/* NetHack 3.6	do.c	$NHDT-Date: 1472809073 2016/09/02 09:37:53 $  $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.158 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Derek S. Ray, 2015. */
/* NetHack may be freely redistributed.  See license for details. */

/* Contains code for 'd', 'D' (drop), '>', '<' (up, down) */

/* JNetHack Copyright */
/* (c) Issei Numata, Naoki Hamada, Shigehiro Miyashita, 1994-2000  */
/* For 3.4-, Copyright (c) SHIRAKATA Kentaro, 2002-2018            */
/* JNetHack may be freely redistributed.  See license for details. */

#include "hack.h"
#include "lev.h"

STATIC_DCL void FDECL(trycall, (struct obj *));
STATIC_DCL void NDECL(polymorph_sink);
STATIC_DCL boolean NDECL(teleport_sink);
STATIC_DCL void FDECL(dosinkring, (struct obj *));
STATIC_PTR int FDECL(drop, (struct obj *));
STATIC_PTR int NDECL(wipeoff);
STATIC_DCL int FDECL(menu_drop, (int));
STATIC_DCL int NDECL(currentlevel_rewrite);
STATIC_DCL void NDECL(final_level);
/* static boolean FDECL(badspot, (XCHAR_P,XCHAR_P)); */

extern int n_dgns; /* number of dungeons, from dungeon.c */

static NEARDATA const char drop_types[] = { ALLOW_COUNT, COIN_CLASS,
                                            ALL_CLASSES, 0 };

/* 'd' command: drop one inventory item */
int
dodrop()
{
    int result, i = (invent) ? 0 : (SIZE(drop_types) - 1);

    if (*u.ushops)
        sellobj_state(SELL_DELIBERATE);
    result = drop(getobj(&drop_types[i], "drop"));
    if (*u.ushops)
        sellobj_state(SELL_NORMAL);
    if (result)
        reset_occupations();

    return result;
}

/* Called when a boulder is dropped, thrown, or pushed.  If it ends up
 * in a pool, it either fills the pool up or sinks away.  In either case,
 * it's gone for good...  If the destination is not a pool, returns FALSE.
 */
boolean
boulder_hits_pool(otmp, rx, ry, pushing)
struct obj *otmp;
register int rx, ry;
boolean pushing;
{
    if (!otmp || otmp->otyp != BOULDER) {
        impossible("Not a boulder?");
    } else if (!Is_waterlevel(&u.uz) && is_pool_or_lava(rx, ry)) {
        boolean lava = is_lava(rx, ry), fills_up;
        const char *what = waterbody_name(rx, ry);
        schar ltyp = levl[rx][ry].typ;
        int chance = rn2(10); /* water: 90%; lava: 10% */
        fills_up = lava ? chance == 0 : chance != 0;

        if (fills_up) {
            struct trap *ttmp = t_at(rx, ry);

            if (ltyp == DRAWBRIDGE_UP) {
                levl[rx][ry].drawbridgemask &= ~DB_UNDER; /* clear lava */
                levl[rx][ry].drawbridgemask |= DB_FLOOR;
            } else
                levl[rx][ry].typ = ROOM;

            if (ttmp)
                (void) delfloortrap(ttmp);
            bury_objs(rx, ry);

            newsym(rx, ry);
            if (pushing) {
                char whobuf[BUFSZ];

/*JP
                Strcpy(whobuf, "you");
*/
                Strcpy(whobuf, "あなた");
                if (u.usteed)
                    Strcpy(whobuf, y_monnam(u.usteed));
#if 0 /*JP*/
                pline("%s %s %s into the %s.", upstart(whobuf),
                      vtense(whobuf, "push"), the(xname(otmp)), what);
#else
                pline("%sは%sを%sの中へ押しこんだ．", whobuf,
                      xname(otmp), what);
#endif
                if (flags.verbose && !Blind)
/*JP
                    pline("Now you can cross it!");
*/
                    pline("さぁ渡れるぞ！");
                /* no splashing in this case */
            }
        }
        if (!fills_up || !pushing) { /* splashing occurs */
            if (!u.uinwater) {
                if (pushing ? !Blind : cansee(rx, ry)) {
#if 0 /*JP*/
                    There("is a large splash as %s %s the %s.",
                          the(xname(otmp)), fills_up ? "fills" : "falls into",
                          what);
#else
                    pline("%sを%sに%sと大きなしぶきがあがった．",
                          xname(otmp), what,
                          fills_up ? "埋め込む" : "落す" );
#endif
                } else if (!Deaf)
/*JP
                    You_hear("a%s splash.", lava ? " sizzling" : "");
*/
                    You_hear("%sと言う音を聞いた．",lava ? "シューッ" : "パシャッ");
                wake_nearto(rx, ry, 40);
            }

            if (fills_up && u.uinwater && distu(rx, ry) == 0) {
                u.uinwater = 0;
                docrt();
                vision_full_recalc = 1;
/*JP
                You("find yourself on dry land again!");
*/
                You("いつのまにか乾いた場所にいた！");
            } else if (lava && distu(rx, ry) <= 2) {
                int dmg;
#if 0 /*JP:T*/
                You("are hit by molten %s%c",
                    hliquid("lava"), Fire_resistance ? '.' : '!');
#else
                You("どろどろの%sでダメージを受けた%s",
                    hliquid("溶岩"), Fire_resistance ? "．" : "！");
#endif
                burn_away_slime();
                dmg = d((Fire_resistance ? 1 : 3), 6);
#if 0 /*JP:T*/
                losehp(Maybe_Half_Phys(dmg), /* lava damage */
                       "molten lava", KILLED_BY);
#else
                losehp(Maybe_Half_Phys(dmg), /* lava damage */
                       "どろどろの溶岩で", KILLED_BY);
#endif
            } else if (!fills_up && flags.verbose
                       && (pushing ? !Blind : cansee(rx, ry)))
/*JP
                pline("It sinks without a trace!");
*/
                pline("それはあとかたもなく沈んだ！");
        }

        /* boulder is now gone */
        if (pushing)
            delobj(otmp);
        else
            obfree(otmp, (struct obj *) 0);
        return TRUE;
    }
    return FALSE;
}

/* Used for objects which sometimes do special things when dropped; must be
 * called with the object not in any chain.  Returns TRUE if the object goes
 * away.
 */
boolean
flooreffects(obj, x, y, verb)
struct obj *obj;
int x, y;
const char *verb;
{
#if 1 /*JP*//* trap.c */
        extern const char *set_you[2];
#endif
    struct trap *t;
    struct monst *mtmp;
    struct obj *otmp;

    if (obj->where != OBJ_FREE)
        panic("flooreffects: obj not free");

    /* make sure things like water_damage() have no pointers to follow */
    obj->nobj = obj->nexthere = (struct obj *) 0;

    if (obj->otyp == BOULDER && boulder_hits_pool(obj, x, y, FALSE)) {
        return TRUE;
    } else if (obj->otyp == BOULDER && (t = t_at(x, y)) != 0
             && (t->ttyp == PIT || t->ttyp == SPIKED_PIT
                 || t->ttyp == TRAPDOOR || t->ttyp == HOLE)) {
        if (((mtmp = m_at(x, y)) && mtmp->mtrapped)
            || (u.utrap && u.ux == x && u.uy == y)) {
            if (*verb)
#if 0 /*JP*/
                pline_The("boulder %s into the pit%s.",
                          vtense((const char *) 0, verb),
                          (mtmp) ? "" : " with you");
#else
                pline("岩は%s落し穴へ%s．",
                      (mtmp) ? "" : "あなたといっしょに",
                      jpast(verb));
#endif
            if (mtmp) {
                if (!passes_walls(mtmp->data) && !throws_rocks(mtmp->data)) {
                    int dieroll = rnd(20);

                    if (hmon(mtmp, obj, HMON_THROWN, dieroll)
                        && !is_whirly(mtmp->data))
                        return FALSE; /* still alive */
                }
                mtmp->mtrapped = 0;
            } else {
                if (!Passes_walls && !throws_rocks(youmonst.data)) {
#if 0 /*JP*/
                    losehp(Maybe_Half_Phys(rnd(15)),
                           "squished under a boulder", NO_KILLER_PREFIX);
#else
                    losehp(Maybe_Half_Phys(rnd(15)),
                           "岩の下で潰されて", KILLED_BY);
#endif
                    return FALSE; /* player remains trapped */
                } else
                    u.utrap = 0;
            }
        }
        if (*verb) {
            if (Blind && (x == u.ux) && (y == u.uy)) {
/*JP
                You_hear("a CRASH! beneath you.");
*/
                You_hear("足元で何かが砕ける音を聞いた．");
            } else if (!Blind && cansee(x, y)) {
#if 0 /*JP*/
                pline_The("boulder %s%s.", t->tseen ? "" : "triggers and ",
                          t->ttyp == TRAPDOOR
                              ? "plugs a trap door"
                              : t->ttyp == HOLE ? "plugs a hole"
                                                : "fills a pit");
#else
                pline_The("岩は%s%s．", t->tseen ? "" : "罠を起動して，",
                          t->ttyp == TRAPDOOR ? "落し扉を埋めた" :
                          t->ttyp == HOLE ? "穴を埋めた" :
                          "落し穴を埋めた");
#endif
            } else {
/*JP
                You_hear("a boulder %s.", verb);
*/
                You_hear("岩が%s音を聞いた．", verb);
            }
        }
        deltrap(t);
        useupf(obj, 1L);
        bury_objs(x, y);
        newsym(x, y);
        return TRUE;
    } else if (is_lava(x, y)) {
        return lava_damage(obj, x, y);
    } else if (is_pool(x, y)) {
        /* Reasonably bulky objects (arbitrary) splash when dropped.
         * If you're floating above the water even small things make
         * noise.  Stuff dropped near fountains always misses */
        if ((Blind || (Levitation || Flying)) && !Deaf
            && ((x == u.ux) && (y == u.uy))) {
            if (!Underwater) {
                if (weight(obj) > 9) {
/*JP
                    pline("Splash!");
*/
                    pline("バシャッ！");
                } else if (Levitation || Flying) {
/*JP
                    pline("Plop!");
*/
                    pline("ポチャン！");
                }
            }
            map_background(x, y, 0);
            newsym(x, y);
        }
        return water_damage(obj, NULL, FALSE) == ER_DESTROYED;
    } else if (u.ux == x && u.uy == y && (t = t_at(x, y)) != 0
               && uteetering_at_seen_pit(t)) {
        if (Blind && !Deaf)
/*JP
            You_hear("%s tumble downwards.", the(xname(obj)));
*/
            You_hear("%sが下の方へ転がっていく音を聞いた．", xname(obj));
        else
#if 0 /*JP*/
            pline("%s %s into %s pit.", The(xname(obj)),
                  otense(obj, "tumble"), the_your[t->madeby_u]);
#else
            pline("%sは%s落とし穴に転がりおちた．", xname(obj),
                  set_you[t->madeby_u]);
#endif
    } else if (obj->globby) {
        /* Globby things like puddings might stick together */
        while (obj && (otmp = obj_nexto_xy(obj, x, y, TRUE)) != 0) {
            pudding_merge_message(obj, otmp);
            /* intentionally not getting the melded object; obj_meld may set
             * obj to null. */
            (void) obj_meld(&obj, &otmp);
        }
        return (boolean) !obj;
    }
    return FALSE;
}

/* obj is an object dropped on an altar */
void
doaltarobj(obj)
register struct obj *obj;
{
    if (Blind)
        return;

    if (obj->oclass != COIN_CLASS) {
        /* KMH, conduct */
        u.uconduct.gnostic++;
    } else {
        /* coins don't have bless/curse status */
        obj->blessed = obj->cursed = 0;
    }

    if (obj->blessed || obj->cursed) {
#if 0 /*JP*/
        There("is %s flash as %s %s the altar.",
              an(hcolor(obj->blessed ? NH_AMBER : NH_BLACK)), doname(obj),
              otense(obj, "hit"));
#else
        pline("%sが祭壇に触れると%s光った．",
              doname(obj),
              jconj_adj(hcolor(obj->blessed ? NH_AMBER : NH_BLACK)));
#endif
        if (!Hallucination)
            obj->bknown = 1;
    } else {
/*JP
        pline("%s %s on the altar.", Doname2(obj), otense(obj, "land"));
*/
        pline("%sを祭壇の上に置いた．", Doname2(obj));
        if (obj->oclass != COIN_CLASS)
            obj->bknown = 1;
    }
}

STATIC_OVL void
trycall(obj)
register struct obj *obj;
{
    if (!objects[obj->otyp].oc_name_known && !objects[obj->otyp].oc_uname)
        docall(obj);
}

/* Transforms the sink at the player's position into
   a fountain, throne, altar or grave. */
STATIC_DCL void
polymorph_sink()
{
    uchar sym = S_sink;

    if (levl[u.ux][u.uy].typ != SINK)
        return;

    level.flags.nsinks--;
    levl[u.ux][u.uy].doormask = 0;
    switch (rn2(4)) {
    default:
    case 0:
        sym = S_fountain;
        levl[u.ux][u.uy].typ = FOUNTAIN;
        level.flags.nfountains++;
        break;
    case 1:
        sym = S_throne;
        levl[u.ux][u.uy].typ = THRONE;
        break;
    case 2:
        sym = S_altar;
        levl[u.ux][u.uy].typ = ALTAR;
        levl[u.ux][u.uy].altarmask = Align2amask(rn2((int) A_LAWFUL + 2) - 1);
        break;
    case 3:
        sym = S_room;
        levl[u.ux][u.uy].typ = ROOM;
        make_grave(u.ux, u.uy, (char *) 0);
        if (levl[u.ux][u.uy].typ == GRAVE)
            sym = S_grave;
        break;
    }
    /* give message even if blind; we know we're not levitating,
       so can feel the outcome even if we can't directly see it */
    if (levl[u.ux][u.uy].typ != ROOM)
/*JP
        pline_The("sink transforms into %s!", an(defsyms[sym].explanation));
*/
        pline_The("流し台は%sに変化した！", defsyms[sym].explanation);
    else
/*JP
        pline_The("sink vanishes.");
*/
        pline("流し台は消えた．");
    newsym(u.ux, u.uy);
}

/* Teleports the sink at the player's position;
   return True if sink teleported. */
STATIC_DCL boolean
teleport_sink()
{
    int cx, cy;
    int cnt = 0;
    struct trap *trp;
    struct engr *eng;

    do {
        cx = rnd(COLNO - 1);
        cy = rn2(ROWNO);
        trp = t_at(cx, cy);
        eng = engr_at(cx, cy);
    } while ((levl[cx][cy].typ != ROOM || trp || eng || cansee(cx, cy))
             && cnt++ < 200);

    if (levl[cx][cy].typ == ROOM && !trp && !eng) {
        /* create sink at new position */
        levl[cx][cy].typ = SINK;
        levl[cx][cy].looted = levl[u.ux][u.uy].looted;
        newsym(cx, cy);
        /* remove old sink */
        levl[u.ux][u.uy].typ = ROOM;
        levl[u.ux][u.uy].looted = 0;
        newsym(u.ux, u.uy);
        return TRUE;
    }
    return FALSE;
}

/* obj is a ring being dropped over a kitchen sink */
STATIC_OVL void
dosinkring(obj)
register struct obj *obj;
{
    struct obj *otmp, *otmp2;
    boolean ideed = TRUE;
    boolean nosink = FALSE;

/*JP
    You("drop %s down the drain.", doname(obj));
*/
    You("%sを排水口に落した．", doname(obj));
    obj->in_use = TRUE;  /* block free identification via interrupt */
    switch (obj->otyp) { /* effects that can be noticed without eyes */
    case RIN_SEARCHING:
/*JP
        You("thought %s got lost in the sink, but there it is!", yname(obj));
*/
        You("%sを失った気がしたが，気のせいだった！", yname(obj));
        goto giveback;
    case RIN_SLOW_DIGESTION:
/*JP
        pline_The("ring is regurgitated!");
*/
        pline("指輪は逆流した！");
    giveback:
        obj->in_use = FALSE;
        dropx(obj);
        trycall(obj);
        return;
    case RIN_LEVITATION:
/*JP
        pline_The("sink quivers upward for a moment.");
*/
        pline("流し台は一瞬，上下に震えた．");
        break;
    case RIN_POISON_RESISTANCE:
/*JP
        You("smell rotten %s.", makeplural(fruitname(FALSE)));
*/
        pline("腐った%sのような匂いがした．", fruitname(FALSE));
        break;
    case RIN_AGGRAVATE_MONSTER:
#if 0 /*JP:T*/
        pline("Several %s buzz angrily around the sink.",
              Hallucination ? makeplural(rndmonnam(NULL)) : "flies");
#else
        pline("数匹の%sがブンブン流し台の回りを飛びまわった．",
              Hallucination ? rndmonnam(NULL) : "ハエ");
#endif
        break;
    case RIN_SHOCK_RESISTANCE:
/*JP
        pline("Static electricity surrounds the sink.");
*/
        pline("流し台がピリピリしはじめた．");
        break;
    case RIN_CONFLICT:
/*JP
        You_hear("loud noises coming from the drain.");
*/
        You_hear("排水口からの大きな音を聞いた．");
        break;
    case RIN_SUSTAIN_ABILITY: /* KMH */
/*JP
        pline_The("%s flow seems fixed.", hliquid("water"));
*/
        pline("%sの流れが一定になったようだ．", hliquid("水"));
        break;
    case RIN_GAIN_STRENGTH:
#if 0 /*JP:T*/
        pline_The("%s flow seems %ser now.",
                  hliquid("water"),
                  (obj->spe < 0) ? "weak" : "strong");
#else
        pline("%sの流れが%sくなったようだ．",
                  hliquid("水"),
                  (obj->spe < 0) ? "弱" : "強");
#endif
        break;
    case RIN_GAIN_CONSTITUTION:
#if 0 /*JP:T*/
        pline_The("%s flow seems %ser now.",
                  hliquid("water"),
                  (obj->spe < 0) ? "less" : "great");
#else
        pline("流れる%sの量が%sくなったようだ．",
                  hliquid("水"),
                  (obj->spe < 0) ? "少な" : "多");
#endif
        break;
    case RIN_INCREASE_ACCURACY: /* KMH */
#if 0 /*JP:T*/
        pline_The("%s flow %s the drain.",
                  hliquid("water"),
                  (obj->spe < 0) ? "misses" : "hits");
#else
        pline("%sが排水口%sようになった．",
                  hliquid("水"),
                  (obj->spe < 0) ? "から反れる" : "めがけて流れる");
#endif
        break;
    case RIN_INCREASE_DAMAGE:
#if 0 /*JP:T*/
        pline_The("water's force seems %ser now.",
                  (obj->spe < 0) ? "small" : "great");
#else
        pline("水の勢いが%sくなったようだ．",
                  (obj->spe < 0) ? "弱" : "強");
#endif
        break;
    case RIN_HUNGER:
        ideed = FALSE;
        for (otmp = level.objects[u.ux][u.uy]; otmp; otmp = otmp2) {
            otmp2 = otmp->nexthere;
            if (otmp != uball && otmp != uchain
                && !obj_resists(otmp, 1, 99)) {
                if (!Blind) {
#if 0 /*JP*/
                    pline("Suddenly, %s %s from the sink!", doname(otmp),
                          otense(otmp, "vanish"));
#else
                    pline("突然，%sは流し台から消えた！", doname(otmp));
#endif
                    ideed = TRUE;
                }
                delobj(otmp);
            }
        }
        break;
    case MEAT_RING:
        /* Not the same as aggravate monster; besides, it's obvious. */
/*JP
        pline("Several flies buzz around the sink.");
*/
        pline("数匹のハエがブンブン流し台の回りを飛びまわった．");
        break;
    case RIN_TELEPORTATION:
        nosink = teleport_sink();
        /* give message even if blind; we know we're not levitating,
           so can feel the outcome even if we can't directly see it */
/*JP
            pline_The("sink %svanishes.", nosink ? "" : "momentarily ");
*/
            pline_The("流し台は%s消えた．", nosink ? "" : "一瞬");
        ideed = FALSE;
        break;
    case RIN_POLYMORPH:
        polymorph_sink();
        nosink = TRUE;
        /* for S_room case, same message as for teleportation is given */
        ideed = (levl[u.ux][u.uy].typ != ROOM);
        break;
    default:
        ideed = FALSE;
        break;
    }
    if (!Blind && !ideed) {
        ideed = TRUE;
        switch (obj->otyp) { /* effects that need eyes */
        case RIN_ADORNMENT:
/*JP
            pline_The("faucets flash brightly for a moment.");
*/
            pline("蛇口は一瞬明るく輝いた．");
            break;
        case RIN_REGENERATION:
/*JP
            pline_The("sink looks as good as new.");
*/
            pline("流し台が新品のようになった．");
            break;
        case RIN_INVISIBILITY:
/*JP
            You("don't see anything happen to the sink.");
*/
            pline("流し台に何が起きたのか見えなかった．");
            break;
        case RIN_FREE_ACTION:
/*JP
            You_see("the ring slide right down the drain!");
*/
            pline("指輪が排水口をするりと避けるのを見た！");
            break;
        case RIN_SEE_INVISIBLE:
#if 0 /*JP*/
            You_see("some %s in the sink.",
                    Hallucination ? "oxygen molecules" : "air");
#else
            pline("流し台の上の%sが見えた．",
                  Hallucination ? "酸素分子" : "空気");
#endif
            break;
        case RIN_STEALTH:
/*JP
            pline_The("sink seems to blend into the floor for a moment.");
*/
            pline("一瞬，流し台が床に溶けこんだように見えた．");
            break;
        case RIN_FIRE_RESISTANCE:
#if 0 /*JP*/
            pline_The("hot %s faucet flashes brightly for a moment.",
                      hliquid("water"));
#else /*とりあえずhliquid()は使わない形に*/
            pline("一瞬，熱湯の蛇口が明るく輝いた．");
#endif
            break;
        case RIN_COLD_RESISTANCE:
#if 0 /*JP*/
            pline_The("cold %s faucet flashes brightly for a moment.",
                      hliquid("water"));
#else /*とりあえずhliquid()は使わない形に*/
            pline("一瞬，冷水の蛇口が明るく輝いた．");
#endif
            break;
        case RIN_PROTECTION_FROM_SHAPE_CHAN:
/*JP
            pline_The("sink looks nothing like a fountain.");
*/
            pline("流し台は泉とはまったく違うもののように見えた．");
            break;
        case RIN_PROTECTION:
#if 0 /*JP:T*/
            pline_The("sink glows %s for a moment.",
                      hcolor((obj->spe < 0) ? NH_BLACK : NH_SILVER));
#else
            pline("流し台は一瞬%s輝いた．",
                      jconj_adj(hcolor((obj->spe < 0) ? NH_BLACK : NH_SILVER)));
#endif
            break;
        case RIN_WARNING:
/*JP
            pline_The("sink glows %s for a moment.", hcolor(NH_WHITE));
*/
            pline("流し台は一瞬%s輝いた．", jconj_adj(hcolor(NH_WHITE)));
            break;
        case RIN_TELEPORT_CONTROL:
/*JP: "beam aboard" はスタートレックの「転送」*/
/*JP
            pline_The("sink looks like it is being beamed aboard somewhere.");
*/
            pline("流し台はどこかに転送されようとしているように見えた．");
            break;
        case RIN_POLYMORPH_CONTROL:
            pline_The(
/*JP
                "sink momentarily looks like a regularly erupting geyser.");
*/
                "流し台は一瞬規則正しく噴出する間欠泉のように見えた．");
            break;
        default:
            break;
        }
    }
    if (ideed)
        trycall(obj);
    else if (!nosink)
/*JP
        You_hear("the ring bouncing down the drainpipe.");
*/
        You_hear("指輪が排水口に当たりながら落ちる音を聞いた．");

    if (!rn2(20) && !nosink) {
/*JP
        pline_The("sink backs up, leaving %s.", doname(obj));
*/
        pline("流し台が逆流して，%sが戻ってきた．", doname(obj));
        obj->in_use = FALSE;
        dropx(obj);
    } else if (!rn2(5)) {
        freeinv(obj);
        obj->in_use = FALSE;
        obj->ox = u.ux;
        obj->oy = u.uy;
        add_to_buried(obj);
    } else
        useup(obj);
}

/* some common tests when trying to drop or throw items */
boolean
canletgo(obj, word)
struct obj *obj;
const char *word;
{
    if (obj->owornmask & (W_ARMOR | W_ACCESSORY)) {
        if (*word)
/*JP
            Norep("You cannot %s %s you are wearing.", word, something);
*/
            Norep("あなたが身につけているものを%sことはできない．", word);
        return FALSE;
    }
    if (obj->otyp == LOADSTONE && obj->cursed) {
        /* getobj() kludge sets corpsenm to user's specified count
           when refusing to split a stack of cursed loadstones */
        if (*word) {
#if 0 /*JP*//*日本語では不要*/
            /* getobj() ignores a count for throwing since that is
               implicitly forced to be 1; replicate its kludge... */
            if (!strcmp(word, "throw") && obj->quan > 1L)
                obj->corpsenm = 1;
#endif
#if 0 /*JP*/
            pline("For some reason, you cannot %s%s the stone%s!", word,
                  obj->corpsenm ? " any of" : "", plur(obj->quan));
#else
            pline("どういうわけか，あなたは石を%sことはできない！",
                  word);
#endif
        }
        obj->corpsenm = 0; /* reset */
        obj->bknown = 1;
        return FALSE;
    }
    if (obj->otyp == LEASH && obj->leashmon != 0) {
        if (*word)
/*JP
            pline_The("leash is tied around your %s.", body_part(HAND));
*/
            pline("紐はあなたの%sに結びつけられている．", body_part(HAND));
        return FALSE;
    }
    if (obj->owornmask & W_SADDLE) {
        if (*word)
/*JP
            You("cannot %s %s you are sitting on.", word, something);
*/
            You("乗っている間は%sことはできない．", word);
        return FALSE;
    }
    return TRUE;
}

STATIC_PTR int
drop(obj)
register struct obj *obj;
{
    if (!obj)
        return 0;
/*JP
    if (!canletgo(obj, "drop"))
*/
    if (!canletgo(obj, "置く"))
        return 0;
    if (obj == uwep) {
        if (welded(uwep)) {
            weldmsg(obj);
            return 0;
        }
        setuwep((struct obj *) 0);
    }
    if (obj == uquiver) {
        setuqwep((struct obj *) 0);
    }
    if (obj == uswapwep) {
        setuswapwep((struct obj *) 0);
    }

    if (u.uswallow) {
        /* barrier between you and the floor */
        if (flags.verbose) {
            char buf[BUFSZ];

            /* doname can call s_suffix, reusing its buffer */
            Strcpy(buf, s_suffix(mon_nam(u.ustuck)));
#if 0 /*JP*/
            You("drop %s into %s %s.", doname(obj), buf,
                mbodypart(u.ustuck, STOMACH));
#else
            You("%sを%s%sに置いた．", doname(obj), buf,
                mbodypart(u.ustuck, STOMACH));
#endif
        }
    } else {
        if ((obj->oclass == RING_CLASS || obj->otyp == MEAT_RING)
            && IS_SINK(levl[u.ux][u.uy].typ)) {
            dosinkring(obj);
            return 1;
        }
        if (!can_reach_floor(TRUE)) {
            /* we might be levitating due to #invoke Heart of Ahriman;
               if so, levitation would end during call to freeinv()
               and we want hitfloor() to happen before float_down() */
            boolean levhack = finesse_ahriman(obj);

            if (levhack)
                ELevitation = W_ART; /* other than W_ARTI */
            if (flags.verbose)
/*JP
                You("drop %s.", doname(obj));
*/
                You("%sを置いた．", doname(obj));
            /* Ensure update when we drop gold objects */
            if (obj->oclass == COIN_CLASS)
                context.botl = 1;
            freeinv(obj);
            hitfloor(obj);
            if (levhack)
                float_down(I_SPECIAL | TIMEOUT, W_ARTI | W_ART);
            return 1;
        }
        if (!IS_ALTAR(levl[u.ux][u.uy].typ) && flags.verbose)
/*JP
            You("drop %s.", doname(obj));
*/
            You("%sを置いた．", doname(obj));
    }
    dropx(obj);
    return 1;
}

/* dropx - take dropped item out of inventory;
   called in several places - may produce output
   (eg ship_object() and dropy() -> sellobj() both produce output) */
void
dropx(obj)
register struct obj *obj;
{
    /* Ensure update when we drop gold objects */
    if (obj->oclass == COIN_CLASS)
        context.botl = 1;
    freeinv(obj);
    if (!u.uswallow) {
        if (ship_object(obj, u.ux, u.uy, FALSE))
            return;
        if (IS_ALTAR(levl[u.ux][u.uy].typ))
            doaltarobj(obj); /* set bknown */
    }
    dropy(obj);
}

/* dropy - put dropped object at destination; called from lots of places */
void
dropy(obj)
struct obj *obj;
{
    dropz(obj, FALSE);
}

/* dropz - really put dropped object at its destination... */
void
dropz(obj, with_impact)
struct obj *obj;
boolean with_impact;
{
    if (obj == uwep)
        setuwep((struct obj *) 0);
    if (obj == uquiver)
        setuqwep((struct obj *) 0);
    if (obj == uswapwep)
        setuswapwep((struct obj *) 0);

/*JP
    if (!u.uswallow && flooreffects(obj, u.ux, u.uy, "drop"))
*/
    if (!u.uswallow && flooreffects(obj,u.ux,u.uy, "落ちる"))
        return;
    /* uswallow check done by GAN 01/29/87 */
    if (u.uswallow) {
        boolean could_petrify = FALSE;
        boolean could_poly = FALSE;
        boolean could_slime = FALSE;
        boolean could_grow = FALSE;
        boolean could_heal = FALSE;

        if (obj != uball) { /* mon doesn't pick up ball */
            if (obj->otyp == CORPSE) {
                could_petrify = touch_petrifies(&mons[obj->corpsenm]);
                could_poly = polyfodder(obj);
                could_slime = (obj->corpsenm == PM_GREEN_SLIME);
                could_grow = (obj->corpsenm == PM_WRAITH);
                could_heal = (obj->corpsenm == PM_NURSE);
            }
            (void) mpickobj(u.ustuck, obj);
            if (is_animal(u.ustuck->data)) {
                if (could_poly || could_slime) {
                    (void) newcham(u.ustuck,
                                   could_poly ? (struct permonst *) 0
                                              : &mons[PM_GREEN_SLIME],
                                   FALSE, could_slime);
                    delobj(obj); /* corpse is digested */
                } else if (could_petrify) {
                    minstapetrify(u.ustuck, TRUE);
                    /* Don't leave a cockatrice corpse in a statue */
                    if (!u.uswallow)
                        delobj(obj);
                } else if (could_grow) {
                    (void) grow_up(u.ustuck, (struct monst *) 0);
                    delobj(obj); /* corpse is digested */
                } else if (could_heal) {
                    u.ustuck->mhp = u.ustuck->mhpmax;
                    delobj(obj); /* corpse is digested */
                }
            }
        }
    } else {
        place_object(obj, u.ux, u.uy);
        if (with_impact)
            container_impact_dmg(obj, u.ux, u.uy);
        if (obj == uball)
            drop_ball(u.ux, u.uy);
        else if (level.flags.has_shop)
            sellobj(obj, u.ux, u.uy);
        stackobj(obj);
        if (Blind && Levitation)
            map_object(obj, 0);
        newsym(u.ux, u.uy); /* remap location under self */
    }
}

/* things that must change when not held; recurse into containers.
   Called for both player and monsters */
void
obj_no_longer_held(obj)
struct obj *obj;
{
    if (!obj) {
        return;
    } else if (Has_contents(obj)) {
        struct obj *contents;

        for (contents = obj->cobj; contents; contents = contents->nobj)
            obj_no_longer_held(contents);
    }
    switch (obj->otyp) {
    case CRYSKNIFE:
        /* Normal crysknife reverts to worm tooth when not held by hero
         * or monster; fixed crysknife has only 10% chance of reverting.
         * When a stack of the latter is involved, it could be worthwhile
         * to give each individual crysknife its own separate 10% chance,
         * but we aren't in any position to handle stack splitting here.
         */
        if (!obj->oerodeproof || !rn2(10)) {
            /* if monsters aren't moving, assume player is responsible */
            if (!context.mon_moving && !program_state.gameover)
                costly_alteration(obj, COST_DEGRD);
            obj->otyp = WORM_TOOTH;
            obj->oerodeproof = 0;
        }
        break;
    }
}

/* 'D' command: drop several things */
int
doddrop()
{
    int result = 0;

    if (!invent) {
/*JP
        You("have nothing to drop.");
*/
        You("落とすものを何も持っていない．");
        return 0;
    }
    add_valid_menu_class(0); /* clear any classes already there */
    if (*u.ushops)
        sellobj_state(SELL_DELIBERATE);
    if (flags.menu_style != MENU_TRADITIONAL
        || (result = ggetobj("drop", drop, 0, FALSE, (unsigned *) 0)) < -1)
        result = menu_drop(result);
    if (*u.ushops)
        sellobj_state(SELL_NORMAL);
    if (result)
        reset_occupations();

    return result;
}

/* Drop things from the hero's inventory, using a menu. */
STATIC_OVL int
menu_drop(retry)
int retry;
{
    int n, i, n_dropped = 0;
    long cnt;
    struct obj *otmp, *otmp2;
    menu_item *pick_list;
    boolean all_categories = TRUE;
    boolean drop_everything = FALSE;

    if (retry) {
        all_categories = (retry == -2);
    } else if (flags.menu_style == MENU_FULL) {
        all_categories = FALSE;
/*JP
        n = query_category("Drop what type of items?", invent,
*/
        n = query_category("どの種類のアイテムを置きますか？", invent,
                           UNPAID_TYPES | ALL_TYPES | CHOOSE_ALL | BUC_BLESSED
                               | BUC_CURSED | BUC_UNCURSED | BUC_UNKNOWN,
                           &pick_list, PICK_ANY);
        if (!n)
            goto drop_done;
        for (i = 0; i < n; i++) {
            if (pick_list[i].item.a_int == ALL_TYPES_SELECTED)
                all_categories = TRUE;
            else if (pick_list[i].item.a_int == 'A')
                drop_everything = TRUE;
            else
                add_valid_menu_class(pick_list[i].item.a_int);
        }
        free((genericptr_t) pick_list);
    } else if (flags.menu_style == MENU_COMBINATION) {
        unsigned ggoresults = 0;

        all_categories = FALSE;
        /* Gather valid classes via traditional NetHack method */
        i = ggetobj("drop", drop, 0, TRUE, &ggoresults);
        if (i == -2)
            all_categories = TRUE;
        if (ggoresults & ALL_FINISHED) {
            n_dropped = i;
            goto drop_done;
        }
    }

    if (drop_everything) {
        /*
         * Dropping a burning potion of oil while levitating can cause
         * an explosion which might destroy some of hero's inventory,
         * so the old code
         *      for (otmp = invent; otmp; otmp = otmp2) {
         *          otmp2 = otmp->nobj;
         *          n_dropped += drop(otmp);
         *      }
         * was unreliable and could lead to an "object lost" panic.
         *
         * Use the bypass bit to mark items already processed (hence
         * not droppable) and rescan inventory until no unbypassed
         * items remain.
         */
        bypass_objlist(invent, FALSE); /* clear bypass bit for invent */
        while ((otmp = nxt_unbypassed_obj(invent)) != 0)
            n_dropped += drop(otmp);
        /* we might not have dropped everything (worn armor, welded weapon,
           cursed loadstones), so reset any remaining inventory to normal */
        bypass_objlist(invent, FALSE);
    } else {
        /* should coordinate with perm invent, maybe not show worn items */
#if 0 /*JP*/
        n = query_objlist("What would you like to drop?", &invent,
                          (USE_INVLET | INVORDER_SORT), &pick_list, PICK_ANY,
                          all_categories ? allow_all : allow_category);
#else
        n = query_objlist("どれを置きますか？", &invent,
                          (USE_INVLET | INVORDER_SORT), &pick_list, PICK_ANY,
                          all_categories ? allow_all : allow_category);
#endif
        if (n > 0) {
            /*
             * picklist[] contains a set of pointers into inventory, but
             * as soon as something gets dropped, they might become stale
             * (see the drop_everything code above for an explanation).
             * Just checking to see whether one is still in the invent
             * chain is not sufficient validation since destroyed items
             * will be freed and items we've split here might have already
             * reused that memory and put the same pointer value back into
             * invent.  Ditto for using invlet to validate.  So we start
             * by setting bypass on all of invent, then check each pointer
             * to verify that it is in invent and has that bit set.
             */
            bypass_objlist(invent, TRUE);
            for (i = 0; i < n; i++) {
                otmp = pick_list[i].item.a_obj;
                for (otmp2 = invent; otmp2; otmp2 = otmp2->nobj)
                    if (otmp2 == otmp)
                        break;
                if (!otmp2 || !otmp2->bypass)
                    continue;
                /* found next selected invent item */
                cnt = pick_list[i].count;
                if (cnt < otmp->quan) {
                    if (welded(otmp)) {
                        ; /* don't split */
                    } else if (otmp->otyp == LOADSTONE && otmp->cursed) {
                        /* same kludge as getobj(), for canletgo()'s use */
                        otmp->corpsenm = (int) cnt; /* don't split */
                    } else {
                        otmp = splitobj(otmp, cnt);
                    }
                }
                n_dropped += drop(otmp);
            }
            bypass_objlist(invent, FALSE); /* reset invent to normal */
            free((genericptr_t) pick_list);
        }
    }

drop_done:
    return n_dropped;
}

/* on a ladder, used in goto_level */
static NEARDATA boolean at_ladder = FALSE;

/* the '>' command */
int
dodown()
{
    struct trap *trap = 0;
    boolean stairs_down = ((u.ux == xdnstair && u.uy == ydnstair)
                           || (u.ux == sstairs.sx && u.uy == sstairs.sy
                               && !sstairs.up)),
            ladder_down = (u.ux == xdnladder && u.uy == ydnladder);

    if (u_rooted())
        return 1;

    if (stucksteed(TRUE)) {
        return 0;
    }
    /* Levitation might be blocked, but player can still use '>' to
       turn off controlled levitation */
    if (HLevitation || ELevitation) {
        if ((HLevitation & I_SPECIAL) || (ELevitation & W_ARTI)) {
            /* end controlled levitation */
            if (ELevitation & W_ARTI) {
                struct obj *obj;

                for (obj = invent; obj; obj = obj->nobj) {
                    if (obj->oartifact
                        && artifact_has_invprop(obj, LEVITATION)) {
                        if (obj->age < monstermoves)
                            obj->age = monstermoves;
                        obj->age += rnz(100);
                    }
                }
            }
            if (float_down(I_SPECIAL | TIMEOUT, W_ARTI)) {
                return 1; /* came down, so moved */
            } else if (!HLevitation && !ELevitation) {
/*JP
                Your("latent levitation ceases.");
*/
                pline("潜在的な浮遊能力が中断した．");
                return 1; /* did something, effectively moved */
            }
        }
        if (BLevitation) {
            ; /* weren't actually floating after all */
        } else if (Blind) {
            /* Avoid alerting player to an unknown stair or ladder.
             * Changes the message for a covered, known staircase
             * too; staircase knowledge is not stored anywhere.
             */
            if (stairs_down)
                stairs_down =
                    (glyph_to_cmap(levl[u.ux][u.uy].glyph) == S_dnstair);
            else if (ladder_down)
                ladder_down =
                    (glyph_to_cmap(levl[u.ux][u.uy].glyph) == S_dnladder);
        }
        if (Is_airlevel(&u.uz))
/*JP
            You("are floating in the %s.", surface(u.ux, u.uy));
*/
            You("%sの中に浮いている．", surface(u.ux, u.uy));
        else if (Is_waterlevel(&u.uz))
#if 0 /*JP*/
            You("are floating in %s.",
                is_pool(u.ux, u.uy) ? "the water" : "a bubble of air");
#else
            You("%sの中に浮いている．",
                is_pool(u.ux, u.uy) ? "水" : "空気の泡");
#endif
        else
#if 0 /*JP:T*/
            floating_above(stairs_down ? "stairs" : ladder_down
                                                    ? "ladder"
                                                    : surface(u.ux, u.uy));
#else
            floating_above(stairs_down ? "階段" : ladder_down
                                                    ? "はしご"
                                                    : surface(u.ux, u.uy));
#endif
        return 0; /* didn't move */
    }
    if (!stairs_down && !ladder_down) {
        trap = t_at(u.ux, u.uy);
        if (trap && uteetering_at_seen_pit(trap)) {
            dotrap(trap, TOOKPLUNGE);
            return 1;
        } else if (!trap || (trap->ttyp != TRAPDOOR && trap->ttyp != HOLE)
                   || !Can_fall_thru(&u.uz) || !trap->tseen) {
            if (flags.autodig && !context.nopick && uwep && is_pick(uwep)) {
                return use_pick_axe2(uwep);
            } else {
/*JP
                You_cant("go down here.");
*/
                pline("ここでは降りることができない．");
                return 0;
            }
        }
    }
    if (u.ustuck) {
#if 0 /*JP*/
        You("are %s, and cannot go down.",
            !u.uswallow ? "being held" : is_animal(u.ustuck->data)
                                             ? "swallowed"
                                             : "engulfed");
#else
        You("%s降りることができない．",
            !u.uswallow ? "つかまえられていて" : is_animal(u.ustuck->data)
                                             ? "飲み込まれていて"
                                             : "巻き込まれていて");
#endif
        return 1;
    }
    if (on_level(&valley_level, &u.uz) && !u.uevent.gehennom_entered) {
/*JP
        You("are standing at the gate to Gehennom.");
*/
        You("ゲヘナの門の前に立っている．");
/*JP
        pline("Unspeakable cruelty and harm lurk down there.");
*/
        pline("言葉にすらできない残虐と惨事がこの下に潜んでいる．");
/*JP
        if (yn("Are you sure you want to enter?") != 'y')
*/
        if (yn("本当に入りますか？") != 'y')
            return 0;
        else
/*JP
            pline("So be it.");
*/
            pline("なら好きにすればよい．");
        u.uevent.gehennom_entered = 1; /* don't ask again */
    }

    if (!next_to_u()) {
/*JP
        You("are held back by your pet!");
*/
        You("ペットに引きもどされた！");
        return 0;
    }

    if (trap)
#if 0 /*JP*/
        You("%s %s.", Flying ? "fly" : locomotion(youmonst.data, "jump"),
            trap->ttyp == HOLE ? "down the hole" : "through the trap door");
#else
        You("%s．",
            trap->ttyp == HOLE ? "穴を降りた" : "落し扉を通り抜けた");
#endif

    if (trap && Is_stronghold(&u.uz)) {
        goto_hell(FALSE, TRUE);
    } else {
        at_ladder = (boolean) (levl[u.ux][u.uy].typ == LADDER);
        next_level(!trap);
        at_ladder = FALSE;
    }
    return 1;
}

/* the '<' command */
int
doup()
{
    if (u_rooted())
        return 1;

    /* "up" to get out of a pit... */
    if (u.utrap && u.utraptype == TT_PIT) {
        climb_pit();
        return 1;
    }

    if ((u.ux != xupstair || u.uy != yupstair)
        && (!xupladder || u.ux != xupladder || u.uy != yupladder)
        && (!sstairs.sx || u.ux != sstairs.sx || u.uy != sstairs.sy
            || !sstairs.up)) {
/*JP
        You_cant("go up here.");
*/
        You("ここでは上ることができない．");
        return 0;
    }
    if (stucksteed(TRUE)) {
        return 0;
    }
    if (u.ustuck) {
#if 0 /*JP*/
        You("are %s, and cannot go up.",
            !u.uswallow ? "being held" : is_animal(u.ustuck->data)
                                             ? "swallowed"
                                             : "engulfed");
#else
        You("%s上ることができない．",
            !u.uswallow ? "つかまえられていて" : is_animal(u.ustuck->data)
                                                     ? "飲み込まれていて"
                                                     : "巻き込まれていて");
#endif
        return 1;
    }
    if (near_capacity() > SLT_ENCUMBER) {
        /* No levitation check; inv_weight() already allows for it */
#if 0 /*JP*/
        Your("load is too heavy to climb the %s.",
             levl[u.ux][u.uy].typ == STAIRS ? "stairs" : "ladder");
#else
        You("物を持ちすぎて%sを上ることができない．",
            levl[u.ux][u.uy].typ == STAIRS ? "階段" : "はしご");
#endif
        return 1;
    }
    if (ledger_no(&u.uz) == 1) {
/*JP
        if (yn("Beware, there will be no return! Still climb?") != 'y')
*/
        if (yn("気をつけろ，戻れないぞ！それでも上る？") != 'y')
            return 0;
    }
    if (!next_to_u()) {
/*JP
        You("are held back by your pet!");
*/
        You("ペットに引きもどされた！");
        return 0;
    }
    at_ladder = (boolean) (levl[u.ux][u.uy].typ == LADDER);
    prev_level(TRUE);
    at_ladder = FALSE;
    return 1;
}

d_level save_dlevel = { 0, 0 };

/* check that we can write out the current level */
STATIC_OVL int
currentlevel_rewrite()
{
    register int fd;
    char whynot[BUFSZ];

    /* since level change might be a bit slow, flush any buffered screen
     *  output (like "you fall through a trap door") */
    mark_synch();

    fd = create_levelfile(ledger_no(&u.uz), whynot);
    if (fd < 0) {
        /*
         * This is not quite impossible: e.g., we may have
         * exceeded our quota. If that is the case then we
         * cannot leave this level, and cannot save either.
         * Another possibility is that the directory was not
         * writable.
         */
        pline1(whynot);
        return -1;
    }

#ifdef MFLOPPY
    if (!savelev(fd, ledger_no(&u.uz), COUNT_SAVE)) {
        (void) nhclose(fd);
        delete_levelfile(ledger_no(&u.uz));
/*JP
        pline("NetHack is out of disk space for making levels!");
*/
        pline("新しいレベルを作るためのディスク容量が足りない！");
/*JP
        You("can save, quit, or continue playing.");
*/
        You("セーブするか終了するか，あるいはプレイを続行できる．");
        return -1;
    }
#endif
    return fd;
}

#ifdef INSURANCE
void
save_currentstate()
{
    int fd;

    if (flags.ins_chkpt) {
        /* write out just-attained level, with pets and everything */
        fd = currentlevel_rewrite();
        if (fd < 0)
            return;
        bufon(fd);
        savelev(fd, ledger_no(&u.uz), WRITE_SAVE);
        bclose(fd);
    }

    /* write out non-level state */
    savestateinlock();
}
#endif

/*
static boolean
badspot(x, y)
register xchar x, y;
{
    return (boolean) ((levl[x][y].typ != ROOM
                       && levl[x][y].typ != AIR
                       && levl[x][y].typ != CORR)
                      || MON_AT(x, y));
}
*/

void
goto_level(newlevel, at_stairs, falling, portal)
d_level *newlevel;
boolean at_stairs, falling, portal;
{
    int fd, l_idx;
    xchar new_ledger;
    boolean cant_go_back, great_effort,
            up = (depth(newlevel) < depth(&u.uz)),
            newdungeon = (u.uz.dnum != newlevel->dnum),
            was_in_W_tower = In_W_tower(u.ux, u.uy, &u.uz),
            familiar = FALSE,
            new = FALSE; /* made a new level? */
    struct monst *mtmp;
    char whynot[BUFSZ];
    char *annotation;

    if (dunlev(newlevel) > dunlevs_in_dungeon(newlevel))
        newlevel->dlevel = dunlevs_in_dungeon(newlevel);
    if (newdungeon && In_endgame(newlevel)) { /* 1st Endgame Level !!! */
        if (!u.uhave.amulet)
            return;  /* must have the Amulet */
        if (!wizard) /* wizard ^V can bypass Earth level */
            assign_level(newlevel, &earth_level); /* (redundant) */
    }
    new_ledger = ledger_no(newlevel);
    if (new_ledger <= 0)
        done(ESCAPED); /* in fact < 0 is impossible */

    /* If you have the amulet and are trying to get out of Gehennom,
     * going up a set of stairs sometimes does some very strange things!
     * Biased against law and towards chaos.  (The chance to be sent
     * down multiple levels when attempting to go up are significantly
     * less than the corresponding comment in older versions indicated
     * due to overlooking the effect of the call to assign_rnd_lvl().)
     *
     * Odds for making it to the next level up, or of being sent down:
     *  "up"    L      N      C
     *   +1   75.0   75.0   75.0
     *    0    6.25   8.33  12.5
     *   -1   11.46  12.50  12.5
     *   -2    5.21   4.17   0.0
     *   -3    2.08   0.0    0.0
     */
    if (Inhell && up && u.uhave.amulet && !newdungeon && !portal
        && (dunlev(&u.uz) < dunlevs_in_dungeon(&u.uz) - 3)) {
        if (!rn2(4)) {
            int odds = 3 + (int) u.ualign.type,   /* 2..4 */
                diff = odds <= 1 ? 0 : rn2(odds); /* paranoia */

            if (diff != 0) {
                assign_rnd_level(newlevel, &u.uz, diff);
                /* if inside the tower, stay inside */
                if (was_in_W_tower && !On_W_tower_level(newlevel))
                    diff = 0;
            }
            if (diff == 0)
                assign_level(newlevel, &u.uz);

            new_ledger = ledger_no(newlevel);

/*JP
            pline("A mysterious force momentarily surrounds you...");
*/
            pline("一瞬奇妙な力があなたを包んだ．．．");
            if (on_level(newlevel, &u.uz)) {
                (void) safe_teleds(FALSE);
                (void) next_to_u();
                return;
            } else
                at_stairs = at_ladder = FALSE;
        }
    }

    /* Prevent the player from going past the first quest level unless
     * (s)he has been given the go-ahead by the leader.
     */
    if (on_level(&u.uz, &qstart_level) && !newdungeon && !ok_to_quest()) {
/*JP
        pline("A mysterious force prevents you from descending.");
*/
        pline("奇妙な力があなたが降りるのを妨げた．");
        return;
    }

    if (on_level(newlevel, &u.uz))
        return; /* this can happen */

    /* tethered movement makes level change while trapped feasible */
    if (u.utrap && u.utraptype == TT_BURIEDBALL)
        buried_ball_to_punishment(); /* (before we save/leave old level) */

    fd = currentlevel_rewrite();
    if (fd < 0)
        return;

    if (falling) /* assuming this is only trap door or hole */
        impact_drop((struct obj *) 0, u.ux, u.uy, newlevel->dlevel);

    check_special_room(TRUE); /* probably was a trap door */
    if (Punished)
        unplacebc();
    u.utrap = 0; /* needed in level_tele */
    fill_pit(u.ux, u.uy);
    u.ustuck = 0; /* idem */
    u.uinwater = 0;
    u.uundetected = 0; /* not hidden, even if means are available */
    keepdogs(FALSE);
    if (u.uswallow) /* idem */
        u.uswldtim = u.uswallow = 0;
    recalc_mapseen(); /* recalculate map overview before we leave the level */
    /*
     *  We no longer see anything on the level.  Make sure that this
     *  follows u.uswallow set to null since uswallow overrides all
     *  normal vision.
     */
    vision_recalc(2);

    /*
     * Save the level we're leaving.  If we're entering the endgame,
     * we can get rid of all existing levels because they cannot be
     * reached any more.  We still need to use savelev()'s cleanup
     * for the level being left, to recover dynamic memory in use and
     * to avoid dangling timers and light sources.
     */
    cant_go_back = (newdungeon && In_endgame(newlevel));
    if (!cant_go_back) {
        update_mlstmv(); /* current monsters are becoming inactive */
        bufon(fd);       /* use buffered output */
    }
    savelev(fd, ledger_no(&u.uz),
            cant_go_back ? FREE_SAVE : (WRITE_SAVE | FREE_SAVE));
    bclose(fd);
    if (cant_go_back) {
        /* discard unreachable levels; keep #0 */
        for (l_idx = maxledgerno(); l_idx > 0; --l_idx)
            delete_levelfile(l_idx);
        /* mark #overview data for all dungeon branches as uninteresting */
        for (l_idx = 0; l_idx < n_dgns; ++l_idx)
            remdun_mapseen(l_idx);
    }

    if (Is_rogue_level(newlevel) || Is_rogue_level(&u.uz))
        assign_graphics(Is_rogue_level(newlevel) ? ROGUESET : PRIMARY);
#ifdef USE_TILES
    substitute_tiles(newlevel);
#endif
    check_gold_symbol();
    /* record this level transition as a potential seen branch unless using
     * some non-standard means of transportation (level teleport).
     */
    if ((at_stairs || falling || portal) && (u.uz.dnum != newlevel->dnum))
        recbranch_mapseen(&u.uz, newlevel);
    assign_level(&u.uz0, &u.uz);
    assign_level(&u.uz, newlevel);
    assign_level(&u.utolev, newlevel);
    u.utotype = 0;
    if (!builds_up(&u.uz)) { /* usual case */
        if (dunlev(&u.uz) > dunlev_reached(&u.uz))
            dunlev_reached(&u.uz) = dunlev(&u.uz);
    } else {
        if (dunlev_reached(&u.uz) == 0
            || dunlev(&u.uz) < dunlev_reached(&u.uz))
            dunlev_reached(&u.uz) = dunlev(&u.uz);
    }
    reset_rndmonst(NON_PM); /* u.uz change affects monster generation */

    /* set default level change destination areas */
    /* the special level code may override these */
    (void) memset((genericptr_t) &updest, 0, sizeof updest);
    (void) memset((genericptr_t) &dndest, 0, sizeof dndest);

    if (!(level_info[new_ledger].flags & LFILE_EXISTS)) {
        /* entering this level for first time; make it now */
        if (level_info[new_ledger].flags & (FORGOTTEN | VISITED)) {
            impossible("goto_level: returning to discarded level?");
            level_info[new_ledger].flags &= ~(FORGOTTEN | VISITED);
        }
        mklev();
        new = TRUE; /* made the level */
    } else {
        /* returning to previously visited level; reload it */
        fd = open_levelfile(new_ledger, whynot);
        if (tricked_fileremoved(fd, whynot)) {
            /* we'll reach here if running in wizard mode */
            error("Cannot continue this game.");
        }
        minit(); /* ZEROCOMP */
        getlev(fd, hackpid, new_ledger, FALSE);
        (void) nhclose(fd);
        oinit(); /* reassign level dependent obj probabilities */
    }
    reglyph_darkroom();
    /* do this prior to level-change pline messages */
    vision_reset();         /* clear old level's line-of-sight */
    vision_full_recalc = 0; /* don't let that reenable vision yet */
    flush_screen(-1);       /* ensure all map flushes are postponed */

    if (portal && !In_endgame(&u.uz)) {
        /* find the portal on the new level */
        register struct trap *ttrap;

        for (ttrap = ftrap; ttrap; ttrap = ttrap->ntrap)
            if (ttrap->ttyp == MAGIC_PORTAL)
                break;

        if (!ttrap)
            panic("goto_level: no corresponding portal!");
        seetrap(ttrap);
        u_on_newpos(ttrap->tx, ttrap->ty);
    } else if (at_stairs && !In_endgame(&u.uz)) {
        if (up) {
            if (at_ladder)
                u_on_newpos(xdnladder, ydnladder);
            else if (newdungeon)
                u_on_sstairs(1);
            else
                u_on_dnstairs();
            /* you climb up the {stairs|ladder};
               fly up the stairs; fly up along the ladder */
            great_effort = (Punished && !Levitation);
            if (flags.verbose || great_effort)
#if 0 /*JP*/
                pline("%s %s up%s the %s.",
                      great_effort ? "With great effort, you" : "You",
                      Levitation ? "float" : Flying ? "fly" : "climb",
                      (Flying && at_ladder) ? " along" : "",
                      at_ladder ? "ladder" : "stairs");
#else /* 飛んだりしていても「上った」 */
                pline("%s%sを上った．",
                      great_effort ? "やっとこさ" : "",
                      at_ladder ? "はしご" : "階段");
#endif
        } else { /* down */
            if (at_ladder)
                u_on_newpos(xupladder, yupladder);
            else if (newdungeon)
                u_on_sstairs(0);
            else
                u_on_upstairs();
            if (!u.dz) {
                ; /* stayed on same level? (no transit effects) */
            } else if (Flying) {
                if (flags.verbose)
#if 0 /*JP:T*/
                    You("fly down %s.",
                        at_ladder ? "along the ladder" : "the stairs");
#else
                    You("%s飛んで降りた．",
                        at_ladder ? "はしごに沿って" : "階段を");
#endif
            } else if (near_capacity() > UNENCUMBERED
                       || Punished || Fumbling) {
/*JP
                You("fall down the %s.", at_ladder ? "ladder" : "stairs");
*/
                You("%sを転げ落ちた．", at_ladder ? "はしご" : "階段");
                if (Punished) {
                    drag_down();
                    ballrelease(FALSE);
                }
                /* falling off steed has its own losehp() call */
                if (u.usteed)
                    dismount_steed(DISMOUNT_FELL);
                else
                    losehp(Maybe_Half_Phys(rnd(3)),
/*JP
                           at_ladder ? "falling off a ladder"
*/
                           at_ladder ? "はしごから落ちて"
/*JP
                                     : "tumbling down a flight of stairs",
*/
                                     : "階段を転げ落ちて",
                           KILLED_BY);
/*JP
                selftouch("Falling, you");
*/
                selftouch("落ちながら，あなたは");
            } else { /* ordinary descent */
                if (flags.verbose)
#if 0 /*JP*/
                    You("%s.", at_ladder ? "climb down the ladder"
                                         : "descend the stairs");
#else
                    You("%sを降りた．", at_ladder ? "はしご"
                                                  : "階段");
#endif
            }
        }
    } else { /* trap door or level_tele or In_endgame */
        u_on_rndspot((up ? 1 : 0) | (was_in_W_tower ? 2 : 0));
        if (falling) {
            if (Punished)
                ballfall();
/*JP
            selftouch("Falling, you");
*/
            selftouch("落ちながら，あなたは");
        }
    }

    if (Punished)
        placebc();
    obj_delivery(FALSE);
    losedogs();
    kill_genocided_monsters(); /* for those wiped out while in limbo */
    /*
     * Expire all timers that have gone off while away.  Must be
     * after migrating monsters and objects are delivered
     * (losedogs and obj_delivery).
     */
    run_timers();

    initrack();

    if ((mtmp = m_at(u.ux, u.uy)) != 0 && mtmp != u.usteed) {
        /* There's a monster at your target destination; it might be one
           which accompanied you--see mon_arrive(dogmove.c)--or perhaps
           it was already here.  Randomly move you to an adjacent spot
           or else the monster to any nearby location.  Prior to 3.3.0
           the latter was done unconditionally. */
        coord cc;

        if (!rn2(2) && enexto(&cc, u.ux, u.uy, youmonst.data)
            && distu(cc.x, cc.y) <= 2)
            u_on_newpos(cc.x, cc.y); /*[maybe give message here?]*/
        else
            mnexto(mtmp);

        if ((mtmp = m_at(u.ux, u.uy)) != 0) {
            /* there was an unconditional impossible("mnearto failed")
               here, but it's not impossible and we're prepared to cope
               with the situation, so only say something when debugging */
            if (wizard)
                pline("(monster in hero's way)");
            if (!rloc(mtmp, TRUE))
                /* no room to move it; send it away, to return later */
                migrate_to_level(mtmp, ledger_no(&u.uz), MIGR_RANDOM,
                                 (coord *) 0);
        }
    }

    /* initial movement of bubbles just before vision_recalc */
    if (Is_waterlevel(&u.uz) || Is_airlevel(&u.uz))
        movebubbles();
    else if (Is_firelevel(&u.uz))
        fumaroles();

    if (level_info[new_ledger].flags & FORGOTTEN) {
        forget_map(ALL_MAP); /* forget the map */
        forget_traps();      /* forget all traps too */
        familiar = TRUE;
        level_info[new_ledger].flags &= ~FORGOTTEN;
    }

    /* Reset the screen. */
    vision_reset(); /* reset the blockages */
    docrt();        /* does a full vision recalc */
    flush_screen(-1);

    /*
     *  Move all plines beyond the screen reset.
     */

    /* special levels can have a custom arrival message */
    deliver_splev_message();

    /* give room entrance message, if any */
    check_special_room(FALSE);

    /* deliver objects traveling with player */
    obj_delivery(TRUE);

    /* Check whether we just entered Gehennom. */
    if (!In_hell(&u.uz0) && Inhell) {
        if (Is_valley(&u.uz)) {
/*JP
            You("arrive at the Valley of the Dead...");
*/
            You("死の谷に到達した．．．");
/*JP
            pline_The("odor of burnt flesh and decay pervades the air.");
*/
            pline("焦げる死肉や腐肉の悪臭がただよっている．");
#ifdef MICRO
            display_nhwindow(WIN_MESSAGE, FALSE);
#endif
/*JP
            You_hear("groans and moans everywhere.");
*/
            You_hear("そこかしこからのうめき声やうなり声を聞いた．");
        } else
/*JP
            pline("It is hot here.  You smell smoke...");
*/
            pline("ここは暑い．煙の匂いがする．．．");
        u.uachieve.enter_gehennom = 1;
    }
    /* in case we've managed to bypass the Valley's stairway down */
    if (Inhell && !Is_valley(&u.uz))
        u.uevent.gehennom_entered = 1;

    if (familiar) {
        static const char *const fam_msgs[4] = {
/*JP
            "You have a sense of deja vu.",
*/
            "既視感におそわれた．",
/*JP
            "You feel like you've been here before.",
*/
            "前にここに来たことがあるような気がした．",
#if 0 /*JP*/
            "This place %s familiar...", 0 /* no message */
#else
            "この場所は懐かしい．．．", 0 /* no message */
#endif
        };
        static const char *const halu_fam_msgs[4] = {
/*JP
            "Whoa!  Everything %s different.",
*/
            "オワッ！まったく変わっちまってる．",
/*JP
            "You are surrounded by twisty little passages, all alike.",
*/
            "あなたはまがりくねった通路にかこまれていた．．．",
#if 0 /*JP*/
            "Gee, this %s like uncle Conan's place...", 0 /* no message */
#else
            "ゲー！コナンおじさんの場所に似ている．．．", 0 /* no message */
#endif
        };
        const char *mesg;
#if 0 /*JP*/
        char buf[BUFSZ];
#endif
        int which = rn2(4);

        if (Hallucination)
            mesg = halu_fam_msgs[which];
        else
            mesg = fam_msgs[which];
#if 0 /*JP:日本語ではそこまでしない*/
        if (mesg && index(mesg, '%')) {
            Sprintf(buf, mesg, !Blind ? "looks" : "seems");
            mesg = buf;
        }
#endif
        if (mesg)
            pline1(mesg);
    }

    /* special location arrival messages/events */
    if (In_endgame(&u.uz)) {
        if (new &&on_level(&u.uz, &astral_level))
            final_level(); /* guardian angel,&c */
        else if (newdungeon && u.uhave.amulet)
            resurrect(); /* force confrontation with Wizard */
    } else if (In_quest(&u.uz)) {
        onquest(); /* might be reaching locate|goal level */
    } else if (In_V_tower(&u.uz)) {
        if (newdungeon && In_hell(&u.uz0))
/*JP
            pline_The("heat and smoke are gone.");
*/
            pline("熱と煙りは消えさった．");
    } else if (Is_knox(&u.uz)) {
        /* alarm stops working once Croesus has died */
        if (new || !mvitals[PM_CROESUS].died) {
/*JP
            You("have penetrated a high security area!");
*/
            You("最高機密の場所へ踏み込んだ！");
/*JP
            pline("An alarm sounds!");
*/
            pline("警報がなった！");
            for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
                if (DEADMONSTER(mtmp))
                    continue;
                mtmp->msleeping = 0;
            }
        }
    } else {
        if (new && Is_rogue_level(&u.uz))
/*JP
            You("enter what seems to be an older, more primitive world.");
*/
            You("古くさく，ずいぶん単純な世界に見える部屋に入った．");
        /* main dungeon message from your quest leader */
/*JP
        if (!In_quest(&u.uz0) && at_dgn_entrance("The Quest")
*/
        if (!In_quest(&u.uz0) && at_dgn_entrance("クエスト")
            && !(u.uevent.qcompleted || u.uevent.qexpelled
                 || quest_status.leader_is_dead)) {
            if (!u.uevent.qcalled) {
                u.uevent.qcalled = 1;
                com_pager(2); /* main "leader needs help" message */
            } else {          /* reminder message */
                com_pager(Role_if(PM_ROGUE) ? 4 : 3);
            }
        }
    }

    assign_level(&u.uz0, &u.uz); /* reset u.uz0 */
#ifdef INSURANCE
    save_currentstate();
#endif

    if ((annotation = get_annotation(&u.uz)) != 0)
/*JP
        You("remember this level as %s.", annotation);
*/
        You("この階が%sであることを思い出した．", annotation);

    /* assume this will always return TRUE when changing level */
    (void) in_out_region(u.ux, u.uy);
    (void) pickup(1);

    /* discard context which applied to previous level */
    maybe_reset_pick(); /* for door or for box not accompanying hero */
    reset_trapset(); /* even if to-be-armed trap obj is accompanying hero */
    iflags.travelcc.x = iflags.travelcc.y = -1; /* travel destination cache */
    context.polearm.hitmon = (struct monst *) 0; /* polearm target */
    /* digging context is level-aware and can actually be resumed if
       hero returns to the previous level without any intervening dig */
}

STATIC_OVL void
final_level()
{
    struct monst *mtmp;

    /* reset monster hostility relative to player */
    for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
        if (DEADMONSTER(mtmp))
            continue;
        reset_hostility(mtmp);
    }

    /* create some player-monsters */
    create_mplayers(rn1(4, 3), TRUE);

    /* create a guardian angel next to player, if worthy */
    gain_guardian_angel();
}

static char *dfr_pre_msg = 0,  /* pline() before level change */
            *dfr_post_msg = 0; /* pline() after level change */

/* change levels at the end of this turn, after monsters finish moving */
void
schedule_goto(tolev, at_stairs, falling, portal_flag, pre_msg, post_msg)
d_level *tolev;
boolean at_stairs, falling;
int portal_flag;
const char *pre_msg, *post_msg;
{
    int typmask = 0100; /* non-zero triggers `deferred_goto' */

    /* destination flags (`goto_level' args) */
    if (at_stairs)
        typmask |= 1;
    if (falling)
        typmask |= 2;
    if (portal_flag)
        typmask |= 4;
    if (portal_flag < 0)
        typmask |= 0200; /* flag for portal removal */
    u.utotype = typmask;
    /* destination level */
    assign_level(&u.utolev, tolev);

    if (pre_msg)
        dfr_pre_msg = dupstr(pre_msg);
    if (post_msg)
        dfr_post_msg = dupstr(post_msg);
}

/* handle something like portal ejection */
void
deferred_goto()
{
    if (!on_level(&u.uz, &u.utolev)) {
        d_level dest;
        int typmask = u.utotype; /* save it; goto_level zeroes u.utotype */

        assign_level(&dest, &u.utolev);
        if (dfr_pre_msg)
            pline1(dfr_pre_msg);
        goto_level(&dest, !!(typmask & 1), !!(typmask & 2), !!(typmask & 4));
        if (typmask & 0200) { /* remove portal */
            struct trap *t = t_at(u.ux, u.uy);

            if (t) {
                deltrap(t);
                newsym(u.ux, u.uy);
            }
        }
        if (dfr_post_msg)
            pline1(dfr_post_msg);
    }
    u.utotype = 0; /* our caller keys off of this */
    if (dfr_pre_msg)
        free((genericptr_t) dfr_pre_msg), dfr_pre_msg = 0;
    if (dfr_post_msg)
        free((genericptr_t) dfr_post_msg), dfr_post_msg = 0;
}

/*
 * Return TRUE if we created a monster for the corpse.  If successful, the
 * corpse is gone.
 */
boolean
revive_corpse(corpse)
struct obj *corpse;
{
    struct monst *mtmp, *mcarry;
    boolean is_uwep, chewed;
    xchar where;
    char cname[BUFSZ];
    struct obj *container = (struct obj *) 0;
    int container_where = 0;

    where = corpse->where;
    is_uwep = (corpse == uwep);
    chewed = (corpse->oeaten != 0);
    Strcpy(cname,
/*JP
           corpse_xname(corpse, chewed ? "bite-covered" : (const char *) 0,
*/
           corpse_xname(corpse, chewed ? "歯型のついた" : (const char *) 0,
                        CXN_SINGULAR));
    mcarry = (where == OBJ_MINVENT) ? corpse->ocarry : 0;

    if (where == OBJ_CONTAINED) {
        struct monst *mtmp2;

        container = corpse->ocontainer;
        mtmp2 =
            get_container_location(container, &container_where, (int *) 0);
        /* container_where is the outermost container's location even if
         * nested */
        if (container_where == OBJ_MINVENT && mtmp2)
            mcarry = mtmp2;
    }
    mtmp = revive(corpse, FALSE); /* corpse is gone if successful */

    if (mtmp) {
        switch (where) {
        case OBJ_INVENT:
            if (is_uwep)
/*JP
                pline_The("%s writhes out of your grasp!", cname);
*/
                pline_The("%sはもがいた！", cname);
            else
/*JP
                You_feel("squirming in your backpack!");
*/
                pline("背負い袋で何かがもがいているような気がした！");
            break;

        case OBJ_FLOOR:
            if (cansee(mtmp->mx, mtmp->my))
#if 0 /*JP*/
                pline("%s rises from the dead!",
                      chewed ? Adjmonnam(mtmp, "bite-covered")
                             : Monnam(mtmp));
#else
                pline("%sが蘇った！",
                      chewed ? Adjmonnam(mtmp, "歯型のついた")
                             : Monnam(mtmp));
#endif
            break;

        case OBJ_MINVENT: /* probably a nymph's */
            if (cansee(mtmp->mx, mtmp->my)) {
                if (canseemon(mcarry))
#if 0 /*JP*/
                    pline("Startled, %s drops %s as it revives!",
                          mon_nam(mcarry), an(cname));
#else
                    pline("%sが生きかえったのにびっくりして，%sは%sを落した！",
                          cname, mon_nam(mcarry), cname);
#endif
                else
#if 0 /*JP*/
                    pline("%s suddenly appears!",
                          chewed ? Adjmonnam(mtmp, "bite-covered")
                                 : Monnam(mtmp));
#else
                    pline("%sが突然現われた！",
                          chewed ? Adjmonnam(mtmp, "歯型のついた")
                                 : Monnam(mtmp));
#endif
            }
            break;
        case OBJ_CONTAINED: {
            char sackname[BUFSZ];

            if (container_where == OBJ_MINVENT && cansee(mtmp->mx, mtmp->my)
                && mcarry && canseemon(mcarry) && container) {
/*JP
                pline("%s writhes out of %s!", Amonnam(mtmp),
*/
                pline("%sは%sから逃れようともがいた！", Amonnam(mtmp),
                      yname(container));
            } else if (container_where == OBJ_INVENT && container) {
                Strcpy(sackname, an(xname(container)));
#if 0 /*JP*/
                pline("%s %s out of %s in your pack!",
                      Blind ? Something : Amonnam(mtmp),
                      locomotion(mtmp->data, "writhes"), sackname);
#else
                pline("%sは袋の中で%sから逃れようともがいた！",
                      Blind ? Something : Amonnam(mtmp),
                      sackname);
#endif
            } else if (container_where == OBJ_FLOOR && container
                       && cansee(mtmp->mx, mtmp->my)) {
                Strcpy(sackname, an(xname(container)));
/*JP
                pline("%s escapes from %s!", Amonnam(mtmp), sackname);
*/
                pline("%sは%sから逃れた！", Amonnam(mtmp), sackname);
            }
            break;
        }
        default:
            /* we should be able to handle the other cases... */
            impossible("revive_corpse: lost corpse @ %d", where);
            break;
        }
        return TRUE;
    }
    return FALSE;
}

/* Revive the corpse via a timeout. */
/*ARGSUSED*/
void
revive_mon(arg, timeout)
anything *arg;
long timeout UNUSED;
{
    struct obj *body = arg->a_obj;
    struct permonst *mptr = &mons[body->corpsenm];
    struct monst *mtmp;
    xchar x, y;

    /* corpse will revive somewhere else if there is a monster in the way;
       Riders get a chance to try to bump the obstacle out of their way */
    if ((mptr->mflags3 & M3_DISPLACES) != 0 && body->where == OBJ_FLOOR
        && get_obj_location(body, &x, &y, 0) && (mtmp = m_at(x, y)) != 0) {
        boolean notice_it = canseemon(mtmp); /* before rloc() */
        char *monname = Monnam(mtmp);

        if (rloc(mtmp, TRUE)) {
            if (notice_it && !canseemon(mtmp))
/*JP
                pline("%s vanishes.", monname);
*/
                pline("%sは消えた．", monname);
            else if (!notice_it && canseemon(mtmp))
#if 0 /*JP*/
                pline("%s appears.", Monnam(mtmp)); /* not pre-rloc monname */
#else
                pline("%sが現れた．", Monnam(mtmp)); /* not pre-rloc monname */
#endif
            else if (notice_it && dist2(mtmp->mx, mtmp->my, x, y) > 2)
#if 0 /*JP*/
                pline("%s teleports.", monname); /* saw it and still see it */
#else
                pline("%sは瞬間移動した．", monname); /* saw it and still see it */
#endif
        }
    }

    /* if we succeed, the corpse is gone */
    if (!revive_corpse(body)) {
        long when;
        int action;

        if (is_rider(mptr) && rn2(99)) { /* Rider usually tries again */
            action = REVIVE_MON;
            for (when = 3L; when < 67L; when++)
                if (!rn2(3))
                    break;
        } else { /* rot this corpse away */
/*JP
            You_feel("%sless hassled.", is_rider(mptr) ? "much " : "");
*/
            You("悩み事が%s減った気がした．", is_rider(mptr) ? "とても" : "");
            action = ROT_CORPSE;
            when = 250L - (monstermoves - body->age);
            if (when < 1L)
                when = 1L;
        }
        (void) start_timer(when, TIMER_OBJECT, action, arg);
    }
}

int
donull()
{
    return 1; /* Do nothing, but let other things happen */
}

STATIC_PTR int
wipeoff(VOID_ARGS)
{
    if (u.ucreamed < 4)
        u.ucreamed = 0;
    else
        u.ucreamed -= 4;
    if (Blinded < 4)
        Blinded = 0;
    else
        Blinded -= 4;
    if (!Blinded) {
/*JP
        pline("You've got the glop off.");
*/
        You("%sからネバネバがとれた．", body_part(FACE));
        u.ucreamed = 0;
        if (!gulp_blnd_check()) {
            Blinded = 1;
            make_blinded(0L, TRUE);
        }
        return 0;
    } else if (!u.ucreamed) {
/*JP
        Your("%s feels clean now.", body_part(FACE));
*/
        Your("%sはきれいになった．", body_part(FACE));
        return 0;
    }
    return 1; /* still busy */
}

int
dowipe()
{
    if (u.ucreamed) {
        static NEARDATA char buf[39];

/*JP
        Sprintf(buf, "wiping off your %s", body_part(FACE));
*/
        Sprintf(buf, "%sを拭いている", body_part(FACE));
        set_occupation(wipeoff, buf, 0);
        /* Not totally correct; what if they change back after now
         * but before they're finished wiping?
         */
        return 1;
    }
/*JP
    Your("%s is already clean.", body_part(FACE));
*/
    Your("%sは汚れていない．", body_part(FACE));
    return 1;
}

void
set_wounded_legs(side, timex)
register long side;
register int timex;
{
    /* KMH -- STEED
     * If you are riding, your steed gets the wounded legs instead.
     * You still call this function, but don't lose hp.
     * Caller is also responsible for adjusting messages.
     */

    if (!Wounded_legs) {
        ATEMP(A_DEX)--;
        context.botl = 1;
    }

    if (!Wounded_legs || (HWounded_legs & TIMEOUT))
        HWounded_legs = timex;
    EWounded_legs = side;
    (void) encumber_msg();
}

void
heal_legs()
{
    if (Wounded_legs) {
        if (ATEMP(A_DEX) < 0) {
            ATEMP(A_DEX)++;
            context.botl = 1;
        }

        if (!u.usteed) {
            const char *legs = body_part(LEG);

#if 0 /*JP*/
            if ((EWounded_legs & BOTH_SIDES) == BOTH_SIDES)
                legs = makeplural(legs);
            /* this used to say "somewhat better" but that was
               misleading since legs are being fully healed */
            Your("%s %s better.", legs, vtense(legs, "feel"));
#else
            Your("%sは回復した．", body_part(LEG));
#endif
        }

        HWounded_legs = EWounded_legs = 0;

        /* Wounded_legs reduces carrying capacity, so we want
           an encumbrance check when they're healed.  However,
           while dismounting, first steed's legs get healed,
           then hero is dropped to floor and a new encumbrance
           check is made [in dismount_steed()].  So don't give
           encumbrance feedback during the dismount stage
           because it could seem to be shown out of order and
           it might be immediately contradicted [able to carry
           more when steed becomes healthy, then possible floor
           feedback, then able to carry less when back on foot]. */
        if (!in_steed_dismounting)
            (void) encumber_msg();
    }
}

/*do.c*/
