/*	SCCS Id: @(#)zap.c	3.4	2003/08/24	*/
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed.  See license for details. */

/*
**	Japanese version Copyright
**	(c) Issei Numata, Naoki Hamada, Shigehiro Miyashita, 1994-2000
**	For 3.4, Copyright (c) Kentaro Shirakata, 2002-2003
**	JNetHack may be freely redistributed.  See license for details. 
*/

#include "hack.h"

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

#ifdef OVLB
static NEARDATA boolean obj_zapped;
static NEARDATA int poly_zapped;
#endif

extern boolean notonhead;	/* for long worms */

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

STATIC_DCL void FDECL(costly_cancel, (struct obj *));
STATIC_DCL void FDECL(polyuse, (struct obj*, int, int));
STATIC_DCL void FDECL(create_polymon, (struct obj *, int));
STATIC_DCL boolean FDECL(zap_updown, (struct obj *));
STATIC_DCL int FDECL(zhitm, (struct monst *,int,int,struct obj **));
STATIC_DCL void FDECL(zhitu, (int,int,const char *,XCHAR_P,XCHAR_P));
STATIC_DCL void FDECL(revive_egg, (struct obj *));
#ifdef STEED
STATIC_DCL boolean FDECL(zap_steed, (struct obj *));
#endif

#ifdef OVLB
STATIC_DCL int FDECL(zap_hit, (int,int));
#endif
#ifdef OVL0
STATIC_DCL void FDECL(backfire, (struct obj *));
STATIC_DCL int FDECL(spell_hit_bonus, (int));
#endif

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

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

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

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

const char * const flash_types[] = {	/* also used in buzzmu(mcastu.c) */
#if 0 /*JP*/
	"magic missile",	/* Wands must be 0-9 */
	"bolt of fire",
	"bolt of cold",
	"sleep ray",
	"death ray",
	"bolt of lightning",
	"",
	"",
	"",
	"",

	"magic missile",	/* Spell equivalents must be 10-19 */
	"fireball",
	"cone of cold",
	"sleep ray",
	"finger of death",
	"bolt of lightning",	/* There is no spell, used for retribution */
	"",
	"",
	"",
	"",

	"blast of missiles",	/* Dragon breath equivalents 20-29*/
	"blast of fire",
	"blast of frost",
	"blast of sleep gas",
	"blast of disintegration",
	"blast of lightning",
	"blast of poison gas",
	"blast of acid",
	"",
	""
#else
	"魔法の矢",	/* Wands must be 0-9 */
	"火の閃光",
	"氷の閃光",
	"眠り光線",
	"死の光線",
	"稲妻の閃光",
	"",
	"",
	"",
	"",

	"魔法の矢",	/* Spell equivalents must be 10-19 */
	"火の玉",
	"冷気",
	"眠り光線",
	"死の指",
	"稲妻の閃光",	/* There is no spell, used for retribution */
	"",
	"",
	"",
	"",

	"魔法の矢の息",	/* Dragon breath equivalents 20-29*/
	"火の息",
	"氷の息",
	"睡眠ガスの息",
	"分解の息",
	"稲妻の息",
	"毒ガスの息",
	"酸の息",
	"",
	""
#endif
};

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

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

	switch(otyp) {
	case WAN_STRIKING:
/*JP
		zap_type_text = "wand";
*/
		zap_type_text = "杖";
		/* fall through */
	case SPE_FORCE_BOLT:
		reveal_invis = TRUE;
		if (resists_magm(mtmp)) {	/* match effect on player */
			shieldeff(mtmp->mx, mtmp->my);
			break;	/* skip makeknown */
		} else if (u.uswallow || rnd(20) < 10 + find_mac(mtmp)) {
			dmg = d(2,12);
			if(dbldam) dmg *= 2;
			if (otyp == SPE_FORCE_BOLT)
			    dmg += spell_damage_bonus();
			hit(zap_type_text, mtmp, exclam(dmg));
			(void) resist(mtmp, otmp->oclass, dmg, TELL);
		} else miss(zap_type_text, mtmp);
		makeknown(otyp);
		break;
	case WAN_SLOW_MONSTER:
	case SPE_SLOW_MONSTER:
		if (!resist(mtmp, otmp->oclass, 0, NOTELL)) {
			mon_adjust_speed(mtmp, -1, otmp);
			m_dowear(mtmp, FALSE); /* might want speed boots */
			if (u.uswallow && (mtmp == u.ustuck) &&
			    is_whirly(mtmp->data)) {
/*JP
				You("disrupt %s!", mon_nam(mtmp));
*/
				You("%sをバラバラにした！", mon_nam(mtmp));
/*JP
				pline("A huge hole opens up...");
*/
				pline("脱出できそうな穴が開いた．．．");
				expels(mtmp, mtmp->data, TRUE);
			}
		}
		break;
	case WAN_SPEED_MONSTER:
		if (!resist(mtmp, otmp->oclass, 0, NOTELL)) {
			mon_adjust_speed(mtmp, 1, otmp);
			m_dowear(mtmp, FALSE); /* might want speed boots */
		}
		break;
	case WAN_UNDEAD_TURNING:
	case SPE_TURN_UNDEAD:
		wake = FALSE;
		if (unturn_dead(mtmp)) wake = TRUE;
		if (is_undead(mtmp->data)) {
			reveal_invis = TRUE;
			wake = TRUE;
			dmg = rnd(8);
			if(dbldam) dmg *= 2;
			if (otyp == SPE_TURN_UNDEAD)
				dmg += spell_damage_bonus();
			flags.bypasses = TRUE;	/* for make_corpse() */
			if (!resist(mtmp, otmp->oclass, dmg, NOTELL)) {
			    if (mtmp->mhp > 0) monflee(mtmp, 0, FALSE, TRUE);
			}
		}
		break;
	case WAN_POLYMORPH:
	case SPE_POLYMORPH:
	case POT_POLYMORPH:
		if (resists_magm(mtmp)) {
		    /* magic resistance protects from polymorph traps, so make
		       it guard against involuntary polymorph attacks too... */
		    shieldeff(mtmp->mx, mtmp->my);
		} else if (!resist(mtmp, otmp->oclass, 0, NOTELL)) {
		    /* natural shapechangers aren't affected by system shock
		       (unless protection from shapechangers is interfering
		       with their metabolism...) */
		    if (mtmp->cham == CHAM_ORDINARY && !rn2(25)) {
			if (canseemon(mtmp)) {
/*JP
			    pline("%s shudders!", Monnam(mtmp));
*/
			    pline("%sは身震いした！", Monnam(mtmp));
			    makeknown(otyp);
			}
			/* dropped inventory shouldn't be hit by this zap */
			for (obj = mtmp->minvent; obj; obj = obj->nobj)
			    bypass_obj(obj);
			/* flags.bypasses = TRUE; ## for make_corpse() */
			/* no corpse after system shock */
			xkilled(mtmp, 3);
		    } else if (newcham(mtmp, (struct permonst *)0,
				       (otyp != POT_POLYMORPH), FALSE)) {
			if (!Hallucination && canspotmon(mtmp))
			    makeknown(otyp);
		    }
		}
		break;
	case WAN_CANCELLATION:
	case SPE_CANCELLATION:
		(void) cancel_monst(mtmp, otmp, TRUE, TRUE, FALSE);
		break;
	case WAN_TELEPORTATION:
	case SPE_TELEPORT_AWAY:
		reveal_invis = !u_teleport_mon(mtmp, TRUE);
		break;
	case WAN_MAKE_INVISIBLE:
	    {
		int oldinvis = mtmp->minvis;
		char nambuf[BUFSZ];

		/* format monster's name before altering its visibility */
		Strcpy(nambuf, Monnam(mtmp));
		mon_set_minvis(mtmp);
		if (!oldinvis && knowninvisible(mtmp)) {
/*JP
		    pline("%s turns transparent!", nambuf);
*/
		    pline("%sは透明になった！", nambuf);
		    makeknown(otyp);
		}
		break;
	    }
	case WAN_NOTHING:
	case WAN_LOCKING:
	case SPE_WIZARD_LOCK:
		wake = FALSE;
		break;
	case WAN_PROBING:
		wake = FALSE;
		reveal_invis = TRUE;
		probe_monster(mtmp);
		makeknown(otyp);
		break;
	case WAN_OPENING:
	case SPE_KNOCK:
		wake = FALSE;	/* don't want immediate counterattack */
		if (u.uswallow && mtmp == u.ustuck) {
			if (is_animal(mtmp->data)) {
/*JP
				if (Blind) You_feel("a sudden rush of air!");
*/
				if (Blind) You("突然空気の激流を感じた！");
/*JP
				else pline("%s opens its mouth!", Monnam(mtmp));
*/
				else pline("%sは口を開いた！", Monnam(mtmp));
			}
			expels(mtmp, mtmp->data, TRUE);
#ifdef STEED
		} else if (!!(obj = which_armor(mtmp, W_SADDLE))) {
			mtmp->misc_worn_check &= ~obj->owornmask;
			update_mon_intrinsics(mtmp, obj, FALSE, FALSE);
			obj->owornmask = 0L;
			obj_extract_self(obj);
			place_object(obj, mtmp->mx, mtmp->my);
			/* call stackobj() if we ever drop anything that can merge */
			newsym(mtmp->mx, mtmp->my);
#endif
		}
		break;
	case SPE_HEALING:
	case SPE_EXTRA_HEALING:
		reveal_invis = TRUE;
	    if (mtmp->data != &mons[PM_PESTILENCE]) {
		wake = FALSE;		/* wakeup() makes the target angry */
		mtmp->mhp += d(6, otyp == SPE_EXTRA_HEALING ? 8 : 4);
		if (mtmp->mhp > mtmp->mhpmax)
		    mtmp->mhp = mtmp->mhpmax;
		if (mtmp->mblinded) {
		    mtmp->mblinded = 0;
		    mtmp->mcansee = 1;
		}
		if (canseemon(mtmp)) {
		    if (disguised_mimic) {
			if (mtmp->m_ap_type == M_AP_OBJECT &&
			    mtmp->mappearance == STRANGE_OBJECT) {
			    /* it can do better now */
			    set_mimic_sym(mtmp);
			    newsym(mtmp->mx, mtmp->my);
			} else
			    mimic_hit_msg(mtmp, otyp);
#if 0 /*JP*/
		    } else pline("%s looks%s better.", Monnam(mtmp),
				 otyp == SPE_EXTRA_HEALING ? " much" : "" );
#else
		    } else pline("%sが%s元気になったように見えた．", Monnam(mtmp),
			  otyp == SPE_EXTRA_HEALING ? "とても" : "" );
#endif
		}
		if (mtmp->mtame || mtmp->mpeaceful) {
		    adjalign(Role_if(PM_HEALER) ? 1 : sgn(u.ualign.type));
		}
	    } else {	/* Pestilence */
		/* Pestilence will always resist; damage is half of 3d{4,8} */
		(void) resist(mtmp, otmp->oclass,
			      d(3, otyp == SPE_EXTRA_HEALING ? 8 : 4), TELL);
	    }
		break;
	case WAN_LIGHT:	/* (broken wand) */
		if (flash_hits_mon(mtmp, otmp)) {
		    makeknown(WAN_LIGHT);
		    reveal_invis = TRUE;
		}
		break;
	case WAN_SLEEP:	/* (broken wand) */
		/* [wakeup() doesn't rouse victims of temporary sleep,
		    so it's okay to leave `wake' set to TRUE here] */
		reveal_invis = TRUE;
		if (sleep_monst(mtmp, d(1 + otmp->spe, 12), WAND_CLASS))
		    slept_monst(mtmp);
		if (!Blind) makeknown(WAN_SLEEP);
		break;
	case SPE_STONE_TO_FLESH:
		if (monsndx(mtmp->data) == PM_STONE_GOLEM) {
		    char *name = Monnam(mtmp);
		    /* turn into flesh golem */
		    if (newcham(mtmp, &mons[PM_FLESH_GOLEM], FALSE, FALSE)) {
			if (canseemon(mtmp))
/*JP
			    pline("%s turns to flesh!", name);
*/
			    pline("%sの石化が解けた！", name);
		    } else {
			if (canseemon(mtmp))
/*JP
			    pline("%s looks rather fleshy for a moment.",
*/
			    pline("%sは一瞬石化が解けた．",
				  name);
		    }
		} else
		    wake = FALSE;
		break;
	case SPE_DRAIN_LIFE:
		dmg = rnd(8);
		if(dbldam) dmg *= 2;
		if (otyp == SPE_DRAIN_LIFE)
			dmg += spell_damage_bonus();
		if (resists_drli(mtmp))
		    shieldeff(mtmp->mx, mtmp->my);
		else if (!resist(mtmp, otmp->oclass, dmg, NOTELL) &&
				mtmp->mhp > 0) {
		    mtmp->mhp -= dmg;
		    mtmp->mhpmax -= dmg;
		    if (mtmp->mhp <= 0 || mtmp->mhpmax <= 0 || mtmp->m_lev < 1)
			xkilled(mtmp, 1);
		    else {
			mtmp->m_lev--;
			if (canseemon(mtmp))
/*JP
			    pline("%s suddenly seems weaker!", Monnam(mtmp));
*/
		    	    pline("%sはとつぜん弱くなったような気がした！", Monnam(mtmp));
		    }
		}
		break;
	default:
		impossible("What an interesting effect (%d)", otyp);
		break;
	}
	if(wake) {
	    if(mtmp->mhp > 0) {
		wakeup(mtmp);
		m_respond(mtmp);
		if(mtmp->isshk && !*u.ushops) hot_pursuit(mtmp);
	    } else if(mtmp->m_ap_type)
		seemimic(mtmp); /* might unblock if mimicing a boulder/door */
	}
	/* note: bhitpos won't be set if swallowed, but that's okay since
	 * reveal_invis will be false.  We can't use mtmp->mx, my since it
	 * might be an invisible worm hit on the tail.
	 */
	if (reveal_invis) {
	    if (mtmp->mhp > 0 && cansee(bhitpos.x, bhitpos.y) &&
							!canspotmon(mtmp))
		map_invisible(bhitpos.x, bhitpos.y);
	}
	return 0;
}

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

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

#ifndef GOLDOBJ
	if (mtmp->minvent || mtmp->mgold) {
#else
	if (mtmp->minvent) {
#endif
	    for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
		otmp->dknown = 1;	/* treat as "seen" */
	    (void) display_minventory(mtmp, MINV_ALL, (char *)0);
	} else {
/*JP
	    pline("%s is not carrying anything.", noit_Monnam(mtmp));
*/
	    pline("%sは何も持っていない．", Monnam(mtmp));
	}
}

#endif /*OVLB*/
#ifdef OVL1

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

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

/* used by revive() and animate_statue() */
struct monst *
montraits(obj,cc)
struct obj *obj;
coord *cc;
{
	struct monst *mtmp = (struct monst *)0;
	struct monst *mtmp2 = (struct monst *)0;

	if (obj->oxlth && (obj->oattached == OATTACHED_MONST))
		mtmp2 = get_mtraits(obj, TRUE);
	if (mtmp2) {
		/* save_mtraits() validated mtmp2->mnum */
		mtmp2->data = &mons[mtmp2->mnum];
		if (mtmp2->mhpmax <= 0 && !is_rider(mtmp2->data))
			return (struct monst *)0;
		mtmp = makemon(mtmp2->data,
				cc->x, cc->y, NO_MINVENT|MM_NOWAIT|MM_NOCOUNTBIRTH);
		if (!mtmp) return mtmp;

		/* heal the monster */
		if (mtmp->mhpmax > mtmp2->mhpmax && is_rider(mtmp2->data))
			mtmp2->mhpmax = mtmp->mhpmax;
		mtmp2->mhp = mtmp2->mhpmax;
		/* Get these ones from mtmp */
		mtmp2->minvent = mtmp->minvent; /*redundant*/
		/* monster ID is available if the monster died in the current
		   game, but should be zero if the corpse was in a bones level
		   (we cleared it when loading bones) */
		if (!mtmp2->m_id)
		    mtmp2->m_id = mtmp->m_id;
		mtmp2->mx   = mtmp->mx;
		mtmp2->my   = mtmp->my;
		mtmp2->mux  = mtmp->mux;
		mtmp2->muy  = mtmp->muy;
		mtmp2->mw   = mtmp->mw;
		mtmp2->wormno = mtmp->wormno;
		mtmp2->misc_worn_check = mtmp->misc_worn_check;
		mtmp2->weapon_check = mtmp->weapon_check;
		mtmp2->mtrapseen = mtmp->mtrapseen;
		mtmp2->mflee = mtmp->mflee;
		mtmp2->mburied = mtmp->mburied;
		mtmp2->mundetected = mtmp->mundetected;
		mtmp2->mfleetim = mtmp->mfleetim;
		mtmp2->mlstmv = mtmp->mlstmv;
		mtmp2->m_ap_type = mtmp->m_ap_type;
		/* set these ones explicitly */
		mtmp2->mavenge = 0;
		mtmp2->meating = 0;
		mtmp2->mleashed = 0;
		mtmp2->mtrapped = 0;
		mtmp2->msleeping = 0;
		mtmp2->mfrozen = 0;
		mtmp2->mcanmove = 1;
		/* most cancelled monsters return to normal,
		   but some need to stay cancelled */
		if (!dmgtype(mtmp2->data, AD_SEDU)
#ifdef SEDUCE
				&& !dmgtype(mtmp2->data, AD_SSEX)
#endif
		    ) mtmp2->mcan = 0;
		mtmp2->mcansee = 1;	/* set like in makemon */
		mtmp2->mblinded = 0;
		mtmp2->mstun = 0;
		mtmp2->mconf = 0;
		replmon(mtmp,mtmp2);
	}
	return mtmp2;
}

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

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

/*
 * Attempt to revive the given corpse, return the revived monster if
 * successful.  Note: this does NOT use up the corpse if it fails.
 */
struct monst *
revive(obj)
register struct obj *obj;
{
	register struct monst *mtmp = (struct monst *)0;
	struct obj *container = (struct obj *)0;
	int container_nesting = 0;
	schar savetame = 0;
	boolean recorporealization = FALSE;
	boolean in_container = FALSE;
	if(obj->otyp == CORPSE) {
		int montype = obj->corpsenm;
		xchar x, y;

		if (obj->where == OBJ_CONTAINED) {
			/* deal with corpses in [possibly nested] containers */
			struct monst *carrier;
			int holder = 0;

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

		if (MON_AT(x,y)) {
		    coord new_xy;

		    if (enexto(&new_xy, x, y, &mons[montype]))
			x = new_xy.x,  y = new_xy.y;
		}

		if(cant_create(&montype, TRUE)) {
			/* make a zombie or worm instead */
			mtmp = makemon(&mons[montype], x, y,
				       NO_MINVENT|MM_NOWAIT);
			if (mtmp) {
				mtmp->mhp = mtmp->mhpmax = 100;
				mon_adjust_speed(mtmp, 2, (struct obj *)0); /* MFAST */
			}
		} else {
		    if (obj->oxlth && (obj->oattached == OATTACHED_MONST)) {
			    coord xy;
			    xy.x = x; xy.y = y;
		    	    mtmp = montraits(obj, &xy);
		    	    if (mtmp && mtmp->mtame && !mtmp->isminion)
				wary_dog(mtmp, TRUE);
		    } else
 		            mtmp = makemon(&mons[montype], x, y,
				       NO_MINVENT|MM_NOWAIT|MM_NOCOUNTBIRTH);
		    if (mtmp) {
			if (obj->oxlth && (obj->oattached == OATTACHED_M_ID)) {
			    unsigned m_id;
			    struct monst *ghost;
			    (void) memcpy((genericptr_t)&m_id,
				    (genericptr_t)obj->oextra, sizeof(m_id));
			    ghost = find_mid(m_id, FM_FMON);
		    	    if (ghost && ghost->data == &mons[PM_GHOST]) {
		    		    int x2, y2;
		    		    x2 = ghost->mx; y2 = ghost->my;
		    		    if (ghost->mtame)
		    		    	savetame = ghost->mtame;
		    		    if (canseemon(ghost))
#if 0 /*JP*/
		    		  	pline("%s is suddenly drawn into its former body!",
#else
		    		  	pline("%sは突然もとの体に引き込まれた！",
#endif
						Monnam(ghost));
				    mondead(ghost);
				    recorporealization = TRUE;
				    newsym(x2, y2);
			    }
			    /* don't mess with obj->oxlth here */
			    obj->oattached = OATTACHED_NOTHING;
			}
			/* Monster retains its name */
			if (obj->onamelth)
			    mtmp = christen_monst(mtmp, ONAME(obj));
			/* flag the quest leader as alive. */
			if (mtmp->data->msound == MS_LEADER || mtmp->m_id ==
				quest_status.leader_m_id)
			    quest_status.leader_is_dead = FALSE;
		    }
		}
		if (mtmp) {
			if (obj->oeaten)
				mtmp->mhp = eaten_stat(mtmp->mhp, obj);
			/* track that this monster was revived at least once */
			mtmp->mrevived = 1;

			if (recorporealization) {
				/* If mtmp is revivification of former tame ghost*/
				if (savetame) {
				    struct monst *mtmp2 = tamedog(mtmp, (struct obj *)0);
				    if (mtmp2) {
					mtmp2->mtame = savetame;
					mtmp = mtmp2;
				    }
				}
				/* was ghost, now alive, it's all very confusing */
				mtmp->mconf = 1;
			}

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

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

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

	youseeit = (mon == &youmonst) ? TRUE : canseemon(mon);
	otmp2 = (mon == &youmonst) ? invent : mon->minvent;

	while ((otmp = otmp2) != 0) {
	    otmp2 = otmp->nobj;
	    if (otmp->otyp == EGG)
		revive_egg(otmp);
	    if (otmp->otyp != CORPSE) continue;
	    /* save the name; the object is liable to go away */
	    if (youseeit) Strcpy(corpse, corpse_xname(otmp, TRUE));

	    /* for a merged group, only one is revived; should this be fixed? */
	    if ((mtmp2 = revive(otmp)) != 0) {
		++res;
		if (youseeit) {
#if 0 /*JP*/
		    if (!once++) Strcpy(owner,
					(mon == &youmonst) ? "Your" :
					s_suffix(Monnam(mon)));
		    pline("%s %s suddenly comes alive!", owner, corpse);
#else
		    if (!once++) Strcpy(owner,
					(mon == &youmonst) ? "あなた" :
					Monnam(mon));
		    pline("%sの%sは突然生命を帯びた！", owner, corpse);
#endif
		} else if (canseemon(mtmp2))
/*JP
		    pline("%s suddenly appears!", Amonnam(mtmp2));
*/
		    pline("%sが突然現われた！", Amonnam(mtmp2));
	    }
	}
	return res;
}
#endif /*OVL1*/

#ifdef OVLB
static const char charged_objs[] = { WAND_CLASS, WEAPON_CLASS, ARMOR_CLASS, 0 };

STATIC_OVL void
costly_cancel(obj)
register struct obj *obj;
{
	char objroom;
	struct monst *shkp = (struct monst *)0;

	if (obj->no_charge) return;

	switch (obj->where) {
	case OBJ_INVENT:
		if (obj->unpaid) {
		    shkp = shop_keeper(*u.ushops);
		    if (!shkp) return;
/*JP
		    Norep("You cancel an unpaid object, you pay for it!");
*/
		    Norep("あなたは未払のものを無力化してしまった．支払いをしなきゃ！");
		    bill_dummy_object(obj);
		}
		break;
	case OBJ_FLOOR:
		objroom = *in_rooms(obj->ox, obj->oy, SHOPBASE);
		shkp = shop_keeper(objroom);
		if (!shkp || !inhishop(shkp)) return;
		if (costly_spot(u.ux, u.uy) && objroom == *u.ushops) {
/*JP
		    Norep("You cancel it, you pay for it!");
*/
		    Norep("あなたは無効化してしまった．支払いをしなきゃ！");
		    bill_dummy_object(obj);
		} else
		    (void) stolen_value(obj, obj->ox, obj->oy, FALSE, FALSE);
		break;
	}
}

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

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

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

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

	/* Charge for the cost of the object */
	costly_cancel(obj);	/* The term "cancel" is okay for now */

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

#endif /*OVLB*/
#ifdef OVL0

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

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

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

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

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

	return((boolean)(! rn2(zap_odds)));
}
#endif /*OVL0*/
#ifdef OVLB

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	if (obj->otyp == BOULDER && In_sokoban(&u.uz))
	    change_luck(-1);	/* Sokoban guilt */
	if (id == STRANGE_OBJECT) { /* preserve symbol */
	    int try_limit = 3;
	    /* Try up to 3 times to make the magic-or-not status of
	       the new item be the same as it was for the old one. */
	    otmp = (struct obj *)0;
	    do {
		if (otmp) delobj(otmp);
		otmp = mkobj(obj->oclass, FALSE);
	    } while (--try_limit > 0 &&
		  objects[obj->otyp].oc_magic != objects[otmp->otyp].oc_magic);
	} else {
	    /* literally replace obj with this new thing */
	    otmp = mksobj(id, FALSE, FALSE);
	/* Actually more things use corpsenm but they polymorph differently */
#define USES_CORPSENM(typ) ((typ)==CORPSE || (typ)==STATUE || (typ)==FIGURINE)
	    if (USES_CORPSENM(obj->otyp) && USES_CORPSENM(id))
		otmp->corpsenm = obj->corpsenm;
#undef USES_CORPSENM
	}

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

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

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

		/* now change it into something layed by the hero */
		while (tryct--) {
		    mnum = can_be_hatched(random_monster());
		    if (mnum != NON_PM && !dead_species(mnum, TRUE)) {
			otmp->spe = 1;	/* layed by hero */
			otmp->corpsenm = mnum;
			attach_egg_hatch_timeout(otmp);
			break;
		    }
		}
	}

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

	otmp->cursed = obj->cursed;
	otmp->blessed = obj->blessed;
	otmp->oeroded = obj->oeroded;
	otmp->oeroded2 = obj->oeroded2;
	if (!is_flammable(otmp) && !is_rustprone(otmp)) otmp->oeroded = 0;
	if (!is_corrodeable(otmp) && !is_rottable(otmp)) otmp->oeroded2 = 0;
	if (is_damageable(otmp))
	    otmp->oerodeproof = obj->oerodeproof;

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

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

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

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

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

	switch (otmp->oclass) {

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

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

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

	case SPBOOK_CLASS:
	    while (otmp->otyp == SPE_POLYMORPH)
		otmp->otyp = rnd_class(SPE_DIG, SPE_BLANK_PAPER);
	    /* reduce spellbook abuse */
	    otmp->spestudied = obj->spestudied + 1;
	    break;

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

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

	/* for now, take off worn items being polymorphed */
	if (obj_location == OBJ_INVENT) {
	    if (id == STRANGE_OBJECT)
		remove_worn_item(obj, TRUE);
	    else {
		/* This is called only for stone to flesh.  It's a lot simpler
		 * than it otherwise might be.  We don't need to check for
		 * special effects when putting them on (no meat objects have
		 * any) and only three worn masks are possible.
		 */
		otmp->owornmask = obj->owornmask;
		remove_worn_item(obj, TRUE);
		setworn(otmp, otmp->owornmask);
		if (otmp->owornmask & LEFT_RING)
		    uleft = otmp;
		if (otmp->owornmask & RIGHT_RING)
		    uright = otmp;
		if (otmp->owornmask & W_WEP)
		    uwep = otmp;
		if (otmp->owornmask & W_SWAPWEP)
		    uswapwep = otmp;
		if (otmp->owornmask & W_QUIVER)
		    uquiver = otmp;
		goto no_unwear;
	    }
	}

	/* preserve the mask in case being used by something else */
	otmp->owornmask = obj->owornmask;
no_unwear:

	if (obj_location == OBJ_FLOOR && obj->otyp == BOULDER &&
		otmp->otyp != BOULDER)
	    unblock_point(obj->ox, obj->oy);

	/* ** we are now done adjusting the object ** */


	/* swap otmp for obj */
	replace_object(obj, otmp);
	if (obj_location == OBJ_INVENT) {
	    /*
	     * We may need to do extra adjustments for the hero if we're
	     * messing with the hero's inventory.  The following calls are
	     * equivalent to calling freeinv on obj and addinv on otmp,
	     * while doing an in-place swap of the actual objects.
	     */
	    freeinv_core(obj);
	    addinv_core1(otmp);
	    addinv_core2(otmp);
	}

	if ((!carried(otmp) || obj->unpaid) &&
		get_obj_location(otmp, &ox, &oy, BURIED_TOO|CONTAINED_TOO) &&
		costly_spot(ox, oy)) {
	    register struct monst *shkp =
		shop_keeper(*in_rooms(ox, oy, SHOPBASE));

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

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

	if (obj->bypass) {
		/* The bypass bit is currently only used as follows:
		 *
		 * POLYMORPH - When a monster being polymorphed drops something
		 *             from its inventory as a result of the change.
		 *             If the items fall to the floor, they are not
		 *             subject to direct subsequent polymorphing
		 *             themselves on that same zap. This makes it
		 *             consistent with items that remain in the
		 *             monster's inventory. They are not polymorphed
		 *             either.
		 * UNDEAD_TURNING - When an undead creature gets killed via
		 *	       undead turning, prevent its corpse from being
		 *	       immediately revived by the same effect.
		 *
		 * The bypass bit on all objects is reset each turn, whenever
		 * flags.bypasses is set.
		 *
		 * We check the obj->bypass bit above AND flags.bypasses
		 * as a safeguard against any stray occurrence left in an obj
		 * struct someplace, although that should never happen.
		 */
		if (flags.bypasses)
			return 0;
		else {
#ifdef DEBUG
			pline("%s for a moment.", Tobjnam(obj, "pulsate"));
#endif
			obj->bypass = 0;
		}
	}

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

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

		if (obj_shudders(obj)) {
		    if (cansee(obj->ox, obj->oy))
			makeknown(otmp->otyp);
		    do_osshock(obj);
		    break;
		}
		obj = poly_obj(obj, STRANGE_OBJECT);
		newsym(obj->ox,obj->oy);
		break;
	case WAN_PROBING:
		res = !obj->dknown;
		/* target object has now been "seen (up close)" */
		obj->dknown = 1;
		if (Is_container(obj) || obj->otyp == STATUE) {
		    if (!obj->cobj)
/*JP
			pline("%s empty.", Tobjnam(obj, "are"));
*/
			pline("%sは空っぽだ．", xname(obj));
		    else {
			struct obj *o;
			/* view contents (not recursively) */
			for (o = obj->cobj; o; o = o->nobj)
			    o->dknown = 1;	/* "seen", even if blind */
			(void) display_cinventory(obj);
		    }
		    res = 1;
		}
		if (res) makeknown(WAN_PROBING);
		break;
	case WAN_STRIKING:
	case SPE_FORCE_BOLT:
		if (obj->otyp == BOULDER)
			fracture_rock(obj);
		else if (obj->otyp == STATUE)
			(void) break_statue(obj);
		else {
			if (!flags.mon_moving)
			    (void)hero_breaks(obj, obj->ox, obj->oy, FALSE);
			else
			    (void)breaks(obj, obj->ox, obj->oy);
			res = 0;
		}
		/* BUG[?]: shouldn't this depend upon you seeing it happen? */
		makeknown(otmp->otyp);
		break;
	case WAN_CANCELLATION:
	case SPE_CANCELLATION:
		cancel_item(obj);
#ifdef TEXTCOLOR
		newsym(obj->ox,obj->oy);	/* might change color */
#endif
		break;
	case SPE_DRAIN_LIFE:
		(void) drain_item(obj);
		break;
	case WAN_TELEPORTATION:
	case SPE_TELEPORT_AWAY:
		rloco(obj);
		break;
	case WAN_MAKE_INVISIBLE:
#ifdef INVISIBLE_OBJECTS
		obj->oinvis = TRUE;
		newsym(obj->ox,obj->oy);	/* make object disappear */
#endif
		break;
	case WAN_UNDEAD_TURNING:
	case SPE_TURN_UNDEAD:
		if (obj->otyp == EGG)
			revive_egg(obj);
		else
			res = !!revive(obj);
		break;
	case WAN_OPENING:
	case SPE_KNOCK:
	case WAN_LOCKING:
	case SPE_WIZARD_LOCK:
		if(Is_box(obj))
			res = boxlock(obj, otmp);
		else
			res = 0;
		if (res /* && otmp->oclass == WAND_CLASS */)
			makeknown(otmp->otyp);
		break;
	case WAN_SLOW_MONSTER:		/* no effect on objects */
	case SPE_SLOW_MONSTER:
	case WAN_SPEED_MONSTER:
	case WAN_NOTHING:
	case SPE_HEALING:
	case SPE_EXTRA_HEALING:
		res = 0;
		break;
	case SPE_STONE_TO_FLESH:
		refresh_x = obj->ox; refresh_y = obj->oy;
		if (objects[obj->otyp].oc_material != MINERAL &&
			objects[obj->otyp].oc_material != GEMSTONE) {
		    res = 0;
		    break;
		}
		/* add more if stone objects are added.. */
		switch (objects[obj->otyp].oc_class) {
		    case ROCK_CLASS:	/* boulders and statues */
			if (obj->otyp == BOULDER) {
			    obj = poly_obj(obj, HUGE_CHUNK_OF_MEAT);
			    goto smell;
			} else if (obj->otyp == STATUE) {
			    xchar oox, ooy;

			    (void) get_obj_location(obj, &oox, &ooy, 0);
			    refresh_x = oox; refresh_y = ooy;
			    if (!animate_statue(obj, oox, ooy,
						ANIMATE_SPELL, (int *)0)) {
				struct obj *item;
makecorpse:			if (mons[obj->corpsenm].geno &
							(G_NOCORPSE|G_UNIQ)) {
				    res = 0;
				    break;
				}
				/* Unlikely to get here since genociding
				 * monsters also sets the G_NOCORPSE flag.
				 * Drop the contents, poly_obj looses them.
				 */
				while ((item = obj->cobj) != 0) {
				    obj_extract_self(item);
				    place_object(item, oox, ooy);
				}
				obj = poly_obj(obj, CORPSE);
				break;
			    }
			} else { /* new rock class object... */
			    /* impossible? */
			    res = 0;
			}
			break;
		    case TOOL_CLASS:	/* figurine */
		    {
			struct monst *mon;
			xchar oox, ooy;

			if (obj->otyp != FIGURINE) {
			    res = 0;
			    break;
			}
			(void) get_obj_location(obj, &oox, &ooy, 0);
			refresh_x = oox; refresh_y = ooy;
			mon = makemon(&mons[obj->corpsenm],
				      oox, ooy, NO_MM_FLAGS);
			if (mon) {
			    delobj(obj);
			    if (cansee(mon->mx, mon->my))
/*JP
				pline_The("figurine animates!");
*/
				pline("人形は動きだした！");
			    break;
			}
			goto makecorpse;
		    }
		    /* maybe add weird things to become? */
		    case RING_CLASS:	/* some of the rings are stone */
			obj = poly_obj(obj, MEAT_RING);
			goto smell;
		    case WAND_CLASS:	/* marble wand */
			obj = poly_obj(obj, MEAT_STICK);
			goto smell;
		    case GEM_CLASS:	/* rocks & gems */
			obj = poly_obj(obj, MEATBALL);
smell:
			if (herbivorous(youmonst.data) &&
				!carnivorous(youmonst.data))
/*JP
			    Norep("You smell the odor of meat.");
*/
			    Norep("肉の悪臭が漂った．");
			else
/*JP
			    Norep("You smell a delicious smell.");
*/
			    Norep("すばらしい香りだ！");
			break;
		    case WEAPON_CLASS:	/* crysknife */
		    	/* fall through */
		    default:
			res = 0;
			break;
		}
		newsym(refresh_x, refresh_y);
		break;
	default:
		impossible("What an interesting effect (%d)", otmp->otyp);
		break;
	}
	return res;
}

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

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

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

    poly_zapped = -1;
    for(otmp = level.objects[tx][ty]; otmp; otmp = next_obj) {
	/* Fix for polymorph bug, Tim Wright */
	next_obj = otmp->nexthere;
	hitanything += (*fhito)(otmp, obj);
    }
    if(poly_zapped >= 0)
	create_polymon(level.objects[tx][ty], poly_zapped);

    return hitanything;
}
#endif /*OVLB*/
#ifdef OVL1

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

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

	switch(obj->otyp) {
		case WAN_LIGHT:
		case SPE_LIGHT:
			litroom(TRUE,obj);
			if (!Blind) known = TRUE;
			break;
		case WAN_SECRET_DOOR_DETECTION:
		case SPE_DETECT_UNSEEN:
			if(!findit()) return;
			if (!Blind) known = TRUE;
			break;
		case WAN_CREATE_MONSTER:
			known = create_critters(rn2(23) ? 1 : rn1(7,2),
					(struct permonst *)0);
			break;
		case WAN_WISHING:
			known = TRUE;
			if(Luck + rn2(5) < 0) {
/*JP
				pline("Unfortunately, nothing happens.");
*/
				pline("残念ながら、何も起きなかった．");
				break;
			}
			makewish();
			break;
		case WAN_ENLIGHTENMENT:
			known = TRUE;
/*JP
			You_feel("self-knowledgeable...");
*/
			You("自分自身が判るような気がした．．．");
			display_nhwindow(WIN_MESSAGE, FALSE);
			enlightenment(FALSE);
/*JP
			pline_The("feeling subsides.");
*/
			pline("その感じはなくなった．");
			exercise(A_WIS, TRUE);
			break;
	}
	if (known && !objects[obj->otyp].oc_name_known) {
		makeknown(obj->otyp);
		more_experienced(0,10);
	}
}
#endif /*OVL1*/
#ifdef OVL0

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

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

int
dozap()
{
	register struct obj *obj;
	int	damage;

	if(check_capacity((char *)0)) return(0);
/*JP
	obj = getobj(zap_syms, "zap");
*/
	obj = getobj(zap_syms, "振りかざす");
	if(!obj) return(0);

	check_unpaid(obj);

	/* zappable addition done by GAN 11/03/86 */
	if(!zappable(obj)) pline(nothing_happens);
	else if(obj->cursed && !rn2(100)) {
		backfire(obj);	/* the wand blows up in your face! */
		exercise(A_STR, FALSE);
		return(1);
	} else if(!(objects[obj->otyp].oc_dir == NODIR) && !getdir((char *)0)) {
		if (!Blind)
/*JP
		    pline("%s glows and fades.", The(xname(obj)));
*/
		    pline("%sは一瞬輝いた．", The(xname(obj)));
		/* make him pay for knowing !NODIR */
	} else if(!u.dx && !u.dy && !u.dz && !(objects[obj->otyp].oc_dir == NODIR)) {
	    if ((damage = zapyourself(obj, TRUE)) != 0) {
#if 0 /*JP:T*/
		char buf[BUFSZ];
		Sprintf(buf, "zapped %sself with a wand", uhim());
		losehp(damage, buf, NO_KILLER_PREFIX);
#else
		losehp(damage, "自分自身の杖の力を浴びて",
			KILLED_BY);
#endif
	    }
	} else {

		/*	Are we having fun yet?
		 * weffects -> buzz(obj->otyp) -> zhitm (temple priest) ->
		 * attack -> hitum -> known_hitum -> ghod_hitsu ->
		 * buzz(AD_ELEC) -> destroy_item(WAND_CLASS) ->
		 * useup -> obfree -> dealloc_obj -> free(obj)
		 */
		current_wand = obj;
		weffects(obj);
		obj = current_wand;
		current_wand = 0;
	}
	if (obj && obj->spe < 0) {
/*JP
	    pline("%s to dust.", Tobjnam(obj, "turn"));
*/
	    pline("%sはちりとなった．", xname(obj));
	    useup(obj);
	}
	update_inventory();	/* maybe used a charge */
	return(1);
}

int
zapyourself(obj, ordinary)
struct obj *obj;
boolean ordinary;
{
	int	damage = 0;
	char buf[BUFSZ];

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

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

			ugolemeffects(AD_ELEC, d(12,6));
		    }
		    destroy_item(WAND_CLASS, AD_ELEC);
		    destroy_item(RING_CLASS, AD_ELEC);
		    if (!resists_blnd(&youmonst)) {
			    You(are_blinded_by_the_flash);
			    make_blinded((long)rnd(100),FALSE);
			    if (!Blind) Your(vision_clears);
		    }
		    break;

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

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

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

		case WAN_POLYMORPH:
		    if (!Unchanging)
		    	makeknown(WAN_POLYMORPH);
		case SPE_POLYMORPH:
		    if (!Unchanging)
		    	polyself(FALSE);
		    break;

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

		case SPE_DRAIN_LIFE:
			if (!Drain_resistance) {
/*JP
				losexp("life drainage");
*/
				losexp("生命力を吸収されて");
				makeknown(obj->otyp);
			}
			damage = 0;	/* No additional damage */
			break;

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

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

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

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

		case WAN_SLOW_MONSTER:
		case SPE_SLOW_MONSTER:
		    if(HFast & (TIMEOUT | INTRINSIC)) {
			u_slow_down();
			makeknown(obj->otyp);
		    }
		    break;

		case WAN_TELEPORTATION:
		case SPE_TELEPORT_AWAY:
		    tele();
		    break;

		case WAN_DEATH:
		case SPE_FINGER_OF_DEATH:
		    if (nonliving(youmonst.data) || is_demon(youmonst.data)) {
			pline((obj->otyp == WAN_DEATH) ?
#if 0 /*JP*/
			  "The wand shoots an apparently harmless beam at you."
			  : "You seem no deader than before.");
#else
			  "杖の光線はどうやらあなたに影響を与えないもののようだ．"
			  : "あなたはこれ以上死ねないようだ．");
#endif
			break;
		    }
/*JP
		    Sprintf(buf, "shot %sself with a death ray", uhim());
*/
		    Strcpy(buf, "自分が撃った死の光線によって");
		    killer = buf;
#if 0 /*JP*/
		    killer_format = NO_KILLER_PREFIX;
#else
		    killer_format = KILLED_BY;
#endif
/*JP
		    You("irradiate yourself with pure energy!");
*/
		    You("エネルギーを自分自身に照射した．");
/*JP
		    You("die.");
*/
		    pline("あなたは死にました．");
		    makeknown(obj->otyp);
			/* They might survive with an amulet of life saving */
		    done(DIED);
		    break;
		case WAN_UNDEAD_TURNING:
		    makeknown(WAN_UNDEAD_TURNING);
		case SPE_TURN_UNDEAD:
		    (void) unturn_dead(&youmonst);
		    if (is_undead(youmonst.data)) {
#if 0 /*JP*/
			You_feel("frightened and %sstunned.",
			     Stunned ? "even more " : "");
#else
			You("恐怖し%sくらくらした．",
			     Stunned ? "さらに" : "");
#endif
			make_stunned(HStun + rnd(30), FALSE);
		    } else
/*JP
			You("shudder in dread.");
*/
			You("恐怖で震えた．");
		    break;
		case SPE_HEALING:
		case SPE_EXTRA_HEALING:
		    healup(d(6, obj->otyp == SPE_EXTRA_HEALING ? 8 : 4),
			   0, FALSE, (obj->otyp == SPE_EXTRA_HEALING));
#if 0 /*JP:T*/
		    You_feel("%sbetter.",
			obj->otyp == SPE_EXTRA_HEALING ? "much " : "");
#else
		    You("%s気分がよくなった．",
			obj->otyp == SPE_EXTRA_HEALING ? "とても" : "");
#endif
		    break;
		case WAN_LIGHT:	/* (broken wand) */
		 /* assert( !ordinary ); */
		    damage = d(obj->spe, 25);
#ifdef TOURIST
		case EXPENSIVE_CAMERA:
#endif
		    damage += rnd(25);
		    if (!resists_blnd(&youmonst)) {
			You(are_blinded_by_the_flash);
			make_blinded((long)damage, FALSE);
			makeknown(obj->otyp);
			if (!Blind) Your(vision_clears);
		    }
		    damage = 0;	/* reset */
		    break;
		case WAN_OPENING:
		    if (Punished) makeknown(WAN_OPENING);
		case SPE_KNOCK:
/*JP
		    if (Punished) Your("chain quivers for a moment.");
*/
		    if (Punished) Your("鎖は一瞬震えた．");
		    break;
		case WAN_DIGGING:
		case SPE_DIG:
		case SPE_DETECT_UNSEEN:
		case WAN_NOTHING:
		case WAN_LOCKING:
		case SPE_WIZARD_LOCK:
		    break;
		case WAN_PROBING:
		    for (obj = invent; obj; obj = obj->nobj)
			obj->dknown = 1;
		    /* note: `obj' reused; doesn't point at wand anymore */
		    makeknown(WAN_PROBING);
		    ustatusline();
		    break;
		case SPE_STONE_TO_FLESH:
		    {
		    struct obj *otemp, *onext;
		    boolean didmerge;

		    if (u.umonnum == PM_STONE_GOLEM)
			(void) polymon(PM_FLESH_GOLEM);
		    if (Stoned) fix_petrification();	/* saved! */
		    /* but at a cost.. */
		    for (otemp = invent; otemp; otemp = onext) {
			onext = otemp->nobj;
			(void) bhito(otemp, obj);
			}
		    /*
		     * It is possible that we can now merge some inventory.
		     * Do a higly paranoid merge.  Restart from the beginning
		     * until no merges.
		     */
		    do {
			didmerge = FALSE;
			for (otemp = invent; !didmerge && otemp; otemp = otemp->nobj)
			    for (onext = otemp->nobj; onext; onext = onext->nobj)
			    	if (merged(&otemp, &onext)) {
			    		didmerge = TRUE;
			    		break;
			    		}
		    } while (didmerge);
		    }
		    break;
		default: impossible("object %d used?",obj->otyp);
		    break;
	}
	return(damage);
}

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

	   /*
	    * Wands that are allowed to hit the steed
	    * Carefully test the results of any that are
	    * moved here from the bottom section.
	    */
		case WAN_PROBING:
		    probe_monster(u.usteed);
		    makeknown(WAN_PROBING);
		    steedhit = TRUE;
		    break;
		case WAN_TELEPORTATION:
		case SPE_TELEPORT_AWAY:
		    /* you go together */
		    tele();
		    if(Teleport_control || !couldsee(u.ux0, u.uy0) ||
			(distu(u.ux0, u.uy0) >= 16))
				makeknown(obj->otyp);
		    steedhit = TRUE;
		    break;

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

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

#endif /*OVL0*/
#ifdef OVL3

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

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

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

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

	/* now handle special cases */
	if (youdefend) {
	    if (Upolyd) {
		if ((u.umonnum == PM_CLAY_GOLEM) && !Blind)
		    pline(writing_vanishes, your);

		if (Unchanging)
/*JP
		    Your("amulet grows hot for a moment, then cools.");
*/
		    Your("魔除けはしばらく熱くなり，やがて元に戻った．");
		else
		    rehumanize();
	    }
	} else {
	    mdef->mcan = TRUE;

	    if (is_were(mdef->data) && mdef->data->mlet != S_HUMAN)
		were_change(mdef);

	    if (mdef->data == &mons[PM_CLAY_GOLEM]) {
		if (canseemon(mdef))
		    pline(writing_vanishes, s_suffix(mon_nam(mdef)));

		if (allow_cancel_kill) {
		    if (youattack)
			killed(mdef);
		    else
			monkilled(mdef, "", AD_SPEL);
		}
	    }
	}
	return TRUE;
}

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

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

	switch (obj->otyp) {
	case WAN_PROBING:
	    ptmp = 0;
	    if (u.dz < 0) {
/*JP
		You("probe towards the %s.", ceiling(x,y));
*/
		You("上方の%sを調べた．", ceiling(x,y));
	    } else {
		ptmp += bhitpile(obj, bhito, x, y);
/*JP
		You("probe beneath the %s.", surface(x,y));
*/
		You("下方の%sを調べた．", surface(x,y));
		ptmp += display_binventory(x, y, TRUE);
	    }
/*JP
	    if (!ptmp) Your("probe reveals nothing.");
*/
	    if (!ptmp) pline("調査の結果何もないことがわかった．");
	    return TRUE;	/* we've done our own bhitpile */
	case WAN_OPENING:
	case SPE_KNOCK:
	    /* up or down, but at closed portcullis only */
	    if (is_db_wall(x,y) && find_drawbridge(&xx, &yy)) {
		open_drawbridge(xx, yy);
		disclose = TRUE;
	    } else if (u.dz > 0 && (x == xdnstair && y == ydnstair) &&
			/* can't use the stairs down to quest level 2 until
			   leader "unlocks" them; give feedback if you try */
			on_level(&u.uz, &qstart_level) && !ok_to_quest()) {
/*JP
		pline_The("stairs seem to ripple momentarily.");
*/
		pline("階段が一瞬揺れたように見えた．");
		disclose = TRUE;
	    }
	    break;
	case WAN_STRIKING:
	case SPE_FORCE_BOLT:
	    striking = TRUE;
	    /*FALLTHRU*/
	case WAN_LOCKING:
	case SPE_WIZARD_LOCK:
	    /* down at open bridge or up or down at open portcullis */
	    if ((levl[x][y].typ == DRAWBRIDGE_DOWN) ? (u.dz > 0) :
			(is_drawbridge_wall(x,y) && !is_db_wall(x,y)) &&
		    find_drawbridge(&xx, &yy)) {
		if (!striking)
		    close_drawbridge(xx, yy);
		else
		    destroy_drawbridge(xx, yy);
		disclose = TRUE;
	    } else if (striking && u.dz < 0 && rn2(3) &&
			!Is_airlevel(&u.uz) && !Is_waterlevel(&u.uz) &&
			!Underwater && !Is_qstart(&u.uz)) {
		/* similar to zap_dig() */
/*JP
		pline("A rock is dislodged from the %s and falls on your %s.",
*/
		pline("%sから岩が落ちてあなたの%sに命中した．",
		      ceiling(x, y), body_part(HEAD));
		losehp(rnd((uarmh && is_metallic(uarmh)) ? 2 : 6),
/*JP
		       "falling rock", KILLED_BY_AN);
*/
		       "落岩で", KILLED_BY_AN);
		if ((otmp = mksobj_at(ROCK, x, y, FALSE, FALSE)) != 0) {
		    (void)xname(otmp);	/* set dknown, maybe bknown */
		    stackobj(otmp);
		}
		newsym(x, y);
	    } else if (!striking && ttmp && ttmp->ttyp == TRAPDOOR && u.dz > 0) {
		if (!Blind) {
			if (ttmp->tseen) {
/*JP
				pline("A trap door beneath you closes up then vanishes.");
*/
				pline("あなたの下にある落し扉が閉じて消えた．");
				disclose = TRUE;
			} else {
#if 0 /*JP:T*/
				You("see a swirl of %s beneath you.",
					is_ice(x,y) ? "frost" : "dust");
#else
				pline("あなたの下で%sのうずが見えた．",
					is_ice(x,y) ? "霜" : "ほこり");
#endif
			}
		} else {
/*JP
			You_hear("a twang followed by a thud.");
*/
			You_hear("ゴツン，ビーンという音を聞いた．");
		}
		deltrap(ttmp);
		ttmp = (struct trap *)0;
		newsym(x, y);
	    }
	    break;
	case SPE_STONE_TO_FLESH:
	    if (Is_airlevel(&u.uz) || Is_waterlevel(&u.uz) ||
		     Underwater || (Is_qstart(&u.uz) && u.dz < 0)) {
		pline(nothing_happens);
	    } else if (u.dz < 0) {	/* we should do more... */
/*JP
		pline("Blood drips on your %s.", body_part(FACE));
*/
		pline("血があなたの%sへしたたり落ちてきた．", body_part(FACE));
	    } else if (u.dz > 0 && !OBJ_AT(u.ux, u.uy)) {
		/*
		Print this message only if there wasn't an engraving
		affected here.  If water or ice, act like waterlevel case.
		*/
		e = engr_at(u.ux, u.uy);
		if (!(e && e->engr_type == ENGRAVE)) {
		    if (is_pool(u.ux, u.uy) || is_ice(u.ux, u.uy))
			pline(nothing_happens);
		    else
#if 0 /*JP:T*/
			pline("Blood %ss %s your %s.",
			      is_lava(u.ux, u.uy) ? "boil" : "pool",
			      Levitation ? "beneath" : "at",
			      makeplural(body_part(FOOT)));
#else
 			pline("%s%s%s．",
 			      makeplural(body_part(FOOT)),
			      Levitation ? "の下" : "元",
			      is_lava(u.ux, u.uy) ?
			      "で血が沸騰した" : "に血だまりが出来た");
#endif
		}
	    }
	    break;
	default:
	    break;
	}

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

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

	return disclose;
}

#endif /*OVL3*/
#ifdef OVLB

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

	exercise(A_WIS, TRUE);
#ifdef STEED
	if (u.usteed && (objects[otyp].oc_dir != NODIR) &&
	    !u.dx && !u.dy && (u.dz > 0) && zap_steed(obj)) {
		disclose = TRUE;
	} else
#endif
	if (objects[otyp].oc_dir == IMMEDIATE) {
	    obj_zapped = FALSE;

	    if (u.uswallow) {
		(void) bhitm(u.ustuck, obj);
		/* [how about `bhitpile(u.ustuck->minvent)' effect?] */
	    } else if (u.dz) {
		disclose = zap_updown(obj);
	    } else {
		(void) bhit(u.dx,u.dy, rn1(8,6),ZAPPED_WAND, bhitm,bhito, obj);
	    }
	    /* give a clue if obj_zapped */
	    if (obj_zapped)
/*JP
		You_feel("shuddering vibrations.");
*/
		You("ぞっとする振動を感じた．"); 

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

	} else {
	    /* neither immediate nor directionless */

	    if (otyp == WAN_DIGGING || otyp == SPE_DIG)
		zap_dig();
	    else if (otyp >= SPE_MAGIC_MISSILE && otyp <= SPE_FINGER_OF_DEATH)
		buzz(otyp - SPE_MAGIC_MISSILE + 10,
		     u.ulevel / 2 + 1,
		     u.ux, u.uy, u.dx, u.dy);
	    else if (otyp >= WAN_MAGIC_MISSILE && otyp <= WAN_LIGHTNING)
		buzz(otyp - WAN_MAGIC_MISSILE,
		     (otyp == WAN_MAGIC_MISSILE) ? 2 : 6,
		     u.ux, u.uy, u.dx, u.dy);
	    else
		impossible("weffects: unexpected spell or wand");
	    disclose = TRUE;
	}
	if (disclose && was_unkn) {
	    makeknown(otyp);
	    more_experienced(0,10);
	}
	return;
}
#endif /*OVLB*/
#ifdef OVL0

/*
 * Generate the to damage bonus for a spell. Based on the hero's intelligence
 */
int
spell_damage_bonus()
{
    int tmp, intell = ACURR(A_INT);

    /* Punish low intellegence before low level else low intellegence
       gets punished only when high level */
    if (intell < 10)
	tmp = -3;
    else if (u.ulevel < 5)
	tmp = 0;
    else if (intell < 14)
	tmp = 0;
    else if (intell <= 18)
	tmp = 1;
    else		/* helm of brilliance */
	tmp = 2;

    return tmp;
}

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

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

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

    return hit_bon;
}

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

void
hit(str,mtmp,force)
register const char *str;
register struct monst *mtmp;
register const char *force;		/* usually either "." or "!" */
{
#if 1 /*JP*/
	if(*force == '.') force = "．";
	if(*force == '!') force = "！";
#endif
	if((!cansee(bhitpos.x,bhitpos.y) && !canspotmon(mtmp) &&
	     !(u.uswallow && mtmp == u.ustuck))
	   || !flags.verbose)
/*JP
	    pline("%s %s it.", The(str), vtense(str, "hit"));
*/
	    pline("%sは何かに命中した．", The(str));
/*JP
	else pline("%s %s %s%s", The(str), vtense(str, "hit"),
*/
	else pline("%sは%sに命中した%s", The(str),
		   mon_nam(mtmp), force);
}

void
miss(str,mtmp)
register const char *str;
register struct monst *mtmp;
{
#if 0 /*JP:T*/
	pline("%s %s %s.", The(str), vtense(str, "miss"),
	      ((cansee(bhitpos.x,bhitpos.y) || canspotmon(mtmp))
	       && flags.verbose) ?
	      mon_nam(mtmp) : "it");
#else
	pline("%sの%sへの攻撃ははずれた．", The(str),
	      ((cansee(bhitpos.x,bhitpos.y) || canspotmon(mtmp))
	       && flags.verbose) ?
	      mon_nam(mtmp) : "何者か");
#endif
}
#endif /*OVL0*/
#ifdef OVL1

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

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

	if (weapon == FLASHED_LIGHT) {
	    tmp_at(DISP_BEAM, cmap_to_glyph(S_flashbeam));
	} else if (weapon != ZAPPED_WAND && weapon != INVIS_BEAM)
	    tmp_at(DISP_FLASH, obj_to_glyph(obj));

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

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

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

	    if(is_pick(obj) && inside_shop(x, y) &&
					   (mtmp = shkcatch(obj, x, y))) {
		tmp_at(DISP_END, 0);
		return(mtmp);
	    }

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

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

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

	    if ((mtmp = m_at(bhitpos.x, bhitpos.y)) != 0) {
		notonhead = (bhitpos.x != mtmp->mx ||
			     bhitpos.y != mtmp->my);
		if (weapon != FLASHED_LIGHT) {
			if(weapon != ZAPPED_WAND) {
			    if(weapon != INVIS_BEAM) tmp_at(DISP_END, 0);
			    if (cansee(bhitpos.x,bhitpos.y) && !canspotmon(mtmp)) {
				if (weapon != INVIS_BEAM) {
				    map_invisible(bhitpos.x, bhitpos.y);
				    return(mtmp);
				}
			    } else
				return(mtmp);
			}
			if (weapon != INVIS_BEAM) {
			    (*fhitm)(mtmp, obj);
			    range -= 3;
			}
		} else {
		    /* FLASHED_LIGHT hitting invisible monster
		       should pass through instead of stop so
		       we call flash_hits_mon() directly rather
		       than returning mtmp back to caller. That
		       allows the flash to keep on going. Note
		       that we use mtmp->minvis not canspotmon()
		       because it makes no difference whether
		       the hero can see the monster or not.*/
		    if (mtmp->minvis) {
			obj->ox = u.ux,  obj->oy = u.uy;
			(void) flash_hits_mon(mtmp, obj);
		    } else {
			tmp_at(DISP_END, 0);
		    	return(mtmp); 	/* caller will call flash_hits_mon */
		    }
		}
	    } else {
		if (weapon == ZAPPED_WAND && obj->otyp == WAN_PROBING &&
		   glyph_is_invisible(levl[bhitpos.x][bhitpos.y].glyph)) {
		    unmap_object(bhitpos.x, bhitpos.y);
		    newsym(x, y);
		}
	    }
	    if(fhito) {
		if(bhitpile(obj,fhito,bhitpos.x,bhitpos.y))
		    range--;
	    } else {
		if(weapon == KICKED_WEAPON &&
		      ((obj->oclass == COIN_CLASS &&
			 OBJ_AT(bhitpos.x, bhitpos.y)) ||
			    ship_object(obj, bhitpos.x, bhitpos.y,
					costly_spot(bhitpos.x, bhitpos.y)))) {
			tmp_at(DISP_END, 0);
			return (struct monst *)0;
		}
	    }
	    if(weapon == ZAPPED_WAND && (IS_DOOR(typ) || typ == SDOOR)) {
		switch (obj->otyp) {
		case WAN_OPENING:
		case WAN_LOCKING:
		case WAN_STRIKING:
		case SPE_KNOCK:
		case SPE_WIZARD_LOCK:
		case SPE_FORCE_BOLT:
		    if (doorlock(obj, bhitpos.x, bhitpos.y)) {
			if (cansee(bhitpos.x, bhitpos.y) ||
			    (obj->otyp == WAN_STRIKING))
			    makeknown(obj->otyp);
			if (levl[bhitpos.x][bhitpos.y].doormask == D_BROKEN
			    && *in_rooms(bhitpos.x, bhitpos.y, SHOPBASE)) {
			    shopdoor = TRUE;
			    add_damage(bhitpos.x, bhitpos.y, 400L);
			}
		    }
		    break;
		}
	    }
	    if(!ZAP_POS(typ) || closed_door(bhitpos.x, bhitpos.y)) {
		bhitpos.x -= ddx;
		bhitpos.y -= ddy;
		break;
	    }
	    if(weapon != ZAPPED_WAND && weapon != INVIS_BEAM) {
		/* 'I' present but no monster: erase */
		/* do this before the tmp_at() */
		if (glyph_is_invisible(levl[bhitpos.x][bhitpos.y].glyph)
			&& cansee(x, y)) {
		    unmap_object(bhitpos.x, bhitpos.y);
		    newsym(x, y);
		}
		tmp_at(bhitpos.x, bhitpos.y);
		delay_output();
		/* kicked objects fall in pools */
		if((weapon == KICKED_WEAPON) &&
		   (is_pool(bhitpos.x, bhitpos.y) ||
		   is_lava(bhitpos.x, bhitpos.y)))
		    break;
#ifdef SINKS
		if(IS_SINK(typ) && weapon != FLASHED_LIGHT)
		    break;	/* physical objects fall onto sink */
#endif
	    }
	    /* limit range of ball so hero won't make an invalid move */
	    if (weapon == THROWN_WEAPON && range > 0 &&
		obj->otyp == HEAVY_IRON_BALL) {
		struct obj *bobj;
		struct trap *t;
		if ((bobj = sobj_at(BOULDER, x, y)) != 0) {
		    if (cansee(x,y))
#if 0 /*JP:T*/
			pline("%s hits %s.",
			      The(distant_name(obj, xname)), an(xname(bobj)));
#else
			pline("%sは%sに命中した．",
			      The(distant_name(obj, xname)), an(xname(bobj)));
#endif
		    range = 0;
		} else if (obj == uball) {
		    if (!test_move(x - ddx, y - ddy, ddx, ddy, TEST_MOVE)) {
			/* nb: it didn't hit anything directly */
			if (cansee(x,y))
#if 0 /*JP:T*/
			    pline("%s jerks to an abrupt halt.",
				  The(distant_name(obj, xname))); /* lame */
#else
			    pline("%sはとつぜんガクンと止まった．",
				  The(distant_name(obj, xname))); /* lame */
#endif
			range = 0;
		    } else if (In_sokoban(&u.uz) && (t = t_at(x, y)) != 0 &&
			       (t->ttyp == PIT || t->ttyp == SPIKED_PIT ||
				t->ttyp == HOLE || t->ttyp == TRAPDOOR)) {
			/* hero falls into the trap, so ball stops */
			range = 0;
		    }
		}
	    }

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

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

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

	return (struct monst *)0;
}

struct monst *
boomhit(dx, dy)
int dx, dy;
{
	register int i, ct;
	int boom = S_boomleft;	/* showsym[] index  */
	struct monst *mtmp;

	bhitpos.x = u.ux;
	bhitpos.y = u.uy;

	for (i = 0; i < 8; i++) if (xdir[i] == dx && ydir[i] == dy) break;
	tmp_at(DISP_FLASH, cmap_to_glyph(boom));
	for (ct = 0; ct < 10; ct++) {
		if(i == 8) i = 0;
		boom = (boom == S_boomleft) ? S_boomright : S_boomleft;
		tmp_at(DISP_CHANGE, cmap_to_glyph(boom));/* change glyph */
		dx = xdir[i];
		dy = ydir[i];
		bhitpos.x += dx;
		bhitpos.y += dy;
		if(MON_AT(bhitpos.x, bhitpos.y)) {
			mtmp = m_at(bhitpos.x,bhitpos.y);
			m_respond(mtmp);
			tmp_at(DISP_END, 0);
			return(mtmp);
		}
		if(!ZAP_POS(levl[bhitpos.x][bhitpos.y].typ) ||
		   closed_door(bhitpos.x, bhitpos.y)) {
			bhitpos.x -= dx;
			bhitpos.y -= dy;
			break;
		}
		if(bhitpos.x == u.ux && bhitpos.y == u.uy) { /* ct == 9 */
			if(Fumbling || rn2(20) >= ACURR(A_DEX)) {
				/* we hit ourselves */
				(void) thitu(10, rnd(10), (struct obj *)0,
/*JP
					"boomerang");
*/
					"ブーメラン");
				break;
			} else {	/* we catch it */
				tmp_at(DISP_END, 0);
/*JP
				You("skillfully catch the boomerang.");
*/
				You("上手にブーメランを掴まえた．");
				return(&youmonst);
			}
		}
		tmp_at(bhitpos.x, bhitpos.y);
		delay_output();
		if(ct % 5 != 0) i++;
#ifdef SINKS
		if(IS_SINK(levl[bhitpos.x][bhitpos.y].typ))
			break;	/* boomerang falls on sink */
#endif
	}
	tmp_at(DISP_END, 0);	/* do not leave last symbol */
	return (struct monst *)0;
}

STATIC_OVL int
zhitm(mon, type, nd, ootmp)			/* returns damage to mon */
register struct monst *mon;
register int type, nd;
struct obj **ootmp;	/* to return worn armor for caller to disintegrate */
{
	register int tmp = 0;
	register int abstype = abs(type) % 10;
	boolean sho_shieldeff = FALSE;
	boolean spellcaster = is_hero_spell(type); /* maybe get a bonus! */

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

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

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

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

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

	if (Half_spell_damage && dam &&
	   type < 0 && (type > -20 || type < -29)) /* !Breath */
	    dam = (dam + 1) / 2;
	losehp(dam, fltxt, KILLED_BY_AN);
	return;
}

#endif /*OVL1*/
#ifdef OVLB

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

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

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

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

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

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

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

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

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

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

    tmp_at(DISP_BEAM, zapdir_to_glyph(dx, dy, abstype));
    while(range-- > 0) {
	lsx = sx; sx += dx;
	lsy = sy; sy += dy;
	if(isok(sx,sy) && (lev = &levl[sx][sy])->typ) {
	    mon = m_at(sx, sy);
	    if(cansee(sx,sy)) {
		/* reveal/unreveal invisible monsters before tmp_at() */
		if (mon && !canspotmon(mon))
		    map_invisible(sx, sy);
		else if (!mon && glyph_is_invisible(levl[sx][sy].glyph)) {
		    unmap_object(sx, sy);
		    newsym(sx, sy);
		}
		if(ZAP_POS(lev->typ) || cansee(lsx,lsy))
		    tmp_at(sx,sy);
		delay_output(); /* wait a little */
	    }
	} else
	    goto make_bounce;

	/* hit() and miss() need bhitpos to match the target */
	bhitpos.x = sx,  bhitpos.y = sy;
	/* Fireballs only damage when they explode */
	if (type != ZT_SPELL(ZT_FIRE))
	    range += zap_over_floor(sx, sy, type, &shopdamage);

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

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

		    if (tmp == MAGIC_COOKIE) { /* disintegration */
			struct obj *otmp2, *m_amulet = mlifesaver(mon);

			if (canseemon(mon)) {
			    if (!m_amulet)
/*JP
				pline("%s is disintegrated!", Monnam(mon));
*/
				pline("%sはこなごなになった！", Monnam(mon));
			    else
				hit(fltxt, mon, "!");
			}
#ifndef GOLDOBJ
			mon->mgold = 0L;
#endif

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

			for (otmp = mon->minvent; otmp; otmp = otmp2) {
			    otmp2 = otmp->nobj;
			    if (!oresist_disintegration(otmp)) {
				obj_extract_self(otmp);
				obfree(otmp, (struct obj *)0);
			    }
			}

			if (type < 0)
			    monkilled(mon, (char *)0, -AD_RBRE);
			else
			    xkilled(mon, 2);
		    } else if(mon->mhp < 1) {
			if(type < 0)
			    monkilled(mon, fltxt, AD_RBRE);
			else
			    killed(mon);
		    } else {
			if (!otmp) {
			    /* normal non-fatal hit */
			    hit(fltxt, mon, exclam(tmp));
			} else {
			    /* some armor was destroyed; no damage done */
			    if (canseemon(mon))
/*JP
				pline("%s %s is disintegrated!",
*/
				pline("%sの%sはこなごなになった！",
				      s_suffix(Monnam(mon)),
				      distant_name(otmp, xname));
			    m_useup(mon, otmp);
			}
			if (mon_could_move && !mon->mcanmove)	/* ZT_SLEEP */
			    slept_monst(mon);
		    }
		}
		range -= 2;
	    } else {
		miss(fltxt,mon);
	    }
	} else if (sx == u.ux && sy == u.uy && range >= 0) {
	    nomul(0);
#ifdef STEED
	    if (u.usteed && !rn2(3) && !mon_reflects(u.usteed, (char *)0)) {
		    mon = u.usteed;
		    goto buzzmonst;
	    } else
#endif
	    if (zap_hit((int) u.uac, 0)) {
		range -= 2;
/*JP
		pline("%s hits you!", The(fltxt));
*/
		pline("%sはあなたに命中した！", The(fltxt));
		if (Reflecting) {
		    if (!Blind) {
/*JP
		    	(void) ureflects("But %s reflects from your %s!", "it");
*/
			(void) ureflects("しかし，%sはあなたの%sによって反射した．", "それ");
		    } else
/*JP
			pline("For some reason you are not affected.");
*/
			pline("なぜかあなたは影響を受けなかった．");
		    dx = -dx;
		    dy = -dy;
		    shieldeff(sx, sy);
		} else {
		    zhitu(type, nd, fltxt, sx, sy);
		}
	    } else {
/*JP
		pline("%s whizzes by you!", The(fltxt));
*/
	        pline("%sはあなたのそばをかすめた！", The(fltxt));
	    }
	    if (abstype == ZT_LIGHTNING && !resists_blnd(&youmonst)) {
		You(are_blinded_by_the_flash);
		make_blinded((long)d(nd,50),FALSE);
		if (!Blind) Your(vision_clears);
	    }
	    stop_occupation();
	    nomul(0);
	}

	if(!ZAP_POS(lev->typ) || (closed_door(sx, sy) && (range >= 0))) {
	    int bounce;
	    uchar rmn;

 make_bounce:
	    if (type == ZT_SPELL(ZT_FIRE)) {
		sx = lsx;
		sy = lsy;
		break; /* fireballs explode before the wall */
	    }
	    bounce = 0;
	    range--;
	    if(range && isok(lsx, lsy) && cansee(lsx,lsy))
/*JP
		pline("%s bounces!", The(fltxt));
*/
		pline("%sは反射した！", The(fltxt));
	    if(!dx || !dy || !rn2(20)) {
		dx = -dx;
		dy = -dy;
	    } else {
		if(isok(sx,lsy) && ZAP_POS(rmn = levl[sx][lsy].typ) &&
		   !closed_door(sx,lsy) &&
		   (IS_ROOM(rmn) || (isok(sx+dx,lsy) &&
				     ZAP_POS(levl[sx+dx][lsy].typ))))
		    bounce = 1;
		if(isok(lsx,sy) && ZAP_POS(rmn = levl[lsx][sy].typ) &&
		   !closed_door(lsx,sy) &&
		   (IS_ROOM(rmn) || (isok(lsx,sy+dy) &&
				     ZAP_POS(levl[lsx][sy+dy].typ))))
		    if(!bounce || rn2(2))
			bounce = 2;

		switch(bounce) {
		case 0: dx = -dx; /* fall into... */
		case 1: dy = -dy; break;
		case 2: dx = -dx; break;
		}
		tmp_at(DISP_CHANGE, zapdir_to_glyph(dx,dy,abstype));
	    }
	}
    }
    tmp_at(DISP_END,0);
    if (type == ZT_SPELL(ZT_FIRE))
	explode(sx, sy, type, d(12,6), 0, EXPL_FIERY);
    if (shopdamage)
#if 0 /*JP*/
	pay_for_damage(abstype == ZT_FIRE ?  "burn away" :
		       abstype == ZT_COLD ?  "shatter" :
		       abstype == ZT_DEATH ? "disintegrate" : "destroy", FALSE);
#else
	pay_for_damage(abstype == ZT_FIRE ?  "燃やす" :
		       abstype == ZT_COLD ?  "粉々にする" :
		       abstype == ZT_DEATH ? "粉砕する" : "破壊する", FALSE);
#endif
    bhitpos = save_bhitpos;
}
#endif /*OVLB*/
#ifdef OVL0

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

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

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

	if(abstype == ZT_FIRE) {
	    struct trap *t = t_at(x, y);

	    if (t && t->ttyp == WEB) {
		/* a burning web is too flimsy to notice if you can't see it */
/*JP
		if (cansee(x,y)) Norep("A web bursts into flames!");
*/
		if (cansee(x,y)) Norep("くもの巣は炎に包まれた！");
		(void) delfloortrap(t);
		if (cansee(x,y)) newsym(x,y);
	    }
	    if(is_ice(x, y)) {
		melt_ice(x, y);
	    } else if(is_pool(x,y)) {
/*JP
		const char *msgtxt = "You hear hissing gas.";
*/
		const char *msgtxt = "しゅーっというガスの音を聞いた．";
		if(lev->typ != POOL) {	/* MOAT or DRAWBRIDGE_UP */
/*JP
		    if (cansee(x,y)) msgtxt = "Some water evaporates.";
*/
		    if (cansee(x,y)) msgtxt = "すこし水が蒸発した．";
		} else {
		    register struct trap *ttmp;

		    rangemod -= 3;
		    lev->typ = ROOM;
		    ttmp = maketrap(x, y, PIT);
		    if (ttmp) ttmp->tseen = 1;
/*JP
		    if (cansee(x,y)) msgtxt = "The water evaporates.";
*/
		    if (cansee(x,y)) msgtxt = "水が蒸発した．";
		}
		Norep(msgtxt);
		if (lev->typ == ROOM) newsym(x,y);
	    } else if(IS_FOUNTAIN(lev->typ)) {
		    if (cansee(x,y))
/*JP
			pline("Steam billows from the fountain.");
*/
			pline("蒸気が泉から立ちのぼった．");
		    rangemod -= 1;
		    dryup(x, y, type > 0);
	    }
	}
	else if(abstype == ZT_COLD && (is_pool(x,y) || is_lava(x,y))) {
		boolean lava = is_lava(x,y);
		boolean moat = (!lava && (lev->typ != POOL) &&
				(lev->typ != WATER) &&
				!Is_medusa_level(&u.uz) &&
				!Is_waterlevel(&u.uz));

		if (lev->typ == WATER) {
		    /* For now, don't let WATER freeze. */
		    if (cansee(x,y))
/*JP
			pline_The("water freezes for a moment.");
*/
			pline("水は一瞬凍った．");
		    else
/*JP
			You_hear("a soft crackling.");
*/
			You_hear("ピキ！という音を聞いた．");
		    rangemod -= 1000;	/* stop */
		} else {
		    rangemod -= 3;
		    if (lev->typ == DRAWBRIDGE_UP) {
			lev->drawbridgemask &= ~DB_UNDER;  /* clear lava */
			lev->drawbridgemask |= (lava ? DB_FLOOR : DB_ICE);
		    } else {
			if (!lava)
			    lev->icedpool =
				    (lev->typ == POOL ? ICED_POOL : ICED_MOAT);
			lev->typ = (lava ? ROOM : ICE);
		    }
		    bury_objs(x,y);
		    if(cansee(x,y)) {
			if(moat)
/*JP
				Norep("The moat is bridged with ice!");
*/
				Norep("堀に氷の橋がかけられた！");
			else if(lava)
/*JP
				Norep("The lava cools and solidifies.");
*/
				Norep("溶岩は冷え固まった．");
			else
/*JP
				Norep("The water freezes.");
*/
				Norep("水は凍った．");
			newsym(x,y);
		    } else if(flags.soundok && !lava)
/*JP
			You_hear("a crackling sound.");
*/
			You_hear("ピキピキッという音を聞いた．");

		    if (x == u.ux && y == u.uy) {
			if (u.uinwater) {   /* not just `if (Underwater)' */
			    /* leave the no longer existent water */
			    u.uinwater = 0;
			    u.uundetected = 0;
			    docrt();
			    vision_full_recalc = 1;
			} else if (u.utrap && u.utraptype == TT_LAVA) {
			    if (Passes_walls) {
/*JP
				You("pass through the now-solid rock.");
*/
			        You("いま固くなったばかりの石の中をすり抜けた．");
			    } else {
				u.utrap = rn1(50,20);
				u.utraptype = TT_INFLOOR;
/*JP
				You("are firmly stuck in the cooling rock.");
*/
			        You("冷えた岩のなかにしっかりと埋まった．");
			    }
			}
		    } else if ((mon = m_at(x,y)) != 0) {
			/* probably ought to do some hefty damage to any
			   non-ice creature caught in freezing water;
			   at a minimum, eels are forced out of hiding */
			if (is_swimmer(mon->data) && mon->mundetected) {
			    mon->mundetected = 0;
			    newsym(x,y);
			}
		    }
		}
		obj_ice_effects(x,y,TRUE);
	}
	if(closed_door(x, y)) {
		int new_doormask = -1;
		const char *see_txt = 0, *sense_txt = 0, *hear_txt = 0;
		rangemod = -1000;
		switch(abstype) {
		case ZT_FIRE:
		    new_doormask = D_NODOOR;
#if 0 /*JP*/
		    see_txt = "The door is consumed in flames!";
		    sense_txt = "smell smoke.";
#else
		    see_txt = "扉は炎で焼きつくされた！";
		    sense_txt = "煙の匂いがした．";
#endif
		    break;
		case ZT_COLD:
		    new_doormask = D_NODOOR;
#if 0 /*JP*/
		    see_txt = "The door freezes and shatters!";
		    sense_txt = "feel cold.";
#else
		    see_txt = "扉は凍り，こなごなになった！";
		    sense_txt = "あなたは冷気を感じた．";
#endif
		    break;
		case ZT_DEATH:
		    /* death spells/wands don't disintegrate */
		    if(abs(type) != ZT_BREATH(ZT_DEATH))
			goto def_case;
		    new_doormask = D_NODOOR;
#if 0 /*JP*/
		    see_txt = "The door disintegrates!";
		    hear_txt = "crashing wood.";
#else
		    see_txt = "扉は粉砕された！";
		    hear_txt = "木の壊れる音を聞いた．";
#endif
		    break;
		case ZT_LIGHTNING:
		    new_doormask = D_BROKEN;
#if 0 /*JP*/
		    see_txt = "The door splinters!";
		    hear_txt = "crackling.";
#else
		    see_txt = "扉はずたずたになった！";
		    hear_txt = "ピキピキという音を聞いた．";
#endif
		    break;
		default:
		def_case:
		    if(cansee(x,y)) {
#if 0 /*JP*/
			pline_The("door absorbs %s %s!",
			      (type < 0) ? "the" : "your",
			      abs(type) < ZT_SPELL(0) ? "bolt" :
			      abs(type) < ZT_BREATH(0) ? "spell" :
			      "blast");
		    } else You_feel("vibrations.");
#else
			pline("扉は%s%sを吸収した！",
			      (type < 0) ? "" : "あなたの",
			      abs(type) < ZT_SPELL(0) ? "電撃" :
			      abs(type) < ZT_BREATH(0) ? "魔法" :
			      "息");
		    } else You("振動を感じた．");
#endif
		    break;
		}
		if (new_doormask >= 0) {	/* door gets broken */
		    if (*in_rooms(x, y, SHOPBASE)) {
			if (type >= 0) {
			    add_damage(x, y, 400L);
			    *shopdamage = TRUE;
			} else	/* caused by monster */
			    add_damage(x, y, 0L);
		    }
		    lev->doormask = new_doormask;
		    unblock_point(x, y);	/* vision */
		    if (cansee(x, y)) {
			pline(see_txt);
			newsym(x, y);
		    } else if (sense_txt) {
#if 0 /*JP*/
			You(sense_txt);
#else
			pline(sense_txt);
#endif
		    } else if (hear_txt) {
			if (flags.soundok) You_hear(hear_txt);
		    }
		    if (picking_at(x, y)) {
			stop_occupation();
			reset_pick();
		    }
		}
	}

	if(OBJ_AT(x, y) && abstype == ZT_FIRE)
		if (burn_floor_paper(x, y, FALSE, type > 0) && couldsee(x, y)) {
		    newsym(x,y);
#if 0 /*JP:T*/
		    You("%s of smoke.",
			!Blind ? "see a puff" : "smell a whiff");
#else
		    pline("%s．",
			!Blind ? "ぽわっと煙があがった" : "煙のプンという匂いがした");
#endif
		}
	if ((mon = m_at(x,y)) != 0) {
		/* Cannot use wakeup() which also angers the monster */
		mon->msleeping = 0;
		if(mon->m_ap_type) seemimic(mon);
		if(type >= 0) {
		    setmangry(mon);
		    if(mon->ispriest && *in_rooms(mon->mx, mon->my, TEMPLE))
			ghod_hitsu(mon);
		    if(mon->isshk && !*u.ushops)
			hot_pursuit(mon);
		}
	}
	return rangemod;
}

#endif /*OVL0*/
#ifdef OVL3

void
fracture_rock(obj)	/* fractured by pick-axe or wand of striking */
register struct obj *obj;		   /* no texts here! */
{
	/* A little Sokoban guilt... */
	if (obj->otyp == BOULDER && In_sokoban(&u.uz) && !flags.mon_moving)
	    change_luck(-1);

	obj->otyp = ROCK;
	obj->quan = (long) rn1(60, 7);
	obj->owt = weight(obj);
	obj->oclass = GEM_CLASS;
	obj->known = FALSE;
	obj->onamelth = 0;		/* no names */
	obj->oxlth = 0;			/* no extra data */
	obj->oattached = OATTACHED_NOTHING;
	if (obj->where == OBJ_FLOOR) {
		obj_extract_self(obj);		/* move rocks back on top */
		place_object(obj, obj->ox, obj->oy);
		if(!does_block(obj->ox,obj->oy,&levl[obj->ox][obj->oy]))
	    		unblock_point(obj->ox,obj->oy);
		if(cansee(obj->ox,obj->oy))
		    newsym(obj->ox,obj->oy);
	}
}

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

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

const char * const destroy_strings[] = {	/* also used in trap.c */
#if 0 /*JP*/
	"freezes and shatters", "freeze and shatter", "shattered potion",
	"boils and explodes", "boil and explode", "boiling potion",
	"catches fire and burns", "catch fire and burn", "burning scroll",
	"catches fire and burns", "catch fire and burn", "burning book",
	"turns to dust and vanishes", "turn to dust and vanish", "",
	"breaks apart and explodes", "break apart and explode", "exploding wand"
#else
	"凍結して砕けた", "凍結して砕けた", "砕けた薬瓶で",
	"沸騰して爆発した", "沸騰して爆発した", "沸騰した薬で",
	"火がついて燃えた", "火がついて燃えた", "燃えた巻物で",
	"火がついて燃えた", "火がついて燃えた", "燃えた魔法書で",
	"塵になって消えた", "塵になって消えた", "",
	"ばらばらに壊れて爆発した", "ばらばらに壊れて爆発した", "杖の爆発で"
#endif
};

void
destroy_item(osym, dmgtyp)
register int osym, dmgtyp;
{
	register struct obj *obj, *obj2;
	register int dmg, xresist, skip;
	register long i, cnt, quan;
	register int dindx;
	const char *mult;

	for(obj = invent; obj; obj = obj2) {
	    obj2 = obj->nobj;
	    if(obj->oclass != osym) continue; /* test only objs of type osym */
	    if(obj->oartifact) continue; /* don't destroy artifacts */
	    if(obj->in_use && obj->quan == 1) continue; /* not available */
	    xresist = skip = 0;
#ifdef GCC_WARN
	    dmg = dindx = 0;
	    quan = 0L;
#endif
	    switch(dmgtyp) {
		case AD_COLD:
		    if(osym == POTION_CLASS && obj->otyp != POT_OIL) {
			quan = obj->quan;
			dindx = 0;
			dmg = rnd(4);
		    } else skip++;
		    break;
		case AD_FIRE:
		    xresist = (Fire_resistance && obj->oclass != POTION_CLASS);

		    if (obj->otyp == SCR_FIRE || obj->otyp == SPE_FIREBALL)
			skip++;
		    if (obj->otyp == SPE_BOOK_OF_THE_DEAD) {
			skip++;
			if (!Blind)
#if 0 /*JP:T*/
			    pline("%s glows a strange %s, but remains intact.",
				The(xname(obj)), hcolor("dark red"));
#else
			    pline("%sは奇妙に%s輝いたが何も変化しなかった．",
				(xname(obj)), jconj_adj(hcolor("暗褐色の")));
#endif

		    }
		    quan = obj->quan;
		    switch(osym) {
			case POTION_CLASS:
			    dindx = 1;
			    dmg = rnd(6);
			    break;
			case SCROLL_CLASS:
			    dindx = 2;
			    dmg = 1;
			    break;
			case SPBOOK_CLASS:
			    dindx = 3;
			    dmg = 1;
			    break;
			default:
			    skip++;
			    break;
		    }
		    break;
		case AD_ELEC:
		    xresist = (Shock_resistance && obj->oclass != RING_CLASS);
		    quan = obj->quan;
		    switch(osym) {
			case RING_CLASS:
			    if(obj->otyp == RIN_SHOCK_RESISTANCE)
				    { skip++; break; }
			    dindx = 4;
			    dmg = 0;
			    break;
			case WAND_CLASS:
			    if(obj->otyp == WAN_LIGHTNING) { skip++; break; }
#if 0
			    if (obj == current_wand) { skip++; break; }
#endif
			    dindx = 5;
			    dmg = rnd(10);
			    break;
			default:
			    skip++;
			    break;
		    }
		    break;
		default:
		    skip++;
		    break;
	    }
	    if(!skip) {
		if (obj->in_use) --quan; /* one will be used up elsewhere */
		for(i = cnt = 0L; i < quan; i++)
		    if(!rn2(3)) cnt++;

		if(!cnt) continue;
/*JP
		if(cnt == quan)	mult = "Your";
*/
		if(cnt == quan)	mult = "";
/*JP
		else	mult = (cnt == 1L) ? "One of your" : "Some of your";
*/
		else	mult = (cnt == 1L) ? "のひとつ" : "のいくつか";
/*JP
		pline("%s %s %s!", mult, xname(obj),
*/
		pline("あなたの%s%sは%s！", xname(obj), mult, 
			(cnt > 1L) ? destroy_strings[dindx*3 + 1]
				  : destroy_strings[dindx*3]);
		if(osym == POTION_CLASS && dmgtyp != AD_COLD) {
		    if (!breathless(youmonst.data) || haseyes(youmonst.data))
		    	potionbreathe(obj);
		}
		if (obj->owornmask) {
		    if (obj->owornmask & W_RING) /* ring being worn */
			Ring_gone(obj);
		    else
			setnotworn(obj);
		}
		if (obj == current_wand) current_wand = 0;	/* destroyed */
		for (i = 0; i < cnt; i++)
		    useup(obj);
		if(dmg) {
/*JP
		    if(xresist)	You("aren't hurt!");
*/
		    if(xresist)	You("傷つかない！");
		    else {
			const char *how = destroy_strings[dindx * 3 + 2];
			boolean one = (cnt == 1L);

			losehp(dmg, one ? how : (const char *)makeplural(how),
			       one ? KILLED_BY_AN : KILLED_BY);
			exercise(A_STR, FALSE);
		    }
		}
	    }
	}
	return;
}

int
destroy_mitem(mtmp, osym, dmgtyp)
struct monst *mtmp;
int osym, dmgtyp;
{
	struct obj *obj, *obj2;
	int skip, tmp = 0;
	long i, cnt, quan;
	int dindx;
	boolean vis;

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

	vis = canseemon(mtmp);
	for(obj = mtmp->minvent; obj; obj = obj2) {
	    obj2 = obj->nobj;
	    if(obj->oclass != osym) continue; /* test only objs of type osym */
	    skip = 0;
	    quan = 0L;
	    dindx = 0;

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

		if(!cnt) continue;
/*JP
		if (vis) pline("%s %s %s!",
*/
		if (vis) pline("%sの%sは%s！",
			s_suffix(Monnam(mtmp)), xname(obj),
			(cnt > 1L) ? destroy_strings[dindx*3 + 1]
				  : destroy_strings[dindx*3]);
		for(i = 0; i < cnt; i++) m_useup(mtmp, obj);
	    }
	}
	return(tmp);
}

#endif /*OVL3*/
#ifdef OVL2

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

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

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

	if (damage) {
	    mtmp->mhp -= damage;
	    if (mtmp->mhp < 1) {
		if(m_using) monkilled(mtmp, "", AD_RBRE);
		else killed(mtmp);
	    }
	}
	return(resisted);
}

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

	nothing = zeroobj;  /* lint suppression; only its address matters */
/*JP
	if (flags.verbose) You("may wish for an object.");
*/
	if (flags.verbose) You("望みのものを手に入れられる！");
retry:
/*JP
	getlin("For what do you wish?", buf);
*/
	getlin("何をお望み？", buf);
	if(buf[0] == '\033') buf[0] = 0;
	/*
	 *  Note: if they wished for and got a non-object successfully,
	 *  otmp == &zeroobj.  That includes gold, or an artifact that
	 *  has been denied.  Wishing for "nothing" requires a separate
	 *  value to remain distinct.
	 */
	otmp = readobjnam(buf, &nothing, TRUE);
	if (!otmp) {
/*JP
	    pline("Nothing fitting that description exists in the game.");
*/
	    pline("うーん．そんなものは存在しないようだ．");
	    if (++tries < 5) goto retry;
	    pline(thats_enough_tries);
	    otmp = readobjnam((char *)0, (struct obj *)0, TRUE);
	    if (!otmp) return;	/* for safety; should never happen */
	} else if (otmp == &nothing) {
	    /* explicitly wished for "nothing", presumeably attempting
	       to retain wishless conduct */
	    return;
	}

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

	if (otmp != &zeroobj) {
	    /* The(aobjnam()) is safe since otmp is unidentified -dlc */
#if 0 /*JP*/
	    (void) hold_another_object(otmp, u.uswallow ?
				       "Oops!  %s out of your reach!" :
				       (Is_airlevel(&u.uz) ||
					Is_waterlevel(&u.uz) ||
					levl[u.ux][u.uy].typ < IRONBARS ||
					levl[u.ux][u.uy].typ >= ICE) ?
				       "Oops!  %s away from you!" :
				       "Oops!  %s to the floor!",
				       The(aobjnam(otmp,
					     Is_airlevel(&u.uz) || u.uinwater ?
						   "slip" : "drop")),
				       (const char *)0);
#else
		Sprintf(buf, "%sが%s", xname(otmp),
			Is_airlevel(&u.uz)||u.uinwater ? "滑り落ちた" : "落ちた");
		(void) hold_another_object(otmp, u.uswallow ?
				       "おっと，届かないところに%s！" :
				       Is_airlevel(&u.uz) || u.uinwater ?
				       "おっと，手から%s！" :
				       "おっと，床に%s！",
				       buf,
				       (const char *)0);
#endif
	    u.ublesscnt += rn1(100,50);  /* the gods take notice */
	}
}

#endif /*OVL2*/

/*zap.c*/
