/* NetHack 3.6	teleport.c	$NHDT-Date: 1446887535 2015/11/07 09:12:15 $  $NHDT-Branch: master $:$NHDT-Revision: 1.62 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed.  See license for details. */

/* JNetHack Copyright */
/* (c) Issei Numata, Naoki Hamada, Shigehiro Miyashita, 1994-2000  */
/* For 3.4-, Copyright (c) SHIRAKATA Kentaro, 2002-2016            */
/* JNetHack may be freely redistributed.  See license for details. */

#include "hack.h"

STATIC_DCL boolean FDECL(tele_jump_ok, (int, int, int, int));
STATIC_DCL boolean FDECL(teleok, (int, int, BOOLEAN_P));
STATIC_DCL void NDECL(vault_tele);
STATIC_DCL boolean FDECL(rloc_pos_ok, (int, int, struct monst *));
STATIC_DCL void FDECL(mvault_tele, (struct monst *));

/* non-null when teleporting via having read this scroll */
STATIC_VAR struct obj *telescroll = 0;

/*
 * Is (x,y) a good position of mtmp?  If mtmp is NULL, then is (x,y) good
 * for an object?
 *
 * This function will only look at mtmp->mdat, so makemon, mplayer, etc can
 * call it to generate new monster positions with fake monster structures.
 */
boolean
goodpos(x, y, mtmp, gpflags)
int x, y;
struct monst *mtmp;
unsigned gpflags;
{
    struct permonst *mdat = (struct permonst *) 0;
    boolean ignorewater = ((gpflags & MM_IGNOREWATER) != 0);

    if (!isok(x, y))
        return FALSE;

    /* in many cases, we're trying to create a new monster, which
     * can't go on top of the player or any existing monster.
     * however, occasionally we are relocating engravings or objects,
     * which could be co-located and thus get restricted a bit too much.
     * oh well.
     */
    if (mtmp != &youmonst && x == u.ux && y == u.uy
        && (!u.usteed || mtmp != u.usteed))
        return FALSE;

    if (mtmp) {
        struct monst *mtmp2 = m_at(x, y);

        /* Be careful with long worms.  A monster may be placed back in
         * its own location.  Normally, if m_at() returns the same monster
         * that we're trying to place, the monster is being placed in its
         * own location.  However, that is not correct for worm segments,
         * because all the segments of the worm return the same m_at().
         * Actually we overdo the check a little bit--a worm can't be placed
         * in its own location, period.  If we just checked for mtmp->mx
         * != x || mtmp->my != y, we'd miss the case where we're called
         * to place the worm segment and the worm's head is at x,y.
         */
        if (mtmp2 && (mtmp2 != mtmp || mtmp->wormno))
            return FALSE;

        mdat = mtmp->data;
        if (is_pool(x, y) && !ignorewater) {
            if (mtmp == &youmonst)
                return (Levitation || Flying || Wwalking || Swimming
                        || Amphibious);
            else
                return (is_floater(mdat) || is_flyer(mdat) || is_swimmer(mdat)
                        || is_clinger(mdat));
        } else if (mdat->mlet == S_EEL && rn2(13) && !ignorewater) {
            return FALSE;
        } else if (is_lava(x, y)) {
            if (mtmp == &youmonst)
                return (Levitation || Flying
                        || (Fire_resistance && Wwalking && uarmf
                            && uarmf->oerodeproof)
                        || (Upolyd && likes_lava(youmonst.data)));
            else
                return (is_floater(mdat) || is_flyer(mdat)
                        || likes_lava(mdat));
        }
        if (passes_walls(mdat) && may_passwall(x, y))
            return TRUE;
        if (amorphous(mdat) && closed_door(x, y))
            return TRUE;
    }
    if (!accessible(x, y)) {
        if (!(is_pool(x, y) && ignorewater))
            return FALSE;
    }

    if (sobj_at(BOULDER, x, y) && (!mdat || !throws_rocks(mdat)))
        return FALSE;
    return TRUE;
}

/*
 * "entity next to"
 *
 * Attempt to find a good place for the given monster type in the closest
 * position to (xx,yy).  Do so in successive square rings around (xx,yy).
 * If there is more than one valid position in the ring, choose one randomly.
 * Return TRUE and the position chosen when successful, FALSE otherwise.
 */
boolean
enexto(cc, xx, yy, mdat)
coord *cc;
register xchar xx, yy;
struct permonst *mdat;
{
    return enexto_core(cc, xx, yy, mdat, 0);
}

boolean
enexto_core(cc, xx, yy, mdat, entflags)
coord *cc;
register xchar xx, yy;
struct permonst *mdat;
unsigned entflags;
{
#define MAX_GOOD 15
    coord good[MAX_GOOD], *good_ptr;
    int x, y, range, i;
    int xmin, xmax, ymin, ymax;
    struct monst fakemon; /* dummy monster */

    if (!mdat) {
        debugpline0("enexto() called with null mdat");
        /* default to player's original monster type */
        mdat = &mons[u.umonster];
    }
    fakemon.data = mdat; /* set up for goodpos */
    good_ptr = good;
    range = 1;
    /*
     * Walk around the border of the square with center (xx,yy) and
     * radius range.  Stop when we find at least one valid position.
     */
    do {
        xmin = max(1, xx - range);
        xmax = min(COLNO - 1, xx + range);
        ymin = max(0, yy - range);
        ymax = min(ROWNO - 1, yy + range);

        for (x = xmin; x <= xmax; x++)
            if (goodpos(x, ymin, &fakemon, entflags)) {
                good_ptr->x = x;
                good_ptr->y = ymin;
                /* beware of accessing beyond segment boundaries.. */
                if (good_ptr++ == &good[MAX_GOOD - 1])
                    goto full;
            }
        for (x = xmin; x <= xmax; x++)
            if (goodpos(x, ymax, &fakemon, entflags)) {
                good_ptr->x = x;
                good_ptr->y = ymax;
                /* beware of accessing beyond segment boundaries.. */
                if (good_ptr++ == &good[MAX_GOOD - 1])
                    goto full;
            }
        for (y = ymin + 1; y < ymax; y++)
            if (goodpos(xmin, y, &fakemon, entflags)) {
                good_ptr->x = xmin;
                good_ptr->y = y;
                /* beware of accessing beyond segment boundaries.. */
                if (good_ptr++ == &good[MAX_GOOD - 1])
                    goto full;
            }
        for (y = ymin + 1; y < ymax; y++)
            if (goodpos(xmax, y, &fakemon, entflags)) {
                good_ptr->x = xmax;
                good_ptr->y = y;
                /* beware of accessing beyond segment boundaries.. */
                if (good_ptr++ == &good[MAX_GOOD - 1])
                    goto full;
            }
        range++;

        /* return if we've grown too big (nothing is valid) */
        if (range > ROWNO && range > COLNO)
            return FALSE;
    } while (good_ptr == good);

full:
    i = rn2((int) (good_ptr - good));
    cc->x = good[i].x;
    cc->y = good[i].y;
    return TRUE;
}

/*
 * Check for restricted areas present in some special levels.  (This might
 * need to be augmented to allow deliberate passage in wizard mode, but
 * only for explicitly chosen destinations.)
 */
STATIC_OVL boolean
tele_jump_ok(x1, y1, x2, y2)
int x1, y1, x2, y2;
{
    if (dndest.nlx > 0) {
        /* if inside a restricted region, can't teleport outside */
        if (within_bounded_area(x1, y1, dndest.nlx, dndest.nly, dndest.nhx,
                                dndest.nhy)
            && !within_bounded_area(x2, y2, dndest.nlx, dndest.nly,
                                    dndest.nhx, dndest.nhy))
            return FALSE;
        /* and if outside, can't teleport inside */
        if (!within_bounded_area(x1, y1, dndest.nlx, dndest.nly, dndest.nhx,
                                 dndest.nhy)
            && within_bounded_area(x2, y2, dndest.nlx, dndest.nly, dndest.nhx,
                                   dndest.nhy))
            return FALSE;
    }
    if (updest.nlx > 0) { /* ditto */
        if (within_bounded_area(x1, y1, updest.nlx, updest.nly, updest.nhx,
                                updest.nhy)
            && !within_bounded_area(x2, y2, updest.nlx, updest.nly,
                                    updest.nhx, updest.nhy))
            return FALSE;
        if (!within_bounded_area(x1, y1, updest.nlx, updest.nly, updest.nhx,
                                 updest.nhy)
            && within_bounded_area(x2, y2, updest.nlx, updest.nly, updest.nhx,
                                   updest.nhy))
            return FALSE;
    }
    return TRUE;
}

STATIC_OVL boolean
teleok(x, y, trapok)
register int x, y;
boolean trapok;
{
    if (!trapok && t_at(x, y))
        return FALSE;
    if (!goodpos(x, y, &youmonst, 0))
        return FALSE;
    if (!tele_jump_ok(u.ux, u.uy, x, y))
        return FALSE;
    if (!in_out_region(x, y))
        return FALSE;
    return TRUE;
}

void
teleds(nux, nuy, allow_drag)
register int nux, nuy;
boolean allow_drag;
{
    boolean ball_active, ball_still_in_range;

    if (u.utraptype == TT_BURIEDBALL) {
        /* unearth it */
        buried_ball_to_punishment();
    }
    ball_active = (Punished && uball->where != OBJ_FREE),
    ball_still_in_range = FALSE;

    /* If they have to move the ball, then drag if allow_drag is true;
     * otherwise they are teleporting, so unplacebc().
     * If they don't have to move the ball, then always "drag" whether or
     * not allow_drag is true, because we are calling that function, not
     * to drag, but to move the chain.  *However* there are some dumb
     * special cases:
     *    0                          0
     *   _X  move east       ----->  X_
     *    @                           @
     * These are permissible if teleporting, but not if dragging.  As a
     * result, drag_ball() needs to know about allow_drag and might end
     * up dragging the ball anyway.  Also, drag_ball() might find that
     * dragging the ball is completely impossible (ball in range but there's
     * rock in the way), in which case it teleports the ball on its own.
     */
    if (ball_active) {
        if (!carried(uball) && distmin(nux, nuy, uball->ox, uball->oy) <= 2)
            ball_still_in_range = TRUE; /* don't have to move the ball */
        else {
            /* have to move the ball */
            if (!allow_drag || distmin(u.ux, u.uy, nux, nuy) > 1) {
                /* we should not have dist > 1 and allow_drag at the same
                 * time, but just in case, we must then revert to teleport.
                 */
                allow_drag = FALSE;
                unplacebc();
            }
        }
    }
    u.utrap = 0;
    u.ustuck = 0;
    u.ux0 = u.ux;
    u.uy0 = u.uy;

    if (!hideunder(&youmonst) && youmonst.data->mlet == S_MIMIC) {
        /* mimics stop being unnoticed */
        youmonst.m_ap_type = M_AP_NOTHING;
    }

    if (u.uswallow) {
        u.uswldtim = u.uswallow = 0;
        if (Punished && !ball_active) {
            /* ensure ball placement, like unstuck */
            ball_active = TRUE;
            allow_drag = FALSE;
        }
        docrt();
    }
    if (ball_active) {
        if (ball_still_in_range || allow_drag) {
            int bc_control;
            xchar ballx, bally, chainx, chainy;
            boolean cause_delay;

            if (drag_ball(nux, nuy, &bc_control, &ballx, &bally, &chainx,
                          &chainy, &cause_delay, allow_drag))
                move_bc(0, bc_control, ballx, bally, chainx, chainy);
        }
    }
    /* must set u.ux, u.uy after drag_ball(), which may need to know
       the old position if allow_drag is true... */
    u_on_newpos(nux, nuy); /* set u.<x,y>, usteed-><mx,my>; cliparound() */
    fill_pit(u.ux0, u.uy0);
    if (ball_active) {
        if (!ball_still_in_range && !allow_drag)
            placebc();
    }
    initrack(); /* teleports mess up tracking monsters without this */
    update_player_regions();
    /*
     *  Make sure the hero disappears from the old location.  This will
     *  not happen if she is teleported within sight of her previous
     *  location.  Force a full vision recalculation because the hero
     *  is now in a new location.
     */
    newsym(u.ux0, u.uy0);
    see_monsters();
    vision_full_recalc = 1;
    nomul(0);
    vision_recalc(0); /* vision before effects */
    if (telescroll) {
        /* when teleporting by scroll, we need to handle discovery
           now before getting feedback about any objects at our
           destination since we might land on another such scroll */
        if (distu(u.ux0, u.uy0) >= 16 || !couldsee(u.ux0, u.uy0))
            learnscroll(telescroll);
        else
            telescroll = 0; /* no discovery by scrolltele()'s caller */
    }
    spoteffects(TRUE);
    invocation_message();
}

boolean
safe_teleds(allow_drag)
boolean allow_drag;
{
    register int nux, nuy, tcnt = 0;

    do {
        nux = rnd(COLNO - 1);
        nuy = rn2(ROWNO);
    } while (!teleok(nux, nuy, (boolean) (tcnt > 200)) && ++tcnt <= 400);

    if (tcnt <= 400) {
        teleds(nux, nuy, allow_drag);
        return TRUE;
    } else
        return FALSE;
}

STATIC_OVL void
vault_tele()
{
    register struct mkroom *croom = search_special(VAULT);
    coord c;

    if (croom && somexy(croom, &c) && teleok(c.x, c.y, FALSE)) {
        teleds(c.x, c.y, FALSE);
        return;
    }
    tele();
}

boolean
teleport_pet(mtmp, force_it)
register struct monst *mtmp;
boolean force_it;
{
    register struct obj *otmp;

    if (mtmp == u.usteed)
        return FALSE;

    if (mtmp->mleashed) {
        otmp = get_mleash(mtmp);
        if (!otmp) {
            impossible("%s is leashed, without a leash.", Monnam(mtmp));
            goto release_it;
        }
        if (otmp->cursed && !force_it) {
            yelp(mtmp);
            return FALSE;
        } else {
/*JP
            Your("leash goes slack.");
*/
            Your("紐はたるんだ．");
        release_it:
            m_unleash(mtmp, FALSE);
            return TRUE;
        }
    }
    return TRUE;
}

/* teleport the hero via some method other than scroll of teleport */
void
tele()
{
    (void) scrolltele((struct obj *) 0);
}

/* teleport the hero; return true if scroll of teleportation should become
   discovered; teleds() will usually do the actual discovery, since the
   outcome sometimes depends upon destination and discovery needs to be
   performed before arrival, in case we land on another teleport scroll */
boolean
scrolltele(scroll)
struct obj *scroll;
{
    coord cc;
    boolean result = FALSE; /* don't learn scroll */

    /* Disable teleportation in stronghold && Vlad's Tower */
    if (level.flags.noteleport) {
        if (!wizard) {
/*JP
            pline("A mysterious force prevents you from teleporting!");
*/
            pline("奇妙な力が瞬間移動を防いだ！");
            return TRUE;
        }
    }

    /* don't show trap if "Sorry..." */
    if (!Blinded)
        make_blinded(0L, FALSE);

    if ((u.uhave.amulet || On_W_tower_level(&u.uz)) && !rn2(3)) {
/*JP
        You_feel("disoriented for a moment.");
*/
        You("一瞬方向感覚を失ったような気がした．");
        if (!wizard || yn("Override?") != 'y')
            return FALSE;
    }
    if ((Teleport_control && !Stunned) || wizard) {
        if (unconscious()) {
/*JP
            pline("Being unconscious, you cannot control your teleport.");
*/
            pline("意識がないので，あなたは瞬間移動を制御できない．");
        } else {
#if 0 /*JP*//*主語を省略して簡略化*/
            char whobuf[BUFSZ];

            Strcpy(whobuf, "you");
            if (u.usteed)
                Sprintf(eos(whobuf), " and %s", mon_nam(u.usteed));
            pline("To what position do %s want to be teleported?", whobuf);
#else
            pline("どの位置に瞬間移動しますか？");
#endif
            cc.x = u.ux;
            cc.y = u.uy;
/*JP
            if (getpos(&cc, TRUE, "the desired position") < 0)
*/
            if (getpos(&cc, TRUE, "移動したい場所") < 0)
                return TRUE; /* abort */
            /* possible extensions: introduce a small error if
               magic power is low; allow transfer to solid rock */
            if (teleok(cc.x, cc.y, FALSE)) {
                /* for scroll, discover it regardless of destination */
                if (scroll)
                    learnscroll(scroll);
                teleds(cc.x, cc.y, FALSE);
                return TRUE;
            }
/*JP
            pline("Sorry...");
*/
            pline("おっと．．．");
            result = TRUE;
        }
    } else if (scroll && scroll->blessed) {
        /* (this used to be handled in seffects()) */
/*JP
        if (yn("Do you wish to teleport?") == 'n')
*/
        if (yn("瞬間移動しますか？") == 'n')
            return TRUE;
        result = TRUE;
    }

    telescroll = scroll;
    (void) safe_teleds(FALSE);
    /* teleds() will leave telescroll intact iff random destination
       is far enough away for scroll discovery to be warranted */
    if (telescroll)
        result = TRUE;
    telescroll = 0; /* reset */
    return result;
}

int
dotele()
{
    struct trap *trap;
    boolean trap_once = FALSE;

    trap = t_at(u.ux, u.uy);
    if (trap && (!trap->tseen || trap->ttyp != TELEP_TRAP))
        trap = 0;

    if (trap) {
        trap_once = trap->once; /* trap may get deleted, save this */
        if (trap->once) {
/*JP
            pline("This is a vault teleport, usable once only.");
*/
            pline("一度かぎりの倉庫への瞬間移動の罠だ．");
/*JP
            if (yn("Jump in?") == 'n')
*/
            if (yn("飛び込む？") == 'n')
                trap = 0;
            else {
                deltrap(trap);
                newsym(u.ux, u.uy);
            }
        }
        if (trap)
#if 0 /*JP*/
            You("%s onto the teleportation trap.",
                locomotion(youmonst.data, "jump"));
#else
            You("瞬間移動の罠に飛びこんだ．");
#endif
    }
    if (!trap) {
        boolean castit = FALSE;
        register int sp_no = 0, energy = 0;

        if (!Teleportation || (u.ulevel < (Role_if(PM_WIZARD) ? 8 : 12)
                               && !can_teleport(youmonst.data))) {
            /* Try to use teleport away spell. */
            if (objects[SPE_TELEPORT_AWAY].oc_name_known && !Confusion)
                for (sp_no = 0; sp_no < MAXSPELL; sp_no++)
                    if (spl_book[sp_no].sp_id == SPE_TELEPORT_AWAY) {
                        castit = TRUE;
                        break;
                    }
            if (!wizard) {
                if (!castit) {
                    if (!Teleportation)
/*JP
                        You("don't know that spell.");
*/
                        You("そんな魔法は知らない．");
                    else
/*JP
                        You("are not able to teleport at will.");
*/
                        You("自分の意思で瞬間移動できない．");
                    return 0;
                }
            }
        }

        if (u.uhunger <= 100 || ACURR(A_STR) < 6) {
            if (!wizard) {
#if 0 /*JP*/
                You("lack the strength %s.",
                    castit ? "for a teleport spell" : "to teleport");
#else
                You("%sだけの力がない．",
                    castit ? "瞬間移動の魔法を唱える" : "瞬間移動する");
#endif
                return 1;
            }
        }

        energy = objects[SPE_TELEPORT_AWAY].oc_level * 7 / 2 - 2;
        if (u.uen <= energy) {
            if (wizard)
                energy = u.uen;
            else {
#if 0 /*JP*/
                You("lack the energy %s.",
                    castit ? "for a teleport spell" : "to teleport");
#else
                You("%sだけのエネルギーがない．",
                    castit ? "瞬間移動の魔法を唱える" : "瞬間移動する");
#endif
                return 1;
            }
        }

        if (check_capacity(
/*JP
                "Your concentration falters from carrying so much."))
*/
                "沢山ものを持ちすぎて集中できない．"))
            return 1;

        if (castit) {
            exercise(A_WIS, TRUE);
            if (spelleffects(sp_no, TRUE))
                return 1;
            else if (!wizard)
                return 0;
        } else {
            u.uen -= energy;
            context.botl = 1;
        }
    }

    if (next_to_u()) {
        if (trap && trap_once)
            vault_tele();
        else
            tele();
        (void) next_to_u();
    } else {
        You1(shudder_for_moment);
        return 0;
    }
    if (!trap)
        morehungry(100);
    return 1;
}

void
level_tele()
{
    register int newlev;
    d_level newlevel;
    const char *escape_by_flying = 0; /* when surviving dest of -N */
    char buf[BUFSZ];
    boolean force_dest = FALSE;

    if ((u.uhave.amulet || In_endgame(&u.uz) || In_sokoban(&u.uz))
        && !wizard) {
/*JP
        You_feel("very disoriented for a moment.");
*/
        You("一瞬方向感覚を大きく失ったような気がした．");
        return;
    }
    if ((Teleport_control && !Stunned) || wizard) {
        char qbuf[BUFSZ];
        int trycnt = 0;

/*JP
        Strcpy(qbuf, "To what level do you want to teleport?");
*/
        Strcpy(qbuf, "何階に移動しますか？");
        do {
            if (++trycnt == 2) {
                if (wizard)
                    Strcat(qbuf, " [type a number or ? for a menu]");
                else
/*JP
                    Strcat(qbuf, " [type a number]");
*/
                    Strcat(qbuf, " [数字をいれてね]");
            }
            getlin(qbuf, buf);
            if (!strcmp(buf, "\033")) { /* cancelled */
                if (Confusion && rnl(5)) {
/*JP
                    pline("Oops...");
*/
                    pline("おっと．．．");
                    goto random_levtport;
                }
                return;
            } else if (!strcmp(buf, "*")) {
                goto random_levtport;
            } else if (Confusion && rnl(5)) {
/*JP
                pline("Oops...");
*/
                pline("おっと．．．");
                goto random_levtport;
            }
            if (wizard && !strcmp(buf, "?")) {
                schar destlev = 0;
                xchar destdnum = 0;

                newlev = (int) print_dungeon(TRUE, &destlev, &destdnum);
                if (!newlev)
                    return;

                newlevel.dnum = destdnum;
                newlevel.dlevel = destlev;
                if (In_endgame(&newlevel) && !In_endgame(&u.uz)) {
                    struct obj *amu;

                    if (!u.uhave.amulet
                        && (amu = mksobj(AMULET_OF_YENDOR, TRUE, FALSE))
                               != 0) {
                        /* ordinarily we'd use hold_another_object()
                           for something like this, but we don't want
                           fumbling or already full pack to interfere */
                        amu = addinv(amu);
                        prinv("Endgame prerequisite:", amu, 0L);
                    }
                }
                force_dest = TRUE;
            } else if ((newlev = lev_by_name(buf)) == 0)
                newlev = atoi(buf);
        } while (!newlev && !digit(buf[0])
                 && (buf[0] != '-' || !digit(buf[1])) && trycnt < 10);

        /* no dungeon escape via this route */
        if (newlev == 0) {
            if (trycnt >= 10)
                goto random_levtport;
/*JP
            if (ynq("Go to Nowhere.  Are you sure?") != 'y')
*/
            if (ynq("どことも知れぬ場所に行きます？よろしいですか？") != 'y')
                return;
#if 0 /*JP*/
            You("%s in agony as your body begins to warp...",
                is_silent(youmonst.data) ? "writhe" : "scream");
#else
            You("体が移動しはじめると，苦しみ%s．．．",
                is_silent(youmonst.data) ? "で身もだえした" : "のあえぎ声を出した");
#endif
            display_nhwindow(WIN_MESSAGE, FALSE);
/*JP
            You("cease to exist.");
*/
                Your("存在は消滅した．");
            if (invent)
/*JP
                Your("possessions land on the %s with a thud.",
*/
                Your("持ちものはドサッと%sに落ちた．",
                     surface(u.ux, u.uy));
            killer.format = NO_KILLER_PREFIX;
/*JP
            Strcpy(killer.name, "committed suicide");
*/
            Strcpy(killer.name, "自殺した");
            done(DIED);
/*JP
            pline("An energized cloud of dust begins to coalesce.");
*/
            pline("エネルギーをもったほこりの渦が結合しはじめた．");
#if 0 /*JP*/
            Your("body rematerializes%s.",
                 invent ? ", and you gather up all your possessions" : "");
#else
            Your("体は再び実体化した．%s",
                 invent ? "そして全ての持ち物を拾い上げた．" : "");
#endif
            return;
        }

        /* if in Knox and the requested level > 0, stay put.
         * we let negative values requests fall into the "heaven" loop.
         */
        if (Is_knox(&u.uz) && newlev > 0 && !force_dest) {
            You1(shudder_for_moment);
            return;
        }
        /* if in Quest, the player sees "Home 1", etc., on the status
         * line, instead of the logical depth of the level.  controlled
         * level teleport request is likely to be relativized to the
         * status line, and consequently it should be incremented to
         * the value of the logical depth of the target level.
         *
         * we let negative values requests fall into the "heaven" loop.
         */
        if (In_quest(&u.uz) && newlev > 0)
            newlev = newlev + dungeons[u.uz.dnum].depth_start - 1;
    } else { /* involuntary level tele */
    random_levtport:
        newlev = random_teleport_level();
        if (newlev == depth(&u.uz)) {
            You1(shudder_for_moment);
            return;
        }
    }

    if (u.utrap && u.utraptype == TT_BURIEDBALL)
        buried_ball_to_punishment();

    if (!next_to_u() && !force_dest) {
        You1(shudder_for_moment);
        return;
    }
    if (In_endgame(&u.uz)) { /* must already be wizard */
        int llimit = dunlevs_in_dungeon(&u.uz);

        if (newlev >= 0 || newlev <= -llimit) {
/*JP
            You_cant("get there from here.");
*/
            You("そこには行けない．");
            return;
        }
        newlevel.dnum = u.uz.dnum;
        newlevel.dlevel = llimit + newlev;
        schedule_goto(&newlevel, FALSE, FALSE, 0, (char *) 0, (char *) 0);
        return;
    }

    killer.name[0] = 0; /* still alive, so far... */

    if (newlev < 0 && !force_dest) {
        if (*u.ushops0) {
            /* take unpaid inventory items off of shop bills */
            in_mklev = TRUE; /* suppress map update */
            u_left_shop(u.ushops0, TRUE);
            /* you're now effectively out of the shop */
            *u.ushops0 = *u.ushops = '\0';
            in_mklev = FALSE;
        }
        if (newlev <= -10) {
/*JP
            You("arrive in heaven.");
*/
            You("天国に辿りついた．");
/*JP
            verbalize("Thou art early, but we'll admit thee.");
*/
            verbalize("汝，死ぬには早すぎるがそれもよかろう．");
            killer.format = NO_KILLER_PREFIX;
/*JP
            Strcpy(killer.name, "went to heaven prematurely");
*/
            Strcpy(killer.name, "若くして天国に行った");
        } else if (newlev == -9) {
/*JP
            You_feel("deliriously happy. ");
*/
            You("狂ったような幸せを感じた．");
/*JP
            pline("(In fact, you're on Cloud 9!) ");
*/
            pline("(本当に苦を乗り越えた場所にいる！) ");
            display_nhwindow(WIN_MESSAGE, FALSE);
        } else
/*JP
            You("are now high above the clouds...");
*/
            You("雲の遥か上にいる．．．");

        if (killer.name[0]) {
            ; /* arrival in heaven is pending */
        } else if (Levitation) {
/*JP
            escape_by_flying = "float gently down to earth";
*/
            escape_by_flying = "ゆっくり地面に降りた．";
        } else if (Flying) {
/*JP
            escape_by_flying = "fly down to the ground";
*/
            escape_by_flying = "ゆっくり地面に降りた．";
        } else {
/*JP
            pline("Unfortunately, you don't know how to fly.");
*/
            pline("残念ながら，あなたは飛びかたを知らない．");
/*JP
            You("plummet a few thousand feet to your death.");
*/
            pline("数千フィートの死のダイビングだ！");
#if 0 /*JP*/
            Sprintf(killer.name,
                    "teleported out of the dungeon and fell to %s death",
                    uhis());
            killer.format = NO_KILLER_PREFIX;
#else
            Strcpy(killer.name, "迷宮を飛びだしダイビングして");
            killer.format = KILLED_BY;
#endif
        }
    }

    if (killer.name[0]) { /* the chosen destination was not survivable */
        d_level lsav;

        /* set specific death location; this also suppresses bones */
        lsav = u.uz;   /* save current level, see below */
        u.uz.dnum = 0; /* main dungeon */
        u.uz.dlevel = (newlev <= -10) ? -10 : 0; /* heaven or surface */
        done(DIED);
        /* can only get here via life-saving (or declining to die in
           explore|debug mode); the hero has now left the dungeon... */
/*JP
        escape_by_flying = "find yourself back on the surface";
*/
        escape_by_flying = "気がついたら地上に戻っていた";
        u.uz = lsav; /* restore u.uz so escape code works */
    }

    /* calls done(ESCAPED) if newlevel==0 */
    if (escape_by_flying) {
/*JP
        You("%s.", escape_by_flying);
*/
        You("%s．", escape_by_flying);
        newlevel.dnum = 0;   /* specify main dungeon */
        newlevel.dlevel = 0; /* escape the dungeon */
        /* [dlevel used to be set to 1, but it doesn't make sense to
            teleport out of the dungeon and float or fly down to the
            surface but then actually arrive back inside the dungeon] */
    } else if (u.uz.dnum == medusa_level.dnum
               && newlev >= dungeons[u.uz.dnum].depth_start
                                + dunlevs_in_dungeon(&u.uz)) {
        if (!(wizard && force_dest))
            find_hell(&newlevel);
    } else {
        /* if invocation did not yet occur, teleporting into
         * the last level of Gehennom is forbidden.
         */
        if (!wizard && Inhell && !u.uevent.invoked
            && newlev >= (dungeons[u.uz.dnum].depth_start
                          + dunlevs_in_dungeon(&u.uz) - 1)) {
            newlev = dungeons[u.uz.dnum].depth_start
                     + dunlevs_in_dungeon(&u.uz) - 2;
/*JP
            pline("Sorry...");
*/
            pline("おっと．．．");
        }
        /* no teleporting out of quest dungeon */
        if (In_quest(&u.uz) && newlev < depth(&qstart_level))
            newlev = depth(&qstart_level);
        /* the player thinks of levels purely in logical terms, so
         * we must translate newlev to a number relative to the
         * current dungeon.
         */
        if (!(wizard && force_dest))
            get_level(&newlevel, newlev);
    }
    schedule_goto(&newlevel, FALSE, FALSE, 0, (char *) 0, (char *) 0);
    /* in case player just read a scroll and is about to be asked to
       call it something, we can't defer until the end of the turn */
    if (u.utotype && !context.mon_moving)
        deferred_goto();
}

void
domagicportal(ttmp)
register struct trap *ttmp;
{
    struct d_level target_level;

    if (u.utrap && u.utraptype == TT_BURIEDBALL)
        buried_ball_to_punishment();

    if (!next_to_u()) {
        You1(shudder_for_moment);
        return;
    }

    /* if landed from another portal, do nothing */
    /* problem: level teleport landing escapes the check */
    if (!on_level(&u.uz, &u.uz0))
        return;

/*JP
    You("activated a magic portal!");
*/
    pline("魔法の入口が作動した！");

    /* prevent the poor shnook, whose amulet was stolen while in
     * the endgame, from accidently triggering the portal to the
     * next level, and thus losing the game
     */
    if (In_endgame(&u.uz) && !u.uhave.amulet) {
/*JP
        You_feel("dizzy for a moment, but nothing happens...");
*/
        You("一瞬めまいを感じた，しかし何も起きなかった．．．");
        return;
    }

    target_level = ttmp->dst;
    schedule_goto(&target_level, FALSE, FALSE, 1,
/*JP
                  "You feel dizzy for a moment, but the sensation passes.",
*/
                  "一瞬めまいを感じた，しかしその感覚は消えた．",
                  (char *) 0);
}

void
tele_trap(trap)
struct trap *trap;
{
    if (In_endgame(&u.uz) || Antimagic) {
        if (Antimagic)
            shieldeff(u.ux, u.uy);
/*JP
        You_feel("a wrenching sensation.");
*/
        You("ねじられたような感覚を感じた．");
    } else if (!next_to_u()) {
        You1(shudder_for_moment);
    } else if (trap->once) {
        deltrap(trap);
        newsym(u.ux, u.uy); /* get rid of trap symbol */
        vault_tele();
    } else
        tele();
}

void
level_tele_trap(trap)
struct trap *trap;
{
#if 0 /*JP*/
    You("%s onto a level teleport trap!",
        Levitation ? (const char *) "float"
                   : locomotion(youmonst.data, "step"));
#else
    You("別の階への瞬間移動の罠を%s！",
        Levitation ? (const char *) "見下ろした"
                   : jpast(locomotion(youmonst.data, "踏む")));
#endif
    if (Antimagic) {
        shieldeff(u.ux, u.uy);
    }
    if (Antimagic || In_endgame(&u.uz)) {
/*JP
        You_feel("a wrenching sensation.");
*/
        You("ねじられたような感覚を感じた．");
        return;
    }
    if (!Blind)
/*JP
        You("are momentarily blinded by a flash of light.");
*/
        You("まばゆい光で一瞬目がくらんだ．");
    else
/*JP
        You("are momentarily disoriented.");
*/
        You("一瞬方向感覚を失った．");
    deltrap(trap);
    newsym(u.ux, u.uy); /* get rid of trap symbol */
    level_tele();
}

/* check whether monster can arrive at location <x,y> via Tport (or fall) */
STATIC_OVL boolean
rloc_pos_ok(x, y, mtmp)
register int x, y; /* coordinates of candidate location */
struct monst *mtmp;
{
    register int xx, yy;

    if (!goodpos(x, y, mtmp, 0))
        return FALSE;
    /*
     * Check for restricted areas present in some special levels.
     *
     * `xx' is current column; if 0, then `yy' will contain flag bits
     * rather than row:  bit #0 set => moving upwards; bit #1 set =>
     * inside the Wizard's tower.
     */
    xx = mtmp->mx;
    yy = mtmp->my;
    if (!xx) {
        /* no current location (migrating monster arrival) */
        if (dndest.nlx && On_W_tower_level(&u.uz))
            return (((yy & 2) != 0)
                    /* inside xor not within */
                    ^ !within_bounded_area(x, y, dndest.nlx, dndest.nly,
                                           dndest.nhx, dndest.nhy));
        if (updest.lx && (yy & 1) != 0) /* moving up */
            return (within_bounded_area(x, y, updest.lx, updest.ly,
                                        updest.hx, updest.hy)
                    && (!updest.nlx
                        || !within_bounded_area(x, y, updest.nlx, updest.nly,
                                                updest.nhx, updest.nhy)));
        if (dndest.lx && (yy & 1) == 0) /* moving down */
            return (within_bounded_area(x, y, dndest.lx, dndest.ly,
                                        dndest.hx, dndest.hy)
                    && (!dndest.nlx
                        || !within_bounded_area(x, y, dndest.nlx, dndest.nly,
                                                dndest.nhx, dndest.nhy)));
    } else {
        /* [try to] prevent a shopkeeper or temple priest from being
           sent out of his room (caller might resort to goodpos() if
           we report failure here, so this isn't full prevention) */
        if (mtmp->isshk && inhishop(mtmp)) {
            if (levl[x][y].roomno != ESHK(mtmp)->shoproom)
                return FALSE;
        } else if (mtmp->ispriest && inhistemple(mtmp)) {
            if (levl[x][y].roomno != EPRI(mtmp)->shroom)
                return FALSE;
        }
        /* current location is <xx,yy> */
        if (!tele_jump_ok(xx, yy, x, y))
            return FALSE;
    }
    /* <x,y> is ok */
    return TRUE;
}

/*
 * rloc_to()
 *
 * Pulls a monster from its current position and places a monster at
 * a new x and y.  If oldx is 0, then the monster was not in the
 * levels.monsters
 * array.  However, if oldx is 0, oldy may still have a value because mtmp is
 * a
 * migrating_mon.  Worm tails are always placed randomly around the head of
 * the worm.
 */
void
rloc_to(mtmp, x, y)
struct monst *mtmp;
register int x, y;
{
    register int oldx = mtmp->mx, oldy = mtmp->my;
    boolean resident_shk = mtmp->isshk && inhishop(mtmp);

    if (x == mtmp->mx && y == mtmp->my) /* that was easy */
        return;

    if (oldx) { /* "pick up" monster */
        if (mtmp->wormno)
            remove_worm(mtmp);
        else {
            remove_monster(oldx, oldy);
            newsym(oldx, oldy); /* update old location */
        }
    }

    place_monster(mtmp, x, y); /* put monster down */
    update_monster_region(mtmp);

    if (mtmp->wormno) /* now put down tail */
        place_worm_tail_randomly(mtmp, x, y);

    if (u.ustuck == mtmp) {
        if (u.uswallow) {
            u.ux = x;
            u.uy = y;
            docrt();
        } else
            u.ustuck = 0;
    }

    newsym(x, y);      /* update new location */
    set_apparxy(mtmp); /* orient monster */

    /* shopkeepers will only teleport if you zap them with a wand of
       teleportation or if they've been transformed into a jumpy monster;
       the latter only happens if you've attacked them with polymorph */
    if (resident_shk && !inhishop(mtmp))
        make_angry_shk(mtmp, oldx, oldy);
}

/* place a monster at a random location, typically due to teleport */
/* return TRUE if successful, FALSE if not */
boolean
rloc(mtmp, suppress_impossible)
struct monst *mtmp; /* mx==0 implies migrating monster arrival */
boolean suppress_impossible;
{
    register int x, y, trycount;

    if (mtmp == u.usteed) {
        tele();
        return TRUE;
    }

    if (mtmp->iswiz && mtmp->mx) { /* Wizard, not just arriving */
        if (!In_W_tower(u.ux, u.uy, &u.uz))
            x = xupstair, y = yupstair;
        else if (!xdnladder) /* bottom level of tower */
            x = xupladder, y = yupladder;
        else
            x = xdnladder, y = ydnladder;
        /* if the wiz teleports away to heal, try the up staircase,
           to block the player's escaping before he's healed
           (deliberately use `goodpos' rather than `rloc_pos_ok' here) */
        if (goodpos(x, y, mtmp, 0))
            goto found_xy;
    }

    trycount = 0;
    do {
        x = rn1(COLNO - 3, 2);
        y = rn2(ROWNO);
        if ((trycount < 500) ? rloc_pos_ok(x, y, mtmp)
                             : goodpos(x, y, mtmp, 0))
            goto found_xy;
    } while (++trycount < 1000);

    /* last ditch attempt to find a good place */
    for (x = 2; x < COLNO - 1; x++)
        for (y = 0; y < ROWNO; y++)
            if (goodpos(x, y, mtmp, 0))
                goto found_xy;

    /* level either full of monsters or somehow faulty */
    if (!suppress_impossible)
        impossible("rloc(): couldn't relocate monster");
    return FALSE;

found_xy:
    rloc_to(mtmp, x, y);
    return TRUE;
}

STATIC_OVL void
mvault_tele(mtmp)
struct monst *mtmp;
{
    register struct mkroom *croom = search_special(VAULT);
    coord c;

    if (croom && somexy(croom, &c) && goodpos(c.x, c.y, mtmp, 0)) {
        rloc_to(mtmp, c.x, c.y);
        return;
    }
    (void) rloc(mtmp, TRUE);
}

boolean
tele_restrict(mon)
struct monst *mon;
{
    if (level.flags.noteleport) {
        if (canseemon(mon))
#if 0 /*JP*/
            pline("A mysterious force prevents %s from teleporting!",
                  mon_nam(mon));
#else
            pline("奇妙な力が%sの瞬間移動を防いだ！",
                  mon_nam(mon));
#endif
        return TRUE;
    }
    return FALSE;
}

void
mtele_trap(mtmp, trap, in_sight)
struct monst *mtmp;
struct trap *trap;
int in_sight;
{
    char *monname;

    if (tele_restrict(mtmp))
        return;
    if (teleport_pet(mtmp, FALSE)) {
        /* save name with pre-movement visibility */
        monname = Monnam(mtmp);

        /* Note: don't remove the trap if a vault.  Other-
         * wise the monster will be stuck there, since
         * the guard isn't going to come for it...
         */
        if (trap->once)
            mvault_tele(mtmp);
        else
            (void) rloc(mtmp, TRUE);

        if (in_sight) {
            if (canseemon(mtmp))
/*JP
                pline("%s seems disoriented.", monname);
*/
                pline("%sは一瞬方向感覚を失ったようだ．", monname);
            else
/*JP
                pline("%s suddenly disappears!", monname);
*/
                pline("%sは突然消えた！", monname);
            seetrap(trap);
        }
    }
}

/* return 0 if still on level, 3 if not */
int
mlevel_tele_trap(mtmp, trap, force_it, in_sight)
struct monst *mtmp;
struct trap *trap;
boolean force_it;
int in_sight;
{
    int tt = trap->ttyp;
    struct permonst *mptr = mtmp->data;

    if (mtmp == u.ustuck) /* probably a vortex */
        return 0;         /* temporary? kludge */
    if (teleport_pet(mtmp, force_it)) {
        d_level tolevel;
        int migrate_typ = MIGR_RANDOM;

        if ((tt == HOLE || tt == TRAPDOOR)) {
            if (Is_stronghold(&u.uz)) {
                assign_level(&tolevel, &valley_level);
            } else if (Is_botlevel(&u.uz)) {
                if (in_sight && trap->tseen)
#if 0 /*JP*/
                    pline("%s avoids the %s.", Monnam(mtmp),
                          (tt == HOLE) ? "hole" : "trap");
#else
                    pline("%sは%sを回避した．", Monnam(mtmp),
                          (tt == HOLE) ? "穴" : "罠");
#endif
                return 0;
            } else {
                get_level(&tolevel, depth(&u.uz) + 1);
            }
        } else if (tt == MAGIC_PORTAL) {
            if (In_endgame(&u.uz)
                && (mon_has_amulet(mtmp) || is_home_elemental(mptr))) {
                if (in_sight && mptr->mlet != S_ELEMENTAL) {
/*JP
                    pline("%s seems to shimmer for a moment.", Monnam(mtmp));
*/
                    pline("%sが一瞬輝いたように見えた．", Monnam(mtmp));
                    seetrap(trap);
                }
                return 0;
            } else {
                assign_level(&tolevel, &trap->dst);
                migrate_typ = MIGR_PORTAL;
            }
        } else { /* (tt == LEVEL_TELEP) */
            int nlev;

            if (mon_has_amulet(mtmp) || In_endgame(&u.uz)) {
                if (in_sight)
/*JP
                    pline("%s seems very disoriented for a moment.",
*/
                    pline("%sは一瞬方向感覚を大きく失ったようだ．",
                          Monnam(mtmp));
                return 0;
            }
            nlev = random_teleport_level();
            if (nlev == depth(&u.uz)) {
                if (in_sight)
/*JP
                    pline("%s shudders for a moment.", Monnam(mtmp));
*/
                    pline("%sは一瞬震えた．", Monnam(mtmp));
                return 0;
            }
            get_level(&tolevel, nlev);
        }

        if (in_sight) {
/*JP
            pline("Suddenly, %s disappears out of sight.", mon_nam(mtmp));
*/
            pline("突然%sが視界から消えた．", mon_nam(mtmp));
            seetrap(trap);
        }
        migrate_to_level(mtmp, ledger_no(&tolevel), migrate_typ, (coord *) 0);
        return 3; /* no longer on this level */
    }
    return 0;
}

/* place object randomly, returns False if it's gone (eg broken) */
boolean
rloco(obj)
register struct obj *obj;
{
    register xchar tx, ty, otx, oty;
    boolean restricted_fall;
    int try_limit = 4000;

    if (obj->otyp == CORPSE && is_rider(&mons[obj->corpsenm])) {
        if (revive_corpse(obj))
            return FALSE;
    }

    obj_extract_self(obj);
    otx = obj->ox;
    oty = obj->oy;
    restricted_fall = (otx == 0 && dndest.lx);
    do {
        tx = rn1(COLNO - 3, 2);
        ty = rn2(ROWNO);
        if (!--try_limit)
            break;
    } while (!goodpos(tx, ty, (struct monst *) 0, 0)
             || (restricted_fall
                 && (!within_bounded_area(tx, ty, dndest.lx, dndest.ly,
                                          dndest.hx, dndest.hy)
                     || (dndest.nlx
                         && within_bounded_area(tx, ty,
                                                dndest.nlx, dndest.nly,
                                                dndest.nhx, dndest.nhy))))
             /* on the Wizard Tower levels, objects inside should
                stay inside and objects outside should stay outside */
             || (dndest.nlx && On_W_tower_level(&u.uz)
                 && within_bounded_area(tx, ty, dndest.nlx, dndest.nly,
                                        dndest.nhx, dndest.nhy)
                    != within_bounded_area(otx, oty, dndest.nlx, dndest.nly,
                                           dndest.nhx, dndest.nhy)));

/*JP
    if (flooreffects(obj, tx, ty, "fall")) {
*/
    if (flooreffects(obj, tx, ty, "落ちる")) {
        return FALSE;
    } else if (otx == 0 && oty == 0) {
        ; /* fell through a trap door; no update of old loc needed */
    } else {
        if (costly_spot(otx, oty)
            && (!costly_spot(tx, ty)
                || !index(in_rooms(tx, ty, 0), *in_rooms(otx, oty, 0)))) {
            if (costly_spot(u.ux, u.uy)
                && index(u.urooms, *in_rooms(otx, oty, 0)))
                addtobill(obj, FALSE, FALSE, FALSE);
            else
                (void) stolen_value(obj, otx, oty, FALSE, FALSE);
        }
        newsym(otx, oty); /* update old location */
    }
    place_object(obj, tx, ty);
    newsym(tx, ty);
    return TRUE;
}

/* Returns an absolute depth */
int
random_teleport_level()
{
    int nlev, max_depth, min_depth, cur_depth = (int) depth(&u.uz);

    /* [the endgame case can only occur in wizard mode] */
    if (!rn2(5) || Is_knox(&u.uz) || In_endgame(&u.uz))
        return cur_depth;

    /* What I really want to do is as follows:
     * -- If in a dungeon that goes down, the new level is to be restricted
     *    to [top of parent, bottom of current dungeon]
     * -- If in a dungeon that goes up, the new level is to be restricted
     *    to [top of current dungeon, bottom of parent]
     * -- If in a quest dungeon or similar dungeon entered by portals,
     *    the new level is to be restricted to [top of current dungeon,
     *    bottom of current dungeon]
     * The current behavior is not as sophisticated as that ideal, but is
     * still better what we used to do, which was like this for players
     * but different for monsters for no obvious reason.  Currently, we
     * must explicitly check for special dungeons.  We check for Knox
     * above; endgame is handled in the caller due to its different
     * message ("disoriented").
     * --KAA
     * 3.4.2: explicitly handle quest here too, to fix the problem of
     * monsters sometimes level teleporting out of it into main dungeon.
     * Also prevent monsters reaching the Sanctum prior to invocation.
     */
    if (In_quest(&u.uz)) {
        int bottom = dunlevs_in_dungeon(&u.uz),
            qlocate_depth = qlocate_level.dlevel;

        /* if hero hasn't reached the middle locate level yet,
           no one can randomly teleport past it */
        if (dunlev_reached(&u.uz) < qlocate_depth)
            bottom = qlocate_depth;
        min_depth = dungeons[u.uz.dnum].depth_start;
        max_depth = bottom + (dungeons[u.uz.dnum].depth_start - 1);
    } else {
        min_depth = 1;
        max_depth =
            dunlevs_in_dungeon(&u.uz) + (dungeons[u.uz.dnum].depth_start - 1);
        /* can't reach Sanctum if the invocation hasn't been performed */
        if (Inhell && !u.uevent.invoked)
            max_depth -= 1;
    }

    /* Get a random value relative to the current dungeon */
    /* Range is 1 to current+3, current not counting */
    nlev = rn2(cur_depth + 3 - min_depth) + min_depth;
    if (nlev >= cur_depth)
        nlev++;

    if (nlev > max_depth) {
        nlev = max_depth;
        /* teleport up if already on bottom */
        if (Is_botlevel(&u.uz))
            nlev -= rnd(3);
    }
    if (nlev < min_depth) {
        nlev = min_depth;
        if (nlev == cur_depth) {
            nlev += rnd(3);
            if (nlev > max_depth)
                nlev = max_depth;
        }
    }
    return nlev;
}

/* you teleport a monster (via wand, spell, or poly'd q.mechanic attack);
   return false iff the attempt fails */
boolean
u_teleport_mon(mtmp, give_feedback)
struct monst *mtmp;
boolean give_feedback;
{
    coord cc;

    if (mtmp->ispriest && *in_rooms(mtmp->mx, mtmp->my, TEMPLE)) {
        if (give_feedback)
/*JP
            pline("%s resists your magic!", Monnam(mtmp));
*/
            pline("%sは魔法を防いだ！", Monnam(mtmp));
        return FALSE;
    } else if (level.flags.noteleport && u.uswallow && mtmp == u.ustuck) {
        if (give_feedback)
/*JP
            You("are no longer inside %s!", mon_nam(mtmp));
*/
            You("%sの内部から脱出した！", mon_nam(mtmp));
        unstuck(mtmp);
        (void) rloc(mtmp, TRUE);
    } else if (is_rider(mtmp->data) && rn2(13)
               && enexto(&cc, u.ux, u.uy, mtmp->data))
        rloc_to(mtmp, cc.x, cc.y);
    else
        (void) rloc(mtmp, TRUE);
    return TRUE;
}

/*teleport.c*/
