) {
                    if (ttmp->ttyp >= TRAPNUM || ttmp->ttyp == 0) {
                        impossible(
                         "A monster looked at a very strange trap of type %d.",
                                   ttmp->ttyp);
                            continue;
                    }
                    if ((ttmp->ttyp != RUST_TRAP
                         || mdat == &mons[PM_IRON_GOLEM])
                        && ttmp->ttyp != STATUE_TRAP
                        && ttmp->ttyp != VIBRATING_SQUARE
                        && ((!is_pit(ttmp->ttyp) && !is_hole(ttmp->ttyp))
                            || (!is_flyer(mdat) && !is_floater(mdat)
                                && !is_clinger(mdat)) || Sokoban)
                        && (ttmp->ttyp != SLP_GAS_TRAP || !resists_sleep(mon))
                        && (ttmp->ttyp != BEAR_TRAP
                            || (mdat->msize > MZ_SMALL && !amorphous(mdat)
                                && !is_flyer(mdat) && !is_floater(mdat)
                                && !is_whirly(mdat) && !unsolid(mdat)))
                        && (ttmp->ttyp != FIRE_TRAP || !resists_fire(mon))
                        && (ttmp->ttyp != SQKY_BOARD || !is_flyer(mdat))
                        && (ttmp->ttyp != WEB
                            || (!amorphous(mdat) && !webmaker(mdat)
                                && !is_whirly(mdat) && !unsolid(mdat)))
                        && (ttmp->ttyp != ANTI_MAGIC || !resists_magm(mon))) {
                        if (!(flag & ALLOW_TRAPS)) {
                            if (mon->mtrapseen & (1L << (ttmp->ttyp - 1)))
                                continue;
                        }
                        info[cnt] |= ALLOW_TRAPS;
                    }
                }
                poss[cnt].x = nx;
                poss[cnt].y = ny;
                cnt++;
            }
        }
    if (!cnt && wantpool && !is_pool(x, y)) {
        wantpool = FALSE;
        goto nexttry;
    }
    return cnt;
}

/* Monster against monster special attacks; for the specified monster
   combinations, this allows one monster to attack another adjacent one
   in the absence of Conflict.  There is no provision for targetting
   other monsters; just hand to hand fighting when they happen to be
   next to each other. */
STATIC_OVL long
mm_aggression(magr, mdef)
struct monst *magr, /* monster that is currently deciding where to move */
             *mdef; /* another monster which is next to it */
{
    /* supposedly purple worms are attracted to shrieking because they
       like to eat shriekers, so attack the latter when feasible */
    if (magr->data == &mons[PM_PURPLE_WORM]
        && mdef->data == &mons[PM_SHRIEKER])
        return ALLOW_M | ALLOW_TM;
    /* Various other combinations such as dog vs cat, cat vs rat, and
       elf vs orc have been suggested.  For the time being we don't
       support those. */
    return 0L;
}

/* Monster displacing another monster out of the way */
STATIC_OVL long
mm_displacement(magr, mdef)
struct monst *magr, /* monster that is currently deciding where to move */
             *mdef; /* another monster which is next to it */
{
    struct permonst *pa = magr->data, *pd = mdef->data;

    /* if attacker can't barge through, there's nothing to do;
       or if defender can barge through too, don't let attacker
       do so, otherwise they might just end up swapping places
       again when defender gets its chance to move */
    if ((pa->mflags3 & M3_DISPLACES) != 0 && (pd->mflags3 & M3_DISPLACES) == 0
        /* no displacing grid bugs diagonally */
        && !(magr->mx != mdef->mx && magr->my != mdef->my
             && NODIAG(monsndx(pd)))
        /* no displacing trapped monsters or multi-location longworms */
        && !mdef->mtrapped && (!mdef->wormno || !count_wsegs(mdef))
        /* riders can move anything; others, same size or smaller only */
        && (is_rider(pa) || pa->msize >= pd->msize))
        return ALLOW_MDISP;
    return 0L;
}

/* Is the square close enough for the monster to move or attack into? */
boolean
monnear(mon, x, y)
struct monst *mon;
int x, y;
{
    int distance = dist2(mon->mx, mon->my, x, y);

    if (distance == 2 && NODIAG(mon->data - mons))
        return 0;
    return (boolean) (distance < 3);
}

/* really free dead monsters */
void
dmonsfree()
{
    struct monst **mtmp, *freetmp;
    int count = 0;
    char buf[QBUFSZ];

    buf[0] = '\0';
    for (mtmp = &fmon; *mtmp;) {
        freetmp = *mtmp;
        if (DEADMONSTER(freetmp) && !freetmp->isgd) {
            *mtmp = freetmp->nmon;
            freetmp->nmon = NULL;
            dealloc_monst(freetmp);
            count++;
        } else
            mtmp = &(freetmp->nmon);
    }

    if (count != iflags.purge_monsters) {
        describe_level(buf);
        impossible("dmonsfree: %d removed doesn't match %d pending on %s",
                   count, iflags.purge_monsters, buf);
    }
    iflags.purge_monsters = 0;
}

/* called when monster is moved to larger structure */
void
replmon(mtmp, mtmp2)
struct monst *mtmp, *mtmp2;
{
    struct obj *otmp;

    /* transfer the monster's inventory */
    for (otmp = mtmp2->minvent; otmp; otmp = otmp->nobj) {
        if (otmp->where != OBJ_MINVENT || otmp->ocarry != mtmp)
            impossible("replmon: minvent inconsistency");
        otmp->ocarry = mtmp2;
    }
    mtmp->minvent = 0;

    /* remove the old monster from the map and from `fmon' list */
    relmon(mtmp, (struct monst **) 0);

    /* finish adding its replacement */
    if (mtmp != u.usteed) /* don't place steed onto the map */
        place_monster(mtmp2, mtmp2->mx, mtmp2->my);
    if (mtmp2->wormno)      /* update level.monsters[wseg->wx][wseg->wy] */
        place_wsegs(mtmp2, NULL); /* locations to mtmp2 not mtmp. */
    if (emits_light(mtmp2->data)) {
        /* since this is so rare, we don't have any `mon_move_light_source' */
        new_light_source(mtmp2->mx, mtmp2->my, emits_light(mtmp2->data),
                         LS_MONSTER, monst_to_any(mtmp2));
        /* here we rely on fact that `mtmp' hasn't actually been deleted */
        del_light_source(LS_MONSTER, monst_to_any(mtmp));
    }
    mtmp2->nmon = fmon;
    fmon = mtmp2;
    if (u.ustuck == mtmp)
        u.ustuck = mtmp2;
    if (u.usteed == mtmp)
        u.usteed = mtmp2;
    if (mtmp2->isshk)
        replshk(mtmp, mtmp2);

    /* discard the old monster */
    dealloc_monst(mtmp);
}

/* release mon from the display and the map's monster list,
   maybe transfer it to one of the other monster lists */
void
relmon(mon, monst_list)
struct monst *mon;
struct monst **monst_list; /* &migrating_mons or &mydogs or null */
{
    struct monst *mtmp;
    int mx = mon->mx, my = mon->my;
    boolean on_map = (m_at(mx, my) == mon),
            unhide = (monst_list != 0);

    if (!fmon)
        panic("relmon: no fmon available.");

    if (unhide) {
        /* can't remain hidden across level changes (exception: wizard
           clone can continue imitating some other monster form); also,
           might be imitating a boulder so need line-of-sight unblocking */
        mon->mundetected = 0;
        if (M_AP_TYPE(mon) && M_AP_TYPE(mon) != M_AP_MONSTER)
            seemimic(mon);
    }

    if (on_map) {
        mon->mtrapped = 0;
        if (mon->wormno)
            remove_worm(mon);
        else
            remove_monster(mx, my);
    }

    if (mon == fmon) {
        fmon = fmon->nmon;
    } else {
        for (mtmp = fmon; mtmp; mtmp = mtmp->nmon)
            if (mtmp->nmon == mon)
                break;

        if (mtmp)
            mtmp->nmon = mon->nmon;
        else
            panic("relmon: mon not in list.");
    }

    if (unhide) {
        if (on_map)
            newsym(mx, my);
        /* insert into mydogs or migrating_mons */
        mon->nmon = *monst_list;
        *monst_list = mon;
    } else {
        /* orphan has no next monster */
        mon->nmon = 0;
    }
}

void
copy_mextra(mtmp2, mtmp1)
struct monst *mtmp2, *mtmp1;
{
    if (!mtmp2 || !mtmp1 || !mtmp1->mextra)
        return;

    if (!mtmp2->mextra)
        mtmp2->mextra = newmextra();
    if (MNAME(mtmp1)) {
        new_mname(mtmp2, (int) strlen(MNAME(mtmp1)) + 1);
        Strcpy(MNAME(mtmp2), MNAME(mtmp1));
    }
    if (EGD(mtmp1)) {
        if (!EGD(mtmp2))
            newegd(mtmp2);
        *EGD(mtmp2) = *EGD(mtmp1);
    }
    if (EPRI(mtmp1)) {
        if (!EPRI(mtmp2))
            newepri(mtmp2);
        *EPRI(mtmp2) = *EPRI(mtmp1);
    }
    if (ESHK(mtmp1)) {
        if (!ESHK(mtmp2))
            neweshk(mtmp2);
        *ESHK(mtmp2) = *ESHK(mtmp1);
    }
    if (EMIN(mtmp1)) {
        if (!EMIN(mtmp2))
            newemin(mtmp2);
        *EMIN(mtmp2) = *EMIN(mtmp1);
    }
    if (EDOG(mtmp1)) {
        if (!EDOG(mtmp2))
            newedog(mtmp2);
        *EDOG(mtmp2) = *EDOG(mtmp1);
    }
    if (has_mcorpsenm(mtmp1))
        MCORPSENM(mtmp2) = MCORPSENM(mtmp1);
}

void
dealloc_mextra(m)
struct monst *m;
{
    struct mextra *x = m->mextra;

    if (x) {
        if (x->mname)
            free((genericptr_t) x->mname);
        if (x->egd)
            free((genericptr_t) x->egd);
        if (x->epri)
            free((genericptr_t) x->epri);
        if (x->eshk)
            free((genericptr_t) x->eshk);
        if (x->emin)
            free((genericptr_t) x->emin);
        if (x->edog)
            free((genericptr_t) x->edog);
        /* [no action needed for x->mcorpsenm] */

        free((genericptr_t) x);
        m->mextra = (struct mextra *) 0;
    }
}

void
dealloc_monst(mon)
struct monst *mon;
{
    char buf[QBUFSZ];

    buf[0] = '\0';
    if (mon->nmon) {
        describe_level(buf);
        panic("dealloc_monst with nmon on %s", buf);
    }
    if (mon->mextra)
        dealloc_mextra(mon);
    free((genericptr_t) mon);
}

/* remove effects of mtmp from other data structures */
STATIC_OVL void
m_detach(mtmp, mptr)
struct monst *mtmp;
struct permonst *mptr; /* reflects mtmp->data _prior_ to mtmp's death */
{
    boolean onmap = (mtmp->mx > 0);

    if (mtmp == context.polearm.hitmon)
        context.polearm.hitmon = 0;
    if (mtmp->mleashed)
        m_unleash(mtmp, FALSE);
    /* to prevent an infinite relobj-flooreffects-hmon-killed loop */
    mtmp->mtrapped = 0;
    mtmp->mhp = 0; /* simplify some tests: force mhp to 0 */
    relobj(mtmp, 0, FALSE);
    if (onmap || mtmp == level.monsters[0][0]) {
        if (mtmp->wormno)
            remove_worm(mtmp);
        else
            remove_monster(mtmp->mx, mtmp->my);
    }
    if (emits_light(mptr))
        del_light_source(LS_MONSTER, monst_to_any(mtmp));
    if (M_AP_TYPE(mtmp))
        seemimic(mtmp);
    if (onmap)
        newsym(mtmp->mx, mtmp->my);
    unstuck(mtmp);
    if (onmap)
        fill_pit(mtmp->mx, mtmp->my);

    if (mtmp->isshk)
        shkgone(mtmp);
    if (mtmp->wormno)
        wormgone(mtmp);
    if (In_endgame(&u.uz))
        mtmp->mstate |= MON_ENDGAME_FREE;

    mtmp->mstate |= MON_DETACH;
    iflags.purge_monsters++;
}

/* find the worn amulet of life saving which will save a monster */
struct obj *
mlifesaver(mon)
struct monst *mon;
{
    if (!nonliving(mon->data) || is_vampshifter(mon)) {
        struct obj *otmp = which_armor(mon, W_AMUL);

        if (otmp && otmp->otyp == AMULET_OF_LIFE_SAVING)
            return otmp;
    }
    return (struct obj *) 0;
}

STATIC_OVL void
lifesaved_monster(mtmp)
struct monst *mtmp;
{
    boolean surviver;
    struct obj *lifesave = mlifesaver(mtmp);

    if (lifesave) {
        /* not canseemon; amulets are on the head, so you don't want
         * to show this for a long worm with only a tail visible.
         * Nor do you check invisibility, because glowing and
         * disintegrating amulets are always visible. */
        if (cansee(mtmp->mx, mtmp->my)) {
/*JP
            pline("But wait...");
*/
            pline("ちょっとまった．．．");
/*JP
            pline("%s medallion begins to glow!", s_suffix(Monnam(mtmp)));
*/
            pline("%sの魔除けが輝きはじめた！", Monnam(mtmp));
            makeknown(AMULET_OF_LIFE_SAVING);
            /* amulet is visible, but monster might not be */
            if (canseemon(mtmp)) {
                if (attacktype(mtmp->data, AT_EXPL)
                    || attacktype(mtmp->data, AT_BOOM))
/*JP
                    pline("%s reconstitutes!", Monnam(mtmp));
*/
                    pline("%sは再構成された！", Monnam(mtmp));
                else
/*JP
                    pline("%s looks much better!", Monnam(mtmp));
*/
                    pline("%sはすっかり回復したようだ！", Monnam(mtmp));
            }
/*JP
            pline_The("medallion crumbles to dust!");
*/
            pline("魔除けはこなごなにくだけた！");
        }
        m_useup(mtmp, lifesave);
        /* equip replacement amulet, if any, on next move */
        mtmp->misc_worn_check |= I_SPECIAL;

        surviver = !(mvitals[monsndx(mtmp->data)].mvflags & G_GENOD);
        mtmp->mcanmove = 1;
        mtmp->mfrozen = 0;
        if (mtmp->mtame && !mtmp->isminion) {
            wary_dog(mtmp, !surviver);
        }
        if (mtmp->mhpmax <= 0)
            mtmp->mhpmax = 10;
        mtmp->mhp = mtmp->mhpmax;

        if (!surviver) {
            /* genocided monster can't be life-saved */
            if (cansee(mtmp->mx, mtmp->my))
/*JP
                pline("Unfortunately, %s is still genocided...",
*/
                pline("残念ながら%sは虐殺されている．．．",
                      mon_nam(mtmp));
            mtmp->mhp = 0;
        }
    }
}

void
mondead(mtmp)
register struct monst *mtmp;
{
    struct permonst *mptr;
    int tmp;

    mtmp->mhp = 0; /* in case caller hasn't done this */
    lifesaved_monster(mtmp);
    if (!DEADMONSTER(mtmp))
        return;

    if (is_vampshifter(mtmp)) {
        int mndx = mtmp->cham;
        int x = mtmp->mx, y = mtmp->my;

        /* this only happens if shapeshifted */
        if (mndx >= LOW_PM && mndx != monsndx(mtmp->data)
            && !(mvitals[mndx].mvflags & G_GENOD)) {
            char buf[BUFSZ];
            boolean in_door = (amorphous(mtmp->data)
                               && closed_door(mtmp->mx, mtmp->my)),
#if 0 /*JP*/
                /* alternate message phrasing for some monster types */
                spec_mon = (nonliving(mtmp->data)
                            || noncorporeal(mtmp->data)
                            || amorphous(mtmp->data)),
#endif
                spec_death = (disintegested /* disintegrated or digested */
                              || noncorporeal(mtmp->data)
                              || amorphous(mtmp->data));

            /* construct a format string before transformation;
               will be capitalized when used, expects one %s arg */
#if 0 /*JP*/
            Sprintf(buf, "%s suddenly %s and rises as %%s!",
                    x_monnam(mtmp, ARTICLE_THE,
                             spec_mon ? (char *) 0 : "seemingly dead",
                             (SUPPRESS_INVISIBLE | SUPPRESS_IT), FALSE),
                    spec_death ? "reconstitutes" : "transforms");
#else
            Sprintf(buf, "%s%sは突然%s，%%sとして蘇った！",
                    spec_death ? "" : "死んだように思われた",
                    x_monnam(mtmp, ARTICLE_NONE, (char *) 0,
                             SUPPRESS_SADDLE | SUPPRESS_HALLUCINATION
                                 | SUPPRESS_INVISIBLE | SUPPRESS_IT,
                             FALSE),
                    spec_death ? "再構成され" : "変化し");
#endif
            mtmp->mcanmove = 1;
            mtmp->mfrozen = 0;
            if (mtmp->mhpmax <= 0)
                mtmp->mhpmax = 10;
            mtmp->mhp = mtmp->mhpmax;
            /* mtmp==u.ustuck can happen if previously a fog cloud
               or poly'd hero is hugging a vampire bat */
            if (mtmp == u.ustuck) {
                if (u.uswallow)
                    expels(mtmp, mtmp->data, FALSE);
                else
                    uunstick();
            }
            if (in_door) {
                coord new_xy;

                if (enexto(&new_xy, mtmp->mx, mtmp->my, &mons[mndx])) {
                    rloc_to(mtmp, new_xy.x, new_xy.y);
                }
            }
            newcham(mtmp, &mons[mndx], FALSE, FALSE);
            if (mtmp->data == &mons[mndx])
                mtmp->cham = NON_PM;
            else
                mtmp->cham = mndx;
            if (canspotmon(mtmp)) {
                /* 3.6.0 used a_monnam(mtmp); that was weird if mtmp was
                   named: "Dracula suddenly transforms and rises as Dracula";
                   3.6.1 used mtmp->data->mname; that ignored hallucination */
                pline(upstart(buf),
                      x_monnam(mtmp, ARTICLE_A, (char *) 0,
                               (SUPPRESS_NAME | SUPPRESS_IT
                                | SUPPRESS_INVISIBLE), FALSE));
                vamp_rise_msg = TRUE;
            }
            newsym(x, y);
            return;
        }
    }

    /* dead vault guard is actually kept at coordinate <0,0> until
       his temporary corridor to/from the vault has been removed;
       need to do this after life-saving and before m_detach() */
    if (mtmp->isgd && !grddead(mtmp))
        return;

    /* Player is thrown from his steed when it dies */
    if (mtmp == u.usteed)
        dismount_steed(DISMOUNT_GENERIC);

    mptr = mtmp->data; /* save this for m_detach() */
    /* restore chameleon, lycanthropes to true form at death */
    if (mtmp->cham >= LOW_PM) {
        set_mon_data(mtmp, &mons[mtmp->cham]);
        mtmp->cham = NON_PM;
    } else if (mtmp->data == &mons[PM_WEREJACKAL])
        set_mon_data(mtmp, &mons[PM_HUMAN_WEREJACKAL]);
    else if (mtmp->data == &mons[PM_WEREWOLF])
        set_mon_data(mtmp, &mons[PM_HUMAN_WEREWOLF]);
    else if (mtmp->data == &mons[PM_WERERAT])
        set_mon_data(mtmp, &mons[PM_HUMAN_WERERAT]);

    /*
     * mvitals[].died does double duty as total number of dead monsters
     * and as experience factor for the player killing more monsters.
     * this means that a dragon dying by other means reduces the
     * experience the player gets for killing a dragon directly; this
     * is probably not too bad, since the player likely finagled the
     * first dead dragon via ring of conflict or pets, and extinguishing
     * based on only player kills probably opens more avenues of abuse
     * for rings of conflict and such.
     */
    tmp = monsndx(mtmp->data);
    if (mvitals[tmp].died < 255)
        mvitals[tmp].died++;

    /* if it's a (possibly polymorphed) quest leader, mark him as dead */
    if (mtmp->m_id == quest_status.leader_m_id)
        quest_status.leader_is_dead = TRUE;
#ifdef MAIL
    /* if the mail daemon dies, no more mail delivery.  -3. */
    if (tmp == PM_MAIL_DAEMON)
        mvitals[tmp].mvflags |= G_GENOD;
#endif

    if (mtmp->data->mlet == S_KOP) {
        /* Dead Kops may come back. */
        switch (rnd(5)) {
        case 1: /* returns near the stairs */
            (void) makemon(mtmp->data, xdnstair, ydnstair, NO_MM_FLAGS);
            break;
        case 2: /* randomly */
            (void) makemon(mtmp->data, 0, 0, NO_MM_FLAGS);
            break;
        default:
            break;
        }
    }
    if (mtmp->iswiz)
        wizdead();
    if (mtmp->data->msound == MS_NEMESIS)
        nemdead();
    if (mtmp->data == &mons[PM_MEDUSA])
        u.uachieve.killed_medusa = 1;
    if (glyph_is_invisible(levl[mtmp->mx][mtmp->my].glyph))
        unmap_object(mtmp->mx, mtmp->my);
    m_detach(mtmp, mptr);
}

/* TRUE if corpse might be dropped, magr may die if mon was swallowed */
boolean
corpse_chance(mon, magr, was_swallowed)
struct monst *mon;
struct monst *magr;    /* killer, if swallowed */
boolean was_swallowed; /* digestion */
{
    struct permonst *mdat = mon->data;
    int i, tmp;

    if (mdat == &mons[PM_VLAD_THE_IMPALER] || mdat->mlet == S_LICH) {
        if (cansee(mon->mx, mon->my) && !was_swallowed)
/*JP
            pline("%s body crumbles into dust.", s_suffix(Monnam(mon)));
*/
            pline("%sの体は粉々になった．", Monnam(mon));
        return FALSE;
    }

    /* Gas spores always explode upon death */
    for (i = 0; i < NATTK; i++) {
        if (mdat->mattk[i].aatyp == AT_BOOM) {
            if (mdat->mattk[i].damn)
                tmp = d((int) mdat->mattk[i].damn, (int) mdat->mattk[i].damd);
            else if (mdat->mattk[i].damd)
                tmp = d((int) mdat->mlevel + 1, (int) mdat->mattk[i].damd);
            else
                tmp = 0;
            if (was_swallowed && magr) {
                if (magr == &youmonst) {
/*JP
                    There("is an explosion in your %s!", body_part(STOMACH));
*/
                    pline("%sの中で爆発が起きた！", body_part(STOMACH));
#if 0 /*JP:T*/
                    Sprintf(killer.name, "%s explosion",
                            s_suffix(mdat->mname));
#else
                    Sprintf(killer.name, "%sの爆発で", mdat->mname);
#endif
                    losehp(Maybe_Half_Phys(tmp), killer.name, KILLED_BY_AN);
                } else {
/*JP
                    You_hear("an explosion.");
*/
                    You_hear("爆発音を聞いた．");
                    magr->mhp -= tmp;
                    if (DEADMONSTER(magr))
                        mondied(magr);
                    if (DEADMONSTER(magr)) { /* maybe lifesaved */
                        if (canspotmon(magr))
/*JP
                            pline("%s rips open!", Monnam(magr));
*/
                            pline("%sはビリっと破れた！", Monnam(magr));
                    } else if (canseemon(magr))
/*JP
                        pline("%s seems to have indigestion.", Monnam(magr));
*/
                        pline("%sは消化不良のようだ．", Monnam(magr));
                }

                return FALSE;
            }

/*JP
            Sprintf(killer.name, "%s explosion", s_suffix(mdat->mname));
*/
            Sprintf(killer.name, "%sの爆発で", mdat->mname);
            killer.format = KILLED_BY_AN;
            explode(mon->mx, mon->my, -1, tmp, MON_EXPLODE, EXPL_NOXIOUS);
            killer.name[0] = '\0';
            killer.format = 0;
            return FALSE;
        }
    }

    /* must duplicate this below check in xkilled() since it results in
     * creating no objects as well as no corpse
     */
    if (LEVEL_SPECIFIC_NOCORPSE(mdat))
        return FALSE;

    if (((bigmonst(mdat) || mdat == &mons[PM_LIZARD]) && !mon->mcloned)
        || is_golem(mdat) || is_mplayer(mdat) || is_rider(mdat) || mon->isshk)
        return TRUE;
    tmp = 2 + ((mdat->geno & G_FREQ) < 2) + verysmall(mdat);
    return (boolean) !rn2(tmp);
}

/* drop (perhaps) a cadaver and remove monster */
void
mondied(mdef)
register struct monst *mdef;
{
    mondead(mdef);
    if (!DEADMONSTER(mdef))
        return; /* lifesaved */

    if (corpse_chance(mdef, (struct monst *) 0, FALSE)
        && (accessible(mdef->mx, mdef->my) || is_pool(mdef->mx, mdef->my)))
        (void) make_corpse(mdef, CORPSTAT_NONE);
}

/* monster disappears, not dies */
void
mongone(mdef)
struct monst *mdef;
{
    mdef->mhp = 0; /* can skip some inventory bookkeeping */

    /* dead vault guard is actually kept at coordinate <0,0> until
       his temporary corridor to/from the vault has been removed */
    if (mdef->isgd && !grddead(mdef))
        return;
    /* hero is thrown from his steed when it disappears */
    if (mdef == u.usteed)
        dismount_steed(DISMOUNT_GENERIC);
    /* stuck to you? release */
    unstuck(mdef);
    /* drop special items like the Amulet so that a dismissed Kop or nurse
       can't remove them from the game */
    mdrop_special_objs(mdef);
    /* release rest of monster's inventory--it is removed from game */
    discard_minvent(mdef);
    m_detach(mdef, mdef->data);
}

/* drop a statue or rock and remove monster */
void
monstone(mdef)
struct monst *mdef;
{
    struct obj *otmp, *obj, *oldminvent;
    xchar x = mdef->mx, y = mdef->my;
    boolean wasinside = FALSE;

    /* vampshifter reverts to vampire;
       3.6.3: also used to unshift shape-changed sandestin */
    if (!vamp_stone(mdef))
        return;

    /* we have to make the statue before calling mondead, to be able to
     * put inventory in it, and we have to check for lifesaving before
     * making the statue....
     */
    mdef->mhp = 0; /* in case caller hasn't done this */
    lifesaved_monster(mdef);
    if (!DEADMONSTER(mdef))
        return;

    mdef->mtrapped = 0; /* (see m_detach) */

    if ((int) mdef->data->msize > MZ_TINY
        || !rn2(2 + ((int) (mdef->data->geno & G_FREQ) > 2))) {
        oldminvent = 0;
        /* some objects may end up outside the statue */
        while ((obj = mdef->minvent) != 0) {
            obj_extract_self(obj);
            if (obj->owornmask)
                update_mon_intrinsics(mdef, obj, FALSE, TRUE);
            obj_no_longer_held(obj);
            if (obj->owornmask & W_WEP)
                setmnotwielded(mdef, obj);
            obj->owornmask = 0L;
            if (obj->otyp == BOULDER
#if 0 /* monsters don't carry statues */
                ||  (obj->otyp == STATUE
                     && mons[obj->corpsenm].msize >= mdef->data->msize)
#endif
                /* invocation tools resist even with 0% resistance */
                || obj_resists(obj, 0, 0)) {
/*JP
                if (flooreffects(obj, x, y, "fall"))
*/
                if (flooreffects(obj, x, y, "落ちる"))
                    continue;
                place_object(obj, x, y);
            } else {
                if (obj->lamplit)
                    end_burn(obj, TRUE);
                obj->nobj = oldminvent;
                oldminvent = obj;
            }
        }
        /* defer statue creation until after inventory removal
           so that saved monster traits won't retain any stale
           item-conferred attributes */
        otmp = mkcorpstat(STATUE, mdef, mdef->data, x, y, CORPSTAT_NONE);
        if (has_mname(mdef))
            otmp = oname(otmp, MNAME(mdef));
        while ((obj = oldminvent) != 0) {
            oldminvent = obj->nobj;
            obj->nobj = 0; /* avoid merged-> obfree-> dealloc_obj-> panic */
            (void) add_to_container(otmp, obj);
        }
        /* Archeologists should not break unique statues */
        if (mdef->data->geno & G_UNIQ)
            otmp->spe = 1;
        otmp->owt = weight(otmp);
    } else
        otmp = mksobj_at(ROCK, x, y, TRUE, FALSE);

    stackobj(otmp);
    /* mondead() already does this, but we must do it before the newsym */
    if (glyph_is_invisible(levl[x][y].glyph))
        unmap_object(x, y);
    if (cansee(x, y))
        newsym(x, y);
    /* We don't currently trap the hero in the statue in this case but we
     * could */
    if (u.uswallow && u.ustuck == mdef)
        wasinside = TRUE;
    mondead(mdef);
    if (wasinside) {
        if (is_animal(mdef->data))
#if 0 /*JP:T*/
            You("%s through an opening in the new %s.",
                locomotion(youmonst.data, "jump"), xname(otmp));
#else
            You("新しくできた%sから%s．",
                xname(otmp), jumpedthrough(youmonst.data, "飛び出た"));
#endif
    }
}

/* another monster has killed the monster mdef */
void
monkilled(mdef, fltxt, how)
struct monst *mdef;
const char *fltxt;
int how;
{
    boolean be_sad = FALSE; /* true if unseen pet is killed */

    if ((mdef->wormno ? worm_known(mdef) : cansee(mdef->mx, mdef->my))
        && fltxt)
#if 0 /*JP*/
        pline("%s is %s%s%s!", Monnam(mdef),
              nonliving(mdef->data) ? "destroyed" : "killed",
              *fltxt ? " by the " : "", fltxt);
#else
        {
            if(*fltxt)
                pline("%sは%sによって%s！", Monnam(mdef), fltxt,
                      nonliving(mdef->data) ? "倒された" : "殺された");
            else
                pline("%sは%s！", Monnam(mdef), 
                      nonliving(mdef->data) ? "倒された" : "殺された");
        }
#endif
    else
        be_sad = (mdef->mtame != 0);

    /* no corpses if digested or disintegrated */
    disintegested = (how == AD_DGST || how == -AD_RBRE);
    if (disintegested)
        mondead(mdef);
    else
        mondied(mdef);

    if (be_sad && DEADMONSTER(mdef))
/*JP
        You("have a sad feeling for a moment, then it passes.");
*/
        You("悲しい気持におそわれたが，すぐに過ぎさった．");
}

void
unstuck(mtmp)
struct monst *mtmp;
{
    if (u.ustuck == mtmp) {
        if (u.uswallow) {
            u.ux = mtmp->mx;
            u.uy = mtmp->my;
            u.uswallow = 0;
            u.uswldtim = 0;
            if (Punished && uchain->where != OBJ_FLOOR)
                placebc();
            vision_full_recalc = 1;
            docrt();
            /* prevent swallower (mtmp might have just poly'd into something
               without an engulf attack) from immediately re-engulfing */
            if (attacktype(mtmp->data, AT_ENGL) && !mtmp->mspec_used)
                mtmp->mspec_used = rnd(2);
        }
        u.ustuck = 0;
    }
}

void
killed(mtmp)
struct monst *mtmp;
{
    xkilled(mtmp, XKILL_GIVEMSG);
}

/* the player has killed the monster mtmp */
void
xkilled(mtmp, xkill_flags)
struct monst *mtmp;
int xkill_flags; /* 1: suppress message, 2: suppress corpse, 4: pacifist */
{
    int tmp, mndx, x = mtmp->mx, y = mtmp->my;
    struct permonst *mdat;
    struct obj *otmp;
    struct trap *t;
    boolean wasinside = u.uswallow && (u.ustuck == mtmp),
            burycorpse = FALSE,
            nomsg = (xkill_flags & XKILL_NOMSG) != 0,
            nocorpse = (xkill_flags & XKILL_NOCORPSE) != 0,
            noconduct = (xkill_flags & XKILL_NOCONDUCT) != 0;

    mtmp->mhp = 0; /* caller will usually have already done this */
    if (!noconduct) /* KMH, conduct */
        u.uconduct.killer++;

    if (!nomsg) {
        boolean namedpet = has_mname(mtmp) && !Hallucination;

#if 0 /*JP*/
        You("%s %s!",
            nonliving(mtmp->data) ? "destroy" : "kill",
            !(wasinside || canspotmon(mtmp)) ? "it"
              : !mtmp->mtame ? mon_nam(mtmp)
                : x_monnam(mtmp, namedpet ? ARTICLE_NONE : ARTICLE_THE,
                           "poor", namedpet ? SUPPRESS_SADDLE : 0, FALSE));
#else
        You("%sを倒した！",
            !(wasinside || canspotmon(mtmp)) ? "何者か"
              : !mtmp->mtame ? mon_nam(mtmp)
                : x_monnam(mtmp, namedpet ? ARTICLE_NONE : ARTICLE_THE,
                           "かわいそうな", namedpet ? SUPPRESS_SADDLE : 0, FALSE));
#endif
    }

    if (mtmp->mtrapped && (t = t_at(x, y)) != 0
        && is_pit(t->ttyp)) {
        if (sobj_at(BOULDER, x, y))
            nocorpse = TRUE; /* Prevent corpses/treasure being created
                                "on top" of boulder that is about to fall in.
                                This is out of order, but cannot be helped
                                unless this whole routine is rearranged. */
        if (m_carrying(mtmp, BOULDER))
            burycorpse = TRUE;
    }

    /* your pet knows who just killed it...watch out */
    if (mtmp->mtame && !mtmp->isminion)
        EDOG(mtmp)->killed_by_u = 1;

    if (wasinside && thrownobj && thrownobj != uball
        /* don't give to mon if missile is going to return to hero */
        && thrownobj != (struct obj *) iflags.returning_missile) {
        /* thrown object has killed hero's engulfer; add it to mon's
           inventory now so that it will be placed with mon's other
           stuff prior to lookhere/autopickup when hero is expelled
           below (as a side-effect, this missile has immunity from
           being consumed [for this shot/throw only]) */
        mpickobj(mtmp, thrownobj);
        /* let throwing code know that missile has been disposed of */
        thrownobj = 0;
    }

    vamp_rise_msg = FALSE; /* might get set in mondead(); only checked below */
    disintegested = nocorpse; /* alternate vamp_rise message needed if true */
    /* dispose of monster and make cadaver */
    if (stoned)
        monstone(mtmp);
    else
        mondead(mtmp);
    disintegested = FALSE; /* reset */

    if (!DEADMONSTER(mtmp)) { /* monster lifesaved */
        /* Cannot put the non-visible lifesaving message in
         * lifesaved_monster() since the message appears only when _you_
         * kill it (as opposed to visible lifesaving which always appears).
         */
        stoned = FALSE;
        if (!cansee(x, y) && !vamp_rise_msg)
/*JP
            pline("Maybe not...");
*/
            pline("いや，違うかも．．．");
        return;
    }

    mdat = mtmp->data; /* note: mondead can change mtmp->data */
    mndx = monsndx(mdat);

    if (stoned) {
        stoned = FALSE;
        goto cleanup;
    }

    if (nocorpse || LEVEL_SPECIFIC_NOCORPSE(mdat))
        goto cleanup;

#ifdef MAIL
    if (mdat == &mons[PM_MAIL_DAEMON]) {
        stackobj(mksobj_at(SCR_MAIL, x, y, FALSE, FALSE));
    }
#endif
    if (accessible(x, y) || is_pool(x, y)) {
        struct obj *cadaver;
        int otyp;

        /* illogical but traditional "treasure drop" */
        if (!rn2(6) && !(mvitals[mndx].mvflags & G_NOCORPSE)
            /* no extra item from swallower or steed */
            && (x != u.ux || y != u.uy)
            /* no extra item from kops--too easy to abuse */
            && mdat->mlet != S_KOP
            /* no items from cloned monsters */
            && !mtmp->mcloned) {
            otmp = mkobj(RANDOM_CLASS, TRUE);
            /* don't create large objects from small monsters */
            otyp = otmp->otyp;
            if (mdat->msize < MZ_HUMAN && otyp != FIGURINE
                /* oc_big is also oc_bimanual and oc_bulky */
                && (otmp->owt > 30 || objects[otyp].oc_big)) {
                delobj(otmp);
#if 0 /*JP:T*/
            } else if (!flooreffects(otmp, x, y, nomsg ? "" : "fall")) {
#else
            } else if (!flooreffects(otmp, x, y, nomsg ? "" : "落ちる")) {
#endif
                place_object(otmp, x, y);
                stackobj(otmp);
            }
        }
        /* corpse--none if hero was inside the monster */
        if (!wasinside && corpse_chance(mtmp, (struct monst *) 0, FALSE)) {
            cadaver = make_corpse(mtmp, burycorpse ? CORPSTAT_BURIED
                                                   : CORPSTAT_NONE);
            if (burycorpse && cadaver && cansee(x, y) && !mtmp->minvis
                && cadaver->where == OBJ_BURIED && !nomsg) {
/*JP
                pline("%s corpse ends up buried.", s_suffix(Monnam(mtmp)));
*/
                pline("%sの死体は埋まってしまった．", Monnam(mtmp));
            }
        }
    }
    if (wasinside)
        spoteffects(TRUE); /* poor man's expels() */
    /* monster is gone, corpse or other object might now be visible */
    newsym(x, y);

 cleanup:
    /* punish bad behaviour */
    if (is_human(mdat)
        && (!always_hostile(mdat) && mtmp->malign <= 0)
        && (mndx < PM_ARCHEOLOGIST || mndx > PM_WIZARD)
        && u.ualign.type != A_CHAOTIC) {
        HTelepat &= ~INTRINSIC;
        change_luck(-2);
/*JP
        You("murderer!");
*/
        You("殺人鬼だ！");
        if (Blind && !Blind_telepat)
            see_monsters(); /* Can't sense monsters any more. */
    }
    if ((mtmp->mpeaceful && !rn2(2)) || mtmp->mtame)
        change_luck(-1);
    if (is_unicorn(mdat) && sgn(u.ualign.type) == sgn(mdat->maligntyp)) {
        change_luck(-5);
/*JP
        You_feel("guilty...");
*/
        You("罪を感じた．．．");
    }

    /* give experience points */
    tmp = experience(mtmp, (int) mvitals[mndx].died);
    more_experienced(tmp, 0);
    newexplevel(); /* will decide if you go up */

    /* adjust alignment points */
    if (mtmp->m_id == quest_status.leader_m_id) { /* REAL BAD! */
        adjalign(-(u.ualign.record + (int) ALIGNLIM / 2));
#if 0 /*JP:T*/
        pline("That was %sa bad idea...",
              u.uevent.qcompleted ? "probably " : "");
#else
        pline("%sよくない行為だった．．．",
              u.uevent.qcompleted ? "たぶん" : "");
#endif
    } else if (mdat->msound == MS_NEMESIS) { /* Real good! */
        adjalign((int) (ALIGNLIM / 4));
    } else if (mdat->msound == MS_GUARDIAN) { /* Bad */
        adjalign(-(int) (ALIGNLIM / 8));
        if (!Hallucination)
/*JP
            pline("That was probably a bad idea...");
*/
            pline("たぶんよくない行為だった．．．");
        else
/*JP
            pline("Whoopsie-daisy!");
*/
            pline("ヤッチマッター！");
    } else if (mtmp->ispriest) {
        adjalign((p_coaligned(mtmp)) ? -2 : 2);
        /* cancel divine protection for killing your priest */
        if (p_coaligned(mtmp))
            u.ublessed = 0;
        if (mdat->maligntyp == A_NONE)
            adjalign((int) (ALIGNLIM / 4)); /* BIG bonus */
    } else if (mtmp->mtame) {
        adjalign(-15); /* bad!! */
        /* your god is mighty displeased... */
        if (!Hallucination)
/*JP
            You_hear("the rumble of distant thunder...");
*/
            You_hear("遠くで雷鳴を聞いた．．．");
        else
/*JP
            You_hear("the studio audience applaud!");
*/
            pline("観客の喝采を浴びた！");
    } else if (mtmp->mpeaceful)
        adjalign(-5);

    /* malign was already adjusted for u.ualign.type and randomization */
    adjalign(mtmp->malign);
}

/* changes the monster into a stone monster of the same type
   this should only be called when poly_when_stoned() is true */
void
mon_to_stone(mtmp)
struct monst *mtmp;
{
    if (mtmp->data->mlet == S_GOLEM) {
        /* it's a golem, and not a stone golem */
        if (canseemon(mtmp))
/*JP
            pline("%s solidifies...", Monnam(mtmp));
*/
            pline("%sは凝固した．．．", Monnam(mtmp));
        if (newcham(mtmp, &mons[PM_STONE_GOLEM], FALSE, FALSE)) {
            if (canseemon(mtmp))
/*JP
                pline("Now it's %s.", an(mtmp->data->mname));
*/
                pline("なんと%sになってしまった．", mtmp->data->mname);
        } else {
            if (canseemon(mtmp))
/*JP
                pline("... and returns to normal.");
*/
                pline("．．．そして普通に戻った．");
        }
    } else
        impossible("Can't polystone %s!", a_monnam(mtmp));
}

boolean
vamp_stone(mtmp)
struct monst *mtmp;
{
    if (is_vampshifter(mtmp)) {
        int mndx = mtmp->cham;
        int x = mtmp->mx, y = mtmp->my;

        /* this only happens if shapeshifted */
        if (mndx >= LOW_PM && mndx != monsndx(mtmp->data)
            && !(mvitals[mndx].mvflags & G_GENOD)) {
            char buf[BUFSZ];
            boolean in_door = (amorphous(mtmp->data)
                               && closed_door(mtmp->mx, mtmp->my));

            /* construct a format string before transformation */
#if 0 /*JP:T*/
            Sprintf(buf, "The lapidifying %s %s %s",
                    x_monnam(mtmp, ARTICLE_NONE, (char *) 0,
                             (SUPPRESS_SADDLE | SUPPRESS_HALLUCINATION
                              | SUPPRESS_INVISIBLE | SUPPRESS_IT), FALSE),
                    amorphous(mtmp->data) ? "coalesces on the"
                       : is_flyer(mtmp->data) ? "drops to the"
                          : "writhes on the",
                    surface(x,y));
#else
            Sprintf(buf, "石化しつつある%sが%s%s",
                    x_monnam(mtmp, ARTICLE_NONE, (char *) 0,
                             (SUPPRESS_SADDLE | SUPPRESS_HALLUCINATION
                              | SUPPRESS_INVISIBLE | SUPPRESS_IT), FALSE),
                    surface(x,y),
                    amorphous(mtmp->data) ? "の上で融合した"
                       : is_flyer(mtmp->data) ? "に落ちた"
                          : "の上で身もだえた");
#endif
            mtmp->mcanmove = 1;
            mtmp->mfrozen = 0;
            if (mtmp->mhpmax <= 0)
                mtmp->mhpmax = 10;
            mtmp->mhp = mtmp->mhpmax;
            /* this can happen if previously a fog cloud */
            if (u.uswallow && (mtmp == u.ustuck))
                expels(mtmp, mtmp->data, FALSE);
            if (in_door) {
                coord new_xy;

                if (enexto(&new_xy, mtmp->mx, mtmp->my, &mons[mndx])) {
                    rloc_to(mtmp, new_xy.x, new_xy.y);
                }
            }
            if (canspotmon(mtmp)) {
/*JP
                pline("%s!", buf);
*/
                pline("%s！", buf);
                display_nhwindow(WIN_MESSAGE, FALSE);
            }
            newcham(mtmp, &mons[mndx], FALSE, FALSE);
            if (mtmp->data == &mons[mndx])
                mtmp->cham = NON_PM;
            else
                mtmp->cham = mndx;
            if (canspotmon(mtmp)) {
#if 0 /*JP:T*/
                pline("%s rises from the %s with renewed agility!",
                      Amonnam(mtmp), surface(mtmp->mx, mtmp->my));
#else
                pline("%sは機敏さを取り戻して%sから復活した！",
                      Amonnam(mtmp), surface(mtmp->mx, mtmp->my));
#endif
            }
            newsym(mtmp->mx, mtmp->my);
            return FALSE;   /* didn't petrify */
        }
    } else if (mtmp->cham >= LOW_PM
               && (mons[mtmp->cham].mresists & MR_STONE)) {
        /* sandestins are stoning-immune so if hit by stoning damage
           they revert to innate shape rather than become a statue */
        mtmp->mcanmove = 1;
        mtmp->mfrozen = 0;
        if (mtmp->mhpmax <= 0)
            mtmp->mhpmax = 10;
        mtmp->mhp = mtmp->mhpmax;
        (void) newcham(mtmp, &mons[mtmp->cham], FALSE, TRUE);
        newsym(mtmp->mx, mtmp->my);
        return FALSE;   /* didn't petrify */
    }
    return TRUE;
}

/* drop monster into "limbo" - that is, migrate to the current level */
void
m_into_limbo(mtmp)
struct monst *mtmp;
{
    xchar target_lev = ledger_no(&u.uz), xyloc = MIGR_APPROX_XY;

    mtmp->mstate |= MON_LIMBO;
    migrate_mon(mtmp, target_lev, xyloc);
}

STATIC_OVL void
migrate_mon(mtmp, target_lev, xyloc)
struct monst *mtmp;
xchar target_lev, xyloc;
{
    unstuck(mtmp);
    mdrop_special_objs(mtmp);
    migrate_to_level(mtmp, target_lev, xyloc, (coord *) 0);
    mtmp->mstate |= MON_MIGRATING;
}

STATIC_OVL boolean
ok_to_obliterate(mtmp)
struct monst *mtmp;
{
    /*
     * Add checks for monsters that should not be obliterated
     * here (return FALSE).
     */
    if (mtmp->data == &mons[PM_WIZARD_OF_YENDOR] || is_rider(mtmp->data)
        || has_emin(mtmp) || has_epri(mtmp) || has_eshk(mtmp)
        || (u.ustuck == mtmp) || (u.usteed == mtmp))
        return FALSE;
    return TRUE;
}

void
elemental_clog(mon)
struct monst *mon;
{
    int m_lev = 0;
    static long msgmv = 0L;
    struct monst *mtmp, *m1, *m2, *m3, *m4, *m5, *zm;

    if (In_endgame(&u.uz)) {
        m1 = m2 = m3 = m4 = m5 = zm = (struct monst *) 0;
        if (!msgmv || (moves - msgmv) > 200L) {
            if (!msgmv || rn2(2))
/*JP
                You_feel("besieged.");
*/
                You_feel("包囲されたように感じた．");
            msgmv = moves;
        }
        /*
         * m1 an elemental from another plane.
         * m2 an elemental from this plane.
         * m3 the least powerful monst encountered in loop so far.
         * m4 some other non-tame monster.
         * m5 a pet.
         */
        for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
            if (DEADMONSTER(mtmp) || mtmp == mon)
                continue;
            if (mtmp->mx == 0 && mtmp->my == 0)
                continue;
            if (mon_has_amulet(mtmp) || !ok_to_obliterate(mtmp))
                continue;
            if (mtmp->data->mlet == S_ELEMENTAL) {
                if (!is_home_elemental(mtmp->data)) {
                    if (!m1)
                        m1 = mtmp;
                } else {
                    if (!m2)
                        m2 = mtmp;
                }
            } else {
                if (!mtmp->mtame) {
                    if (!m_lev || mtmp->m_lev < m_lev) {
                        m_lev = mtmp->m_lev;
                        m3 = mtmp;
                    } else if (!m4) {
                        m4 = mtmp;
                    }
                } else {
                    if (!m5)
                        m5 = mtmp;
                    break;
                }
            }
        }
        mtmp = m1 ? m1 : m2 ? m2 : m3 ? m3 : m4 ? m4 : m5 ? m5 : zm;
        if (mtmp) {
            int mx = mtmp->mx, my = mtmp->my;

            mtmp->mstate |= MON_OBLITERATE;
            mongone(mtmp);
            /* places in the code might still reference mtmp->mx, mtmp->my */
            /* mtmp->mx = mtmp->my = 0; */
            rloc_to(mon, mx, my);           /* note: mon, not mtmp */

        /* last resort - migrate mon to the next plane */
        } else if (!Is_astralevel(&u.uz)) {
            d_level dest;
            xchar target_lev;

            dest = u.uz;
            dest.dlevel--;
            target_lev = ledger_no(&dest);
            mon->mstate |= MON_ENDGAME_MIGR;
            migrate_mon(mon, target_lev, MIGR_RANDOM);
        }
    }
}

/* make monster mtmp next to you (if possible);
   might place monst on far side of a wall or boulder */
void
mnexto(mtmp)
struct monst *mtmp;
{
    coord mm;
    boolean couldspot = canspotmon(mtmp);

    if (mtmp == u.usteed) {
        /* Keep your steed in sync with you instead */
        mtmp->mx = u.ux;
        mtmp->my = u.uy;
        return;
    }

    if (!enexto(&mm, u.ux, u.uy, mtmp->data) || !isok(mm.x, mm.y)) {
        deal_with_overcrowding(mtmp);
        return;
    }
    rloc_to(mtmp, mm.x, mm.y);
    if (!in_mklev && (mtmp->mstrategy & STRAT_APPEARMSG)) {
        mtmp->mstrategy &= ~STRAT_APPEARMSG; /* one chance only */
        if (!couldspot && canspotmon(mtmp))
#if 0 /*JP:T*/
            pline("%s suddenly %s!", Amonnam(mtmp),
                  !Blind ? "appears" : "arrives");
#else
            pline("突然%sが現れた！", Amonnam(mtmp));
#endif
    }
    return;
}

STATIC_OVL void
deal_with_overcrowding(mtmp)
struct monst *mtmp;
{
    if (In_endgame(&u.uz)) {
        debugpline1("overcrowding: elemental_clog on %s", m_monnam(mtmp));
        elemental_clog(mtmp);
    } else {
        debugpline1("overcrowding: sending %s into limbo", m_monnam(mtmp));
        m_into_limbo(mtmp);
    }
}

/* like mnexto() but requires destination to be directly accessible */
void
maybe_mnexto(mtmp)
struct monst *mtmp;
{
    coord mm;
    struct permonst *ptr = mtmp->data;
    boolean diagok = !NODIAG(ptr - mons);
    int tryct = 20;

    do {
        if (!enexto(&mm, u.ux, u.uy, ptr))
            return;
        if (couldsee(mm.x, mm.y)
            /* don't move grid bugs diagonally */
            && (diagok || mm.x == mtmp->mx || mm.y == mtmp->my)) {
            rloc_to(mtmp, mm.x, mm.y);
            return;
        }
    } while (--tryct > 0);
}

/* mnearto()
 * Put monster near (or at) location if possible.
 * Returns:
 *  2 if another monster was moved out of this one's way;
 *  1 if relocation was successful (without moving another one);
 *  0 otherwise.
 * Note: if already at the target spot, result is 1 rather than 0.
 *
 * Might be called recursively if 'move_other' is True; if so, that argument
 * will be False on the nested call so there won't be any further recursion.
 */
int
mnearto(mtmp, x, y, move_other)
register struct monst *mtmp;
xchar x, y;
boolean move_other; /* make sure mtmp gets to x, y! so move m_at(x, y) */
{
    struct monst *othermon = (struct monst *) 0;
    xchar newx, newy;
    coord mm;
    int res = 1;

    if (mtmp->mx == x && mtmp->my == y && m_at(x, y) == mtmp)
        return res;

    if (move_other && (othermon = m_at(x, y)) != 0) {
        if (othermon->wormno)
            remove_worm(othermon);
        else
            remove_monster(x, y);

        othermon->mx = othermon->my = 0; /* 'othermon' is not on the map */
        othermon->mstate |= MON_OFFMAP;
    }

    newx = x;
    newy = y;
    if (!goodpos(newx, newy, mtmp, 0)) {
        /* Actually we have real problems if enexto ever fails.
         * Migrating_mons that need to be placed will cause
         * no end of trouble.
         */
        if (!enexto(&mm, newx, newy, mtmp->data) || !isok(mm.x, mm.y)) {
            if (othermon) {
                /* othermon already had its mx, my set to 0 above
                 * and this would shortly cause a sanity check to fail
                 * if we just return 0 here. The caller only possesses
                 * awareness of mtmp, not othermon. */
                deal_with_overcrowding(othermon);
            }
            return 0;
        }
        newx = mm.x;
        newy = mm.y;
    }
    rloc_to(mtmp, newx, newy);

    if (move_other && othermon) {
        res = 2; /* moving another monster out of the way */
        if (!mnearto(othermon, x, y, FALSE))  /* no 'move_other' this time */
            deal_with_overcrowding(othermon);
    }

    return res;
}

/* monster responds to player action; not the same as a passive attack;
   assumes reason for response has been tested, and response _must_ be made */
void
m_respond(mtmp)
struct monst *mtmp;
{
    if (mtmp->data->msound == MS_SHRIEK) {
        if (!Deaf) {
/*JP
            pline("%s shrieks.", Monnam(mtmp));
*/
            pline("%sは金切り声をあげた．", Monnam(mtmp));
            stop_occupation();
        }
        if (!rn2(10)) {
            if (!rn2(13))
                (void) makemon(&mons[PM_PURPLE_WORM], 0, 0, NO_MM_FLAGS);
            else
                (void) makemon((struct permonst *) 0, 0, 0, NO_MM_FLAGS);
        }
        aggravate();
    }
    if (mtmp->data == &mons[PM_MEDUSA]) {
        register int i;

        for (i = 0; i < NATTK; i++)
            if (mtmp->data->mattk[i].aatyp == AT_GAZE) {
                (void) gazemu(mtmp, &mtmp->data->mattk[i]);
                break;
            }
    }
}

/* Called whenever the player attacks mtmp; also called in other situations
   where mtmp gets annoyed at the player. Handles mtmp getting annoyed at the
   attack and any ramifications that might have. Useful also in situations
   where mtmp was already hostile; it checks for situations where the player
   shouldn't be attacking and any ramifications /that/ might have. */
void
setmangry(mtmp, via_attack)
struct monst *mtmp;
boolean via_attack;
{
    if (via_attack && sengr_at("Elbereth", u.ux, u.uy, TRUE)
        /* only hypocritical if monster is vulnerable to Elbereth (or
           peaceful--not vulnerable but attacking it is hypocritical) */
        && (onscary(u.ux, u.uy, mtmp) || mtmp->mpeaceful)) {
/*JP
        You_feel("like a hypocrite.");
*/
        You_feel("偽善者のような気がした．");
        /* AIS: Yes, I know alignment penalties and bonuses aren't balanced
           at the moment. This is about correct relative to other "small"
           penalties; it should be fairly large, as attacking while standing
           on an Elbereth means that you're requesting peace and then
           violating your own request. I know 5 isn't actually large, but
           it's intentionally larger than the 1s and 2s that are normally
           given for this sort of thing. */
        /* reduce to 3 (average) when alignment is already very low */
        adjalign((u.ualign.record > 5) ? -5 : -rnd(5));

        if (!Blind)
/*JP
            pline("The engraving beneath you fades.");
*/
            pline("あなたの足元の文字が薄れた．");
        del_engr_at(u.ux, u.uy);
    }

    /* AIS: Should this be in both places, or just in wakeup()? */
    mtmp->mstrategy &= ~STRAT_WAITMASK;
    if (!mtmp->mpeaceful)
        return;
    if (mtmp->mtame)
        return;
    mtmp->mpeaceful = 0;
    if (mtmp->ispriest) {
        if (p_coaligned(mtmp))
            adjalign(-5); /* very bad */
        else
            adjalign(2);
    } else
        adjalign(-1); /* attacking peaceful monsters is bad */
    if (couldsee(mtmp->mx, mtmp->my)) {
        if (humanoid(mtmp->data) || mtmp->isshk || mtmp->isgd)
/*JP
            pline("%s gets angry!", Monnam(mtmp));
*/
            pline("%sは怒った！", Monnam(mtmp));
        else if (flags.verbose && !Deaf)
            growl(mtmp);
    }

    /* attacking your own quest leader will anger his or her guardians */
    if (!context.mon_moving /* should always be the case here */
        && mtmp->data == &mons[quest_info(MS_LEADER)]) {
        struct monst *mon;
        struct permonst *q_guardian = &mons[quest_info(MS_GUARDIAN)];
        int got_mad = 0;

        /* guardians will sense this attack even if they can't see it */
        for (mon = fmon; mon; mon = mon->nmon) {
            if (DEADMONSTER(mon))
                continue;
            if (mon->data == q_guardian && mon->mpeaceful) {
                mon->mpeaceful = 0;
                if (canseemon(mon))
                    ++got_mad;
            }
        }
        if (got_mad && !Hallucination) {
            const char *who = q_guardian->mname;

#if 0 /*JP:T*/
            if (got_mad > 1)
                who = makeplural(who);
            pline_The("%s %s to be angry too...",
                      who, vtense(who, "appear"));
#else
            pline("%sも怒ったようだ．．．", who);
#endif
        }
    }

    /* make other peaceful monsters react */
    if (!context.mon_moving) {
        static const char *const Exclam[] = {
/*JP
            "Gasp!", "Uh-oh.", "Oh my!", "What?", "Why?",
*/
            "ぐはっ！", "うわ．", "なんと！", "なにっ？", "なんだ？",
        };
        struct monst *mon;
        int mndx = monsndx(mtmp->data);

        for (mon = fmon; mon; mon = mon->nmon) {
            if (DEADMONSTER(mon))
                continue;
            if (mon == mtmp) /* the mpeaceful test catches this since mtmp */
                continue;    /* is no longer peaceful, but be explicit...  */

            if (!mindless(mon->data) && mon->mpeaceful
                && couldsee(mon->mx, mon->my) && !mon->msleeping
                && mon->mcansee && m_canseeu(mon)) {
                boolean exclaimed = FALSE;

                if (humanoid(mon->data) || mon->isshk || mon->ispriest) {
                    if (is_watch(mon->data)) {
/*JP
                        verbalize("Halt!  You're under arrest!");
*/
                        verbalize("止まれ！逮捕する！");
                        (void) angry_guards(!!Deaf);
                    } else {
                        if (!rn2(5)) {
                            verbalize("%s", Exclam[mon->m_id % SIZE(Exclam)]);
                            exclaimed = TRUE;
                        }
                        /* shopkeepers and temple priests might gasp in
                           surprise, but they won't become angry here */
                        if (mon->isshk || mon->ispriest)
                            continue;

                        if (mon->data->mlevel < rn2(10)) {
                            monflee(mon, rn2(50) + 25, TRUE, !exclaimed);
                            exclaimed = TRUE;
                        }
                        if (mon->mtame) {
                            /* mustn't set mpeaceful to 0 as below;
                               perhaps reduce tameness? */
                        } else {
                            mon->mpeaceful = 0;
                            adjalign(-1);
                            if (!exclaimed)
/*JP
                                pline("%s gets angry!", Monnam(mon));
*/
                                pline("%sは怒った！", Monnam(mon));
                        }
                    }
                } else if (mon->data->mlet == mtmp->data->mlet
                           && big_little_match(mndx, monsndx(mon->data))
                           && !rn2(3)) {
                    if (!rn2(4)) {
                        growl(mon);
                        exclaimed = TRUE;
                    }
                    if (rn2(6))
                        monflee(mon, rn2(25) + 15, TRUE, !exclaimed);
                }
            }
        }
    }
}

/* wake up a monster, possibly making it angry in the process */
void
wakeup(mtmp, via_attack)
register struct monst *mtmp;
boolean via_attack;
{
    mtmp->msleeping = 0;
    if (M_AP_TYPE(mtmp)) {
        seemimic(mtmp);
    } else if (context.forcefight && !context.mon_moving
               && mtmp->mundetected) {
        mtmp->mundetected = 0;
        newsym(mtmp->mx, mtmp->my);
    }
    finish_meating(mtmp);
    if (via_attack)
        setmangry(mtmp, TRUE);
}

/* Wake up nearby monsters without angering them. */
void
wake_nearby()
{
    wake_nearto(u.ux, u.uy, u.ulevel * 20);
}

/* Wake up monsters near some particular location. */
void
wake_nearto(x, y, distance)
int x, y, distance;
{
    struct monst *mtmp;

    for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
        if (DEADMONSTER(mtmp))
            continue;
        if (distance == 0 || dist2(mtmp->mx, mtmp->my, x, y) < distance) {
            /* sleep for N turns uses mtmp->mfrozen, but so does paralysis
               so we leave mfrozen monsters alone */
            mtmp->msleeping = 0; /* wake indeterminate sleep */
            if (!(mtmp->data->geno & G_UNIQ))
                mtmp->mstrategy &= ~STRAT_WAITMASK; /* wake 'meditation' */
            if (context.mon_moving)
                continue;
            if (mtmp->mtame) {
                if (!mtmp->isminion)
                    EDOG(mtmp)->whistletime = moves;
                /* Clear mtrack. This is to fix up a pet who is
                   stuck "fleeing" its master. */
                memset(mtmp->mtrack, 0, sizeof mtmp->mtrack);
            }
        }
    }
}

/* NOTE: we must check for mimicry before calling this routine */
void
seemimic(mtmp)
register struct monst *mtmp;
{
    boolean is_blocker_appear = (is_lightblocker_mappear(mtmp));

    if (has_mcorpsenm(mtmp))
        freemcorpsenm(mtmp);

    mtmp->m_ap_type = M_AP_NOTHING;
    mtmp->mappearance = 0;

    /*
     *  Discovered mimics don't block light.
     */
    if (is_blocker_appear
        && !does_block(mtmp->mx, mtmp->my, &levl[mtmp->mx][mtmp->my]))
        unblock_point(mtmp->mx, mtmp->my);

    newsym(mtmp->mx, mtmp->my);
}

/* force all chameleons to become normal */
void
rescham()
{
    register struct monst *mtmp;
    int mcham;

    for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
        if (DEADMONSTER(mtmp))
            continue;
        mcham = (int) mtmp->cham;
        if (mcham >= LOW_PM) {
            (void) newcham(mtmp, &mons[mcham], FALSE, FALSE);
            mtmp->cham = NON_PM;
        }
        if (is_were(mtmp->data) && mtmp->data->mlet != S_HUMAN)
            new_were(mtmp);
        if (M_AP_TYPE(mtmp) && cansee(mtmp->mx, mtmp->my)) {
            seemimic(mtmp);
            /* we pretend that the mimic doesn't
               know that it has been unmasked */
            mtmp->msleeping = 1;
        }
    }
}

/* Let the chameleons change again -dgk */
void
restartcham()
{
    register struct monst *mtmp;

    for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
        if (DEADMONSTER(mtmp))
            continue;
        if (!mtmp->mcan)
            mtmp->cham = pm_to_cham(monsndx(mtmp->data));
        if (mtmp->data->mlet == S_MIMIC && mtmp->msleeping
            && cansee(mtmp->mx, mtmp->my)) {
            set_mimic_sym(mtmp);
            newsym(mtmp->mx, mtmp->my);
        }
    }
}

/* called when restoring a monster from a saved level; protection
   against shape-changing might be different now than it was at the
   time the level was saved. */
void
restore_cham(mon)
struct monst *mon;
{
    int mcham;

    if (Protection_from_shape_changers) {
        mcham = (int) mon->cham;
        if (mcham >= LOW_PM) {
            mon->cham = NON_PM;
            (void) newcham(mon, &mons[mcham], FALSE, FALSE);
        } else if (is_were(mon->data) && !is_human(mon->data)) {
            new_were(mon);
        }
    } else if (mon->cham == NON_PM) {
        mon->cham = pm_to_cham(monsndx(mon->data));
    }
}

/* unwatched hiders may hide again; if so, returns True */
STATIC_OVL boolean
restrap(mtmp)
register struct monst *mtmp;
{
    struct trap *t;

    if (mtmp->mcan || M_AP_TYPE(mtmp) || cansee(mtmp->mx, mtmp->my)
        || rn2(3) || mtmp == u.ustuck
        /* can't hide while trapped except in pits */
        || (mtmp->mtrapped && (t = t_at(mtmp->mx, mtmp->my)) != 0
            && !is_pit(t->ttyp))
        || (sensemon(mtmp) && distu(mtmp->mx, mtmp->my) <= 2))
        return FALSE;

    if (mtmp->data->mlet == S_MIMIC) {
        set_mimic_sym(mtmp);
        return TRUE;
    } else if (levl[mtmp->mx][mtmp->my].typ == ROOM) {
        mtmp->mundetected = 1;
        return TRUE;
    }

    return FALSE;
}

/* monster/hero tries to hide under something at the current location */
boolean
hideunder(mtmp)
struct monst *mtmp;
{
    struct trap *t;
    boolean undetected = FALSE, is_u = (mtmp == &youmonst);
    xchar x = is_u ? u.ux : mtmp->mx, y = is_u ? u.uy : mtmp->my;

    if (mtmp == u.ustuck) {
        ; /* can't hide if holding you or held by you */
    } else if (is_u ? (u.utrap && u.utraptype != TT_PIT)
                    : (mtmp->mtrapped && (t = t_at(x, y)) != 0
                       && !is_pit(t->ttyp))) {
        ; /* can't hide while stuck in a non-pit trap */
    } else if (mtmp->data->mlet == S_EEL) {
        undetected = (is_pool(x, y) && !Is_waterlevel(&u.uz));
    } else if (hides_under(mtmp->data) && OBJ_AT(x, y)) {
        struct obj *otmp = level.objects[x][y];

        /* most monsters won't hide under cockatrice corpse */
        if (otmp->nexthere || otmp->otyp != CORPSE
            || (mtmp == &youmonst ? Stone_resistance : resists_ston(mtmp))
            || !touch_petrifies(&mons[otmp->corpsenm]))
            undetected = TRUE;
    }

    if (is_u)
        u.uundetected = undetected;
    else
        mtmp->mundetected = undetected;
    return undetected;
}

/* called when returning to a previously visited level */
void
hide_monst(mon)
struct monst *mon;
{
    boolean hider_under = hides_under(mon->data) || mon->data->mlet == S_EEL;

    if ((is_hider(mon->data) || hider_under)
        && !(mon->mundetected || M_AP_TYPE(mon))) {
        xchar x = mon->mx, y = mon->my;
        char save_viz = viz_array[y][x];

        /* override vision, forcing hero to be unable to see monster's spot */
        viz_array[y][x] &= ~(IN_SIGHT | COULD_SEE);
        if (is_hider(mon->data))
            (void) restrap(mon);
        /* try again if mimic missed its 1/3 chance to hide */
        if (mon->data->mlet == S_MIMIC && !M_AP_TYPE(mon))
            (void) restrap(mon);
        if (hider_under)
            (void) hideunder(mon);
        viz_array[y][x] = save_viz;
    }
}

static short *animal_list = 0; /* list of PM values for animal monsters */
static int animal_list_count;

void
mon_animal_list(construct)
boolean construct;
{
    if (construct) {
        short animal_temp[SPECIAL_PM];
        int i, n;

        /* if (animal_list) impossible("animal_list already exists"); */

        for (n = 0, i = LOW_PM; i < SPECIAL_PM; i++)
            if (is_animal(&mons[i]))
                animal_temp[n++] = i;
        /* if (n == 0) animal_temp[n++] = NON_PM; */

        animal_list = (short *) alloc(n * sizeof *animal_list);
        (void) memcpy((genericptr_t) animal_list, (genericptr_t) animal_temp,
                      n * sizeof *animal_list);
        animal_list_count = n;
    } else { /* release */
        if (animal_list)
            free((genericptr_t) animal_list), animal_list = 0;
        animal_list_count = 0;
    }
}

STATIC_OVL int
pick_animal()
{
    int res;

    if (!animal_list)
        mon_animal_list(TRUE);

    res = animal_list[rn2(animal_list_count)];
    /* rogue level should use monsters represented by uppercase letters
       only, but since chameleons aren't generated there (not uppercase!)
       we don't perform a lot of retries */
    if (Is_rogue_level(&u.uz) && !isupper((uchar) mons[res].mlet))
        res = animal_list[rn2(animal_list_count)];
    return res;
}

void
decide_to_shapeshift(mon, shiftflags)
struct monst *mon;
int shiftflags;
{
    struct permonst *ptr = 0;
    int mndx;
    unsigned was_female = mon->female;
    boolean msg = FALSE, dochng = FALSE;

    if ((shiftflags & SHIFT_MSG)
        || ((shiftflags & SHIFT_SEENMSG) && sensemon(mon)))
        msg = TRUE;

    if (!is_vampshifter(mon)) {
        /* regular shapeshifter */
        if (!rn2(6))
            dochng = TRUE;
    } else {
        /* The vampire has to be in good health (mhp) to maintain
         * its shifted form.
         *
         * If we're shifted and getting low on hp, maybe shift back, or
         * if we're a fog cloud at full hp, maybe pick a different shape.
         * If we're not already shifted and in good health, maybe shift.
         */
        if (mon->data->mlet != S_VAMPIRE) {
            if ((mon->mhp <= (mon->mhpmax + 5) / 6) && rn2(4)
                && mon->cham >= LOW_PM) {
                ptr = &mons[mon->cham];
                dochng = TRUE;
            } else if (mon->data == &mons[PM_FOG_CLOUD]
                     && mon->mhp == mon->mhpmax && !rn2(4)
                     && (!canseemon(mon)
                         || distu(mon->mx, mon->my) > BOLT_LIM * BOLT_LIM)) {
                /* if a fog cloud, maybe change to wolf or vampire bat;
                   those are more likely to take damage--at least when
                   tame--and then switch back to vampire; they'll also
                   switch to fog cloud if they encounter a closed door */
                mndx = pickvampshape(mon);
                if (mndx >= LOW_PM) {
                    ptr = &mons[mndx];
                    dochng = (ptr != mon->data);
                }
            }
        } else {
            if (mon->mhp >= 9 * mon->mhpmax / 10 && !rn2(6)
                && (!canseemon(mon)
                    || distu(mon->mx, mon->my) > BOLT_LIM * BOLT_LIM))
                dochng = TRUE; /* 'ptr' stays Null */
        }
    }
    if (dochng) {
        if (newcham(mon, ptr, FALSE, msg) && is_vampshifter(mon)) {
            /* for vampshift, override the 10% chance for sex change */
            ptr = mon->data;
            if (!is_male(ptr) && !is_female(ptr) && !is_neuter(ptr))
                mon->female = was_female;
        }
    }
}

STATIC_OVL int
pickvampshape(mon)
struct monst *mon;
{
    int mndx = mon->cham, wolfchance = 10;
    /* avoid picking monsters with lowercase display symbols ('d' for wolf
       and 'v' for fog cloud) on rogue level*/
    boolean uppercase_only = Is_rogue_level(&u.uz);

    switch (mndx) {
    case PM_VLAD_THE_IMPALER:
        /* ensure Vlad can keep carrying the Candelabrum */
        if (mon_has_special(mon))
            break; /* leave mndx as is */
        wolfchance = 3;
    /*FALLTHRU*/
    case PM_VAMPIRE_LORD: /* vampire lord or Vlad can become wolf */
        if (!rn2(wolfchance) && !uppercase_only) {
            mndx = PM_WOLF;
            break;
        }
    /*FALLTHRU*/
    case PM_VAMPIRE: /* any vampire can become fog or bat */
        mndx = (!rn2(4) && !uppercase_only) ? PM_FOG_CLOUD : PM_VAMPIRE_BAT;
        break;
    }
    return mndx;
}

/* nonshapechangers who warrant special polymorph handling */
STATIC_OVL boolean
isspecmon(mon)
struct monst *mon;
{
    return (mon->isshk || mon->ispriest || mon->isgd
            || mon->m_id == quest_status.leader_m_id);
}

/* restrict certain special monsters (shopkeepers, aligned priests,
   vault guards) to forms that allow them to behave sensibly (catching
   gold, speaking?) so that they don't need too much extra code */
STATIC_OVL boolean
validspecmon(mon, mndx)
struct monst *mon;
int mndx;
{
    if (mndx == NON_PM)
        return TRUE; /* caller wants random */

    if (!accept_newcham_form(mon, mndx))
        return FALSE; /* geno'd or !polyok */

    if (isspecmon(mon)) {
        struct permonst *ptr = &mons[mndx];

        /* reject notake because object manipulation is expected
           and nohead because speech capability is expected */
        if (notake(ptr) || !has_head(ptr))
            return FALSE;
        /* [should we check ptr->msound here too?] */
    }
    return TRUE; /* potential new form is ok */
}

/* prevent wizard mode user from specifying invalid vampshifter shape */
boolean
validvamp(mon, mndx_p, monclass)
struct monst *mon;
int *mndx_p, monclass;
{
    /* simplify caller's usage */
    if (!is_vampshifter(mon))
        return validspecmon(mon, *mndx_p);

    if (mon->cham == PM_VLAD_THE_IMPALER && mon_has_special(mon)) {
        /* Vlad with Candelabrum; override choice, then accept it */
        *mndx_p = PM_VLAD_THE_IMPALER;
        return TRUE;
    }
    if (*mndx_p >= LOW_PM && is_shapeshifter(&mons[*mndx_p])) {
        /* player picked some type of shapeshifter; use mon's self
           (vampire or chameleon) */
        *mndx_p = mon->cham;
        return TRUE;
    }
    /* basic vampires can't become wolves; any can become fog or bat
       (we don't enforce upper-case only for rogue level here) */
    if (*mndx_p == PM_WOLF)
        return (boolean) (mon->cham != PM_VAMPIRE);
    if (*mndx_p == PM_FOG_CLOUD || *mndx_p == PM_VAMPIRE_BAT)
        return TRUE;

    /* if we get here, specific type was no good; try by class */
    switch (monclass) {
    case S_VAMPIRE:
        *mndx_p = mon->cham;
        break;
    case S_BAT:
        *mndx_p = PM_VAMPIRE_BAT;
        break;
    case S_VORTEX:
        *mndx_p = PM_FOG_CLOUD;
        break;
    case S_DOG:
        if (mon->cham != PM_VAMPIRE) {
            *mndx_p = PM_WOLF;
            break;
        }
        /*FALLTHRU*/
    default:
        *mndx_p = NON_PM;
        break;
    }
    return (boolean) (*mndx_p != NON_PM);
}

int
select_newcham_form(mon)
struct monst *mon;
{
    int mndx = NON_PM, tryct;

    switch (mon->cham) {
    case PM_SANDESTIN:
        if (rn2(7))
            mndx = pick_nasty();
        break;
    case PM_DOPPELGANGER:
        if (!rn2(7)) {
            mndx = pick_nasty();
        } else if (rn2(3)) { /* role monsters */
            mndx = rn1(PM_WIZARD - PM_ARCHEOLOGIST + 1, PM_ARCHEOLOGIST);
        } else if (!rn2(3)) { /* quest guardians */
            mndx = rn1(PM_APPRENTICE - PM_STUDENT + 1, PM_STUDENT);
            /* avoid own role's guardian */
            if (mndx == urole.guardnum)
                mndx = NON_PM;
        } else { /* general humanoids */
            tryct = 5;
            do {
                mndx = rn1(SPECIAL_PM - LOW_PM, LOW_PM);
                if (humanoid(&mons[mndx]) && polyok(&mons[mndx]))
                    break;
            } while (--tryct > 0);
            if (!tryct)
                mndx = NON_PM;
        }
        break;
    case PM_CHAMELEON:
        if (!rn2(3))
            mndx = pick_animal();
        break;
    case PM_VLAD_THE_IMPALER:
    case PM_VAMPIRE_LORD:
    case PM_VAMPIRE:
        mndx = pickvampshape(mon);
        break;
    case NON_PM: /* ordinary */
      {
        struct obj *m_armr = which_armor(mon, W_ARM);

        if (m_armr && Is_dragon_scales(m_armr))
            mndx = (int) (Dragon_scales_to_pm(m_armr) - mons);
        else if (m_armr && Is_dragon_mail(m_armr))
            mndx = (int) (Dragon_mail_to_pm(m_armr) - mons);
      }
        break;
    }

    /* for debugging: allow control of polymorphed monster */
    if (wizard && iflags.mon_polycontrol) {
        char pprompt[BUFSZ], parttwo[QBUFSZ], buf[BUFSZ];
        int monclass, len;

        /* construct prompt in pieces */
        Sprintf(pprompt, "Change %s", noit_mon_nam(mon));
        Sprintf(parttwo, " @ %s into what?",
                coord_desc((int) mon->mx, (int) mon->my, buf,
                           (iflags.getpos_coords != GPCOORDS_NONE)
                              ? iflags.getpos_coords : GPCOORDS_MAP));
        /* combine the two parts, not exceeding QBUFSZ-1 in overall length;
           if combined length is too long it has to be due to monster's
           name so we'll chop enough of that off to fit the second part */
        if ((len = (int) strlen(pprompt) + (int) strlen(parttwo)) >= QBUFSZ)
            /* strlen(parttwo) is less than QBUFSZ/2 so strlen(pprompt) is
               more than QBUFSZ/2 and excess amount being truncated can't
               exceed pprompt's length and back up to before &pprompt[0]) */
            *(eos(pprompt) - (len - (QBUFSZ - 1))) = '\0';
        Strcat(pprompt, parttwo);

        buf[0] = '\0'; /* clear buffer for EDIT_GETLIN */
#define TRYLIMIT 5
        tryct = TRYLIMIT;
        do {
            if (tryct == TRYLIMIT - 1) { /* first retry */
                /* change "into what?" to "into what kind of monster?" */
                if (strlen(pprompt) + sizeof " kind of monster" - 1 < QBUFSZ)
                    Strcpy(eos(pprompt) - 1, " kind of monster?");
            }
#undef TRYLIMIT
            monclass = 0;
            getlin(pprompt, buf);
            mungspaces(buf);
            /* for ESC, take form selected above (might be NON_PM) */
            if (*buf == '\033')
                break;
            /* for "*", use NON_PM to pick an arbitrary shape below */
            if (!strcmp(buf, "*") || !strcmpi(buf, "random")) {
                mndx = NON_PM;
                break;
            }
            mndx = name_to_mon(buf);
            if (mndx == NON_PM) {
                /* didn't get a type, so check whether it's a class
                   (single letter or text match with def_monsyms[]) */
                monclass = name_to_monclass(buf, &mndx);
                if (monclass && mndx == NON_PM)
                    mndx = mkclass_poly(monclass);
            }
            if (mndx >= LOW_PM) {
                /* got a specific type of monster; use it if we can */
                if (validvamp(mon, &mndx, monclass))
                    break;
                /* can't; revert to random in case we exhaust tryct */
                mndx = NON_PM;
            }

            pline("It can't become that.");
        } while (--tryct > 0);

        if (!tryct)
            pline1(thats_enough_tries);
        if (is_vampshifter(mon) && !validvamp(mon, &mndx, monclass))
            mndx = pickvampshape(mon); /* don't resort to arbitrary */
    }

    /* if no form was specified above, pick one at random now */
    if (mndx == NON_PM) {
        tryct = 50;
        do {
            mndx = rn1(SPECIAL_PM - LOW_PM, LOW_PM);
        } while (--tryct > 0 && !validspecmon(mon, mndx)
                 /* try harder to select uppercase monster on rogue level */
                 && (tryct > 40 && Is_rogue_level(&u.uz)
                     && !isupper((uchar) mons[mndx].mlet)));
    }
    return mndx;
}

/* this used to be inline within newcham() but monpolycontrol needs it too */
STATIC_OVL struct permonst *
accept_newcham_form(mon, mndx)
struct monst *mon;
int mndx;
{
    struct permonst *mdat;

    if (mndx == NON_PM)
        return 0;
    mdat = &mons[mndx];
    if ((mvitals[mndx].mvflags & G_GENOD) != 0)
        return 0;
    if (is_placeholder(mdat))
        return 0;
    /* select_newcham_form() might deliberately pick a player
       character type (random selection never does) which
       polyok() rejects, so we need a special case here */
    if (is_mplayer(mdat))
        return mdat;
    /* shapeshifters are rejected by polyok() but allow a shapeshifter
       to take on its 'natural' form */
    if (is_shapeshifter(mdat)
        && mon->cham >= LOW_PM && mdat == &mons[mon->cham])
        return mdat;
    /* polyok() rules out M2_PNAME, M2_WERE, and all humans except Kops */
    return polyok(mdat) ? mdat : 0;
}

void
mgender_from_permonst(mtmp, mdat)
struct monst *mtmp;
struct permonst *mdat;
{
    if (is_male(mdat)) {
        if (mtmp->female)
            mtmp->female = FALSE;
    } else if (is_female(mdat)) {
        if (!mtmp->female)
            mtmp->female = TRUE;
    } else if (!is_neuter(mdat)) {
        if (!rn2(10))
            mtmp->female = !mtmp->female;
    }
}

/* make a chameleon take on another shape, or a polymorph target
   (possibly self-inflicted) become a different monster;
   returns 1 if it actually changes form */
int
newcham(mtmp, mdat, polyspot, msg)
struct monst *mtmp;
struct permonst *mdat;
boolean polyspot; /* change is the result of wand or spell of polymorph */
boolean msg;      /* "The oldmon turns into a newmon!" */
{
    int hpn, hpd;
    int mndx, tryct;
    struct permonst *olddata = mtmp->data;
    char *p, oldname[BUFSZ], l_oldname[BUFSZ], newname[BUFSZ];

    /* Riders are immune to polymorph and green slime
       (but apparent Rider might actually be a doppelganger) */
    if (mtmp->cham == NON_PM) { /* not a shapechanger */
        if (is_rider(olddata))
            return 0;
        /* make Nazgul and erinyes immune too, to reduce chance of
           anomalous extinction feedback during final disclsoure */
        if (mbirth_limit(monsndx(olddata)) < MAXMONNO)
            return 0;
        /* cancelled shapechangers become uncancelled prior
           to being given a new shape */
        if (mtmp->mcan && !Protection_from_shape_changers) {
            mtmp->cham = pm_to_cham(monsndx(mtmp->data));
            if (mtmp->cham != NON_PM)
                mtmp->mcan = 0;
        }
    }

    if (msg) {
        /* like Monnam() but never mention saddle */
        Strcpy(oldname, x_monnam(mtmp, ARTICLE_THE, (char *) 0,
                                 SUPPRESS_SADDLE, FALSE));
        oldname[0] = highc(oldname[0]);
    }
    /* we need this one whether msg is true or not */
    Strcpy(l_oldname, x_monnam(mtmp, ARTICLE_THE, (char *) 0,
                               has_mname(mtmp) ? SUPPRESS_SADDLE : 0, FALSE));

    /* mdat = 0 -> caller wants a random monster shape */
    if (mdat == 0) {
        /* select_newcham_form() loops when resorting to random but
           it doesn't always pick that so we still retry here too */
        tryct = 20;
        do {
            mndx = select_newcham_form(mtmp);
            mdat = accept_newcham_form(mtmp, mndx);
            /* for the first several tries we require upper-case on
               the rogue level (after that, we take whatever we get) */
            if (tryct > 15 && Is_rogue_level(&u.uz)
                && mdat && !isupper((uchar) mdat->mlet))
                mdat = 0;
            if (mdat)
                break;
        } while (--tryct > 0);
        if (!tryct)
            return 0;
    } else if (mvitals[monsndx(mdat)].mvflags & G_GENOD)
        return 0; /* passed in mdat is genocided */

    if (mdat == olddata)
        return 0; /* still the same monster */

    mgender_from_permonst(mtmp, mdat);
    /* Endgame mplayers start out as "Foo the Bar", but some of the
     * titles are inappropriate when polymorphed, particularly into
     * the opposite sex.  Player characters don't use ranks when
     * polymorphed, so dropping rank for mplayers seems reasonable.
     */
    if (In_endgame(&u.uz) && is_mplayer(olddata)
        && has_mname(mtmp) && (p = strstr(MNAME(mtmp), " the ")) != 0)
        *p = '\0';

    if (mtmp->wormno) { /* throw tail away */
        wormgone(mtmp);
        place_monster(mtmp, mtmp->mx, mtmp->my);
    }
    if (M_AP_TYPE(mtmp) && mdat->mlet != S_MIMIC)
        seemimic(mtmp); /* revert to normal monster */

    /* (this code used to try to adjust the monster's health based on
       a normal one of its type but there are too many special cases
       which need to handled in order to do that correctly, so just
       give the new form the same proportion of HP as its old one had) */
    hpn = mtmp->mhp;
    hpd = mtmp->mhpmax;
    /* set level and hit points */
    newmonhp(mtmp, monsndx(mdat));
    /* new hp: same fraction of max as before */
#ifndef LINT
    mtmp->mhp = (int) (((long) hpn * (long) mtmp->mhp) / (long) hpd);
#endif
    /* sanity check (potential overflow) */
    if (mtmp->mhp < 0 || mtmp->mhp > mtmp->mhpmax)
        mtmp->mhp = mtmp->mhpmax;
    /* unlikely but not impossible; a 1HD creature with 1HP that changes
       into a 0HD creature will require this statement */
    if (!mtmp->mhp)
        mtmp->mhp = 1;

    /* take on the new form... */
    set_mon_data(mtmp, mdat);

    if (mtmp->mleashed && !leashable(mtmp))
        m_unleash(mtmp, TRUE);

    if (emits_light(olddata) != emits_light(mtmp->data)) {
        /* used to give light, now doesn't, or vice versa,
           or light's range has changed */
        if (emits_light(olddata))
            del_light_source(LS_MONSTER, monst_to_any(mtmp));
        if (emits_light(mtmp->data))
            new_light_source(mtmp->mx, mtmp->my, emits_light(mtmp->data),
                             LS_MONSTER, monst_to_any(mtmp));
    }
    if (!mtmp->perminvis || pm_invisible(olddata))
        mtmp->perminvis = pm_invisible(mdat);
    mtmp->minvis = mtmp->invis_blkd ? 0 : mtmp->perminvis;
    if (mtmp->mundetected)
        (void) hideunder(mtmp);
    if (u.ustuck == mtmp) {
        if (u.uswallow) {
            if (!attacktype(mdat, AT_ENGL)) {
                /* Does mdat care? */
                if (!noncorporeal(mdat) && !amorphous(mdat)
                    && !is_whirly(mdat) && (mdat != &mons[PM_YELLOW_LIGHT])) {
                    char msgtrail[BUFSZ];

                    if (is_vampshifter(mtmp)) {
#if 0 /*JP:T*/
                        Sprintf(msgtrail, " which was a shapeshifted %s",
                                noname_monnam(mtmp, ARTICLE_NONE));
#else
                        Sprintf(msgtrail, "(実際には形を変えた%s)",
                                noname_monnam(mtmp, ARTICLE_NONE));
#endif
                    } else if (is_animal(mdat)) {
/*JP
                        Strcpy(msgtrail, "'s stomach");
*/
                        Strcpy(msgtrail, "の胃");
                    } else {
                        msgtrail[0] = '\0';
                    }

                    /* Do this even if msg is FALSE */
#if 0 /*JP:T*/
                    You("%s %s%s!",
                        (amorphous(olddata) || is_whirly(olddata))
                            ? "emerge from" : "break out of",
                        l_oldname, msgtrail);
#else
                    You("%s%s%s！", l_oldname, msgtrail,
                        (amorphous(olddata) || is_whirly(olddata))
                            ? "から飛び出した" : "を破り出た"
                        );
#endif
                    msg = FALSE; /* message has been given */
                    mtmp->mhp = 1; /* almost dead */
                }
                expels(mtmp, olddata, FALSE);
            } else {
                /* update swallow glyphs for new monster */
                swallowed(0);
            }
        } else if (!sticks(mdat) && !sticks(youmonst.data))
            unstuck(mtmp);
    }

#ifndef DCC30_BUG
    if (mdat == &mons[PM_LONG_WORM] && (mtmp->wormno = get_wormno()) != 0) {
#else
    /* DICE 3.0 doesn't like assigning and comparing mtmp->wormno in the
     * same expression.
     */
    if (mdat == &mons[PM_LONG_WORM]
        && (mtmp->wormno = get_wormno(), mtmp->wormno != 0)) {
#endif
        /* we can now create worms with tails - 11/91 */
        initworm(mtmp, rn2(5));
        place_worm_tail_randomly(mtmp, mtmp->mx, mtmp->my);
    }

    newsym(mtmp->mx, mtmp->my);

    if (msg) {
        Strcpy(newname, noname_monnam(mtmp, ARTICLE_A));
        /* oldname was capitalized above; newname will be lower case */
#if 0 /*JP:T*/
        if (!strcmpi(newname, "it")) { /* can't see or sense it now */
#else
        if (!strcmpi(newname, "何者か")) { /* can't see or sense it now */
#endif
#if 0 /*JP:T*/
            if (!!strcmpi(oldname, "it")) /* could see or sense it before */
#else
            if (!!strcmpi(oldname, "何者か")) /* could see or sense it before */
#endif
/*JP
                pline("%s disappears!", oldname);
*/
                pline("%sは消えた！", oldname);
            (void) usmellmon(mdat);
        } else { /* can see or sense it now */
#if 0 /*JP:T*/
            if (!strcmpi(oldname, "it")) /* couldn't see or sense it before */
#else
            if (!strcmpi(oldname, "何者か")) /* couldn't see or sense it before */
#endif
/*JP
                pline("%s appears!", upstart(newname));
*/
                pline("%sが現れた！", upstart(newname));
            else
/*JP
                pline("%s turns into %s!", oldname, newname);
*/
                pline("%sは%sになった！", oldname, newname);
        }
    }

    /* when polymorph trap/wand/potion produces a vampire, turn in into
       a full-fledged vampshifter unless shape-changing is blocked */
    if (mtmp->cham == NON_PM && mdat->mlet == S_VAMPIRE
        && !Protection_from_shape_changers)
        mtmp->cham = pm_to_cham(monsndx(mdat));

    possibly_unwield(mtmp, polyspot); /* might lose use of weapon */
    mon_break_armor(mtmp, polyspot);
    if (!(mtmp->misc_worn_check & W_ARMG))
#if 0 /*JP:T*/
        mselftouch(mtmp, "No longer petrify-resistant, ",
                   !context.mon_moving);
#else
        mselftouch(mtmp, "石化への抵抗力がなくなって，",
                   !context.mon_moving);
#endif
    m_dowear(mtmp, FALSE);

    /* This ought to re-test can_carry() on each item in the inventory
     * rather than just checking ex-giants & boulders, but that'd be
     * pretty expensive to perform.  If implemented, then perhaps
     * minvent should be sorted in order to drop heaviest items first.
     */
    /* former giants can't continue carrying boulders */
    if (mtmp->minvent && !throws_rocks(mdat)) {
        register struct obj *otmp, *otmp2;

        for (otmp = mtmp->minvent; otmp; otmp = otmp2) {
            otmp2 = otmp->nobj;
            if (otmp->otyp == BOULDER) {
                /* this keeps otmp from being polymorphed in the
                   same zap that the monster that held it is polymorphed */
                if (polyspot)
                    bypass_obj(otmp);
                obj_extract_self(otmp);
                /* probably ought to give some "drop" message here */
                if (flooreffects(otmp, mtmp->mx, mtmp->my, ""))
                    continue;
                place_object(otmp, mtmp->mx, mtmp->my);
            }
        }
    }

    return 1;
}

/* sometimes an egg will be special */
#define BREEDER_EGG (!rn2(77))

/*
 * Determine if the given monster number can be hatched from an egg.
 * Return the monster number to use as the egg's corpsenm.  Return
 * NON_PM if the given monster can't be hatched.
 */
int
can_be_hatched(mnum)
int mnum;
{
    /* ranger quest nemesis has the oviparous bit set, making it
       be possible to wish for eggs of that unique monster; turn
       such into ordinary eggs rather than forbidding them outright */
    if (mnum == PM_SCORPIUS)
        mnum = PM_SCORPION;

    mnum = little_to_big(mnum);
    /*
     * Queen bees lay killer bee eggs (usually), but killer bees don't
     * grow into queen bees.  Ditto for [winged-]gargoyles.
     */
    if (mnum == PM_KILLER_BEE || mnum == PM_GARGOYLE
        || (lays_eggs(&mons[mnum])
            && (BREEDER_EGG
                || (mnum != PM_QUEEN_BEE && mnum != PM_WINGED_GARGOYLE))))
        return mnum;
    return NON_PM;
}

/* type of egg laid by #sit; usually matches parent */
int
egg_type_from_parent(mnum, force_ordinary)
int mnum; /* parent monster; caller must handle lays_eggs() check */
boolean force_ordinary;
{
    if (force_ordinary || !BREEDER_EGG) {
        if (mnum == PM_QUEEN_BEE)
            mnum = PM_KILLER_BEE;
        else if (mnum == PM_WINGED_GARGOYLE)
            mnum = PM_GARGOYLE;
    }
    return mnum;
}

/* decide whether an egg of the indicated monster type is viable;
   also used to determine whether an egg or tin can be created... */
boolean
dead_species(m_idx, egg)
int m_idx;
boolean egg;
{
    int alt_idx;

    /* generic eggs are unhatchable and have corpsenm of NON_PM */
    if (m_idx < LOW_PM)
        return TRUE;
    /*
     * For monsters with both baby and adult forms, genociding either
     * form kills all eggs of that monster.  Monsters with more than
     * two forms (small->large->giant mimics) are more or less ignored;
     * fortunately, none of them have eggs.  Species extinction due to
     * overpopulation does not kill eggs.
     */
    alt_idx = egg ? big_to_little(m_idx) : m_idx;
    return (boolean) ((mvitals[m_idx].mvflags & G_GENOD) != 0
                      || (mvitals[alt_idx].mvflags & G_GENOD) != 0);
}

/* kill off any eggs of genocided monsters */
STATIC_OVL void
kill_eggs(obj_list)
struct obj *obj_list;
{
    struct obj *otmp;

    for (otmp = obj_list; otmp; otmp = otmp->nobj)
        if (otmp->otyp == EGG) {
            if (dead_species(otmp->corpsenm, TRUE)) {
                /*
                 * It seems we could also just catch this when
                 * it attempted to hatch, so we wouldn't have to
                 * search all of the objlists.. or stop all
                 * hatch timers based on a corpsenm.
                 */
                kill_egg(otmp);
            }
#if 0 /* not used */
        } else if (otmp->otyp == TIN) {
            if (dead_species(otmp->corpsenm, FALSE))
                otmp->corpsenm = NON_PM; /* empty tin */
        } else if (otmp->otyp == CORPSE) {
            if (dead_species(otmp->corpsenm, FALSE))
                ; /* not yet implemented... */
#endif
        } else if (Has_contents(otmp)) {
            kill_eggs(otmp->cobj);
        }
}

/* kill all members of genocided species */
void
kill_genocided_monsters()
{
    struct monst *mtmp, *mtmp2;
    boolean kill_cham;
    int mndx;

    /*
     * Called during genocide, and again upon level change.  The latter
     * catches up with any migrating monsters as they finally arrive at
     * their intended destinations, so possessions get deposited there.
     *
     * Chameleon handling:
     *  1) if chameleons have been genocided, destroy them
     *     regardless of current form;
     *  2) otherwise, force every chameleon which is imitating
     *     any genocided species to take on a new form.
     */
    for (mtmp = fmon; mtmp; mtmp = mtmp2) {
        mtmp2 = mtmp->nmon;
        if (DEADMONSTER(mtmp))
            continue;
        mndx = monsndx(mtmp->data);
        kill_cham = (mtmp->cham >= LOW_PM
                     && (mvitals[mtmp->cham].mvflags & G_GENOD));
        if ((mvitals[mndx].mvflags & G_GENOD) || kill_cham) {
            if (mtmp->cham >= LOW_PM && !kill_cham)
                (void) newcham(mtmp, (struct permonst *) 0, FALSE, FALSE);
            else
                mondead(mtmp);
        }
        if (mtmp->minvent)
            kill_eggs(mtmp->minvent);
    }

    kill_eggs(invent);
    kill_eggs(fobj);
    kill_eggs(migrating_objs);
    kill_eggs(level.buriedobjlist);
}

void
golemeffects(mon, damtype, dam)
register struct monst *mon;
int damtype, dam;
{
    int heal = 0, slow = 0;

    if (mon->data == &mons[PM_FLESH_GOLEM]) {
        if (damtype == AD_ELEC)
            heal = (dam + 5) / 6;
        else if (damtype == AD_FIRE || damtype == AD_COLD)
            slow = 1;
    } else if (mon->data == &mons[PM_IRON_GOLEM]) {
        if (damtype == AD_ELEC)
            slow = 1;
        else if (damtype == AD_FIRE)
            heal = dam;
    } else {
        return;
    }
    if (slow) {
        if (mon->mspeed != MSLOW)
            mon_adjust_speed(mon, -1, (struct obj *) 0);
    }
    if (heal) {
        if (mon->mhp < mon->mhpmax) {
            mon->mhp += heal;
            if (mon->mhp > mon->mhpmax)
                mon->mhp = mon->mhpmax;
            if (cansee(mon->mx, mon->my))
/*JP
                pline("%s seems healthier.", Monnam(mon));
*/
                pline("%sは元気になったように見える．", Monnam(mon));
        }
    }
}

boolean
angry_guards(silent)
boolean silent;
{
    struct monst *mtmp;
    int ct = 0, nct = 0, sct = 0, slct = 0;

    for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
        if (DEADMONSTER(mtmp))
            continue;
        if (is_watch(mtmp->data) && mtmp->mpeaceful) {
            ct++;
            if (cansee(mtmp->mx, mtmp->my) && mtmp->mcanmove) {
                if (distu(mtmp->mx, mtmp->my) == 2)
                    nct++;
                else
                    sct++;
            }
            if (mtmp->msleeping || mtmp->mfrozen) {
                slct++;
                mtmp->msleeping = mtmp->mfrozen = 0;
            }
            mtmp->mpeaceful = 0;
        }
    }
    if (ct) {
        if (!silent) { /* do we want pline msgs? */
            if (slct)
#if 0 /*JP:T*/
                pline_The("guard%s wake%s up!", slct > 1 ? "s" : "",
                          slct == 1 ? "s" : "");
#else
                pline("番兵は目を覚ました！");
#endif
            if (nct || sct) {
                if (nct)
#if 0 /*JP:T*/
                    pline_The("guard%s get%s angry!", nct == 1 ? "" : "s",
                              nct == 1 ? "s" : "");
#else
                    pline("番兵は怒った！");
#endif
                else if (!Blind)
#if 0 /*JP:T*/
                    You_see("%sangry guard%s approaching!",
                            sct == 1 ? "an " : "", sct > 1 ? "s" : "");
#else
                    You("怒った番兵が近寄ってくるのを見た！");
#endif
            } else
/*JP
                You_hear("the shrill sound of a guard's whistle.");
*/
                You_hear("番兵の笛がけたたましく鳴るのを聞いた．");
        }
        return TRUE;
    }
    return FALSE;
}

void
pacify_guards()
{
    struct monst *mtmp;

    for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
        if (DEADMONSTER(mtmp))
            continue;
        if (is_watch(mtmp->data))
            mtmp->mpeaceful = 1;
    }
}

void
mimic_hit_msg(mtmp, otyp)
struct monst *mtmp;
short otyp;
{
    short ap = mtmp->mappearance;

    switch (M_AP_TYPE(mtmp)) {
    case M_AP_NOTHING:
    case M_AP_FURNITURE:
    case M_AP_MONSTER:
        break;
    case M_AP_OBJECT:
        if (otyp == SPE_HEALING || otyp == SPE_EXTRA_HEALING) {
#if 0 /*JP:T*/
            pline("%s seems a more vivid %s than before.",
                  The(simple_typename(ap)),
                  c_obj_colors[objects[ap].oc_color]);
#else
            pline("%sは以前よりより鮮やかな%sになったようだ．",
                  The(simple_typename(ap)),
                  c_obj_colors[objects[ap].oc_color]);
#endif
        }
        break;
    }
}

boolean
usmellmon(mdat)
struct permonst *mdat;
{
    int mndx;
    boolean nonspecific = FALSE;
    boolean msg_given = FALSE;

    if (mdat) {
        if (!olfaction(youmonst.data))
            return FALSE;
        mndx = monsndx(mdat);
        switch (mndx) {
        case PM_ROTHE:
        case PM_MINOTAUR:
/*JP
            You("notice a bovine smell.");
*/
            You("牛のようなにおいに気付いた．");
            msg_given = TRUE;
            break;
        case PM_CAVEMAN:
        case PM_CAVEWOMAN:
        case PM_BARBARIAN:
        case PM_NEANDERTHAL:
/*JP
            You("smell body odor.");
*/
            pline("体臭のようなにおいがした．");
            msg_given = TRUE;
            break;
        /*
        case PM_PESTILENCE:
        case PM_FAMINE:
        case PM_DEATH:
            break;
        */
        case PM_HORNED_DEVIL:
        case PM_BALROG:
        case PM_ASMODEUS:
        case PM_DISPATER:
        case PM_YEENOGHU:
        case PM_ORCUS:
            break;
        case PM_HUMAN_WEREJACKAL:
        case PM_HUMAN_WERERAT:
        case PM_HUMAN_WEREWOLF:
        case PM_WEREJACKAL:
        case PM_WERERAT:
        case PM_WEREWOLF:
        case PM_OWLBEAR:
/*JP
            You("detect an odor reminiscent of an animal's den.");
*/
            pline("動物のねぐらを思い出すようなにおいがした．");
            msg_given = TRUE;
            break;
        /*
        case PM_PURPLE_WORM:
            break;
        */
        case PM_STEAM_VORTEX:
/*JP
            You("smell steam.");
*/
            pline("蒸気のにおいがした．");
            msg_given = TRUE;
            break;
        case PM_GREEN_SLIME:
/*JP
            pline("%s stinks.", Something);
*/
            pline("悪臭がした．");
            msg_given = TRUE;
            break;
        case PM_VIOLET_FUNGUS:
        case PM_SHRIEKER:
/*JP
            You("smell mushrooms.");
*/
            pline("きのこのにおいがした．");
            msg_given = TRUE;
            break;
        /* These are here to avoid triggering the
           nonspecific treatment through the default case below*/
        case PM_WHITE_UNICORN:
        case PM_GRAY_UNICORN:
        case PM_BLACK_UNICORN:
        case PM_JELLYFISH:
            break;
        default:
            nonspecific = TRUE;
            break;
        }

        if (nonspecific)
            switch (mdat->mlet) {
            case S_DOG:
/*JP
                You("notice a dog smell.");
*/
                You("犬のにおいに気付いた．");
                msg_given = TRUE;
                break;
            case S_DRAGON:
/*JP
                You("smell a dragon!");
*/
                pline("ドラゴンのにおいがする！");
                msg_given = TRUE;
                break;
            case S_FUNGUS:
/*JP
                pline("%s smells moldy.", Something);
*/
                pline("何か苔のようなにおいがする．");
                msg_given = TRUE;
                break;
            case S_UNICORN:
#if 0 /*JP:T*/
                You("detect a%s odor reminiscent of a stable.",
                    (mndx == PM_PONY) ? "n" : " strong");
#else
                pline("馬小屋を思い出すような%sにおいがした．",
                    (mndx == PM_PONY) ? "" : "強い");
#endif
                msg_given = TRUE;
                break;
            case S_ZOMBIE:
/*JP
                You("smell rotting flesh.");
*/
                pline("腐った肉のにおいがした．");
                msg_given = TRUE;
                break;
            case S_EEL:
/*JP
                You("smell fish.");
*/
                pline("魚のにおいがした．");
                msg_given = TRUE;
                break;
            case S_ORC:
                if (maybe_polyd(is_orc(youmonst.data), Race_if(PM_ORC)))
/*JP
                    You("notice an attractive smell.");
*/
                    You("魅力的なにおいに気付いた．");
                else
/*JP
                    pline("A foul stench makes you feel a little nauseated.");
*/
                    pline("むかつくような悪臭で少し気分が悪くなった．");
                msg_given = TRUE;
                break;
            default:
                break;
            }
    }
    return msg_given ? TRUE : FALSE;
}

/*mon.c*/
