/*	SCCS Id: @(#)mon.c	3.2	96/07/13	*/
/* 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, 1994-1999
**	changing point is marked `JP' (94/6/7)
**	JNetHack may be freely redistributed.  See license for details. 
*/

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

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

STATIC_DCL boolean FDECL(corpse_chance,(struct monst *));
STATIC_DCL boolean FDECL(restrap,(struct monst *));
#ifdef OVL2
static void FDECL(kill_eggs, (struct obj *));
#endif

#ifdef OVLB
STATIC_OVL NEARDATA struct monst *fdmon;	/* dead monster list */
#else
STATIC_DCL NEARDATA struct monst *fdmon;
#endif

#ifdef OVL1
#define warnDelay 10
long lastwarntime;
int lastwarnlev;

const char *warnings[] = {
/*JP	"white", "pink", "red", "ruby", "purple", "black"*/
	"白い","ピンク色の","赤い","ルビー色の","紫の","黒い"
};

static void NDECL(warn_effects);

#endif /* OVL1 */


#ifdef OVLB
static struct obj *FDECL(make_corpse,(struct monst *));
static void FDECL(m_detach, (struct monst *,struct permonst *));
static void FDECL(lifesaved_monster, (struct monst *));

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

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

	switch(mndx) {
	    case PM_GRAY_DRAGON:
	    case PM_RED_DRAGON:
	    case PM_ORANGE_DRAGON:
	    case PM_WHITE_DRAGON:
	    case PM_BLACK_DRAGON:
	    case PM_BLUE_DRAGON:
	    case PM_GREEN_DRAGON:
	    case PM_YELLOW_DRAGON:
		/* Make dragon scales.  This assumes that the order of the */
		/* dragons is the same as the order of the scales.	   */
		if (!rn2(3)) {
		    obj = mksobj_at(GRAY_DRAGON_SCALES +
				    monsndx(mdat)-PM_GRAY_DRAGON, x, y, FALSE);
		    obj->spe = 0;
		    obj->cursed = obj->blessed = FALSE;
		}
		goto default_1;

	    case PM_WHITE_UNICORN:
	    case PM_GRAY_UNICORN:
	    case PM_BLACK_UNICORN:
		(void) mksobj_at(UNICORN_HORN, x, y, TRUE);
		goto default_1;
	    case PM_LONG_WORM:
		(void) mksobj_at(WORM_TOOTH, x, y, TRUE);
		goto default_1;
	    case PM_VAMPIRE:
	    case PM_VAMPIRE_LORD:
		/* include mtmp in the mkcorpstat() call */
		num = undead_to_corpse(mndx);
		obj = mkcorpstat(CORPSE, mtmp, &mons[num], x, y, TRUE);
		obj->age -= 100;		/* this is an *OLD* corpse */
		break;
	    case PM_KOBOLD_MUMMY:
	    case PM_GNOME_MUMMY:
	    case PM_ORC_MUMMY:
	    case PM_ELF_MUMMY:
	    case PM_HUMAN_MUMMY:
	    case PM_GIANT_MUMMY:
	    case PM_ETTIN_MUMMY:
	    case PM_KOBOLD_ZOMBIE:
	    case PM_GNOME_ZOMBIE:
	    case PM_ORC_ZOMBIE:
	    case PM_ELF_ZOMBIE:
	    case PM_HUMAN_ZOMBIE:
	    case PM_GIANT_ZOMBIE:
	    case PM_ETTIN_ZOMBIE:
		num = undead_to_corpse(mndx);
		obj = mkcorpstat(CORPSE, (struct monst *)0,
				 &mons[num], x, y, TRUE);
		obj->age -= 100;		/* this is an *OLD* corpse */
		break;
	    case PM_IRON_GOLEM:
		num = d(2,6);
		while (num--)
			obj = mksobj_at(IRON_CHAIN, x, y, TRUE);
		mtmp->mnamelth = 0;
		break;
	    case PM_CLAY_GOLEM:
		obj = mksobj_at(ROCK, x, y, FALSE);
		obj->quan = (long)(rn2(20) + 50);
		obj->owt = weight(obj);
		mtmp->mnamelth = 0;
		break;
	    case PM_STONE_GOLEM:
		obj = mkcorpstat(STATUE, (struct monst *)0, mdat, x, y, FALSE);
		break;
	    case PM_WOOD_GOLEM:
		num = d(2,4);
		while(num--) {
			obj = mksobj_at(QUARTERSTAFF, x, y, TRUE);
			if (obj && obj->oartifact) {	/* don't allow this */
				artifact_exists(obj, ONAME(obj), FALSE);
				Strcpy(ONAME(obj), "");  obj->onamelth = 0;
			}
		}
		mtmp->mnamelth = 0;
		break;
	    case PM_LEATHER_GOLEM:
		num = d(2,4);
		while(num--)
			obj = mksobj_at(LEATHER_ARMOR, x, y, TRUE);
		mtmp->mnamelth = 0;
		break;
	    default_1:
	    default:
		if (mvitals[mndx].mvflags & G_NOCORPSE)
			return (struct obj *)0;
		else obj = mkcorpstat(CORPSE, mtmp, mdat, x, y, TRUE);
		break;
	}
	/* All special cases should precede the G_NOCORPSE check */

	if (mtmp->mnamelth)
	    obj = oname(obj, NAME(mtmp));
	stackobj(obj);
	newsym(x, y);
	return obj;
}

#endif /* OVLB */
#ifdef OVL1

static void
warn_effects()
{
    if (warnlevel == 100) {
	if(!Blind &&
	    (warnlevel > lastwarnlev || moves > lastwarntime + warnDelay)) {
/*JP	    Your("%s %s!", aobjnam(uwep, "glow"),
		hcolor(light_blue));*/
	    Your("%sは%s輝いた！", xname(uwep),
		jconj_adj(hcolor(light_blue)));
	    lastwarnlev = warnlevel;
	    lastwarntime = moves;
	}
	warnlevel = 0;
	return;
    }

    if(warnlevel >= SIZE(warnings))
	warnlevel = SIZE(warnings)-1;
    if(!Blind && warnlevel >= 0)
	if(warnlevel > lastwarnlev || moves > lastwarntime + warnDelay) {
	    register const char *rr;

	    lastwarntime = moves;
	    lastwarnlev = warnlevel;
	    switch((int) (Warning & (LEFT_RING | RIGHT_RING))) {
	    case LEFT_RING:
/*JP		rr = Hallucination ? "left mood ring glows" : "left ring glows";*/
		rr = Hallucination ? "左手の流行の指輪" : "左手の指輪";
		break;
	    case RIGHT_RING:
/*JP		rr = Hallucination ? "right mood ring glows"
			: "right ring glows";*/
		rr = Hallucination ? "右手の流行の指輪"
			: "右手の指輪";
		break;
	    case LEFT_RING | RIGHT_RING:
/*JP		rr = Hallucination ? "mood rings glow" : "rings both glow";*/
		rr = Hallucination ? "流行の指輪" : "両手の指輪";
		break;
	    default:
		if (Hallucination)
/*JP		    Your("spider-sense is tingling...");*/
		    Your("蜘蛛的感覚はピリピリした．．．");
		else
/*JP		    You_feel("apprehensive as you sense a %s flash.",*/
		    You("%s光を感じ，とても不安に思った．",
			warnings[warnlevel]);
		return;
	    }
/*JP	    Your("%s %s!", rr, hcolor(warnings[warnlevel]));*/
	    Your("%sは%s輝いた！", rr, jconj_adj(hcolor(warnings[warnlevel])));
	}
}

/* check mtmp and water for compatibility, 0 (survived), 1 (drowned) */
int
minwater(mtmp)
register struct monst *mtmp;
{
    boolean inpool, infountain;

    inpool = is_pool(mtmp->mx,mtmp->my) &&
	     !is_flyer(mtmp->data) && !is_floater(mtmp->data);
    infountain = IS_FOUNTAIN(levl[mtmp->mx][mtmp->my].typ);

    /* Gremlin multiplying won't go on forever since the hit points
     * keep going down, and when it gets to 1 hit point the clone
     * function will fail.
     */
    if (mtmp->data == &mons[PM_GREMLIN] && (inpool || infountain) && rn2(3)) {
	struct monst *mtmp2 = clone_mon(mtmp);

	if (mtmp2) {
	    mtmp2->mhpmax = (mtmp->mhpmax /= 2);
	    if(cansee(mtmp->mx,mtmp->my))
/*JP		pline("%s multiplies.", Monnam(mtmp));*/
		pline("%sは分裂した．", Monnam(mtmp));
	    dryup(mtmp->mx,mtmp->my);
	}
	if (inpool) water_damage(mtmp->minvent, FALSE, FALSE);
	return (0);
    }
    if (inpool) {
	/* Most monsters drown in pools.  flooreffects() will take care of
	 * water damage to dead monsters' inventory, but survivors need to
	 * be handled here.  Swimmers are able to protect their stuff...
	 */
	if (!is_clinger(mtmp->data)
	    && !is_swimmer(mtmp->data) && !amphibious(mtmp->data)) {
	    if (cansee(mtmp->mx,mtmp->my))
/*JP		pline("%s drowns.", Monnam(mtmp));*/
		pline("%sは溺れた．", Monnam(mtmp));
	    mondead(mtmp);
	    if (mtmp->mhp > 0) {
		rloc(mtmp);
		water_damage(mtmp->minvent, FALSE, FALSE);
		return 0;
	    }
	    return (1);
	}
    } else {
	/* but eels have a difficult time outside */
	if (mtmp->data->mlet == S_EEL && !Is_waterlevel(&u.uz)) {
	    if(mtmp->mhp > 1) mtmp->mhp--;
	    mtmp->mflee = 1;
	    mtmp->mfleetim += 2;
	}
    }
    return (0);
}

void
movemon()
{
    register struct monst *mtmp;
    register boolean tametype = TRUE;

    warnlevel = 0;

    while(1) {
	/* Find a monster that we have not treated yet.
	 * Note that mtmp or mtmp->nmon might get killed
	 * while mtmp moves, so we cannot just walk down the
	 * chain (even new monsters might get created!)
	 *
	 * Do tame monsters first.  Necessary so that when the tame
	 * monster attacks something, the something gets a chance to
	 * attack the tame monster back (which it's permitted to do
	 * only if it hasn't made its move yet).
	 */
	for(mtmp = fmon; mtmp; mtmp = mtmp->nmon)
	    if(mtmp->mlstmv < monstermoves &&
	       ((mtmp->mtame>0) == tametype)) goto next_mon;
	if(tametype) {
	    /* checked all tame monsters, now do other ones */
	    tametype = FALSE;
	    continue;
	}
	/* treated all monsters */
	break;

    next_mon:
	mtmp->mlstmv = monstermoves;

	if(mtmp->mhp <= 0) {
	    impossible("Monster with zero hp?");
	    mtmp->mhp = mtmp->mhpmax = 1; /* repair */
	}
	if (minwater(mtmp)) continue;

	if(mtmp->mblinded && !--mtmp->mblinded)
	    mtmp->mcansee = 1;
	if(mtmp->mfrozen && !--mtmp->mfrozen)
	    mtmp->mcanmove = 1;
	if(mtmp->mfleetim && !--mtmp->mfleetim)
	    mtmp->mflee = 0;
	if (is_hider(mtmp->data) &&
		(mtmp->mundetected ||
		 restrap(mtmp) ||	/* maybe hide again */
		 (mtmp->m_ap_type == M_AP_FURNITURE ||
					mtmp->m_ap_type == M_AP_OBJECT))) {
	    mon_regen(mtmp, TRUE);	/* heal while resting */
	    continue;
	}
	if(mtmp->mspeed != MSLOW || !(moves%2)) {
	    /* continue if the monster died fighting */
	    if (Conflict && !mtmp->iswiz && mtmp->mcansee) {
		/* Note:
		 *  Conflict does not take effect in the first round.
		 *  Therefore, A monster when stepping into the area will
		 *  get to swing at you.
		 *
		 *  The call to fightm() must be _last_.  The monster might
		 *  have died if it returns 1.
		 */
		if (couldsee(mtmp->mx,mtmp->my) &&
		    (distu(mtmp->mx,mtmp->my) <= BOLT_LIM*BOLT_LIM) &&
								fightm(mtmp))
		     continue;	/* mon might have died */
	    }
	    if(dochugw(mtmp))
		/* otherwise just move the monster */
		continue;
	}
	if(mtmp->mspeed == MFAST && dochugw(mtmp))
	    continue;
    }
    if(warnlevel > 0)
	warn_effects();

    if (any_light_source())
	vision_full_recalc = 1;	/* in case a mon moved with a light source */
    if (fdmon) dmonsfree();	/* remove all dead monsters */
}

#endif /* OVL1 */
#ifdef OVLB

#define mstoning(obj)	(ofood(obj) && ((obj)->corpsenm == PM_COCKATRICE || \
					(obj)->corpsenm == PM_MEDUSA))

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

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

	/* Eats topmost metal object if it is there */
	for (otmp = level.objects[mtmp->mx][mtmp->my];
						    otmp; otmp = otmp->nexthere)
	    if (is_metallic(otmp) && !obj_resists(otmp, 5, 95) &&
		touch_artifact(otmp,mtmp)) {
		if (mtmp->data == &mons[PM_RUST_MONSTER] && otmp->oerodeproof) {
		    if (canseemon(mtmp) && flags.verbose) {
/*JP			pline("%s eats %s!",*/
			pline("%sは%sを食べている！",
				Monnam(mtmp),
				distant_name(otmp,doname));
		    }
		    /* The object's rustproofing is gone now */
		    otmp->oerodeproof = 0;
		    mtmp->mstun = 1;
/*JP		    pline("%s spits %s out in disgust!",*/
		    pline("%sは%sをペッと吐き出した！",
		    	Monnam(mtmp),
		    	distant_name(otmp,doname));
		} else {
		    if (cansee(mtmp->mx,mtmp->my) && flags.verbose)
/*JP			pline("%s eats %s!", Monnam(mtmp),*/
			pline("%sは%sを食べている！", Monnam(mtmp),
				distant_name(otmp,doname));
		    else if (flags.soundok && flags.verbose)
/*JP			You_hear("a crunching sound.");*/
			You("バリバリと食べる音を聞いた．");
		    mtmp->meating = otmp->owt/2 + 1;
		    /* Heal up to the object's weight in hp */
		    if (mtmp->mhp < mtmp->mhpmax) {
			mtmp->mhp += objects[otmp->otyp].oc_weight;
			if (mtmp->mhp > mtmp->mhpmax) mtmp->mhp = mtmp->mhpmax;
		    }
		    if(otmp == uball) {
			unpunish();
			delobj(otmp);
		    } else if (otmp == uchain) {
			unpunish();	/* frees uchain */
		    } else {
			poly = polyfodder(otmp);
			grow = mlevelgain(otmp);
			heal = mhealup(otmp);
			mstone = mstoning(otmp);
			delobj(otmp);
			ptr = mtmp->data;
			if (poly) {
			    if (newcham(mtmp, (struct permonst *)0))
				ptr = mtmp->data;
			} else if (grow) {
			    ptr = grow_up(mtmp, (struct monst *)0);
			} else if (mstone) {
			    if (poly_when_stoned(ptr)) {
			    	mon_to_stone(mtmp);
			    	ptr = mtmp->data;
			    } else if (!resists_ston(mtmp)) {
				if (canseemon(mtmp))
/*JP				    pline("%s turns to stone!", Monnam(mtmp));*/
				    pline("%sは石化した！", Monnam(mtmp));
				monstone(mtmp);
				ptr = (struct permonst *)0;
			    }
			} else if (heal) {
			    mtmp->mhp = mtmp->mhpmax;
			}
			if (!ptr) return 2;		 /* it died */
		    }
		    /* Left behind a pile? */
		    if(rnd(25) < 3) (void) mksobj_at(ROCK, mtmp->mx, mtmp->my, TRUE);
		    newsym(mtmp->mx, mtmp->my);
		    return 1;
		}
	    }
	return 0;
}

int
meatobj(mtmp)		/* for gelatinous cubes */
	register struct monst *mtmp;
{
	register struct obj *otmp, *otmp2;
	struct permonst *ptr;
	int poly, grow, heal, count = 0;

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

	/* Eats organic objects, including cloth and wood, if there */
	/* Engulfs others, except huge rocks and metal attached to player */
	for (otmp = level.objects[mtmp->mx][mtmp->my]; otmp; otmp = otmp2) {
	    otmp2 = otmp->nexthere;
	    if (is_organic(otmp) && !obj_resists(otmp, 5, 95) &&
		    touch_artifact(otmp,mtmp)) {
		if (otmp->otyp == CORPSE && otmp->corpsenm == PM_COCKATRICE &&
			!resists_ston(mtmp))
		    continue;
		++count;
		if (cansee(mtmp->mx,mtmp->my) && flags.verbose)
/*JP		    pline("%s eats %s!", Monnam(mtmp),*/
		    pline("%sは%sを食べている！", Monnam(mtmp),
			    distant_name(otmp, doname));
		else if (flags.soundok && flags.verbose)
/*JP		    You_hear("a slurping sound.");*/
		    You("ごくんと飲み込む音を聞いた．");
		/* Heal up to the object's weight in hp */
		if (mtmp->mhp < mtmp->mhpmax) {
		    mtmp->mhp += objects[otmp->otyp].oc_weight;
		    if (mtmp->mhp > mtmp->mhpmax) mtmp->mhp = mtmp->mhpmax;
		}
		if (Has_contents(otmp)) {
		    register struct obj *otmp3;
		    /* contents of eaten containers become engulfed; this
		       is arbitrary, but otherwise g.cubes are too powerful */
		    while ((otmp3 = otmp->cobj) != 0) {
			obj_extract_self(otmp3);
			if (otmp->otyp == ICE_BOX && otmp3->otyp == CORPSE) {
			    otmp3->age = monstermoves - otmp3->age;
			    start_corpse_timeout(otmp3);
			}
			mpickobj(mtmp, otmp3);
		    }
		}
		poly = polyfodder(otmp);
		grow = mlevelgain(otmp);
		heal = mhealup(otmp);
		delobj(otmp);		/* munch */
		ptr = mtmp->data;
		if (poly) {
		    if (newcham(mtmp, (struct permonst *)0)) ptr = mtmp->data;
		} else if (grow) {
		    ptr = grow_up(mtmp, (struct monst *)0);
		} else if (heal) {
		    mtmp->mhp = mtmp->mhpmax;
		}
		/* in case it polymorphed or died */
		if (ptr != &mons[PM_GELATINOUS_CUBE])
		    return !ptr ? 2 : 1;
	    } else if (otmp->oclass != ROCK_CLASS &&
				    otmp != uball && otmp != uchain) {
		if (cansee(mtmp->mx, mtmp->my) && flags.verbose)
/*JP		    pline("%s engulfs %s.", Monnam(mtmp),*/
		    pline("%sは%sを飲み込んだ．", Monnam(mtmp),
			    distant_name(otmp,doname));
		obj_extract_self(otmp);
		mpickobj(mtmp, otmp);	/* slurp */
	    }
	    /* Engulf & devour is instant, so don't set meating */
	    if (mtmp->minvis) newsym(mtmp->mx, mtmp->my);
	}
	return (count > 0) ? 1 : 0;
}

void
mpickgold(mtmp)
	register struct monst *mtmp;
{
    register struct obj *gold;

    if ((gold = g_at(mtmp->mx, mtmp->my)) != 0) {
	mtmp->mgold += gold->quan;
	delobj(gold);
	if (cansee(mtmp->mx, mtmp->my) ) {
	    if (flags.verbose && !mtmp->isgd)
/*JP		pline("%s picks up some gold.", Monnam(mtmp));*/
		pline("%sはお金を拾った．", Monnam(mtmp));
	    newsym(mtmp->mx, mtmp->my);
	}
    }
}
#endif /* OVLB */
#ifdef OVL2

boolean
mpickstuff(mtmp, str)
	register struct monst *mtmp;
	register const char *str;
{
	register struct obj *otmp, *otmp2;

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

	for(otmp = level.objects[mtmp->mx][mtmp->my]; otmp; otmp = otmp2) {
	    otmp2 = otmp->nexthere;
/*	Nymphs take everything.  Most monsters don't pick up corpses. */
	    if (!str ? searches_for_item(mtmp,otmp) :
		  !!(index(str, otmp->oclass))) {
		if (otmp->otyp == CORPSE && (
		    is_rider(&mons[otmp->corpsenm]) ||
		    (otmp->corpsenm == PM_COCKATRICE
			&& !(mtmp->misc_worn_check & W_ARMG)) ||
		    (mtmp->data->mlet != S_NYMPH
			&& otmp->corpsenm != PM_COCKATRICE
			&& otmp->corpsenm != PM_LIZARD
			&& !acidic(&mons[otmp->corpsenm]))
		   ))
			continue;
		if (!touch_artifact(otmp,mtmp)) continue;
		if (!can_carry(mtmp,otmp)) continue;
		if (cansee(mtmp->mx,mtmp->my) && flags.verbose)
/*JP			pline("%s picks up %s.", Monnam(mtmp),*/
			pline("%sは%sを拾った．", Monnam(mtmp),
			      (distu(mtmp->my, mtmp->my) <= 5) ?
				doname(otmp) : distant_name(otmp, doname));
		obj_extract_self(otmp);
		mpickobj(mtmp, otmp);
		m_dowear(mtmp, FALSE);
		newsym(mtmp->mx, mtmp->my);
		if (otmp->otyp == BOULDER)
		    unblock_point(otmp->ox,otmp->oy);	/* vision */
		return TRUE;			/* pick only one object */
	    }
	}
	return FALSE;
}

#endif /* OVL2 */
#ifdef OVL0

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

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

	return curload;
}

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

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

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

	if (maxload < 1) maxload = 1;

	return (int) maxload;
}

/* for restricting monsters' object-pickup */
boolean
can_carry(mtmp,otmp)
struct monst *mtmp;
struct obj *otmp;
{
	register int newload = otmp->owt;

	if (otmp->otyp == CORPSE && otmp->corpsenm == PM_COCKATRICE &&
		!(mtmp->misc_worn_check & W_ARMG) &&
		!resists_ston(mtmp))
	    return FALSE;

	if (mtmp->isshk) return(TRUE); /* no limit */
	if (mtmp->mpeaceful && !mtmp->mtame) return(FALSE);
	/* otherwise players might find themselves obligated to violate
	 * their alignment if the monster takes something they need
	 */

	/* special--boulder throwers carry unlimited amounts of boulders */
	if (throws_rocks(mtmp->data) && otmp->otyp == BOULDER)
		return(TRUE);

	/* nymphs deal in stolen merchandise, but not boulders or statues */
	if (mtmp->data->mlet == S_NYMPH)
		return((boolean)(!(otmp->oclass == ROCK_CLASS)));

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

	return(TRUE);
}

/* return number of acceptable neighbour positions */
int
mfndpos(mon, poss, info, flag)
	register struct monst *mon;
	coord *poss;	/* coord poss[9] */
	long *info;	/* long info[9] */
	long flag;
{
	struct permonst *mdat = mon->data;
	register xchar x,y,nx,ny;
	register int cnt = 0;
	register uchar ntyp;
	uchar nowtyp;
	boolean wantpool,poolok,lavaok,nodiag;
	int maxx, maxy;

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

	nodiag = (mdat == &mons[PM_GRID_BUG]);
	wantpool = mdat->mlet == S_EEL;
	poolok = is_flyer(mdat) || is_clinger(mdat) ||
		 (is_swimmer(mdat) && !wantpool);
	lavaok = is_flyer(mdat) || is_clinger(mdat) || likes_lava(mdat);

nexttry:	/* eels prefer the water, but if there is no water nearby,
		   they will crawl over land */
	if(mon->mconf) {
		flag |= ALLOW_ALL;
		flag &= ~NOTONL;
	}
	if(!mon->mcansee)
		flag |= ALLOW_SSM;
	maxx = min(x+1,COLNO-1);
	maxy = min(y+1,ROWNO-1);
	for(nx = max(1,x-1); nx <= maxx; nx++)
	  for(ny = max(0,y-1); ny <= maxy; ny++) {
	    if(nx == x && ny == y) continue;
	    if(IS_ROCK(ntyp = levl[nx][ny].typ) &&
	       !((flag & ALLOW_WALL) && may_passwall(nx,ny)) &&
	       !((flag & ALLOW_DIG) && may_dig(nx,ny))) continue;
	    if(IS_DOOR(ntyp) && !amorphous(mdat) &&
	       ((levl[nx][ny].doormask & D_CLOSED && !(flag & OPENDOOR)) ||
		(levl[nx][ny].doormask & D_LOCKED && !(flag & UNLOCKDOOR))
	       ) && !(flag & (ALLOW_WALL|ALLOW_DIG|BUSTDOOR))) continue;
	    if(nx != x && ny != y && (nodiag ||
#ifdef REINCARNATION
	       ((IS_DOOR(nowtyp) &&
		 ((levl[x][y].doormask & ~D_BROKEN) || Is_rogue_level(&u.uz))) ||
		(IS_DOOR(ntyp) &&
		 ((levl[nx][ny].doormask & ~D_BROKEN) || Is_rogue_level(&u.uz))))
#else
	       ((IS_DOOR(nowtyp) && (levl[x][y].doormask & ~D_BROKEN)) ||
		(IS_DOOR(ntyp) && (levl[nx][ny].doormask & ~D_BROKEN)))
#endif
	       ))
		continue;
	    if((is_pool(nx,ny) == wantpool || poolok) &&
	       (lavaok || !is_lava(nx,ny))) {
		int dispx, dispy;
		boolean monseeu = (mon->mcansee && (!Invis || perceives(mdat)));
		boolean checkobj = OBJ_AT(nx,ny);

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

		info[cnt] = 0;
		if(((checkobj || Displaced) &&
		    sobj_at(SCR_SCARE_MONSTER, dispx, dispy))
#ifdef ELBERETH
		       || sengr_at("Elbereth", dispx, dispy)
#endif
		       || (mdat->mlet == S_VAMPIRE &&
			   IS_ALTAR(levl[dispx][dispy].typ))
		       ) {
		    if(!(flag & ALLOW_SSM)) continue;
		    info[cnt] |= ALLOW_SSM;
		}
		if((nx == u.ux && ny == u.uy) ||
		   (nx == mon->mux && ny == mon->muy)) {
			if (nx == u.ux && ny == u.uy) {
				/* If it's right next to you, it found you,
				 * displaced or no.  We must set mux and muy
				 * right now, so when we return we can tell
				 * that the ALLOW_U means to attack _you_ and
				 * not the image.
				 */
				mon->mux = u.ux;
				mon->muy = u.uy;
			}
			if(!(flag & ALLOW_U)) continue;
			info[cnt] |= ALLOW_U;
		} else {
			if(MON_AT(nx, ny)) {
				if(!(flag & ALLOW_M)) continue;
				info[cnt] |= ALLOW_M;
				if((m_at(nx,ny))->mtame) {
					if(!(flag & ALLOW_TM)) continue;
					info[cnt] |= ALLOW_TM;
				}
			}
			/* Note: ALLOW_SANCT only prevents movement, not */
			/* attack, into a temple. */
			if(level.flags.has_temple &&
			   *in_rooms(nx, ny, TEMPLE) &&
			   !*in_rooms(x, y, TEMPLE) &&
			   in_your_sanctuary(nx, ny)){
				if(!(flag & ALLOW_SANCT)) continue;
				info[cnt] |= ALLOW_SANCT;
			}
		}
		if(checkobj && sobj_at(CLOVE_OF_GARLIC, nx, ny)) {
			if(flag & NOGARLIC) continue;
			info[cnt] |= NOGARLIC;
		}
		if(checkobj && sobj_at(BOULDER, nx, ny)) {
			if(!(flag & ALLOW_ROCK)) continue;
			info[cnt] |= ALLOW_ROCK;
		}
		if (monseeu && onlineu(nx,ny)) {
			if(flag & NOTONL) continue;
			info[cnt] |= NOTONL;
		}
		if (nx != x && ny != y && bad_rock(mdat, x, ny)
			    && bad_rock(mdat, nx, y)
			    && (bigmonst(mdat) || (curr_mon_load(mon) > 600)))
			continue;
		/* The monster avoids a particular type of trap if it's familiar
		 * with the trap type.  Pets get ALLOW_TRAPS and checking is
		 * done in dogmove.c.  In either case, "harmless" traps are
		 * neither avoided nor marked in info[].
		 */
		{ register struct trap *ttmp = t_at(nx, ny);
		    if(ttmp) {
			if(ttmp->ttyp >= TRAPNUM || ttmp->ttyp == 0)  {
impossible("A monster looked at a very strange trap of type %d.", ttmp->ttyp);
			    continue;
			}
			if ((ttmp->ttyp != RUST_TRAP
					|| mdat == &mons[PM_IRON_GOLEM])
				&& ttmp->ttyp != STATUE_TRAP
				&& ((ttmp->ttyp != PIT
				    && ttmp->ttyp != SPIKED_PIT
				    && ttmp->ttyp != TRAPDOOR
				    && ttmp->ttyp != HOLE)
				      || (!is_flyer(mdat) && !is_clinger(mdat)))
				&& (ttmp->ttyp != SLP_GAS_TRAP ||
				    !resists_sleep(mon))
				&& (ttmp->ttyp != BEAR_TRAP ||
				    (mdat->msize > MZ_SMALL &&
				     !amorphous(mdat) && !is_flyer(mdat)))
				&& (ttmp->ttyp != FIRE_TRAP ||
				    !resists_fire(mon))
				&& (ttmp->ttyp != SQKY_BOARD || !is_flyer(mdat))
				&& (ttmp->ttyp != WEB || (!amorphous(mdat) &&
				    mdat->mlet != S_SPIDER))
			) {
			    if (!(flag & ALLOW_TRAPS)) {
				if (mon->mtrapseen & (1L << (ttmp->ttyp - 1)))
				    continue;
			    }
			    info[cnt] |= ALLOW_TRAPS;
			}
		    }
		}
		poss[cnt].x = nx;
		poss[cnt].y = ny;
		cnt++;
	    }
	}
	if(!cnt && wantpool && !is_pool(x,y)) {
		wantpool = FALSE;
		goto nexttry;
	}
	return(cnt);
}

#endif /* OVL0 */
#ifdef OVL1

boolean
monnear(mon, x, y)
register struct monst *mon;
register int x,y;
/* Is the square close enough for the monster to move or attack into? */
{
	register int distance = dist2(mon->mx, mon->my, x, y);
	if (distance==2 && mon->data==&mons[PM_GRID_BUG]) return 0;
	return((boolean)(distance < 3));
}

/* really free dead monsters */
void
dmonsfree()
{
	register struct monst *mtmp;

	while ((mtmp = fdmon) != 0) {
		fdmon = mtmp->nmon;
		dealloc_monst(mtmp);
	}
}

#endif /* OVL1 */
#ifdef OVLB

/* we do not free monsters immediately, in order to have their name
   available shortly after their demise */
void
monfree(mtmp)
register struct monst *mtmp;
{
#if 0	/* can't do this; make_corpse() needs the coordinates */
	mtmp->mx = mtmp->my = 0;	/* not on the map any more */
#endif
	mtmp->mhp = 0;			/* not living any more */
	mtmp->nmon = fdmon;
	fdmon = mtmp;
}

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

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

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

/* release mon from display and monster list */
void
relmon(mon)
register struct monst *mon;
{
	register struct monst *mtmp;

	if (fmon == (struct monst *)0)  panic ("relmon: no fmon available.");

	remove_monster(mon->mx, mon->my);

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

/* remove effects of mtmp from other data structures */
static void
m_detach(mtmp, mptr)
struct monst *mtmp;
struct permonst *mptr;	/* reflects mtmp->data _prior_ to mtmp's death */
{
	if(mtmp->mleashed) m_unleash(mtmp);
	    /* to prevent an infinite relobj-flooreffects-hmon-killed loop */
	mtmp->mtrapped = 0;
	mtmp->mhp = 0; /* simplify some tests: force mhp to 0 */
	relobj(mtmp, 0, FALSE);
	relmon(mtmp);
	if (emits_light(mptr))
	    del_light_source(LS_MONSTER, (genericptr_t)mtmp);
	newsym(mtmp->mx,mtmp->my);
	unstuck(mtmp);
	fill_pit(mtmp->mx, mtmp->my);

	if(mtmp->isshk) shkgone(mtmp);
	if(mtmp->wormno) wormgone(mtmp);
}

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

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

static void
lifesaved_monster(mtmp)
struct monst *mtmp;
{
	struct obj *lifesave = mlifesaver(mtmp);

	if (lifesave) {
		/* not canseemon; amulets are on the head, so you don't want */
		/* to show this for a long worm with only a tail visible. */
		/* Nor do you check invisibility, because glowing and disinte- */
		/* grating amulets are always visible. */
		if (cansee(mtmp->mx, mtmp->my)) {
/*JP			pline("But wait...");*/
			pline("しかし．．．");
/*JP			pline("%s medallion begins to glow!",
				s_suffix(Monnam(mtmp)));*/
			pline("%sのメダリオンが輝きはじめた！",
				s_suffix(Monnam(mtmp)));
			makeknown(AMULET_OF_LIFE_SAVING);
/*JP			pline("%s looks much better!", Monnam(mtmp));*/
			pline("%sはすっかり回復したようだ！", Monnam(mtmp));
/*JP			pline_The("medallion crumbles to dust!");*/
			pline_The("メダリオンはこなごなにくだけてしまった！");
		}
		m_useup(mtmp, lifesave);
		if (mtmp->mhpmax <= 0) mtmp->mhpmax = 10;
		mtmp->mhp = mtmp->mhpmax;
		mtmp->mcanmove = 1;
		mtmp->mfrozen = 0;
		if (mtmp->mtame && !mtmp->isminion) {
			struct edog *edog = EDOG(mtmp);
			if (edog->hungrytime < moves+500)
				edog->hungrytime = moves+500;
		}
		if (mvitals[monsndx(mtmp->data)].mvflags & G_GENOD)
/*JP			pline("Unfortunately %s is still genocided...",*/
			pline("しかし%sは虐殺されている．．．",
				mon_nam(mtmp));
		else
			return;
	}
	mtmp->mhp = 0;
}

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

	if(mtmp->isgd) {
		/* if we're going to abort the death, it *must* be before
		 * the m_detach or there will be relmon problems later */
		if(!grddead(mtmp)) return;
	}
	lifesaved_monster(mtmp);
	if (mtmp->mhp > 0) return;

	mptr = mtmp->data;		/* save this for m_detach() */
	/* restore chameleon, lycanthropes to true form at death */
	if (mtmp->cham)
	    set_mon_data(mtmp, &mons[PM_CHAMELEON], -1);
	else if (mtmp->data == &mons[PM_WEREJACKAL])
	    set_mon_data(mtmp, &mons[PM_HUMAN_WEREJACKAL], -1);
	else if (mtmp->data == &mons[PM_WEREWOLF])
	    set_mon_data(mtmp, &mons[PM_HUMAN_WEREWOLF], -1);
	else if (mtmp->data == &mons[PM_WERERAT])
	    set_mon_data(mtmp, &mons[PM_HUMAN_WERERAT], -1);

	/* if MAXMONNO monsters of a given type have died, and it
	 * can be done, extinguish that monster.
	 *
	 * mvitals[].died does double duty as total number of dead monsters
	 * and as experience factor for the player killing more monsters.
	 * this means that a dragon dying by other means reduces the
	 * experience the player gets for killing a dragon directly; this
	 * is probably not too bad, since the player likely finagled the
	 * first dead dragon via ring of conflict or pets, and extinguishing
	 * based on only player kills probably opens more avenues of abuse
	 * for rings of conflict and such.
	 */
	tmp = monsndx(mtmp->data);
	if (mvitals[tmp].died < 255) mvitals[tmp].died++;
	lim = (tmp == PM_NAZGUL ? 9 : tmp == PM_ERINYS ? 3 : MAXMONNO);
	if ((int) mvitals[tmp].died > lim && !(mons[tmp].geno & G_NOGEN) &&
		!(mvitals[tmp].mvflags & G_EXTINCT)) {
#ifdef DEBUG
		pline("Automatically extinguished %s.",
					makeplural(mons[tmp].mname));
#endif
		mvitals[tmp].mvflags |= G_EXTINCT;
		reset_rndmonst(tmp);
	}
#ifdef MAIL
	/* if the mail daemon dies, no more mail delivery.  -3. */
	else if (tmp == PM_MAIL_DAEMON) mvitals[tmp].mvflags |= G_GENOD;
#endif

#ifdef KOPS
	if (mtmp->data->mlet == S_KOP) {
	    /* Dead Kops may come back. */
	    switch(rnd(5)) {
		case 1:	     /* returns near the stairs */
			(void) makemon(mtmp->data,xdnstair,ydnstair,NO_MM_FLAGS);
			break;
		case 2:	     /* randomly */
			(void) makemon(mtmp->data,0,0,NO_MM_FLAGS);
			break;
		default:
			break;
	    }
	}
#endif
	if(mtmp->iswiz) wizdead();
	if(mtmp->data->msound == MS_NEMESIS) nemdead();
	m_detach(mtmp, mptr);
	monfree(mtmp);
}

static boolean
corpse_chance(mon)
struct monst *mon;
{
	struct permonst *mdat = mon->data;

	if (mdat == &mons[PM_VLAD_THE_IMPALER] || mdat->mlet == S_LICH) {
		if (cansee(mon->mx, mon->my))
/*JP			pline("%s%ss body crumbles into dust.", Monnam(mon),
				canseemon(mon) ? "'" : "");*/
			pline("%sの体はほこりになった．", Monnam(mon));

		return FALSE;
	}

	/* must duplicate this below check in xkilled() since it results in
	 * creating no objects as well as no corpse
	 */
	if (
#ifdef REINCARNATION
		 Is_rogue_level(&u.uz) ||
#endif
	   (level.flags.graveyard && is_undead(mdat) && rn2(3)))
		return FALSE;

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

/* drop (perhaps) a cadaver and remove monster */
void
mondied(mdef)
register struct monst *mdef;
{
	mondead(mdef);
	if (mdef->mhp > 0) return;	/* lifesaved */

	if (corpse_chance(mdef))
		(void) make_corpse(mdef);
}

/* monster disappears, not dies */
void
mongone(mdef)
register struct monst *mdef;
{
	discard_minvent(mdef);	/* release monster's inventory */
	mdef->mgold = 0L;
	m_detach(mdef, mdef->data);
	monfree(mdef);
}

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

	/* we have to make the statue before calling mondead, to be able to
	 * put inventory in it, and we have to check for lifesaving before
	 * making the statue....
	 */
	lifesaved_monster(mdef);
	if (mdef->mhp > 0) return;

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

	if((int)mdef->data->msize > MZ_TINY ||
	   !rn2(2 + ((int) (mdef->data->geno & G_FREQ) > 2))) {
		otmp = mk_named_object(STATUE, mdef->data, x, y,
				       mdef->mnamelth ? NAME(mdef) : (char *)0);
		/* some objects may end up outside the statue */
		while ((obj = mdef->minvent) != 0) {
		    obj_extract_self(obj);
		    obj->owornmask = 0L;
		    if (obj->otyp == BOULDER ||
#if 0				/* monsters don't carry statues */
     (obj->otyp == STATUE && mons[obj->corpsenm].msize >= mdef->data->msize) ||
#endif
				obj_resists(obj, 0, 0)) {
/*JP			if (flooreffects(obj, x, y, "fall")) continue;*/
			if (flooreffects(obj, x, y, "落ちる")) continue;
			place_object(obj, x, y);
		    } else {
			if (obj->lamplit) end_burn(obj, TRUE);
			add_to_container(otmp, obj);
		    }
		}
		if (mdef->mgold) {
			struct obj *au;
			au = mksobj(GOLD_PIECE, FALSE, FALSE);
			au->quan = mdef->mgold;
			au->owt = weight(au);
			add_to_container(otmp, au);
			mdef->mgold = 0;
		}
		otmp->owt = weight(otmp);
	} else
		otmp = mksobj_at(ROCK, x, y, TRUE);

	stackobj(otmp);
	if (cansee(x, y)) newsym(x,y);
	mondead(mdef);
}

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

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

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

	if (be_sad && mdef->mhp <= 0)
/*JP	    You("have a sad feeling for a moment, then it passes.");*/
	    You("悲しい気持におそわれたが，すぐに過ぎさった．");
}

void
unstuck(mtmp)
register struct monst *mtmp;
{
	if(u.ustuck == mtmp) {
		if(u.uswallow){
			u.ux = mtmp->mx;
			u.uy = mtmp->my;
			u.uswallow = 0;
			u.uswldtim = 0;
			if (Punished) placebc();
			vision_full_recalc = 1;
			docrt();
		}
		u.ustuck = 0;
	}
}

void
killed(mtmp)
register struct monst *mtmp;
{
	xkilled(mtmp, 1);
}

/* the player has killed the monster mtmp */
void
xkilled(mtmp, dest)
	register struct monst *mtmp;
/*
 * Dest=1, normal; dest=0, don't print message; dest=2, don't drop corpse
 * either; dest=3, message but no corpse
 */
	int	dest;
{
	register int tmp, x = mtmp->mx, y = mtmp->my;
	register struct permonst *mdat;
	int mndx;
	register struct obj *otmp;
	register struct trap *t;
	boolean redisp = FALSE;
	boolean wasinside = u.uswallow && (u.ustuck == mtmp);

	if (dest & 1) {
	    if(!wasinside && !canspotmon(mtmp))
/*JP		You("destroy it!");*/
		You("何者かを倒した！");
	    else {
/*JP		You("destroy %s!",
			mtmp->mtame ? x_monnam(mtmp, 0, "poor", 0)
			: mon_nam(mtmp));*/
		You("%s%sを倒した！",
			mtmp->mtame ? "可哀想な" : "",
			mon_nam(mtmp));
	    }
	}

	if (mtmp->mtrapped &&
	    ((t = t_at(x, y)) && (t->ttyp == PIT || t->ttyp == SPIKED_PIT)) &&
	    sobj_at(BOULDER, x, y))
		dest ^= 2; /*
			    * Prevent corpses/treasure being created "on top"
			    * of the boulder that is about to fall in. This is
			    * out of order, but cannot be helped unless this
			    * whole routine is rearranged.
			    */

	/* dispose of monster and make cadaver */
	if(stoned) monstone(mtmp);
	else mondead(mtmp);

	if (mtmp->mhp > 0) { /* monster lifesaved */
		/* Cannot put the non-visible lifesaving message in
		 * lifesaved_monster() since the message appears only when you
		 * kill it (as opposed to visible lifesaving which always
		 * appears).
		 */
/*JP		if (!cansee(x,y)) pline("Maybe not...");*/
		if (!cansee(x,y)) pline("なんか変だ．．．");
		return;
	}

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

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

	if((dest & 2)
#ifdef REINCARNATION
		 || Is_rogue_level(&u.uz)
#endif
	   || (level.flags.graveyard && is_undead(mdat) && rn2(3)))
		goto cleanup;

#ifdef MAIL
	if(mdat == &mons[PM_MAIL_DAEMON]) {
		stackobj(mksobj_at(SCR_MAIL, x, y, FALSE));
		redisp = TRUE;
	}
#endif
	if(!accessible(x, y)) {
	    /* might be mimic in wall or dead eel or in a pool or lava */
	    redisp = TRUE;
	    if(wasinside) spoteffects();
	} else if(x != u.ux || y != u.uy) {
		/* might be here after swallowed */
		if (!rn2(6) && !(mvitals[mndx].mvflags & G_NOCORPSE)
#ifdef KOPS
					&& mdat->mlet != S_KOP
#endif
							) {
			int typ;

			otmp = mkobj_at(RANDOM_CLASS, x, y, TRUE);
			/* Don't create large objects from small monsters */
			typ = otmp->otyp;
			if (mdat->msize < MZ_HUMAN && typ != FOOD_RATION
			    && typ != LEASH
			    && typ != FIGURINE
			    && (otmp->owt > 3 ||
				objects[typ].oc_big /*oc_bimanual/oc_bulky*/ ||
				objects[typ].oc_wepcat == WEP_SPEAR ||
				objects[typ].oc_wepcat == WEP_POLEARM ||
				typ == MORNING_STAR)) {
			    delobj(otmp);
			} else redisp = TRUE;
		}
		/* Whether or not it always makes a corpse is, in theory,
		 * different from whether or not the corpse is "special";
		 * if we want both, we have to specify it explicitly.
		 */
		if (corpse_chance(mtmp))
			(void) make_corpse(mtmp);
	}
	if(redisp) newsym(x,y);
cleanup:
	/* punish bad behaviour */
	if(is_human(mdat) && (!always_hostile(mdat) && mtmp->malign <= 0) &&
	   (mndx < PM_ARCHEOLOGIST || mndx > PM_WIZARD) &&
	   u.ualign.type != A_CHAOTIC) {
		HTelepat &= ~INTRINSIC;
		change_luck(-2);
		if (Blind && !Telepat)
		    see_monsters(); /* Can't sense monsters any more. */
	}
	if((mtmp->mpeaceful && !rn2(2)) || mtmp->mtame)	change_luck(-1);
	if (mdat->mlet == S_UNICORN &&
				sgn(u.ualign.type) == sgn(mdat->maligntyp))
		change_luck(-5);

	/* give experience points */
	tmp = experience(mtmp, (int)mvitals[mndx].died + 1);
	more_experienced(tmp, 0);
	newexplevel();		/* will decide if you go up */

	/* adjust alignment points */
	if (mdat->msound == MS_LEADER)		/* REAL BAD! */
	    adjalign(-(u.ualign.record+(int)ALIGNLIM/2));
	else if (mdat->msound == MS_NEMESIS)	/* Real good! */
	    adjalign((int)(ALIGNLIM/4));
	else if (mdat->msound == MS_GUARDIAN)	/* Bad */
	    adjalign(-(int)(ALIGNLIM/8));
	else if (mtmp->ispriest) {
		adjalign((p_coaligned(mtmp)) ? -2 : 2);
		/* cancel divine protection for killing your priest */
		if (p_coaligned(mtmp)) u.ublessed = 0;
		if (mdat->maligntyp == A_NONE)
			adjalign((int)(ALIGNLIM / 4));		/* BIG bonus */
	} else if (mtmp->mtame)
		adjalign(-15);	/* bad!! */
	else if (mtmp->mpeaceful)
		adjalign(-5);

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

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

void
mnexto(mtmp)	/* Make monster mtmp next to you (if possible) */
	struct monst *mtmp;
{
	coord mm;

	if(!enexto(&mm, u.ux, u.uy, mtmp->data)) return;

	rloc_to(mtmp, mm.x, mm.y);
}

/* mnearto()
 * Put monster near (or at) location if possible.
 * Returns:
 *	1 - if a monster was moved from x, y to put mtmp at x, y.
 *	0 - in most cases.
 */
boolean
mnearto(mtmp,x,y,move_other)
register struct monst *mtmp;
xchar x, y;
boolean move_other;	/* make sure mtmp gets to x, y! so move m_at(x, y) */
{
	struct monst *othermon = (struct monst *)0;
	xchar newx, newy;
	coord mm;

	if ((mtmp->mx == x) && (mtmp->my == y)) return(FALSE);

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

	newx = x;
	newy = y;

	if (!goodpos(newx, newy, mtmp, mtmp->data)) {
		/* actually we have real problems if enexto ever fails.
		 * migrating_mons that need to be placed will cause
		 * no end of trouble.
		 */
		if (!enexto(&mm, newx, newy, mtmp->data)) return(FALSE);
		newx = mm.x; newy = mm.y;
	}

	rloc_to(mtmp, newx, newy);

	if (move_other && othermon) {
	    othermon->mx = othermon->my = 0;
	    (void) mnearto(othermon, x, y, FALSE);
	    if ((othermon->mx != x) || (othermon->my != y))
		return(TRUE);
	}

	return(FALSE);
}


static const char *poiseff[] = {

/*JP	" feel weaker", "r brain is on fire",
	"r judgement is impaired", "r muscles won't obey you",
	" feel very sick", " break out in hives"*/
	"とても衰弱した", "頭に血がのぼった",
	"判断力を失った", "思うように動けない",
	"とても気分が悪い", "じんましんがあらわれた"
};

void
poisontell(typ)

	int	typ;
{
/*JP	pline("You%s.", poiseff[typ]);*/
	You("%s．", poiseff[typ]);
}

void
poisoned(string, typ, pname, fatal)
register const char *string, *pname;
register int  typ, fatal;
{
	register int i, plural;
/*JP	boolean thrown_weapon = !strncmp(string, "poison", 6);*/
	boolean thrown_weapon = !strncmp(string, "poison", 6) || !strncmp(string, "毒", 2);

		/* admittedly a kludge... */

/*JP	if(strcmp(string, "blast") && !thrown_weapon) {*/
	if((strcmp(string, "blast") && strcmp(string,"風") && strcmp(string,"息")) && !thrown_weapon) {

	    /* 'blast' has already given a 'poison gas' message */
	    /* so have "poison arrow", "poison dart", etc... */
	    plural = (string[strlen(string) - 1] == 's')? 1 : 0;
	    /* avoid "The" Orcus's sting was poisoned... */
/*JP	    pline("%s%s %s poisoned!", isupper(*string) ? "" : "The ",
			string, plural ? "were" : "was");*/
	    pline("%sは毒におかされている！",string);
	}

	if(Poison_resistance) {
/*JP		if(!strcmp(string, "blast")) shieldeff(u.ux, u.uy);
		pline_The("poison doesn't seem to affect you.");*/
		if(!(strcmp(string, "blast")||strcmp(string,"風")))
		   shieldeff(u.ux, u.uy);
/*JP		pline_The("poison doesn't seem to affect you.");*/
		pline("毒は効かなかったようだ．");
		return;
	}
	i = rn2(fatal + 20*thrown_weapon);
	if(i == 0 && typ != A_CHA) {
		u.uhp = -1;
/*JP		pline_The("poison was deadly...");*/
		pline("毒は致死量だった．．．");
	} else if(i <= 5) {
/*JP		pline("You%s!", poiseff[typ]);*/
		You("%s！", poiseff[typ]);
		(void) adjattrib(typ, thrown_weapon ? -1 : -rn1(3,3), TRUE);
	} else {
/*JP*/
		char ptmp[BUFSZ];

		i = thrown_weapon ? rnd(6) : rn1(10,6);
		if(Half_physical_damage) i = (i+1) / 2;
		Sprintf(ptmp, "%sの攻撃で", pname);
/*JP		losehp(i, pname, KILLED_BY_AN);*/
		losehp(i, ptmp, KILLED_BY_AN);
	}
	if(u.uhp < 1) {
		killer_format = KILLED_BY_AN;
		killer = pname;
		done(POISONING);
	}
	(void) encumber_msg();
}

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

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

#endif /* OVLB */
#ifdef OVL2

void
setmangry(mtmp)
register struct monst *mtmp;
{
	mtmp->mstrategy &= ~STRAT_WAITMASK;
	if(!mtmp->mpeaceful) return;
	if(mtmp->mtame) return;
	mtmp->mpeaceful = 0;
	if(mtmp->ispriest) {
		if(p_coaligned(mtmp)) adjalign(-5); /* very bad */
		else adjalign(2);
	} else
		adjalign(-1);		/* attacking peaceful monsters is bad */
	if(humanoid(mtmp->data) || mtmp->isshk || mtmp->isgd)
/*JP		pline("%s gets angry!", Monnam(mtmp));*/
		pline("%sは怒った！", Monnam(mtmp));
	else if (flags.verbose && flags.soundok) growl(mtmp);

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

	    /* guardians will sense this attack even if they can't see it */
	    for (mon = fmon; mon; mon = mon->nmon)
		if (mon->data == q_guardian && mon->mpeaceful) {
		    mon->mpeaceful = 0;
		    if (canseemon(mon)) ++got_mad;
		}
	    if (got_mad && !Hallucination)
/*JP		pline_The("%s appear%s to be angry too...",
		      got_mad == 1 ? q_guardian->mname :
				    makeplural(q_guardian->mname),
		      got_mad == 1 ? "s" : "");*/
		pline_The("%sもまた怒った．．．",
		      q_guardian->mname);
	}
}

void
wakeup(mtmp)
register struct monst *mtmp;
{
	mtmp->msleep = 0;
	mtmp->meating = 0;	/* assume there's no salvagable food left */
	setmangry(mtmp);
	if(mtmp->m_ap_type) seemimic(mtmp);
}

/* Wake up nearby monsters. */
void
wake_nearby()
{
	register struct monst *mtmp;

	for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
	    if (distu(mtmp->mx,mtmp->my) < u.ulevel*20) {
		if(mtmp->msleep)  mtmp->msleep = 0;
		if(mtmp->mtame)   EDOG(mtmp)->whistletime = moves;
	    }
	}
}

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

	for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
	    if (mtmp->msleep && (distance == 0 ||
				 dist2(mtmp->mx, mtmp->my, x, y) < distance))
		mtmp->msleep = 0;
	}
}

/* NOTE: we must check for mimicry before calling this routine */
void
seemimic(mtmp)
register struct monst *mtmp;
{
	/*
	 *  Discovered mimics don't block light.
	 */
	if ((mtmp->m_ap_type == M_AP_FURNITURE &&
		(mtmp->mappearance==S_hcdoor || mtmp->mappearance==S_vcdoor))||
	    (mtmp->m_ap_type == M_AP_OBJECT && mtmp->mappearance == BOULDER))
	    unblock_point(mtmp->mx,mtmp->my);

	mtmp->m_ap_type = M_AP_NOTHING;
	mtmp->mappearance = 0;
	newsym(mtmp->mx,mtmp->my);
}

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

	for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
		if(mtmp->cham) {
			mtmp->cham = 0;
			(void) newcham(mtmp, &mons[PM_CHAMELEON]);
		}
		if(is_were(mtmp->data) && mtmp->data->mlet != S_HUMAN)
			new_were(mtmp);
		if(mtmp->m_ap_type && cansee(mtmp->mx, mtmp->my)) {
			seemimic(mtmp);
			/* we pretend that the mimic doesn't */
			/* know that it has been unmasked.   */
			mtmp->msleep = 1;
		}
	}
}

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

	for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
		if (mtmp->data == &mons[PM_CHAMELEON])
			mtmp->cham = 1;
		if(mtmp->data->mlet == S_MIMIC && mtmp->msleep &&
				cansee(mtmp->mx, mtmp->my)) {
			set_mimic_sym(mtmp);
			newsym(mtmp->mx,mtmp->my);
		}
	}
}

/* unwatched hiders may hide again; if so, a 1 is returned.  */
STATIC_OVL boolean
restrap(mtmp)
register struct monst *mtmp;
{
	if(mtmp->cham || mtmp->mcan || mtmp->m_ap_type ||
	   cansee(mtmp->mx, mtmp->my) || rn2(3) || (mtmp == u.ustuck))
		return(FALSE);

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

	return(FALSE);
}

/* make a chameleon look like a new monster; returns 1 if it actually changed */
int
newcham(mtmp, mdat)
register struct monst *mtmp;
register struct permonst *mdat;
{
	register int mhp, hpn, hpd;
	int mndx, tryct;
	struct permonst *olddata = mtmp->data;

	/* mdat = 0 -> caller wants a random monster shape */
	tryct = 0;
	if(mdat == 0) {
		while (++tryct < 100) {
			mndx = rn1(SPECIAL_PM - LOW_PM, LOW_PM);
			mdat = &mons[mndx];
			/* polyok rules out all M2_PNAME and M2_WERE's */
			if (!is_human(mdat) && polyok(mdat)
					&& !is_placeholder(mdat)
					&& !(mvitals[mndx].mvflags & G_GENOD))
				break;
		}
		if (tryct >= 100) return(0); /* Should never happen */
	}

	if(is_male(mdat)) {
		if(mtmp->female) mtmp->female = FALSE;
	} else if (is_female(mdat)) {
		if(!mtmp->female) mtmp->female = TRUE;
	} else if (!is_neuter(mdat)) {
		if(!rn2(10)) mtmp->female = !mtmp->female;
	}

	if (In_endgame(&u.uz) && is_mplayer(olddata)) {
		/* mplayers start out as "Foo the Bar", but some of the
		 * titles are inappropriate when polymorphed, particularly
		 * into the opposite sex.  players don't use ranks when
		 * polymorphed, so dropping the rank for mplayers seems
		 * reasonable.
		 */
		char *p = index(NAME(mtmp), ' ');
		if (p) {
			*p = '\0';
			mtmp->mnamelth = p - NAME(mtmp) + 1;
		}
	}

	if(mdat == mtmp->data) return(0);	/* still the same monster */

	if(mtmp->wormno) {			/* throw tail away */
		wormgone(mtmp);
		place_monster(mtmp, mtmp->mx, mtmp->my);
	}

	hpn = mtmp->mhp;
	hpd = (mtmp->m_lev < 50) ? ((int)mtmp->m_lev)*8 : mdat->mlevel;
	if(!hpd) hpd = 4;

	mtmp->m_lev = adj_lev(mdat);		/* new monster level */

	mhp = (mtmp->m_lev < 50) ? ((int)mtmp->m_lev)*8 : mdat->mlevel;
	if(!mhp) mhp = 4;

	/* new hp: same fraction of max as before */
#ifndef LINT
	mtmp->mhp = (int)(((long)hpn*(long)mhp)/(long)hpd);
#endif
	if(mtmp->mhp < 0) mtmp->mhp = hpn;	/* overflow */
/* Unlikely but not impossible; a 1HD creature with 1HP that changes into a
   0HD creature will require this statement */
	if (!mtmp->mhp) mtmp->mhp = 1;

/* and the same for maximum hit points */
	hpn = mtmp->mhpmax;
#ifndef LINT
	mtmp->mhpmax = (int)(((long)hpn*(long)mhp)/(long)hpd);
#endif
	if(mtmp->mhpmax < 0) mtmp->mhpmax = hpn;	/* overflow */
	if (!mtmp->mhpmax) mtmp->mhpmax = 1;

	/* take on the new form... */
	set_mon_data(mtmp, mdat, 0);

	if (emits_light(olddata) != emits_light(mtmp->data)) {
	    /* used to give light, now doesn't, or vice versa,
	       or light's range has changed */
	    if (emits_light(olddata))
		del_light_source(LS_MONSTER, (genericptr_t)mtmp);
	    if (emits_light(mtmp->data))
		new_light_source(mtmp->mx, mtmp->my, emits_light(mtmp->data),
				 LS_MONSTER, (genericptr_t)mtmp);
	}
	mtmp->perminvis = pm_invisible(mdat);
	mtmp->minvis = mtmp->invis_blkd ? 0 : mtmp->perminvis;
	if (!(hides_under(mdat) && OBJ_AT(mtmp->mx, mtmp->my)) &&
			!(mdat->mlet == S_EEL && is_pool(mtmp->mx, mtmp->my)))
		mtmp->mundetected = 0;
	if (u.ustuck == mtmp) {
		if(u.uswallow) {
			if(!attacktype(mdat,AT_ENGL)) {
				/* Does mdat care? */
				if (!noncorporeal(mdat) && !amorphous(mdat) &&
				    !is_whirly(mdat) &&
				    (mdat != &mons[PM_YELLOW_LIGHT])) {
/*JP					You("break out of %s%s!", mon_nam(mtmp),
					    (is_animal(mdat)?
					    "'s stomach" : ""));*/
					You("%s%sを破り出た！", mon_nam(mtmp),
					    (is_animal(mdat)?
					    "の胃袋" : ""));
					mtmp->mhp = 1;  /* almost dead */
				}
				expels(mtmp, olddata, FALSE);
			}
		} else if (!sticks(mdat) && !sticks(uasmon))
			unstuck(mtmp);
	}

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

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

	mon_break_armor(mtmp);
	if (!(mtmp->misc_worn_check & W_ARMG))
/*JP	    mselftouch(mtmp, "No longer petrify-resistant, ",*/
	    mselftouch(mtmp, "石化への抵抗力がなくなって，",
			!flags.mon_moving);
	possibly_unwield(mtmp);
	m_dowear(mtmp, FALSE);

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

	    for (otmp = mtmp->minvent; otmp; otmp = otmp2) {
		otmp2 = otmp->nobj;
		if (otmp->otyp == BOULDER) {
		    obj_extract_self(otmp);
		    /* probably ought to give some "drop" message here */
		    if (flooreffects(otmp, mtmp->mx, mtmp->my, "")) continue;
		    place_object(otmp, mtmp->mx, mtmp->my);
		}
	    }
	}

	return(1);
}

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

/*
 * Determine if the given monster number can be hatched from an egg.
 * Return the monster number to use as the egg's corpsenm.  Return
 * NON_PM if the given monster can't be hatched.
 */
int
can_be_hatched(mnum)
int mnum;
{
    mnum = little_to_big(mnum);
    /*
     * Queen bees lay killer bee eggs (usually), but killer bees don't
     * grow into queen bees.  Ditto for [winged-]gargoyles.
     */
    if (mnum == PM_KILLER_BEE || mnum == PM_GARGOYLE ||
	    (lays_eggs(&mons[mnum]) && (BREEDER_EGG ||
		(mnum != PM_QUEEN_BEE && mnum != PM_WINGED_GARGOYLE))))
	return mnum;
    return NON_PM;
}

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

/* decide whether an egg of the indicated monster type is viable; */
/* also used to determine whether an egg or tin can be created... */
boolean
dead_species(m_idx, egg)
int m_idx;
boolean egg;
{
	/*
	 * For monsters with both baby and adult forms, genociding either
	 * form kills all eggs of that monster.  Monsters with more than
	 * two forms (small->large->giant mimics) are more or less ignored;
	 * fortunately, none of them have eggs.  Species extinction due to
	 * overpopulation does not kill eggs.
	 */
	return (boolean)
		(m_idx >= LOW_PM &&
		 ((mvitals[m_idx].mvflags & G_GENOD) != 0 ||
		  (egg &&
		   (mvitals[big_to_little(m_idx)].mvflags & G_GENOD) != 0)));
}

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

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

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

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

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

#endif /* OVL2 */
#ifdef OVLB

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

	if (mon->data != &mons[PM_FLESH_GOLEM]
					&& mon->data != &mons[PM_IRON_GOLEM])
		return;

	if (mon->data == &mons[PM_FLESH_GOLEM]) {
		if (damtype == AD_ELEC) heal = dam / 6;
		else if (damtype == AD_FIRE || damtype == AD_COLD) slow = 1;
	} else {
		if (damtype == AD_ELEC) slow = 1;
		else if (damtype == AD_FIRE) heal = dam;
	}
	if (slow) {
		if (mon->mspeed != MSLOW) {
			if (mon->mspeed == MFAST) mon->mspeed = 0;
			else mon->mspeed = MSLOW;
			if (cansee(mon->mx, mon->my))
/*				pline("%s seems to be moving slower.",*/
				pline("%sの動きはのろくなったように見える．",
					Monnam(mon));
		}
	}
	if (heal) {
		if (mon->mhp < mon->mhpmax) {
			mon->mhp += dam;
			if (mon->mhp > mon->mhpmax) mon->mhp = mon->mhpmax;
			if (cansee(mon->mx, mon->my))
/*JP				pline("%s seems healthier.", Monnam(mon));*/
				pline("%sは元気になったように見える．", Monnam(mon));
		}
	}
}

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

	for(mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
		if((mtmp->data == &mons[PM_WATCHMAN] ||
			       mtmp->data == &mons[PM_WATCH_CAPTAIN])
					&& mtmp->mpeaceful) {
			ct++;
			if(cansee(mtmp->mx, mtmp->my) && mtmp->mcanmove) {
				if (distu(mtmp->mx, mtmp->my) == 2) nct++;
				else sct++;
			}
			if(mtmp->msleep || mtmp->mfrozen) {
				slct++;
				mtmp->msleep = mtmp->mfrozen = 0;
			}
			mtmp->mpeaceful = 0;
		}
	}
	if(ct) {
	    if(!silent) { /* do we want pline msgs? */
/*JP		if(slct) pline_The("guard%s wake%s up!",
				 slct > 1 ? "s" : "", slct == 1 ? "s" : "");*/
		if(slct) pline("番兵は目を覚ました！");
		if(nct || sct) {
/*JP			if(nct) pline_The("guard%s get%s angry!",
				nct == 1 ? "" : "s", nct == 1 ? "s" : "");*/
			if(nct) pline("番兵は怒った！");
			else if(!Blind)
/*JP				You("see %sangry guard%s approaching!",
				  sct == 1 ? "an " : "", sct > 1 ? "s" : "");*/
				You("怒った番兵が近寄ってくるのが見えた！");
		} else if(flags.soundok)
/*JP			You_hear("the shrill sound of a guard's whistle.");*/
			You("番兵の笛がけたたましく鳴るのが聞こえた．");
	    }
	    return(TRUE);
	}
	return(FALSE);
}

void
pacify_guards()
{
	register struct monst *mtmp;

	for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
	    if (mtmp->data == &mons[PM_WATCHMAN] ||
		mtmp->data == &mons[PM_WATCH_CAPTAIN])
	    mtmp->mpeaceful = 1;
	}
}
#endif /* OVLB */

/*mon.c*/
