/*	SCCS Id: @(#)pray.c	3.4	2003/03/23	*/
/* Copyright (c) Benson I. Margulies, Mike Stephenson, Steve Linhart, 1989. */
/* 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"
#include "epri.h"

STATIC_PTR int NDECL(prayer_done);
STATIC_DCL struct obj *NDECL(worst_cursed_item);
STATIC_DCL int NDECL(in_trouble);
STATIC_DCL void FDECL(fix_worst_trouble,(int));
STATIC_DCL void FDECL(angrygods,(ALIGNTYP_P));
STATIC_DCL void FDECL(at_your_feet, (const char *));
#ifdef ELBERETH
STATIC_DCL void NDECL(gcrownu);
#endif	/*ELBERETH*/
STATIC_DCL void FDECL(pleased,(ALIGNTYP_P));
STATIC_DCL void FDECL(godvoice,(ALIGNTYP_P,const char*));
STATIC_DCL void FDECL(god_zaps_you,(ALIGNTYP_P));
STATIC_DCL void FDECL(fry_by_god,(ALIGNTYP_P));
STATIC_DCL void FDECL(gods_angry,(ALIGNTYP_P));
STATIC_DCL void FDECL(gods_upset,(ALIGNTYP_P));
STATIC_DCL void FDECL(consume_offering,(struct obj *));
STATIC_DCL boolean FDECL(water_prayer,(BOOLEAN_P));
STATIC_DCL boolean FDECL(blocked_boulder,(int,int));

/* simplify a few tests */
#define Cursed_obj(obj,typ) ((obj) && (obj)->otyp == (typ) && (obj)->cursed)

/*
 * Logic behind deities and altars and such:
 * + prayers are made to your god if not on an altar, and to the altar's god
 *   if you are on an altar
 * + If possible, your god answers all prayers, which is why bad things happen
 *   if you try to pray on another god's altar
 * + sacrifices work basically the same way, but the other god may decide to
 *   accept your allegiance, after which they are your god.  If rejected,
 *   your god takes over with your punishment.
 * + if you're in Gehennom, all messages come from Moloch
 */

/*
 *	Moloch, who dwells in Gehennom, is the "renegade" cruel god
 *	responsible for the theft of the Amulet from Marduk, the Creator.
 *	Moloch is unaligned.
 */
static const char	*Moloch = "Moloch";

static const char *godvoices[] = {
#if 0 /*JP*/
    "booms out",
    "thunders",
    "rings out",
    "booms",
#else
    "響きわたった",
    "雷のように響いた",
    "とどろいた",
    "響いた",
#endif
};

/* values calculated when prayer starts, and used when completed */
static aligntyp p_aligntyp;
static int p_trouble;
static int p_type; /* (-1)-3: (-1)=really naughty, 3=really good */

#define PIOUS 20
#define DEVOUT 14
#define FERVENT 9
#define STRIDENT 4

/*
 * The actual trouble priority is determined by the order of the
 * checks performed in in_trouble() rather than by these numeric
 * values, so keep that code and these values synchronized in
 * order to have the values be meaningful.
 */

#define TROUBLE_STONED			13
#define TROUBLE_SLIMED			12
#define TROUBLE_STRANGLED		11
#define TROUBLE_LAVA			10
#define TROUBLE_SICK			 9
#define TROUBLE_STARVING		 8
#define TROUBLE_HIT			 7
#define TROUBLE_LYCANTHROPE		 6
#define TROUBLE_COLLAPSING		 5
#define TROUBLE_STUCK_IN_WALL		 4
#define TROUBLE_CURSED_LEVITATION	 3
#define TROUBLE_UNUSEABLE_HANDS		 2
#define TROUBLE_CURSED_BLINDFOLD	 1

#define TROUBLE_PUNISHED	       (-1)
#define TROUBLE_FUMBLING	       (-2)
#define TROUBLE_CURSED_ITEMS	       (-3)
#define TROUBLE_SADDLE		       (-4)
#define TROUBLE_BLIND		       (-5)
#define TROUBLE_POISONED	       (-6)
#define TROUBLE_WOUNDED_LEGS	       (-7)
#define TROUBLE_HUNGRY		       (-8)
#define TROUBLE_STUNNED		       (-9)
#define TROUBLE_CONFUSED	      (-10)
#define TROUBLE_HALLUCINATION	      (-11)

/* We could force rehumanize of polyselfed people, but we can't tell
   unintentional shape changes from the other kind. Oh well.
   3.4.2: make an exception if polymorphed into a form which lacks
   hands; that's a case where the ramifications override this doubt.
 */

/* Return 0 if nothing particular seems wrong, positive numbers for
   serious trouble, and negative numbers for comparative annoyances. This
   returns the worst problem. There may be others, and the gods may fix
   more than one.

This could get as bizarre as noting surrounding opponents, (or hostile dogs),
but that's really hard.
 */

#define ugod_is_angry() (u.ualign.record < 0)
#define on_altar()	IS_ALTAR(levl[u.ux][u.uy].typ)
#define on_shrine()	((levl[u.ux][u.uy].altarmask & AM_SHRINE) != 0)
#define a_align(x,y)	((aligntyp)Amask2align(levl[x][y].altarmask & AM_MASK))

STATIC_OVL int
in_trouble()
{
	struct obj *otmp;
	int i, j, count=0;

/* Borrowed from eat.c */

#define SATIATED	0
#define NOT_HUNGRY	1
#define HUNGRY		2
#define WEAK		3
#define FAINTING	4
#define FAINTED		5
#define STARVED		6

	/*
	 * major troubles
	 */
	if(Stoned) return(TROUBLE_STONED);
	if(Slimed) return(TROUBLE_SLIMED);
	if(Strangled) return(TROUBLE_STRANGLED);
	if(u.utrap && u.utraptype == TT_LAVA) return(TROUBLE_LAVA);
	if(Sick) return(TROUBLE_SICK);
	if(u.uhs >= WEAK) return(TROUBLE_STARVING);
	if (Upolyd ? (u.mh <= 5 || u.mh*7 <= u.mhmax) :
		(u.uhp <= 5 || u.uhp*7 <= u.uhpmax)) return TROUBLE_HIT;
	if(u.ulycn >= LOW_PM) return(TROUBLE_LYCANTHROPE);
	if(near_capacity() >= EXT_ENCUMBER && AMAX(A_STR)-ABASE(A_STR) > 3)
		return(TROUBLE_COLLAPSING);

	for (i= -1; i<=1; i++) for(j= -1; j<=1; j++) {
		if (!i && !j) continue;
		if (!isok(u.ux+i, u.uy+j) || IS_ROCK(levl[u.ux+i][u.uy+j].typ)
		    || (blocked_boulder(i,j) && !throws_rocks(youmonst.data)))
			count++;
	}
	if (count == 8 && !Passes_walls)
		return(TROUBLE_STUCK_IN_WALL);

	if (Cursed_obj(uarmf, LEVITATION_BOOTS) ||
		stuck_ring(uleft, RIN_LEVITATION) ||
		stuck_ring(uright, RIN_LEVITATION))
		return(TROUBLE_CURSED_LEVITATION);
	if (nohands(youmonst.data) || !freehand()) {
	    /* for bag/box access [cf use_container()]...
	       make sure it's a case that we know how to handle;
	       otherwise "fix all troubles" would get stuck in a loop */
	    if (welded(uwep)) return TROUBLE_UNUSEABLE_HANDS;
	    if (Upolyd && nohands(youmonst.data) && (!Unchanging ||
		    ((otmp = unchanger()) != 0 && otmp->cursed)))
		return TROUBLE_UNUSEABLE_HANDS;
	}
	if(Blindfolded && ublindf->cursed) return(TROUBLE_CURSED_BLINDFOLD);

	/*
	 * minor troubles
	 */
	if(Punished) return(TROUBLE_PUNISHED);
	if (Cursed_obj(uarmg, GAUNTLETS_OF_FUMBLING) ||
		Cursed_obj(uarmf, FUMBLE_BOOTS))
	    return TROUBLE_FUMBLING;
	if (worst_cursed_item()) return TROUBLE_CURSED_ITEMS;
#ifdef STEED
	if (u.usteed) {	/* can't voluntarily dismount from a cursed saddle */
	    otmp = which_armor(u.usteed, W_SADDLE);
	    if (Cursed_obj(otmp, SADDLE)) return TROUBLE_SADDLE;
	}
#endif

	if (Blinded > 1 && haseyes(youmonst.data)) return(TROUBLE_BLIND);
	for(i=0; i<A_MAX; i++)
	    if(ABASE(i) < AMAX(i)) return(TROUBLE_POISONED);
	if(Wounded_legs
#ifdef STEED
		    && !u.usteed
#endif
				) return (TROUBLE_WOUNDED_LEGS);
	if(u.uhs >= HUNGRY) return(TROUBLE_HUNGRY);
	if(HStun) return (TROUBLE_STUNNED);
	if(HConfusion) return (TROUBLE_CONFUSED);
	if(Hallucination) return(TROUBLE_HALLUCINATION);
	return(0);
}

/* select an item for TROUBLE_CURSED_ITEMS */
STATIC_OVL struct obj *
worst_cursed_item()
{
    register struct obj *otmp;

    /* if strained or worse, check for loadstone first */
    if (near_capacity() >= HVY_ENCUMBER) {
	for (otmp = invent; otmp; otmp = otmp->nobj)
	    if (Cursed_obj(otmp, LOADSTONE)) return otmp;
    }
    /* weapon takes precedence if it is interfering
       with taking off a ring or putting on a shield */
    if (welded(uwep) && (uright || bimanual(uwep))) {	/* weapon */
	otmp = uwep;
    /* gloves come next, due to rings */
    } else if (uarmg && uarmg->cursed) {		/* gloves */
	otmp = uarmg;
    /* then shield due to two handed weapons and spells */
    } else if (uarms && uarms->cursed) {		/* shield */
	otmp = uarms;
    /* then cloak due to body armor */
    } else if (uarmc && uarmc->cursed) {		/* cloak */
	otmp = uarmc;
    } else if (uarm && uarm->cursed) {			/* suit */
	otmp = uarm;
    } else if (uarmh && uarmh->cursed) {		/* helmet */
	otmp = uarmh;
    } else if (uarmf && uarmf->cursed) {		/* boots */
	otmp = uarmf;
#ifdef TOURIST
    } else if (uarmu && uarmu->cursed) {		/* shirt */
	otmp = uarmu;
#endif
    } else if (uamul && uamul->cursed) {		/* amulet */
	otmp = uamul;
    } else if (uleft && uleft->cursed) {		/* left ring */
	otmp = uleft;
    } else if (uright && uright->cursed) {		/* right ring */
	otmp = uright;
    } else if (ublindf && ublindf->cursed) {		/* eyewear */
	otmp = ublindf;	/* must be non-blinding lenses */
    /* if weapon wasn't handled above, do it now */
    } else if (welded(uwep)) {				/* weapon */
	otmp = uwep;
    /* active secondary weapon even though it isn't welded */
    } else if (uswapwep && uswapwep->cursed && u.twoweap) {
	otmp = uswapwep;
    /* all worn items ought to be handled by now */
    } else {
	for (otmp = invent; otmp; otmp = otmp->nobj) {
	    if (!otmp->cursed) continue;
	    if (otmp->otyp == LOADSTONE || confers_luck(otmp))
		break;
	}
    }
    return otmp;
}

STATIC_OVL void
fix_worst_trouble(trouble)
register int trouble;
{
	int i;
	struct obj *otmp = 0;
	const char *what = (const char *)0;
#if 0 /*JP*/
	static NEARDATA const char leftglow[] = "left ring softly glows",
				   rightglow[] = "right ring softly glows";
#else
	static NEARDATA const char leftglow[] = "左の指輪",
				   rightglow[] = "右の指輪";
#endif

	switch (trouble) {
	    case TROUBLE_STONED:
/*JP
		    You_feel("more limber.");
*/
		    You("軟らかくなったような気がした．");
		    Stoned = 0;
		    flags.botl = 1;
		    delayed_killer = 0;
		    break;
	    case TROUBLE_SLIMED:
/*JP
		    pline_The("slime disappears.");
*/
		    You("どろどろ感は消えた．");
		    Slimed = 0;
		    flags.botl = 1;
		    delayed_killer = 0;
		    break;
	    case TROUBLE_STRANGLED:
		    if (uamul && uamul->otyp == AMULET_OF_STRANGULATION) {
/*JP
			Your("amulet vanishes!");
*/
			Your("魔除けは消えさった！");
			useup(uamul);
		    }
/*JP
		    You("can breathe again.");
*/
		    You("呼吸できるようになった．");
		    Strangled = 0;
		    flags.botl = 1;
		    break;
	    case TROUBLE_LAVA:
/*JP
		    You("are back on solid ground.");
*/
		    You("固い地面に戻った．");
		    /* teleport should always succeed, but if not,
		     * just untrap them.
		     */
		    if(!safe_teleds(FALSE))
			u.utrap = 0;
		    break;
	    case TROUBLE_STARVING:
		    losestr(-1);
		    /* fall into... */
	    case TROUBLE_HUNGRY:
/*JP
		    Your("%s feels content.", body_part(STOMACH));
*/
		    Your("食欲は満たされた．");
		    init_uhunger();
		    flags.botl = 1;
		    break;
	    case TROUBLE_SICK:
/*JP
		    You_feel("better.");
*/
		    You("気分が良くなった．");
		    make_sick(0L, (char *) 0, FALSE, SICK_ALL);
		    break;
	    case TROUBLE_HIT:
		    /* "fix all troubles" will keep trying if hero has
		       5 or less hit points, so make sure they're always
		       boosted to be more than that */
/*JP
		    You_feel("much better.");
*/
		    You("気分が良くなった．");
		    if (Upolyd) {
			u.mhmax += rnd(5);
			if (u.mhmax <= 5) u.mhmax = 5+1;
			u.mh = u.mhmax;
		    }
		    if (u.uhpmax < u.ulevel * 5 + 11) u.uhpmax += rnd(5);
		    if (u.uhpmax <= 5) u.uhpmax = 5+1;
		    u.uhp = u.uhpmax;
		    flags.botl = 1;
		    break;
	    case TROUBLE_COLLAPSING:
		    ABASE(A_STR) = AMAX(A_STR);
		    flags.botl = 1;
		    break;
	    case TROUBLE_STUCK_IN_WALL:
/*JP
		    Your("surroundings change.");
*/
		    Your("環境が変化した．");
		    /* no control, but works on no-teleport levels */
		    (void) safe_teleds(FALSE);
		    break;
	    case TROUBLE_CURSED_LEVITATION:
		    if (Cursed_obj(uarmf, LEVITATION_BOOTS)) {
			otmp = uarmf;
		    } else if ((otmp = stuck_ring(uleft,RIN_LEVITATION)) !=0) {
			if (otmp == uleft) what = leftglow;
		    } else if ((otmp = stuck_ring(uright,RIN_LEVITATION))!=0) {
			if (otmp == uright) what = rightglow;
		    }
		    goto decurse;
	    case TROUBLE_UNUSEABLE_HANDS:
		    if (welded(uwep)) {
			otmp = uwep;
			goto decurse;
		    }
		    if (Upolyd && nohands(youmonst.data)) {
			if (!Unchanging) {
/*JP
			    Your("shape becomes uncertain.");
*/
			    Your("体型は不明確になった．");
			    rehumanize();  /* "You return to {normal} form." */
			} else if ((otmp = unchanger()) != 0 && otmp->cursed) {
			    /* otmp is an amulet of unchanging */
			    goto decurse;
			}
		    }
		    if (nohands(youmonst.data) || !freehand())
			impossible("fix_worst_trouble: couldn't cure hands.");
		    break;
	    case TROUBLE_CURSED_BLINDFOLD:
		    otmp = ublindf;
		    goto decurse;
	    case TROUBLE_LYCANTHROPE:
		    you_unwere(TRUE);
		    break;
	/*
	 */
	    case TROUBLE_PUNISHED:
/*JP
		    Your("chain disappears.");
*/
		    Your("鎖は消えた．");
		    unpunish();
		    break;
	    case TROUBLE_FUMBLING:
		    if (Cursed_obj(uarmg, GAUNTLETS_OF_FUMBLING))
			otmp = uarmg;
		    else if (Cursed_obj(uarmf, FUMBLE_BOOTS))
			otmp = uarmf;
		    goto decurse;
		    /*NOTREACHED*/
		    break;
	    case TROUBLE_CURSED_ITEMS:
		    otmp = worst_cursed_item();
		    if (otmp == uright) what = rightglow;
		    else if (otmp == uleft) what = leftglow;
decurse:
		    if (!otmp) {
			impossible("fix_worst_trouble: nothing to uncurse.");
			return;
		    }
		    uncurse(otmp);
		    if (!Blind) {
#if 0 /*JP*/
			Your("%s %s.", what ? what :
				(const char *)aobjnam(otmp, "softly glow"),
			     hcolor(NH_AMBER));
#else
			    Your("%sは%sやわらかく輝いた．",
				 what ? what :
				 (const char *)xname(otmp),
				 jconj_adj(hcolor(NH_AMBER)));
#endif
			otmp->bknown = TRUE;
		    }
		    update_inventory();
		    break;
	    case TROUBLE_POISONED:
		    if (Hallucination)
/*JP
			pline("There's a tiger in your tank.");
*/
			pline("あなたのタンクの中にトラがいる．");
		    else
/*JP
			You_feel("in good health again.");
*/
			You("また健康になったような気がした．");
		    for(i=0; i<A_MAX; i++) {
			if(ABASE(i) < AMAX(i)) {
				ABASE(i) = AMAX(i);
				flags.botl = 1;
			}
		    }
		    (void) encumber_msg();
		    break;
	    case TROUBLE_BLIND:
		{
#if 0 /*JP*/
		    int num_eyes = eyecount(youmonst.data);
		    const char *eye = body_part(EYE);

		    Your("%s feel%s better.",
			 (num_eyes == 1) ? eye : makeplural(eye),
			 (num_eyes == 1) ? "s" : "");
#else
			pline("%sが回復したような気がした．", body_part(EYE));
#endif
		    u.ucreamed = 0;
		    make_blinded(0L,FALSE);
		    break;
		}
	    case TROUBLE_WOUNDED_LEGS:
		    heal_legs();
		    break;
	    case TROUBLE_STUNNED:
		    make_stunned(0L,TRUE);
		    break;
	    case TROUBLE_CONFUSED:
		    make_confused(0L,TRUE);
		    break;
	    case TROUBLE_HALLUCINATION:
/*JP
		    pline ("Looks like you are back in Kansas.");
*/
		    pline ("見て！カンサスに戻ってきたんだわ．");
		    (void) make_hallucinated(0L,FALSE,0L);
		    break;
#ifdef STEED
	    case TROUBLE_SADDLE:
		    otmp = which_armor(u.usteed, W_SADDLE);
		    uncurse(otmp);
		    if (!Blind) {
#if 0 /*JP:T*/
			pline("%s %s %s.",
			      s_suffix(upstart(y_monnam(u.usteed))),
			      aobjnam(otmp, "softly glow"),
			      hcolor(NH_AMBER));
#else
			pline("%sは%sやわらかく輝いた．",
			      y_monnam(u.usteed),
			      hcolor(NH_AMBER));
#endif
			otmp->bknown = TRUE;
		    }
		    break;
#endif
	}
}

/* "I am sometimes shocked by...  the nuns who never take a bath without
 * wearing a bathrobe all the time.  When asked why, since no man can see them,
 * they reply 'Oh, but you forget the good God'.  Apparently they conceive of
 * the Deity as a Peeping Tom, whose omnipotence enables Him to see through
 * bathroom walls, but who is foiled by bathrobes." --Bertrand Russell, 1943
 * Divine wrath, dungeon walls, and armor follow the same principle.
 */
STATIC_OVL void
god_zaps_you(resp_god)
aligntyp resp_god;
{
	if (u.uswallow) {
/*JP
	    pline("Suddenly a bolt of lightning comes down at you from the heavens!");
*/
	    pline("突然空から稲妻が落ちてきた！");
/*JP
	    pline("It strikes %s!", mon_nam(u.ustuck));
*/
	    pline("稲妻は%sに命中した！", mon_nam(u.ustuck));
	    if (!resists_elec(u.ustuck)) {
/*JP
		pline("%s fries to a crisp!", Monnam(u.ustuck));
*/
		pline("%sはパリパリになった！", Monnam(u.ustuck));
		/* Yup, you get experience.  It takes guts to successfully
		 * pull off this trick on your god, anyway.
		 */
		xkilled(u.ustuck, 0);
	    } else
/*JP
		pline("%s seems unaffected.", Monnam(u.ustuck));
*/
		pline("%sは影響を受けない．", Monnam(u.ustuck));
	} else {
/*JP
	    pline("Suddenly, a bolt of lightning strikes you!");
*/
	    pline("突然，稲妻があなたに命中した！");
	    if (Reflecting) {
		shieldeff(u.ux, u.uy);
		if (Blind)
/*JP
		    pline("For some reason you're unaffected.");
*/
		    pline("なぜかあなたは影響を受けない．");
		else
/*JP
		    (void) ureflects("%s reflects from your %s.", "It");
*/
		    (void) ureflects("%sは%sによって反射された．", "何か");
	    } else if (Shock_resistance) {
		shieldeff(u.ux, u.uy);
/*JP
		pline("It seems not to affect you.");
*/
	        pline("稲妻は影響を与えない．");
	    } else
		fry_by_god(resp_god);
	}

/*JP
	pline("%s is not deterred...", align_gname(resp_god));
*/
	pline("%sはあきらめなかった．．．", align_gname(resp_god));
	if (u.uswallow) {
/*JP
	    pline("A wide-angle disintegration beam aimed at you hits %s!",
*/
	    pline("あなたを狙った粉砕の光線が%sに命中した！",
			mon_nam(u.ustuck));
	    if (!resists_disint(u.ustuck)) {
/*JP
		pline("%s fries to a crisp!", Monnam(u.ustuck));
*/
		pline("%sはパリパリになった！", Monnam(u.ustuck));
		xkilled(u.ustuck, 2); /* no corpse */
	    } else
/*JP
		pline("%s seems unaffected.", Monnam(u.ustuck));
*/
		pline("%sは影響を受けない．", Monnam(u.ustuck));
	} else {
/*JP
	    pline("A wide-angle disintegration beam hits you!");
*/
	    pline("粉砕の光線があなたに命中した！");

	    /* disintegrate shield and body armor before disintegrating
	     * the impudent mortal, like black dragon breath -3.
	     */
	    if (uarms && !(EReflecting & W_ARMS) &&
	    		!(EDisint_resistance & W_ARMS))
		(void) destroy_arm(uarms);
	    if (uarmc && !(EReflecting & W_ARMC) &&
	    		!(EDisint_resistance & W_ARMC))
		(void) destroy_arm(uarmc);
	    if (uarm && !(EReflecting & W_ARM) &&
	    		!(EDisint_resistance & W_ARM) && !uarmc)
		(void) destroy_arm(uarm);
#ifdef TOURIST
	    if (uarmu && !uarm && !uarmc) (void) destroy_arm(uarmu);
#endif
	    if (!Disint_resistance)
		fry_by_god(resp_god);
	    else {
/*JP
		You("bask in its %s glow for a minute...", NH_BLACK);
*/
		You("しばらく，その%s輝きで暖まった．．．", NH_BLACK);
/*JP
		godvoice(resp_god, "I believe it not!");
*/
		godvoice(resp_god, "信じられぬ！");
	    }
	    if (Is_astralevel(&u.uz) || Is_sanctum(&u.uz)) {
		/* one more try for high altars */
/*JP
		verbalize("Thou cannot escape my wrath, mortal!");
*/
		verbalize("定命の者よ，汝我が怒りから逃がれることならん！");
		summon_minion(resp_god, FALSE);
		summon_minion(resp_god, FALSE);
		summon_minion(resp_god, FALSE);
/*JP
		verbalize("Destroy %s, my servants!", uhim());
*/
		verbalize("%sを殺せ，わが下僕よ！", uhim());
	    }
	}
}

STATIC_OVL void
fry_by_god(resp_god)
aligntyp resp_god;
{
	char killerbuf[64];

/*JP
	You("fry to a crisp.");
*/
	You("パリパリになった．");
	killer_format = KILLED_BY;
/*JP
	Sprintf(killerbuf, "the wrath of %s", align_gname(resp_god));
*/
	Sprintf(killerbuf, "%sの怒りに触れ", align_gname(resp_god));
	killer = killerbuf;
	done(DIED);
}

STATIC_OVL void
angrygods(resp_god)
aligntyp resp_god;
{
	register int	maxanger;

	if(Inhell) resp_god = A_NONE;
	u.ublessed = 0;

	/* changed from tmp = u.ugangr + abs (u.uluck) -- rph */
	/* added test for alignment diff -dlc */
	if(resp_god != u.ualign.type)
	    maxanger =  u.ualign.record/2 + (Luck > 0 ? -Luck/3 : -Luck);
	else
	    maxanger =  3*u.ugangr +
		((Luck > 0 || u.ualign.record >= STRIDENT) ? -Luck/3 : -Luck);
	if (maxanger < 1) maxanger = 1; /* possible if bad align & good luck */
	else if (maxanger > 15) maxanger = 15;	/* be reasonable */

	switch (rn2(maxanger)) {
	    case 0:
#if 0 /*JP*/
	    case 1:	You_feel("that %s is %s.", align_gname(resp_god),
			    Hallucination ? "bummed" : "displeased");
#else
	    case 1:	You("%sが%sいるような気がした．", align_gname(resp_god),
			    Hallucination ? "ねだって" : "立腹して");
#endif
			break;
	    case 2:
	    case 3:
			godvoice(resp_god,(char *)0);
#if 0 /*JP*/
			pline("\"Thou %s, %s.\"",
			    (ugod_is_angry() && resp_god == u.ualign.type)
				? "hast strayed from the path" :
						"art arrogant",
			      youmonst.data->mlet == S_HUMAN ? "mortal" : "creature");
#else
			pline("「汝%s，%sよ．」",
			    (ugod_is_angry() && resp_god == u.ualign.type)
			        ? "その道から踏み出ておる":
						"傲慢なり",
			      youmonst.data->mlet == S_HUMAN ? "定命のもの" : "生物");
#endif
/*JP
			verbalize("Thou must relearn thy lessons!");
*/
			verbalize("汝いま一度学ぶべし！");
			(void) adjattrib(A_WIS, -1, FALSE);
			losexp((char *)0);
			break;
	    case 6:	if (!Punished) {
			    gods_angry(resp_god);
			    punish((struct obj *)0);
			    break;
			} /* else fall thru */
	    case 4:
	    case 5:	gods_angry(resp_god);
			if (!Blind && !Antimagic)
/*JP
			    pline("%s glow surrounds you.",
*/
			    pline("%s光があなたを取り巻いた．",
				  An(hcolor(NH_BLACK)));
			rndcurse();
			break;
	    case 7:
	    case 8:	godvoice(resp_god,(char *)0);
#if 0 /*JP*/
			verbalize("Thou durst %s me?",
				  (on_altar() &&
				   (a_align(u.ux,u.uy) != resp_god)) ?
				  "scorn":"call upon");
			pline("\"Then die, %s!\"",
			      youmonst.data->mlet == S_HUMAN ? "mortal" : "creature");
#else
			verbalize("汝，我%s？",
				  (on_altar() &&
				   (a_align(u.ux,u.uy) != resp_god)) ?
				  "をさげすむか？" : "に祈りを求めしか？");
			pline("「死ね，%sよ！」",
			      youmonst.data->mlet == S_HUMAN ? "定命のもの" : "生物");
#endif
			summon_minion(resp_god, FALSE);
			break;

	    default:	gods_angry(resp_god);
			god_zaps_you(resp_god);
			break;
	}
	u.ublesscnt = rnz(300);
	return;
}

/* helper to print "str appears at your feet", or appropriate */
static void
at_your_feet(str)
	const char *str;
{
	if (Blind) str = Something;
	if (u.uswallow) {
	    /* barrier between you and the floor */
#if 0 /*JP*/
	    pline("%s %s into %s %s.", str, vtense(str, "drop"),
		  s_suffix(mon_nam(u.ustuck)), mbodypart(u.ustuck, STOMACH));
#else
	    pline("%sが%sの%sに落ちた．", str,
		  mon_nam(u.ustuck), mbodypart(u.ustuck, STOMACH));
#endif
	} else {
#if 0 /*JP*/
	    pline("%s %s %s your %s!", str,
		  Blind ? "lands" : vtense(str, "appear"),
		  Levitation ? "beneath" : "at",
		  makeplural(body_part(FOOT)));
#else
	    pline("%sがあなたの%sに%s！", str,
		  Levitation ? "の下方に" : "足元",
		  Blind ? "着地した" : "現われた");
#endif
	}
}

#ifdef ELBERETH
STATIC_OVL void
gcrownu()
{
    struct obj *obj;
    boolean already_exists, in_hand;
    short class_gift;
    int sp_no;
#define ok_wep(o) ((o) && ((o)->oclass == WEAPON_CLASS || is_weptool(o)))

    HSee_invisible |= FROMOUTSIDE;
    HFire_resistance |= FROMOUTSIDE;
    HCold_resistance |= FROMOUTSIDE;
    HShock_resistance |= FROMOUTSIDE;
    HSleep_resistance |= FROMOUTSIDE;
    HPoison_resistance |= FROMOUTSIDE;
    godvoice(u.ualign.type, (char *)0);

    obj = ok_wep(uwep) ? uwep : 0;
    already_exists = in_hand = FALSE;	/* lint suppression */
    switch (u.ualign.type) {
    case A_LAWFUL:
	u.uevent.uhand_of_elbereth = 1;
/*JP
	verbalize("I crown thee...  The Hand of Elbereth!");
*/
	verbalize("汝にさずけよう．．．エルベレスの御手を！");
	break;
    case A_NEUTRAL:
	u.uevent.uhand_of_elbereth = 2;
	in_hand = (uwep && uwep->oartifact == ART_VORPAL_BLADE);
	already_exists = exist_artifact(LONG_SWORD, artiname(ART_VORPAL_BLADE));
/*JP
	verbalize("Thou shalt be my Envoy of Balance!");
*/
	verbalize("汝，我が調和の使者なり！");
	break;
    case A_CHAOTIC:
	u.uevent.uhand_of_elbereth = 3;
	in_hand = (uwep && uwep->oartifact == ART_STORMBRINGER);
	already_exists = exist_artifact(RUNESWORD, artiname(ART_STORMBRINGER));
#if 0 /*JP*/
	verbalize("Thou art chosen to %s for My Glory!",
		  already_exists && !in_hand ? "take lives" : "steal souls");
#else
	verbalize("汝，我が栄光のため%sとして選ばれん！",
		  already_exists && !in_hand ?
			      "生きながらえん者" : "魂を奪いしためる者");
#endif
	break;
    }

    class_gift = STRANGE_OBJECT;
    /* 3.3.[01] had this in the A_NEUTRAL case below,
       preventing chaotic wizards from receiving a spellbook */
    if (Role_if(PM_WIZARD) &&
	    (!uwep || (uwep->oartifact != ART_VORPAL_BLADE &&
		       uwep->oartifact != ART_STORMBRINGER)) &&
	    !carrying(SPE_FINGER_OF_DEATH)) {
	class_gift = SPE_FINGER_OF_DEATH;
 make_splbk:
	obj = mksobj(class_gift, TRUE, FALSE);
	bless(obj);
	obj->bknown = TRUE;
/*JP
	at_your_feet("A spellbook");
*/
	at_your_feet("魔法書");
	dropy(obj);
	u.ugifts++;
	/* when getting a new book for known spell, enhance
	   currently wielded weapon rather than the book */
	for (sp_no = 0; sp_no < MAXSPELL; sp_no++)
	    if (spl_book[sp_no].sp_id == class_gift) {
		if (ok_wep(uwep)) obj = uwep;	/* to be blessed,&c */
		break;
	    }
    } else if (Role_if(PM_MONK) &&
	    (!uwep || !uwep->oartifact) &&
	    !carrying(SPE_RESTORE_ABILITY)) {
	/* monks rarely wield a weapon */
	class_gift = SPE_RESTORE_ABILITY;
	goto make_splbk;
    }

    switch (u.ualign.type) {
    case A_LAWFUL:
	if (class_gift != STRANGE_OBJECT) {
	    ;		/* already got bonus above */
	} else if (obj && obj->otyp == LONG_SWORD && !obj->oartifact) {
/*JP
	    if (!Blind) Your("sword shines brightly for a moment.");
*/
	    if (!Blind) Your("剣はしばらくの間明るく輝いた．");
	    obj = oname(obj, artiname(ART_EXCALIBUR));
	    if (obj && obj->oartifact == ART_EXCALIBUR) u.ugifts++;
	}
	/* acquire Excalibur's skill regardless of weapon or gift */
	unrestrict_weapon_skill(P_LONG_SWORD);
	if (obj && obj->oartifact == ART_EXCALIBUR)
	    discover_artifact(ART_EXCALIBUR);
	break;
    case A_NEUTRAL:
	if (class_gift != STRANGE_OBJECT) {
	    ;		/* already got bonus above */
	} else if (in_hand) {
/*JP
	    Your("%s goes snicker-snack!", xname(obj));
*/
	    Your("%sは軽くなった！", xname(obj));
	    obj->dknown = TRUE;
	} else if (!already_exists) {
	    obj = mksobj(LONG_SWORD, FALSE, FALSE);
	    obj = oname(obj, artiname(ART_VORPAL_BLADE));
	    obj->spe = 1;
/*JP
	    at_your_feet("A sword");
*/
	    at_your_feet("剣");
	    dropy(obj);
	    u.ugifts++;
	}
	/* acquire Vorpal Blade's skill regardless of weapon or gift */
	unrestrict_weapon_skill(P_LONG_SWORD);
	if (obj && obj->oartifact == ART_VORPAL_BLADE)
	    discover_artifact(ART_VORPAL_BLADE);
	break;
    case A_CHAOTIC:
      {
	char swordbuf[BUFSZ];

/*JP
	Sprintf(swordbuf, "%s sword", hcolor(NH_BLACK));
*/
	Sprintf(swordbuf, "%s剣", hcolor(NH_BLACK));
	if (class_gift != STRANGE_OBJECT) {
	    ;		/* already got bonus above */
	} else if (in_hand) {
#if 0 /*JP*/
	    Your("%s hums ominously!", swordbuf);
#else
	    Your("%sは気味の悪い音を立てた！", swordbuf);
#endif
	    obj->dknown = TRUE;
	} else if (!already_exists) {
	    obj = mksobj(RUNESWORD, FALSE, FALSE);
	    obj = oname(obj, artiname(ART_STORMBRINGER));
	    at_your_feet(An(swordbuf));
	    obj->spe = 1;
	    dropy(obj);
	    u.ugifts++;
	}
	/* acquire Stormbringer's skill regardless of weapon or gift */
	unrestrict_weapon_skill(P_BROAD_SWORD);
	if (obj && obj->oartifact == ART_STORMBRINGER)
	    discover_artifact(ART_STORMBRINGER);
	break;
      }
    default:
	obj = 0;	/* lint */
	break;
    }

    /* enhance weapon regardless of alignment or artifact status */
    if (ok_wep(obj)) {
	bless(obj);
	obj->oeroded = obj->oeroded2 = 0;
	obj->oerodeproof = TRUE;
	obj->bknown = obj->rknown = TRUE;
	if (obj->spe < 1) obj->spe = 1;
	/* acquire skill in this weapon */
	unrestrict_weapon_skill(weapon_type(obj));
    } else if (class_gift == STRANGE_OBJECT) {
	/* opportunity knocked, but there was nobody home... */
/*JP
	You_feel("unworthy.");
*/
	You("価値がないと思った．");
    }
    update_inventory();
    return;
}
#endif	/*ELBERETH*/

STATIC_OVL void
pleased(g_align)
	aligntyp g_align;
{
	/* don't use p_trouble, worst trouble may get fixed while praying */
	int trouble = in_trouble();	/* what's your worst difficulty? */
	int pat_on_head = 0, kick_on_butt;

#if 0 /*JP*/
	You_feel("that %s is %s.", align_gname(g_align),
	    u.ualign.record >= DEVOUT ?
	    Hallucination ? "pleased as punch" : "well-pleased" :
	    u.ualign.record >= STRIDENT ?
	    Hallucination ? "ticklish" : "pleased" :
	    Hallucination ? "full" : "satisfied");
#else
	pline("%sが%sような気がした．", align_gname(g_align),
	    u.ualign.record >= DEVOUT ?
	    Hallucination ? "くそ機嫌いい" : "ご機嫌麗しい" :
	    u.ualign.record >= STRIDENT ?
	    Hallucination ? "くすぐったがっている" : "上機嫌である" :
	    Hallucination ? "腹いっぱいである" : "満足している");
#endif

	/* not your deity */
	if (on_altar() && p_aligntyp != u.ualign.type) {
		adjalign(-1);
		return;
	} else if (u.ualign.record < 2 && trouble <= 0) adjalign(1);

	/* depending on your luck & align level, the god you prayed to will:
	   - fix your worst problem if it's major.
	   - fix all your major problems.
	   - fix your worst problem if it's minor.
	   - fix all of your problems.
	   - do you a gratuitous favor.

	   if you make it to the the last category, you roll randomly again
	   to see what they do for you.

	   If your luck is at least 0, then you are guaranteed rescued
	   from your worst major problem. */

	if (!trouble && u.ualign.record >= DEVOUT) {
	    /* if hero was in trouble, but got better, no special favor */
	    if (p_trouble == 0) pat_on_head = 1;
	} else {
	    int action = rn1(Luck + (on_altar() ? 3 + on_shrine() : 2), 1);

	    if (!on_altar()) action = min(action, 3);
	    if (u.ualign.record < STRIDENT)
		action = (u.ualign.record > 0 || !rnl(2)) ? 1 : 0;

	    switch(min(action,5)) {
	    case 5: pat_on_head = 1;
	    case 4: do fix_worst_trouble(trouble);
		    while ((trouble = in_trouble()) != 0);
		    break;

	    case 3: fix_worst_trouble(trouble);
	    case 2: while ((trouble = in_trouble()) > 0)
		    fix_worst_trouble(trouble);
		    break;

	    case 1: if (trouble > 0) fix_worst_trouble(trouble);
	    case 0: break; /* your god blows you off, too bad */
	    }
	}

    /* note: can't get pat_on_head unless all troubles have just been
       fixed or there were no troubles to begin with; hallucination
       won't be in effect so special handling for it is superfluous */
    if(pat_on_head)
	switch(rn2((Luck + 6)>>1)) {
	case 0:	break;
	case 1:
	    if (uwep && (welded(uwep) || uwep->oclass == WEAPON_CLASS ||
			 is_weptool(uwep))) {
		char repair_buf[BUFSZ];

		*repair_buf = '\0';
		if (uwep->oeroded || uwep->oeroded2)
#if 0 /*JP*/
		    Sprintf(repair_buf, " and %s now as good as new",
			    otense(uwep, "are"));
#else
		    Sprintf(repair_buf, "さらに新品同様になった．");
#endif

		if (uwep->cursed) {
		    uncurse(uwep);
		    uwep->bknown = TRUE;
		    if (!Blind)
#if 0 /*JP*/
			Your("%s %s%s.", aobjnam(uwep, "softly glow"),
			     hcolor(NH_AMBER), repair_buf);
#else
			Your("%sは%sやわらかく輝いた．%s", xname(uwep), 
			     jconj_adj(hcolor(NH_AMBER)), repair_buf);
#endif
/*JP
		    else You_feel("the power of %s over your %s.",
*/
		    else pline("%sの力が%sに注がれているのを感じた．",
			u_gname(), xname(uwep));
		    *repair_buf = '\0';
		} else if (!uwep->blessed) {
		    bless(uwep);
		    uwep->bknown = TRUE;
		    if (!Blind)
#if 0 /*JP*/
			Your("%s with %s aura%s.",
			     aobjnam(uwep, "softly glow"),
			     an(hcolor(NH_LIGHT_BLUE)), repair_buf);
#else
			Your("%sは%sやわらかなオーラにつつまれた．%s",
			     xname(uwep), 
			     an(hcolor(NH_LIGHT_BLUE)), repair_buf);
#endif
/*JP
		    else You_feel("the blessing of %s over your %s.",
*/
		    else pline("%sの祝福が%sに注がれているのを感じた．",
			u_gname(), xname(uwep));
		    *repair_buf = '\0';
		}

		/* fix any rust/burn/rot damage, but don't protect
		   against future damage */
		if (uwep->oeroded || uwep->oeroded2) {
		    uwep->oeroded = uwep->oeroded2 = 0;
		    /* only give this message if we didn't just bless
		       or uncurse (which has already given a message) */
		    if (*repair_buf)
#if 0 /*JP*/
			Your("%s as good as new!",
			     aobjnam(uwep, Blind ? "feel" : "look"));
#else
			Your("%sは新品同様になった%s！",
			     xname(uwep),
			     Blind ? "ような気がする" : "");
#endif
		}
		update_inventory();
	    }
	    break;
	case 3:
	    /* takes 2 hints to get the music to enter the stronghold */
	    if (!u.uevent.uopened_dbridge) {
		if (u.uevent.uheard_tune < 1) {
		    godvoice(g_align,(char *)0);
#if 0 /*JP*/
		    verbalize("Hark, %s!",
			  youmonst.data->mlet == S_HUMAN ? "mortal" : "creature");
#else
		    verbalize("%sよ，聞け！",
			  youmonst.data->mlet == S_HUMAN ? "定命の者" : "生物");
#endif
#if 0 /*JP*/
		    verbalize(
			"To enter the castle, thou must play the right tune!");
#else
		    verbalize(
			"汝城に入らんと欲するならば，正しき調べを奏でるべし！");
#endif
		    u.uevent.uheard_tune++;
		    break;
		} else if (u.uevent.uheard_tune < 2) {
/*JP
		    You_hear("a divine music...");
*/
		    You_hear("神の音楽を聞いた．．．");
/*JP
		    pline("It sounds like:  \"%s\".", tune);
*/
		    pline("それは次のように聞こえた:  「%s」", tune);
		    u.uevent.uheard_tune++;
		    break;
		}
	    }
	    /* Otherwise, falls into next case */
	case 2:
	    if (!Blind)
/*JP
		You("are surrounded by %s glow.", an(hcolor(NH_GOLDEN)));
*/
		You("%s輝きにつつまれた．", hcolor(NH_GOLDEN));
	    /* if any levels have been lost (and not yet regained),
	       treat this effect like blessed full healing */
	    if (u.ulevel < u.ulevelmax) {
		u.ulevelmax -= 1;	/* see potion.c */
		pluslvl(FALSE);
	    } else {
		u.uhpmax += 5;
		if (Upolyd) u.mhmax += 5;
	    }
	    u.uhp = u.uhpmax;
	    if (Upolyd) u.mh = u.mhmax;
	    ABASE(A_STR) = AMAX(A_STR);
	    if (u.uhunger < 900) init_uhunger();
	    if (u.uluck < 0) u.uluck = 0;
	    make_blinded(0L,TRUE);
	    flags.botl = 1;
	    break;
	case 4: {
	    register struct obj *otmp;
	    int any = 0;

	    if (Blind)
/*JP
		You_feel("the power of %s.", u_gname());
*/
		You("%sの力を感じた．", u_gname());
/*JP
	    else You("are surrounded by %s aura.",
*/
	    else You("%sオーラにつつまれた．",
		     an(hcolor(NH_LIGHT_BLUE)));
	    for(otmp=invent; otmp; otmp=otmp->nobj) {
		if (otmp->cursed) {
		    uncurse(otmp);
		    if (!Blind) {
#if 0 /*JP*/
			Your("%s %s.", aobjnam(otmp, "softly glow"),
			     hcolor(NH_AMBER));
#else
			Your("%sは%sやわらかく輝いた．", xname(otmp),
			     jconj_adj(hcolor(NH_AMBER)));
#endif
			otmp->bknown = TRUE;
			++any;
		    }
		}
	    }
	    if (any) update_inventory();
	    break;
	}
	case 5: {
/*JP
	    const char *msg="\"and thus I grant thee the gift of %s!\"";
*/
	    const char *msg="「さらに汝に%sをさずけよう！」";
/*JP
	    godvoice(u.ualign.type, "Thou hast pleased me with thy progress,");
*/
	    godvoice(u.ualign.type, "汝の成長は非常に望ましい，");
	    if (!(HTelepat & INTRINSIC))  {
		HTelepat |= FROMOUTSIDE;
/*JP
		pline(msg, "Telepathy");
*/
		pline(msg, "テレパシー");
		if (Blind) see_monsters();
	    } else if (!(HFast & INTRINSIC))  {
		HFast |= FROMOUTSIDE;
/*JP
		pline(msg, "Speed");
*/
		pline(msg, "速さ");
	    } else if (!(HStealth & INTRINSIC))  {
		HStealth |= FROMOUTSIDE;
/*JP
		pline(msg, "Stealth");
*/
		pline(msg, "忍の力");
	    } else {
		if (!(HProtection & INTRINSIC))  {
		    HProtection |= FROMOUTSIDE;
		    if (!u.ublessed)  u.ublessed = rn1(3, 2);
		} else u.ublessed++;
/*JP
		pline(msg, "my protection");
*/
		pline(msg, "我が護り");
	    }
/*JP
	    verbalize("Use it wisely in my name!");
*/
	    verbalize("我が名に於いて有効に使うがよい！");
	    break;
	}
	case 7:
	case 8:
	case 9:		/* KMH -- can occur during full moons */
#ifdef ELBERETH
	    if (u.ualign.record >= PIOUS && !u.uevent.uhand_of_elbereth) {
		gcrownu();
		break;
	    } /* else FALLTHRU */
#endif	/*ELBERETH*/
	case 6:	{
	    struct obj *otmp;
	    int sp_no, trycnt = u.ulevel + 1;

/*JP
	    at_your_feet("An object");
*/
	    at_your_feet("何か");
	    /* not yet known spells given preference over already known ones */
	    /* Also, try to grant a spell for which there is a skill slot */
	    otmp = mkobj(SPBOOK_CLASS, TRUE);
	    while (--trycnt > 0) {
		if (otmp->otyp != SPE_BLANK_PAPER) {
		    for (sp_no = 0; sp_no < MAXSPELL; sp_no++)
			if (spl_book[sp_no].sp_id == otmp->otyp) break;
		    if (sp_no == MAXSPELL &&
			!P_RESTRICTED(spell_skilltype(otmp->otyp)))
			break;	/* usable, but not yet known */
		} else {
		    if (!objects[SPE_BLANK_PAPER].oc_name_known ||
			    carrying(MAGIC_MARKER)) break;
		}
		otmp->otyp = rnd_class(bases[SPBOOK_CLASS], SPE_BLANK_PAPER);
	    }
	    bless(otmp);
	    place_object(otmp, u.ux, u.uy);
	    break;
	}
	default:	impossible("Confused deity!");
	    break;
	}

	u.ublesscnt = rnz(350);
	kick_on_butt = u.uevent.udemigod ? 1 : 0;
#ifdef ELBERETH
	if (u.uevent.uhand_of_elbereth) kick_on_butt++;
#endif
	if (kick_on_butt) u.ublesscnt += kick_on_butt * rnz(1000);

	return;
}

/* either blesses or curses water on the altar,
 * returns true if it found any water here.
 */
STATIC_OVL boolean
water_prayer(bless_water)
    boolean bless_water;
{
    register struct obj* otmp;
    register long changed = 0;
    boolean other = FALSE, bc_known = !(Blind || Hallucination);

    for(otmp = level.objects[u.ux][u.uy]; otmp; otmp = otmp->nexthere) {
	/* turn water into (un)holy water */
	if (otmp->otyp == POT_WATER &&
		(bless_water ? !otmp->blessed : !otmp->cursed)) {
	    otmp->blessed = bless_water;
	    otmp->cursed = !bless_water;
	    otmp->bknown = bc_known;
	    changed += otmp->quan;
	} else if(otmp->oclass == POTION_CLASS)
	    other = TRUE;
    }
    if(!Blind && changed) {
#if 0 /*JP*/
	pline("%s potion%s on the altar glow%s %s for a moment.",
	      ((other && changed > 1L) ? "Some of the" :
					(other ? "One of the" : "The")),
	      ((other || changed > 1L) ? "s" : ""), (changed > 1L ? "" : "s"),
	      (bless_water ? hcolor(NH_LIGHT_BLUE) : hcolor(NH_BLACK)));
#else
	pline("%s祭壇の薬は一瞬%s輝いた．",
	      (other && changed > 1L) ? "いくつかの" : "",
	      jconj_adj(bless_water ? hcolor(NH_LIGHT_BLUE) : hcolor(NH_BLACK)));
#endif
    }
    return((boolean)(changed > 0L));
}

STATIC_OVL void
godvoice(g_align, words)
    aligntyp g_align;
    const char *words;
{
#if 0 /*JP*/
    const char *quot = "";
    if(words)
	quot = "\"";
    else
	words = "";

    pline_The("voice of %s %s: %s%s%s", align_gname(g_align),
	  godvoices[rn2(SIZE(godvoices))], quot, words, quot);
#else
    if(words)
      pline("%sの声が%s: 「%s」", align_gname(g_align),
	    godvoices[rn2(SIZE(godvoices))], words);
    else
      pline("%sの声が%s：", align_gname(g_align),
	    godvoices[rn2(SIZE(godvoices))]);
#endif
}

STATIC_OVL void
gods_angry(g_align)
    aligntyp g_align;
{
/*JP
    godvoice(g_align, "Thou hast angered me.");
*/
    godvoice(g_align, "汝，我を怒らしめたり．");
}

/* The g_align god is upset with you. */
STATIC_OVL void
gods_upset(g_align)
	aligntyp g_align;
{
	if(g_align == u.ualign.type) u.ugangr++;
	else if(u.ugangr) u.ugangr--;
	angrygods(g_align);
}

static NEARDATA const char sacrifice_types[] = { FOOD_CLASS, AMULET_CLASS, 0 };

STATIC_OVL void
consume_offering(otmp)
register struct obj *otmp;
{
    if (Hallucination)
	switch (rn2(3)) {
	    case 0:
/*JP
		Your("sacrifice sprouts wings and a propeller and roars away!");
*/
		Your("献上物は羽をはやし，プロペラがまわり，飛んでった！");
		break;
	    case 1:
/*JP
		Your("sacrifice puffs up, swelling bigger and bigger, and pops!");
*/
		Your("献上物は噴煙をあげ，どんどん膨れ，そしてはじけた！");
		break;
	    case 2:
/*JP
		Your("sacrifice collapses into a cloud of dancing particles and fades away!");
*/
		Your("献上物は細かく砕け，踊り出し，どこかに行ってしまった！");
		break;
	}
    else if (Blind && u.ualign.type == A_LAWFUL)
/*JP
	Your("sacrifice disappears!");
*/
	Your("献上物は消えた！");
#if 0 /*JP*/
    else Your("sacrifice is consumed in a %s!",
	      u.ualign.type == A_LAWFUL ? "flash of light" : "burst of flame");
#else
    else Your("献上物は%s消えさった！",
	      u.ualign.type == A_LAWFUL ? "まばゆい光を放ち" : "炎を上げ");
#endif
    if (carried(otmp)) useup(otmp);
    else useupf(otmp, 1L);
    exercise(A_WIS, TRUE);
}

int
dosacrifice()
{
    register struct obj *otmp;
    int value = 0;
    int pm;
    aligntyp altaralign = a_align(u.ux,u.uy);

    if (!on_altar() || u.uswallow) {
/*JP
	You("are not standing on an altar.");
*/
	You("祭壇の上に立っていない．");
	return 0;
    }

    if (In_endgame(&u.uz)) {
	if (!(otmp = getobj(sacrifice_types, "sacrifice"))) return 0;
    } else {
	if (!(otmp = floorfood("sacrifice", 1))) return 0;
    }
    /*
      Was based on nutritional value and aging behavior (< 50 moves).
      Sacrificing a food ration got you max luck instantly, making the
      gods as easy to please as an angry dog!

      Now only accepts corpses, based on the game's evaluation of their
      toughness.  Human and pet sacrifice, as well as sacrificing unicorns
      of your alignment, is strongly discouraged.
     */

#define MAXVALUE 24 /* Highest corpse value (besides Wiz) */

    if (otmp->otyp == CORPSE) {
	register struct permonst *ptr = &mons[otmp->corpsenm];
	struct monst *mtmp;
	extern const int monstr[];

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

	/* you're handling this corpse, even if it was killed upon the altar */
	feel_cockatrice(otmp, TRUE);

	if (otmp->corpsenm == PM_ACID_BLOB
		|| (monstermoves <= peek_at_iced_corpse_age(otmp) + 50)) {
	    value = monstr[otmp->corpsenm] + 1;
	    if (otmp->oeaten)
		value = eaten_stat(value, otmp);
	}

	if (your_race(ptr)) {
	    if (is_demon(youmonst.data)) {
/*JP
		You("find the idea very satisfying.");
*/
		You("その考えは素晴しいと思った．");
		exercise(A_WIS, TRUE);
	    } else if (u.ualign.type != A_CHAOTIC) {
/*JP
		    pline("You'll regret this infamous offense!");
*/
		    pline("汝，この侮辱の行ないを後悔するべし！");
		    exercise(A_WIS, FALSE);
	    }

	    if (altaralign != A_CHAOTIC && altaralign != A_NONE) {
		/* curse the lawful/neutral altar */
/*JP
		pline_The("altar is stained with %s blood.", urace.adj);
*/
		pline("祭壇は%sの血で汚れている．", urace.j);
		if(!Is_astralevel(&u.uz))
		    levl[u.ux][u.uy].altarmask = AM_CHAOTIC;
		angry_priest();
	    } else {
		struct monst *dmon;
		const char *demonless_msg;

		/* Human sacrifice on a chaotic or unaligned altar */
		/* is equivalent to demon summoning */
		if (altaralign == A_CHAOTIC && u.ualign.type != A_CHAOTIC) {
		    pline(
/*JP
		     "The blood floods the altar, which vanishes in %s cloud!",
*/
		     "血が祭壇からあふれ，祭壇は%s雲となり消えた！",
			  an(hcolor(NH_BLACK)));
		    levl[u.ux][u.uy].typ = ROOM;
		    levl[u.ux][u.uy].altarmask = 0;
		    newsym(u.ux, u.uy);
		    angry_priest();
/*JP
		    demonless_msg = "cloud dissipates";
*/
		    demonless_msg = "雲は消えた．";
		} else {
		    /* either you're chaotic or altar is Moloch's or both */
/*JP
		    pline_The("blood covers the altar!");
*/
		    pline("血が祭壇を覆った！");
		    change_luck(altaralign == A_NONE ? -2 : 2);
/*JP
		    demonless_msg = "blood coagulates";
*/
		    demonless_msg = "血がこびりついた";
		}
		if ((pm = dlord(altaralign)) != NON_PM &&
		    (dmon = makemon(&mons[pm], u.ux, u.uy, NO_MM_FLAGS))) {
/*JP
		    You("have summoned %s!", a_monnam(dmon));
*/
		    You("%sを召喚した！", a_monnam(dmon));
		    if (sgn(u.ualign.type) == sgn(dmon->data->maligntyp))
			dmon->mpeaceful = TRUE;
/*JP
		    You("are terrified, and unable to move.");
*/
		    You("恐怖で動けなくなった．");
		    nomul(-3);
/*JP
		} else pline_The("%s.", demonless_msg);
*/
		} else pline("%s．", demonless_msg);
	    }

	    if (u.ualign.type != A_CHAOTIC) {
		adjalign(-5);
		u.ugangr += 3;
		(void) adjattrib(A_WIS, -1, TRUE);
		if (!Inhell) angrygods(u.ualign.type);
		change_luck(-5);
	    } else adjalign(5);
	    if (carried(otmp)) useup(otmp);
	    else useupf(otmp, 1L);
	    return(1);
	} else if (otmp->oxlth && otmp->oattached == OATTACHED_MONST
		    && ((mtmp = get_mtraits(otmp, FALSE)) != (struct monst *)0)
		    && mtmp->mtame) {
	    /* mtmp is a temporary pointer to a tame monster's attributes,
	     * not a real monster */
/*JP
	    pline("So this is how you repay loyalty?");
*/
	    pline("それでこれがあなたの忠義に報いるものか？");
	    adjalign(-3);
	    value = -1;
	    HAggravate_monster |= FROMOUTSIDE;
	} else if (is_undead(ptr)) { /* Not demons--no demon corpses */
	    if (u.ualign.type != A_CHAOTIC)
		value += 1;
	} else if (is_unicorn(ptr)) {
	    int unicalign = sgn(ptr->maligntyp);

	    /* If same as altar, always a very bad action. */
	    if (unicalign == altaralign) {
#if 0 /*JP*/
		pline("Such an action is an insult to %s!",
		      (unicalign == A_CHAOTIC)
		      ? "chaos" : unicalign ? "law" : "balance");
#else
		pline("そのような行動は『%s』に反する！",
		      (unicalign == A_CHAOTIC)
		      ? "混沌" : unicalign ? "秩序" : "調和");
#endif
		(void) adjattrib(A_WIS, -1, TRUE);
		value = -5;
	    } else if (u.ualign.type == altaralign) {
		/* If different from altar, and altar is same as yours, */
		/* it's a very good action */
		if (u.ualign.record < ALIGNLIM)
/*JP
		    You_feel("appropriately %s.", align_str(u.ualign.type));
*/
		    You("%sにふさわしいと感じた．", align_str(u.ualign.type));
/*JP
		else You_feel("you are thoroughly on the right path.");
*/
		else You("完全に正しい道を歩んでいるのを感じた．");
		adjalign(5);
		value += 3;
	    } else
		/* If sacrificing unicorn of your alignment to altar not of */
		/* your alignment, your god gets angry and it's a conversion */
		if (unicalign == u.ualign.type) {
		    u.ualign.record = -1;
		    value = 1;
		} else value += 3;
	}
    } /* corpse */

    if (otmp->otyp == AMULET_OF_YENDOR) {
	if (!Is_astralevel(&u.uz)) {
	    if (Hallucination)
/*JP
		    You_feel("homesick.");
*/
		    You("故郷が恋しくなった．");
	    else
/*JP
		    You_feel("an urge to return to the surface.");
*/
		    You("地上に帰りたい気持に駆り立てられた．");
	    return 1;
	} else {
	    /* The final Test.	Did you win? */
	    if(uamul == otmp) Amulet_off();
	    u.uevent.ascended = 1;
	    if(carried(otmp)) useup(otmp); /* well, it's gone now */
	    else useupf(otmp, 1L);
/*JP
	    You("offer the Amulet of Yendor to %s...", a_gname());
*/
	    You("イェンダーの魔除けを%sに献上した．．．",a_gname());
	    if (u.ualign.type != altaralign) {
		/* And the opposing team picks you up and
		   carries you off on their shoulders */
		adjalign(-99);
#if 0 /*JP*/
		pline("%s accepts your gift, and gains dominion over %s...",
		      a_gname(), u_gname());
#else
		pline("%sはあなたの送り物を受けとり，%sの権力を得た．．．",
		      a_gname(), u_gname());
#endif
/*JP
		pline("%s is enraged...", u_gname());
*/
		pline("%sは激怒した．．．", u_gname());
/*JP
		pline("Fortunately, %s permits you to live...", a_gname());
*/
		pline("幸運にも，%sはあなたの存在を許している．．．",a_gname());
#if 0 /*JP*/
		pline("A cloud of %s smoke surrounds you...",
		      hcolor((const char *)"orange"));
#else
		pline("%s煙があなたを取り囲んだ．．．",
		      hcolor((const char *)"オレンジ色の"));
#endif
		done(ESCAPED);
	    } else { /* super big win */
		adjalign(10);
/*JP
pline("An invisible choir sings, and you are bathed in radiance...");
*/
pline("どこからともなく聖歌隊の歌が聞こえ，あなたは光に包まれた．．．");
/*JP
		godvoice(altaralign, "Congratulations, mortal!");
*/
		godvoice(altaralign, "よくやった！定命の者よ！");
		display_nhwindow(WIN_MESSAGE, FALSE);
/*JP
verbalize("In return for thy service, I grant thee the gift of Immortality!");
*/
 		verbalize("汝の偉業に対し，不死の体を捧げようぞ！");
#if 0 /*JP*/
		You("ascend to the status of Demigod%s...",
		    flags.female ? "dess" : "");
#else
		You("昇天し，%s神となった．．．",
		    flags.female ? "女" : "");
#endif
		done(ASCENDED);
	    }
	}
    } /* real Amulet */

    if (otmp->otyp == FAKE_AMULET_OF_YENDOR) {
	    if (flags.soundok)
/*JP
		You_hear("a nearby thunderclap.");
*/
		You("近くに雷が落ちた音を聞いた．");
	    if (!otmp->known) {
#if 0 /*JP*/
		You("realize you have made a %s.",
		    Hallucination ? "boo-boo" : "mistake");
#else
		You("%sことに気がついた．",
		    Hallucination ? "「ハズレ」だった" : "間違いを犯した");
#endif
		otmp->known = TRUE;
		change_luck(-1);
		return 1;
	    } else {
		/* don't you dare try to fool the gods */
		change_luck(-3);
		adjalign(-1);
		u.ugangr += 3;
		value = -3;
	    }
    } /* fake Amulet */

    if (value == 0) {
	pline(nothing_happens);
	return (1);
    }

    if (altaralign != u.ualign.type &&
	(Is_astralevel(&u.uz) || Is_sanctum(&u.uz))) {
	/*
	 * REAL BAD NEWS!!! High altars cannot be converted.  Even an attempt
	 * gets the god who owns it truely pissed off.
	 */
/*JP
	You_feel("the air around you grow charged...");
*/
	You("回りの空気にエネルギーが満ちていくような気がした．．．");
/*JP
	pline("Suddenly, you realize that %s has noticed you...", a_gname());
*/
	pline("突然，%sがあなたをじっと見ているのに気がついた．．．",a_gname());
/*JP
	godvoice(altaralign, "So, mortal!  You dare desecrate my High Temple!");
*/
	godvoice(altaralign, "定命の者よ！おまえは我が神聖なる寺院を汚すのか！");
	/* Throw everything we have at the player */
	god_zaps_you(altaralign);
    } else if (value < 0) { /* I don't think the gods are gonna like this... */
	gods_upset(altaralign);
    } else {
	int saved_anger = u.ugangr;
	int saved_cnt = u.ublesscnt;
	int saved_luck = u.uluck;

	/* Sacrificing at an altar of a different alignment */
	if (u.ualign.type != altaralign) {
	    /* Is this a conversion ? */
	    /* An unaligned altar in Gehennom will always elicit rejection. */
	    if (ugod_is_angry() || (altaralign == A_NONE && Inhell)) {
		if(u.ualignbase[A_CURRENT] == u.ualignbase[A_ORIGINAL] &&
		   altaralign != A_NONE) {
/*JP
		    You("have a strong feeling that %s is angry...", u_gname());
*/
		    You("%sが怒っているのを確信した．．．", u_gname());
		    consume_offering(otmp);
/*JP
		    pline("%s accepts your allegiance.", a_gname());
*/
		    pline("%sはあなたの属性を受けいれた．", a_gname());

		    /* The player wears a helm of opposite alignment? */
		    if (uarmh && uarmh->otyp == HELM_OF_OPPOSITE_ALIGNMENT)
			u.ualignbase[A_CURRENT] = altaralign;
		    else
			u.ualign.type = u.ualignbase[A_CURRENT] = altaralign;
		    u.ublessed = 0;
		    flags.botl = 1;

/*JP
		    You("have a sudden sense of a new direction.");
*/
		    You("突然，別の感覚にめざめた．");
		    /* Beware, Conversion is costly */
		    change_luck(-3);
		    u.ublesscnt += 300;
		    adjalign((int)(u.ualignbase[A_ORIGINAL] * (ALIGNLIM / 2)));
		} else {
		    u.ugangr += 3;
		    adjalign(-5);
/*JP
		    pline("%s rejects your sacrifice!", a_gname());
*/
		    pline("%sはあなたの献上物を受けいれない！", a_gname());
/*JP
		    godvoice(altaralign, "Suffer, infidel!");
*/
		    godvoice(altaralign, "異端者よ！失せろ！！");
		    change_luck(-5);
		    (void) adjattrib(A_WIS, -2, TRUE);
		    if (!Inhell) angrygods(u.ualign.type);
		}
		return(1);
	    } else {
		consume_offering(otmp);
/*JP
		You("sense a conflict between %s and %s.",
*/
		You("%sと%s間の争いを感じた．",
		    u_gname(), a_gname());
		if (rn2(8 + u.ulevel) > 5) {
		    struct monst *pri;
/*JP
		    You_feel("the power of %s increase.", u_gname());
*/
		    You("%sの力が増大したような気がした．", u_gname());
		    exercise(A_WIS, TRUE);
		    change_luck(1);
		    /* Yes, this is supposed to be &=, not |= */
		    levl[u.ux][u.uy].altarmask &= AM_SHRINE;
		    /* the following accommodates stupid compilers */
		    levl[u.ux][u.uy].altarmask =
			levl[u.ux][u.uy].altarmask | (Align2amask(u.ualign.type));
		    if (!Blind)
#if 0 /*JP*/
			pline_The("altar glows %s.",
			      hcolor(
			      u.ualign.type == A_LAWFUL ? NH_WHITE :
			      u.ualign.type ? NH_BLACK : (const char *)"gray"));
#else
			pline("祭壇は%s輝いた．",
			      jconj_adj(hcolor(
			      u.ualign.type == A_LAWFUL ? NH_WHITE :
			      u.ualign.type ? NH_BLACK : (const char *)"灰色の")));
#endif

		    if (rnl(u.ulevel) > 6 && u.ualign.record > 0 &&
		       rnd(u.ualign.record) > (3*ALIGNLIM)/4)
			summon_minion(altaralign, TRUE);
		    /* anger priest; test handles bones files */
		    if((pri = findpriest(temple_occupied(u.urooms))) &&
		       !p_coaligned(pri))
			angry_priest();
		} else {
/*JP
		    pline("Unluckily, you feel the power of %s decrease.",
*/
		    pline("不幸にも，%sの力が減少したのを感じた．",
			  u_gname());
		    change_luck(-1);
		    exercise(A_WIS, FALSE);
		    if (rnl(u.ulevel) > 6 && u.ualign.record > 0 &&
		       rnd(u.ualign.record) > (7*ALIGNLIM)/8)
			summon_minion(altaralign, TRUE);
		}
		return(1);
	    }
	}

	consume_offering(otmp);
	/* OK, you get brownie points. */
	if(u.ugangr) {
	    u.ugangr -=
		((value * (u.ualign.type == A_CHAOTIC ? 2 : 3)) / MAXVALUE);
	    if(u.ugangr < 0) u.ugangr = 0;
	    if(u.ugangr != saved_anger) {
		if (u.ugangr) {
#if 0 /*JP*/
		    pline("%s seems %s.", u_gname(),
			  Hallucination ? "groovy" : "slightly mollified");
#else
		    pline("%sは%sに見える．", u_gname(),
			  Hallucination ? "素敵" : "ちょっと和らいだよう");
#endif

		    if ((int)u.uluck < 0) change_luck(1);
		} else {
#if 0 /*JP*/
		    pline("%s seems %s.", u_gname(), Hallucination ?
			  "cosmic (not a new fact)" : "mollified");
#else
		    pline("%sは%sに見える．", u_gname(), Hallucination ?
			  "虹色(新事実ではない)" : "軽蔑したよう");
#endif

		    if ((int)u.uluck < 0) u.uluck = 0;
		}
	    } else { /* not satisfied yet */
		if (Hallucination)
/*JP
		    pline_The("gods seem tall.");
*/
		    pline("神はお高くとまっているように見える．");
/*JP
		else You("have a feeling of inadequacy.");
*/
		else You("まだまだだと感じた．");
	    }
	} else if(ugod_is_angry()) {
	    if(value > MAXVALUE) value = MAXVALUE;
	    if(value > -u.ualign.record) value = -u.ualign.record;
	    adjalign(value);
/*JP
	    You_feel("partially absolved.");
*/
	    You("少しだけゆるしてもらえたような気がした．");
	} else if (u.ublesscnt > 0) {
	    u.ublesscnt -=
		((value * (u.ualign.type == A_CHAOTIC ? 500 : 300)) / MAXVALUE);
	    if(u.ublesscnt < 0) u.ublesscnt = 0;
	    if(u.ublesscnt != saved_cnt) {
		if (u.ublesscnt) {
		    if (Hallucination)
/*JP
			You("realize that the gods are not like you and I.");
*/
			You("神のツーカーの仲ではないことを悟った．");
		    else
/*JP
			You("have a hopeful feeling.");
*/
			pline("希望が見えてきたような気がした．");
		    if ((int)u.uluck < 0) change_luck(1);
		} else {
		    if (Hallucination)
/*JP
			pline("Overall, there is a smell of fried onions.");
*/
			pline("たまねぎを揚げた匂いがした．");
		    else
/*JP
			You("have a feeling of reconciliation.");
*/
			You("許された気がした．");
		    if ((int)u.uluck < 0) u.uluck = 0;
		}
	    }
	} else {
	    int nartifacts = nartifact_exist();

	    /* you were already in pretty good standing */
	    /* The player can gain an artifact */
	    /* The chance goes down as the number of artifacts goes up */
	    if (u.ulevel > 2 && u.uluck >= 0 &&
		!rn2(10 + (2 * u.ugifts * nartifacts))) {
		otmp = mk_artifact((struct obj *)0, a_align(u.ux,u.uy));
		if (otmp) {
		    if (otmp->spe < 0) otmp->spe = 0;
		    if (otmp->cursed) uncurse(otmp);
		    otmp->oerodeproof = TRUE;
		    dropy(otmp);
/*JP
		    at_your_feet("An object");
*/
		    at_your_feet("何か");
/*JP
		    godvoice(u.ualign.type, "Use my gift wisely!");
*/
		    godvoice(u.ualign.type, "我が与えしもの賢く使うべし！");
		    u.ugifts++;
		    u.ublesscnt = rnz(300 + (50 * nartifacts));
		    exercise(A_WIS, TRUE);
		    /* make sure we can use this weapon */
		    unrestrict_weapon_skill(weapon_type(otmp));
		    discover_artifact(otmp->oartifact);
		    return(1);
		}
	    }
	    change_luck((value * LUCKMAX) / (MAXVALUE * 2));
	    if ((int)u.uluck < 0) u.uluck = 0;
	    if (u.uluck != saved_luck) {
		if (Blind)
/*JP
		    You("think %s brushed your %s.",something, body_part(FOOT));
*/
		    pline("%sがあなたの%sをくすぐった．", something, body_part(FOOT));
		else You(Hallucination ?
#if 0 /*JP*/
		    "see crabgrass at your %s.  A funny thing in a dungeon." :
		    "glimpse a four-leaf clover at your %s.",
#else
		    "%s元にペンペン草をみつけた．迷宮にしては珍しい．":
		    "四葉のクローバーを%s元に見つけた．",
#endif
		    makeplural(body_part(FOOT)));
	    }
	}
    }
    return(1);
}


/* determine prayer results in advance; also used for enlightenment */
boolean
can_pray(praying)
boolean praying;	/* false means no messages should be given */
{
    int alignment;

    p_aligntyp = on_altar() ? a_align(u.ux,u.uy) : u.ualign.type;
    p_trouble = in_trouble();

    if (is_demon(youmonst.data) && (p_aligntyp != A_CHAOTIC)) {
	if (praying)
#if 0 /*JP*/
	    pline_The("very idea of praying to a %s god is repugnant to you.",
		  p_aligntyp ? "lawful" : "neutral");
#else
	    pline("%sの神に祈りをささげるのは常識に背く．",
		p_aligntyp ? "秩序" : "中立");
#endif
	return FALSE;
    }

    if (praying)
/*JP
	You("begin praying to %s.", align_gname(p_aligntyp));
*/
	You("%sに祈りを捧げた．", align_gname(p_aligntyp));

    if (u.ualign.type && u.ualign.type == -p_aligntyp)
	alignment = -u.ualign.record;		/* Opposite alignment altar */
    else if (u.ualign.type != p_aligntyp)
	alignment = u.ualign.record / 2;	/* Different alignment altar */
    else alignment = u.ualign.record;

    if ((p_trouble > 0) ? (u.ublesscnt > 200) : /* big trouble */
	(p_trouble < 0) ? (u.ublesscnt > 100) : /* minor difficulties */
	(u.ublesscnt > 0))			/* not in trouble */
	p_type = 0;		/* too soon... */
    else if ((int)Luck < 0 || u.ugangr || alignment < 0)
	p_type = 1;		/* too naughty... */
    else /* alignment >= 0 */ {
	if(on_altar() && u.ualign.type != p_aligntyp)
	    p_type = 2;
	else
	    p_type = 3;
    }

    if (is_undead(youmonst.data) && !Inhell &&
	(p_aligntyp == A_LAWFUL || (p_aligntyp == A_NEUTRAL && !rn2(10))))
	p_type = -1;
    /* Note:  when !praying, the random factor for neutrals makes the
       return value a non-deterministic approximation for enlightenment.
       This case should be uncommon enough to live with... */

    return !praying ? (boolean)(p_type == 3 && !Inhell) : TRUE;
}

int
dopray()
{
    /* Confirm accidental slips of Alt-P */
    if (flags.prayconfirm)
/*JP
	if (yn("Are you sure you want to pray?") == 'n')
*/
	if (yn("祈りますか？") == 'n')
	    return 0;

    u.uconduct.gnostic++;
    /* Praying implies that the hero is conscious and since we have
       no deafness attribute this implies that all verbalized messages
       can be heard.  So, in case the player has used the 'O' command
       to toggle this accessible flag off, force it to be on. */
    flags.soundok = 1;

    /* set up p_type and p_alignment */
    if (!can_pray(TRUE)) return 0;

#ifdef WIZARD
    if (wizard && p_type >= 0) {
/*JP
	if (yn("Force the gods to be pleased?") == 'y') {
*/
	if (yn("無理矢理神に微笑んでもらいますか？") == 'y') {
	    u.ublesscnt = 0;
	    if (u.uluck < 0) u.uluck = 0;
	    if (u.ualign.record <= 0) u.ualign.record = 1;
	    u.ugangr = 0;
	    if(p_type < 2) p_type = 3;
	}
    }
#endif
    nomul(-3);
/*JP
    nomovemsg = "You finish your prayer.";
*/
    nomovemsg = "祈り終えた．";
    afternmv = prayer_done;

    if(p_type == 3 && !Inhell) {
	/* if you've been true to your god you can't die while you pray */
	if (!Blind)
/*JP
	    You("are surrounded by a shimmering light.");
*/
	    You("かすかな光につつまれた．");
	u.uinvulnerable = TRUE;
    }

    return(1);
}

STATIC_PTR int
prayer_done()		/* M. Stephenson (1.0.3b) */
{
    aligntyp alignment = p_aligntyp;

    u.uinvulnerable = FALSE;
    if(p_type == -1) {
	godvoice(alignment,
		 alignment == A_LAWFUL ?
#if 0 /*JP*/
		 "Vile creature, thou durst call upon me?" :
		 "Walk no more, perversion of nature!");
#else
		 "卑劣な生物よ，汝，我に祈りを求めたか？" :
		 "動くな！死にぞこないの生物よ！");
#endif
/*JP
	You_feel("like you are falling apart.");
*/
	You("バラバラになったような気がした．");
	/* KMH -- Gods have mastery over unchanging */
	rehumanize();
/*JP
	losehp(rnd(20), "residual undead turning effect", KILLED_BY_AN);
*/
	losehp(rnd(20), "不死の生物を元に戻す力で", KILLED_BY_AN);
	exercise(A_CON, FALSE);
	return(1);
    }
    if (Inhell) {
/*JP
	pline("Since you are in Gehennom, %s won't help you.",
*/
	pline("ゲヘナに%sの力は届かない．",
	      align_gname(alignment));
	/* haltingly aligned is least likely to anger */
	if (u.ualign.record <= 0 || rnl(u.ualign.record))
	    angrygods(u.ualign.type);
	return(0);
    }

    if (p_type == 0) {
	if(on_altar() && u.ualign.type != alignment)
	    (void) water_prayer(FALSE);
	u.ublesscnt += rnz(250);
	change_luck(-3);
	gods_upset(u.ualign.type);
    } else if(p_type == 1) {
	if(on_altar() && u.ualign.type != alignment)
	    (void) water_prayer(FALSE);
	angrygods(u.ualign.type);	/* naughty */
    } else if(p_type == 2) {
	if(water_prayer(FALSE)) {
	    /* attempted water prayer on a non-coaligned altar */
	    u.ublesscnt += rnz(250);
	    change_luck(-3);
	    gods_upset(u.ualign.type);
	} else pleased(alignment);
    } else {
	/* coaligned */
	if(on_altar())
	    (void) water_prayer(TRUE);
	pleased(alignment); /* nice */
    }
    return(1);
}

int
doturn()
{	/* Knights & Priest(esse)s only please */

	struct monst *mtmp, *mtmp2;
	int once, range, xlev;

	if (!Role_if(PM_PRIEST) && !Role_if(PM_KNIGHT)) {
		/* Try to use turn undead spell. */
		if (objects[SPE_TURN_UNDEAD].oc_name_known) {
		    register int sp_no;
		    for (sp_no = 0; sp_no < MAXSPELL &&
			 spl_book[sp_no].sp_id != NO_SPELL &&
			 spl_book[sp_no].sp_id != SPE_TURN_UNDEAD; sp_no++);

		    if (sp_no < MAXSPELL &&
			spl_book[sp_no].sp_id == SPE_TURN_UNDEAD)
			    return spelleffects(sp_no, TRUE);
		}

/*JP
		You("don't know how to turn undead!");
*/
		You("不死の生き物を土に戻す方法を知らない！");
		return(0);
	}
	u.uconduct.gnostic++;

	if ((u.ualign.type != A_CHAOTIC &&
		    (is_demon(youmonst.data) || is_undead(youmonst.data))) ||
				u.ugangr > 6 /* "Die, mortal!" */) {

/*JP
		pline("For some reason, %s seems to ignore you.", u_gname());
*/
		pline("なぜか，%sはあなたを無視したようだ．", u_gname());
		aggravate();
		exercise(A_WIS, FALSE);
		return(0);
	}

	if (Inhell) {
/*JP
	    pline("Since you are in Gehennom, %s won't help you.", u_gname());
*/
	    pline("ゲヘナに%sの力は届かない．", u_gname());
	    aggravate();
	    return(0);
	}
/*JP
	pline("Calling upon %s, you chant an arcane formula.", u_gname());
*/
	pline("%sに祈りを求めると，あなたは不可思議な言葉の聖歌を聞いた．", u_gname());
	exercise(A_WIS, TRUE);

	/* note: does not perform unturn_dead() on victims' inventories */
	range = BOLT_LIM + (u.ulevel / 5);	/* 5 to 11 */
	range *= range;
	once = 0;
	for(mtmp = fmon; mtmp; mtmp = mtmp2) {
	    mtmp2 = mtmp->nmon;

	    if (DEADMONSTER(mtmp)) continue;
	    if (!cansee(mtmp->mx,mtmp->my) ||
		distu(mtmp->mx,mtmp->my) > range) continue;

	    if (!mtmp->mpeaceful && (is_undead(mtmp->data) ||
		   (is_demon(mtmp->data) && (u.ulevel > (MAXULEV/2))))) {

		    mtmp->msleeping = 0;
		    if (Confusion) {
			if (!once++)
/*JP
			    pline("Unfortunately, your voice falters.");
*/
			    pline("残念ながら，あなたの声はどもってしまった．");
			mtmp->mflee = 0;
			mtmp->mfrozen = 0;
			mtmp->mcanmove = 1;
		    } else if (!resist(mtmp, '\0', 0, TELL)) {
			xlev = 6;
			switch (mtmp->data->mlet) {
			    /* this is intentional, lichs are tougher
			       than zombies. */
			case S_LICH:    xlev += 2;  /*FALLTHRU*/
			case S_GHOST:   xlev += 2;  /*FALLTHRU*/
			case S_VAMPIRE: xlev += 2;  /*FALLTHRU*/
			case S_WRAITH:  xlev += 2;  /*FALLTHRU*/
			case S_MUMMY:   xlev += 2;  /*FALLTHRU*/
			case S_ZOMBIE:
			    if (u.ulevel >= xlev &&
				    !resist(mtmp, '\0', 0, NOTELL)) {
				if (u.ualign.type == A_CHAOTIC) {
				    mtmp->mpeaceful = 1;
				    set_malign(mtmp);
				} else { /* damn them */
				    killed(mtmp);
				}
				break;
			    } /* else flee */
			    /*FALLTHRU*/
			default:
			    monflee(mtmp, 0, FALSE, TRUE);
			    break;
			}
		    }
	    }
	}
	nomul(-5);
	return(1);
}

const char *
a_gname()
{
    return(a_gname_at(u.ux, u.uy));
}

const char *
a_gname_at(x,y)     /* returns the name of an altar's deity */
xchar x, y;
{
    if(!IS_ALTAR(levl[x][y].typ)) return((char *)0);

    return align_gname(a_align(x,y));
}

const char *
u_gname()  /* returns the name of the player's deity */
{
    return align_gname(u.ualign.type);
}

const char *
align_gname(alignment)
aligntyp alignment;
{
    const char *gnam;

    switch (alignment) {
     case A_NONE:	gnam = Moloch; break;
     case A_LAWFUL:	gnam = urole.lgod; break;
     case A_NEUTRAL:	gnam = urole.ngod; break;
     case A_CHAOTIC:	gnam = urole.cgod; break;
     default:		impossible("unknown alignment.");
/*JP
			gnam = "someone"; break;
*/
			return "誰か";
    }
    if (*gnam == '_') ++gnam;
/*JP
    return gnam;
*/
    return jtrns_mon(gnam);
}

/* hallucination handling for priest/minion names: select a random god
   iff character is hallucinating */
const char *
halu_gname(alignment)
aligntyp alignment;
{
    const char *gnam;
    int which;

    if (!Hallucination) return align_gname(alignment);

    which = randrole();
    switch (rn2(3)) {
     case 0:	gnam = roles[which].lgod; break;
     case 1:	gnam = roles[which].ngod; break;
     case 2:	gnam = roles[which].cgod; break;
     default:	gnam = 0; break;		/* lint suppression */
    }
    if (!gnam) gnam = Moloch;
    if (*gnam == '_') ++gnam;
/*JP
    return gnam;
*/
    return jtrns_mon(gnam);
}

/* deity's title */
const char *
align_gtitle(alignment)
aligntyp alignment;
{
/*JP
    const char *gnam, *result = "god";
*/
    const char *gnam, *result = "主神";

    switch (alignment) {
     case A_LAWFUL:	gnam = urole.lgod; break;
     case A_NEUTRAL:	gnam = urole.ngod; break;
     case A_CHAOTIC:	gnam = urole.cgod; break;
     default:		gnam = 0; break;
    }
/*JP
    if (gnam && *gnam == '_') result = "goddess";
*/
    if (gnam && *gnam == '_') result = "女神";
    return result;
}

void
altar_wrath(x, y)
register int x, y;
{
    aligntyp altaralign = a_align(x,y);

    if(!strcmp(align_gname(altaralign), u_gname())) {
/*JP
	godvoice(altaralign, "How darest thou desecrate my altar!");
*/
	godvoice(altaralign, "汝，我が祭壇を汚すか！");
	(void) adjattrib(A_WIS, -1, FALSE);
    } else {
/*JP
	pline("A voice (could it be %s?) whispers:",
*/
	pline("ささやき声が聞こえる(たぶん%s？):",
	      align_gname(altaralign));
/*JP
	verbalize("Thou shalt pay, infidel!");
*/
	verbalize("異端者よ！報いを受けよ！");
	change_luck(-1);
    }
}

/* assumes isok() at one space away, but not necessarily at two */
STATIC_OVL boolean
blocked_boulder(dx,dy)
int dx,dy;
{
    register struct obj *otmp;
    long count = 0L;

    for(otmp = level.objects[u.ux+dx][u.uy+dy]; otmp; otmp = otmp->nexthere) {
	if(otmp->otyp == BOULDER)
	    count += otmp->quan;
    }

    switch(count) {
	case 0: return FALSE; /* no boulders--not blocked */
	case 1: break; /* possibly blocked depending on if it's pushable */
	default: return TRUE; /* >1 boulder--blocked after they push the top
	    one; don't force them to push it first to find out */
    }

    if (!isok(u.ux+2*dx, u.uy+2*dy))
	return TRUE;
    if (IS_ROCK(levl[u.ux+2*dx][u.uy+2*dy].typ))
	return TRUE;
    if (sobj_at(BOULDER, u.ux+2*dx, u.uy+2*dy))
	return TRUE;

    return FALSE;
}

/*pray.c*/
