/* NetHack 3.6	vault.c	$NHDT-Date: 1446078792 2015/10/29 00:33:12 $  $NHDT-Branch: master $:$NHDT-Revision: 1.39 $ */
/* 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 struct monst *NDECL(findgd);

STATIC_DCL boolean FDECL(clear_fcorr, (struct monst *, BOOLEAN_P));
STATIC_DCL void FDECL(blackout, (int, int));
STATIC_DCL void FDECL(restfakecorr, (struct monst *));
STATIC_DCL boolean FDECL(in_fcorridor, (struct monst *, int, int));
STATIC_DCL void FDECL(move_gold, (struct obj *, int));
STATIC_DCL void FDECL(wallify_vault, (struct monst *));

void
newegd(mtmp)
struct monst *mtmp;
{
    if (!mtmp->mextra)
        mtmp->mextra = newmextra();
    if (!EGD(mtmp)) {
        EGD(mtmp) = (struct egd *) alloc(sizeof(struct egd));
        (void) memset((genericptr_t) EGD(mtmp), 0, sizeof(struct egd));
    }
}

void
free_egd(mtmp)
struct monst *mtmp;
{
    if (mtmp->mextra && EGD(mtmp)) {
        free((genericptr_t) EGD(mtmp));
        EGD(mtmp) = (struct egd *) 0;
    }
    mtmp->isgd = 0;
}

STATIC_OVL boolean
clear_fcorr(grd, forceshow)
struct monst *grd;
boolean forceshow;
{
    register int fcx, fcy, fcbeg;
    struct monst *mtmp;
    boolean sawcorridor = FALSE;
    struct egd *egrd = EGD(grd);
    struct trap *trap;
    struct rm *lev;

    if (!on_level(&egrd->gdlevel, &u.uz))
        return TRUE;

    while ((fcbeg = egrd->fcbeg) < egrd->fcend) {
        fcx = egrd->fakecorr[fcbeg].fx;
        fcy = egrd->fakecorr[fcbeg].fy;
        if ((grd->mhp <= 0 || !in_fcorridor(grd, u.ux, u.uy)) && egrd->gddone)
            forceshow = TRUE;
        if ((u.ux == fcx && u.uy == fcy && grd->mhp > 0)
            || (!forceshow && couldsee(fcx, fcy))
            || (Punished && !carried(uball) && uball->ox == fcx
                && uball->oy == fcy))
            return FALSE;

        if ((mtmp = m_at(fcx, fcy)) != 0) {
            if (mtmp->isgd) {
                return FALSE;
            } else if (!in_fcorridor(grd, u.ux, u.uy)) {
                if (mtmp->mtame)
                    yelp(mtmp);
                (void) rloc(mtmp, FALSE);
            }
        }
        lev = &levl[fcx][fcy];
        if (lev->typ == CORR && cansee(fcx, fcy))
            sawcorridor = TRUE;
        lev->typ = egrd->fakecorr[fcbeg].ftyp;
        if (IS_STWALL(lev->typ)) {
            /* destroy any trap here (pit dug by you, hole dug via
               wand while levitating or by monster, bear trap or land
               mine via object, spun web) when spot reverts to stone */
            if ((trap = t_at(fcx, fcy)) != 0)
                deltrap(trap);
            /* undo scroll/wand/spell of light affecting this spot */
            if (lev->typ == STONE)
                blackout(fcx, fcy);
        }
        map_location(fcx, fcy, 1); /* bypass vision */
        if (!ACCESSIBLE(lev->typ))
            block_point(fcx, fcy);
        vision_full_recalc = 1;
        egrd->fcbeg++;
    }
    if (sawcorridor)
/*JP
        pline_The("corridor disappears.");
*/
        pline("通路は消えた．");
    if (IS_ROCK(levl[u.ux][u.uy].typ))
/*JP
        You("are encased in rock.");
*/
        You("石につつまれた．");
    return TRUE;
}

/* as a temporary corridor is removed, set stone locations and adjacent
   spots to unlit; if player used scroll/wand/spell of light while inside
   the corridor, we don't want the light to reappear if/when a new tunnel
   goes through the same area */
STATIC_OVL void
blackout(x, y)
int x, y;
{
    struct rm *lev;
    int i, j;

    for (i = x - 1; i <= x + 1; ++i)
        for (j = y - 1; j <= y + 1; ++j) {
            if (!isok(i, j))
                continue;
            lev = &levl[i][j];
            /* [possible bug: when (i != x || j != y), perhaps we ought
               to check whether the spot on the far side is lit instead
               of doing a blanket blackout of adjacent locations] */
            if (lev->typ == STONE)
                lev->lit = lev->waslit = 0;
            /* mark <i,j> as not having been seen from <x,y> */
            unset_seenv(lev, x, y, i, j);
        }
}

STATIC_OVL void
restfakecorr(grd)
struct monst *grd;
{
    /* it seems you left the corridor - let the guard disappear */
    if (clear_fcorr(grd, FALSE)) {
        grd->isgd = 0; /* dmonsfree() should delete this mon */
        mongone(grd);
    }
}

/* called in mon.c */
boolean
grddead(grd)
struct monst *grd;
{
    boolean dispose = clear_fcorr(grd, TRUE);

    if (!dispose) {
        /* destroy guard's gold; drop any other inventory */
        relobj(grd, 0, FALSE);
        /* guard is dead; monster traversal loops should skip it */
        grd->mhp = 0;
        if (grd == context.polearm.hitmon)
            context.polearm.hitmon = 0;
        /* see comment by newpos in gd_move() */
        remove_monster(grd->mx, grd->my);
        newsym(grd->mx, grd->my);
        place_monster(grd, 0, 0);
        EGD(grd)->ogx = grd->mx;
        EGD(grd)->ogy = grd->my;
        dispose = clear_fcorr(grd, TRUE);
    }
    if (dispose)
        grd->isgd = 0; /* for dmonsfree() */
    return dispose;
}

STATIC_OVL boolean
in_fcorridor(grd, x, y)
struct monst *grd;
int x, y;
{
    register int fci;
    struct egd *egrd = EGD(grd);

    for (fci = egrd->fcbeg; fci < egrd->fcend; fci++)
        if (x == egrd->fakecorr[fci].fx && y == egrd->fakecorr[fci].fy)
            return TRUE;
    return FALSE;
}

STATIC_OVL
struct monst *
findgd()
{
    register struct monst *mtmp;

    for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
        if (DEADMONSTER(mtmp))
            continue;
        if (mtmp->isgd && on_level(&(EGD(mtmp)->gdlevel), &u.uz))
            return mtmp;
    }
    return (struct monst *) 0;
}

char
vault_occupied(array)
char *array;
{
    register char *ptr;

    for (ptr = array; *ptr; ptr++)
        if (rooms[*ptr - ROOMOFFSET].rtype == VAULT)
            return *ptr;
    return '\0';
}

void
invault()
{
#ifdef BSD_43_BUG
    int dummy; /* hack to avoid schain botch */
#endif
    struct monst *guard;
    boolean gsensed;
    int trycount, vaultroom = (int) vault_occupied(u.urooms);

    if (!vaultroom) {
        u.uinvault = 0;
        return;
    }

    vaultroom -= ROOMOFFSET;

    guard = findgd();
    if (++u.uinvault % 30 == 0 && !guard) { /* if time ok and no guard now. */
        char buf[BUFSZ];
        register int x, y, dd, gx, gy;
        int lx = 0, ly = 0;
        long umoney;

        /* first find the goal for the guard */
        for (dd = 2; (dd < ROWNO || dd < COLNO); dd++) {
            for (y = u.uy - dd; y <= u.uy + dd; ly = y, y++) {
                if (y < 0 || y > ROWNO - 1)
                    continue;
                for (x = u.ux - dd; x <= u.ux + dd; lx = x, x++) {
                    if (y != u.uy - dd && y != u.uy + dd && x != u.ux - dd)
                        x = u.ux + dd;
                    if (x < 1 || x > COLNO - 1)
                        continue;
                    if (levl[x][y].typ == CORR) {
                        if (x < u.ux)
                            lx = x + 1;
                        else if (x > u.ux)
                            lx = x - 1;
                        else
                            lx = x;
                        if (y < u.uy)
                            ly = y + 1;
                        else if (y > u.uy)
                            ly = y - 1;
                        else
                            ly = y;
                        if (levl[lx][ly].typ != STONE
                            && levl[lx][ly].typ != CORR)
                            goto incr_radius;
                        goto fnd;
                    }
                }
            }
        incr_radius:
            ;
        }
        impossible("Not a single corridor on this level??");
        tele();
        return;
    fnd:
        gx = x;
        gy = y;

        /* next find a good place for a door in the wall */
        x = u.ux;
        y = u.uy;
        if (levl[x][y].typ != ROOM) { /* player dug a door and is in it */
            if (levl[x + 1][y].typ == ROOM)
                x = x + 1;
            else if (levl[x][y + 1].typ == ROOM)
                y = y + 1;
            else if (levl[x - 1][y].typ == ROOM)
                x = x - 1;
            else if (levl[x][y - 1].typ == ROOM)
                y = y - 1;
            else if (levl[x + 1][y + 1].typ == ROOM) {
                x = x + 1;
                y = y + 1;
            } else if (levl[x - 1][y - 1].typ == ROOM) {
                x = x - 1;
                y = y - 1;
            } else if (levl[x + 1][y - 1].typ == ROOM) {
                x = x + 1;
                y = y - 1;
            } else if (levl[x - 1][y + 1].typ == ROOM) {
                x = x - 1;
                y = y + 1;
            }
        }
        while (levl[x][y].typ == ROOM) {
            register int dx, dy;

            dx = (gx > x) ? 1 : (gx < x) ? -1 : 0;
            dy = (gy > y) ? 1 : (gy < y) ? -1 : 0;
            if (abs(gx - x) >= abs(gy - y))
                x += dx;
            else
                y += dy;
        }
        if (x == u.ux && y == u.uy) {
            if (levl[x + 1][y].typ == HWALL || levl[x + 1][y].typ == DOOR)
                x = x + 1;
            else if (levl[x - 1][y].typ == HWALL
                     || levl[x - 1][y].typ == DOOR)
                x = x - 1;
            else if (levl[x][y + 1].typ == VWALL
                     || levl[x][y + 1].typ == DOOR)
                y = y + 1;
            else if (levl[x][y - 1].typ == VWALL
                     || levl[x][y - 1].typ == DOOR)
                y = y - 1;
            else
                return;
        }

        /* make something interesting happen */
        if (!(guard = makemon(&mons[PM_GUARD], x, y, MM_EGD)))
            return;
        guard->isgd = 1;
        guard->mpeaceful = 1;
        set_malign(guard);
        EGD(guard)->gddone = 0;
        EGD(guard)->ogx = x;
        EGD(guard)->ogy = y;
        assign_level(&(EGD(guard)->gdlevel), &u.uz);
        EGD(guard)->vroom = vaultroom;
        EGD(guard)->warncnt = 0;

        reset_faint(); /* if fainted - wake up */
        gsensed = !canspotmon(guard);
        if (!gsensed)
#if 0 /*JP*/
            pline("Suddenly one of the Vault's %s enters!",
                  makeplural(guard->data->mname));
#else
            pline("突然，倉庫の番兵が入ってきた！");
#endif
        else
/*JP
            pline("Someone else has entered the Vault.");
*/
            pline("誰かが倉庫に入ってきた．");
        newsym(guard->mx, guard->my);
        if (u.uswallow) {
            /* can't interrogate hero, don't interrogate engulfer */
/*JP
            verbalize("What's going on here?");
*/
            verbalize("ここで何をしているんだ？");
            if (gsensed)
/*JP
                pline_The("other presence vanishes.");
*/
                pline("他人の気配は消えた．");
            mongone(guard);
            return;
        }
        if (youmonst.m_ap_type == M_AP_OBJECT || u.uundetected) {
            if (youmonst.m_ap_type == M_AP_OBJECT
                && youmonst.mappearance != GOLD_PIECE)
/*JP
                verbalize("Hey! Who left that %s in here?",
*/
                verbalize("おい！だれがこの%sをここに置いて行ったんだ？",
                          mimic_obj_name(&youmonst));
            /* You're mimicking some object or you're hidden. */
/*JP
            pline("Puzzled, %s turns around and leaves.", mhe(guard));
*/
            pline("%sは困惑しながら，向き直って去っていった．", mhe(guard));
            mongone(guard);
            return;
        }
        if (Strangled || is_silent(youmonst.data) || multi < 0) {
            /* [we ought to record whether this this message has already
               been given in order to vary it upon repeat visits, but
               discarding the monster and its egd data renders that hard] */
/*JP
            verbalize("I'll be back when you're ready to speak to me!");
*/
            verbalize("話せるようになったら戻ってきてやる！");
            mongone(guard);
            return;
        }

        stop_occupation(); /* if occupied, stop it *now* */
        if (multi > 0) {
            nomul(0);
            unmul((char *) 0);
        }
        trycount = 5;
        do {
/*JP
            getlin("\"Hello stranger, who are you?\" -", buf);
*/
            getlin("「見ない顔だな，おまえは誰だ？」-", buf);
            (void) mungspaces(buf);
#if 0 /*JP*/
        } while (!letter(buf[0]) && --trycount > 0);
#else
        } while (!letter(buf[0]) && !is_kanji(buf[0]) && --trycount > 0);
#endif

        if (u.ualign.type == A_LAWFUL
            /* ignore trailing text, in case player includes rank */
            && strncmpi(buf, plname, (int) strlen(plname)) != 0) {
            adjalign(-1); /* Liar! */
        }

#if 0 /*JP*/
        if (!strcmpi(buf, "Croesus") || !strcmpi(buf, "Kroisos")
            || !strcmpi(buf, "Creosote")) {
#else
    if (!strcmpi(buf, "Croesus") || !strcmpi(buf, "Kroisos")
        || !strcmpi(buf, "Creosote")
        || !strcmp(buf, "クロイソス") || !strcmp(buf, "クレオソート")) {
#endif
            if (!mvitals[PM_CROESUS].died) {
                verbalize(
/*JP
                    "Oh, yes, of course.  Sorry to have disturbed you.");
*/
                    "いや，こりゃ，えーと，お騒がせしました．");
                mongone(guard);
            } else {
                setmangry(guard);
/*JP
                verbalize("Back from the dead, are you?  I'll remedy that!");
*/
                verbalize("ほう！死の世界から戻ってきたのか？うそなら上手につけ！");
                /* don't want guard to waste next turn wielding a weapon */
                if (!MON_WEP(guard)) {
                    guard->weapon_check = NEED_HTH_WEAPON;
                    (void) mon_wield_item(guard);
                }
            }
            return;
        }
/*JP
        verbalize("I don't know you.");
*/
        verbalize("知らんな．");
        umoney = money_cnt(invent);
        if (Deaf) {
            ;
        } else if (!umoney && !hidden_gold()) {
/*JP
            verbalize("Please follow me.");
*/
            verbalize("私の後についてきなさい．");
        } else {
            if (!umoney)
/*JP
                verbalize("You have hidden gold.");
*/
                verbalize("まだ金貨を隠してるな．");
            verbalize(
/*JP
                "Most likely all your gold was stolen from this vault.");
*/
                "倉庫から盗んだ金貨があるだろう．");
/*JP
            verbalize("Please drop that gold and follow me.");
*/
            verbalize("それをそっくり戻してから，私の後についてきなさい．");
        }
        EGD(guard)->gdx = gx;
        EGD(guard)->gdy = gy;
        EGD(guard)->fcbeg = 0;
        EGD(guard)->fakecorr[0].fx = x;
        EGD(guard)->fakecorr[0].fy = y;
        if (IS_WALL(levl[x][y].typ))
            EGD(guard)->fakecorr[0].ftyp = levl[x][y].typ;
        else { /* the initial guard location is a dug door */
            int vlt = EGD(guard)->vroom;
            xchar lowx = rooms[vlt].lx, hix = rooms[vlt].hx;
            xchar lowy = rooms[vlt].ly, hiy = rooms[vlt].hy;

            if (x == lowx - 1 && y == lowy - 1)
                EGD(guard)->fakecorr[0].ftyp = TLCORNER;
            else if (x == hix + 1 && y == lowy - 1)
                EGD(guard)->fakecorr[0].ftyp = TRCORNER;
            else if (x == lowx - 1 && y == hiy + 1)
                EGD(guard)->fakecorr[0].ftyp = BLCORNER;
            else if (x == hix + 1 && y == hiy + 1)
                EGD(guard)->fakecorr[0].ftyp = BRCORNER;
            else if (y == lowy - 1 || y == hiy + 1)
                EGD(guard)->fakecorr[0].ftyp = HWALL;
            else if (x == lowx - 1 || x == hix + 1)
                EGD(guard)->fakecorr[0].ftyp = VWALL;
        }
        levl[x][y].typ = DOOR;
        levl[x][y].doormask = D_NODOOR;
        unblock_point(x, y); /* doesn't block light */
        EGD(guard)->fcend = 1;
        EGD(guard)->warncnt = 1;
    }
}

STATIC_OVL void
move_gold(gold, vroom)
struct obj *gold;
int vroom;
{
    xchar nx, ny;

    remove_object(gold);
    newsym(gold->ox, gold->oy);
    nx = rooms[vroom].lx + rn2(2);
    ny = rooms[vroom].ly + rn2(2);
    place_object(gold, nx, ny);
    stackobj(gold);
    newsym(nx, ny);
}

STATIC_OVL void
wallify_vault(grd)
struct monst *grd;
{
    int x, y, typ;
    int vlt = EGD(grd)->vroom;
    char tmp_viz;
    xchar lox = rooms[vlt].lx - 1, hix = rooms[vlt].hx + 1,
          loy = rooms[vlt].ly - 1, hiy = rooms[vlt].hy + 1;
    struct monst *mon;
    struct obj *gold;
    struct trap *trap;
    boolean fixed = FALSE;
    boolean movedgold = FALSE;

    for (x = lox; x <= hix; x++)
        for (y = loy; y <= hiy; y++) {
            /* if not on the room boundary, skip ahead */
            if (x != lox && x != hix && y != loy && y != hiy)
                continue;

            if (!IS_WALL(levl[x][y].typ) && !in_fcorridor(grd, x, y)) {
                if ((mon = m_at(x, y)) != 0 && mon != grd) {
                    if (mon->mtame)
                        yelp(mon);
                    (void) rloc(mon, FALSE);
                }
                if ((gold = g_at(x, y)) != 0) {
                    move_gold(gold, EGD(grd)->vroom);
                    movedgold = TRUE;
                }
                if ((trap = t_at(x, y)) != 0)
                    deltrap(trap);
                if (x == lox)
                    typ =
                        (y == loy) ? TLCORNER : (y == hiy) ? BLCORNER : VWALL;
                else if (x == hix)
                    typ =
                        (y == loy) ? TRCORNER : (y == hiy) ? BRCORNER : VWALL;
                else /* not left or right side, must be top or bottom */
                    typ = HWALL;
                levl[x][y].typ = typ;
                levl[x][y].doormask = 0;
                /*
                 * hack: player knows walls are restored because of the
                 * message, below, so show this on the screen.
                 */
                tmp_viz = viz_array[y][x];
                viz_array[y][x] = IN_SIGHT | COULD_SEE;
                newsym(x, y);
                viz_array[y][x] = tmp_viz;
                block_point(x, y);
                fixed = TRUE;
            }
        }

    if (movedgold || fixed) {
        if (in_fcorridor(grd, grd->mx, grd->my) || cansee(grd->mx, grd->my))
/*JP
            pline("%s whispers an incantation.", noit_Monnam(grd));
*/
            pline("%sは呪文をささやいた．", noit_Monnam(grd));
        else
/*JP
            You_hear("a distant chant.");
*/
            You_hear("遠方での呪文を聞いた．");
        if (movedgold)
/*JP
            pline("A mysterious force moves the gold into the vault.");
*/
            pline("不思議な力が金貨を倉庫へ運んだ．");
        if (fixed)
/*JP
            pline_The("damaged vault's walls are magically restored!");
*/
            pline("傷ついた倉庫の壁は魔法で復元された！");
    }
}

/*
 * return  1: guard moved,  0: guard didn't,  -1: let m_move do it,  -2: died
 */
int
gd_move(grd)
register struct monst *grd;
{
    int x, y, nx, ny, m, n;
    int dx, dy, gx, gy, fci;
    uchar typ;
    struct fakecorridor *fcp;
    register struct egd *egrd = EGD(grd);
    struct rm *crm;
    boolean goldincorridor = FALSE,
            u_in_vault = vault_occupied(u.urooms) ? TRUE : FALSE,
            grd_in_vault = *in_rooms(grd->mx, grd->my, VAULT) ? TRUE : FALSE;
    boolean disappear_msg_seen = FALSE, semi_dead = (grd->mhp <= 0);
    long umoney = money_cnt(invent);
    register boolean u_carry_gold = ((umoney + hidden_gold()) > 0L);
    boolean see_guard, newspot = FALSE;

    if (!on_level(&(egrd->gdlevel), &u.uz))
        return -1;
    nx = ny = m = n = 0;
    if (!u_in_vault && !grd_in_vault)
        wallify_vault(grd);
    if (!grd->mpeaceful) {
        if (semi_dead) {
            egrd->gddone = 1;
            goto newpos;
        }
        if (!u_in_vault
            && (grd_in_vault || (in_fcorridor(grd, grd->mx, grd->my)
                                 && !in_fcorridor(grd, u.ux, u.uy)))) {
            (void) rloc(grd, FALSE);
            wallify_vault(grd);
            (void) clear_fcorr(grd, TRUE);
            goto letknow;
        }
        if (!in_fcorridor(grd, grd->mx, grd->my))
            (void) clear_fcorr(grd, TRUE);
        return -1;
    }
    if (abs(egrd->ogx - grd->mx) > 1 || abs(egrd->ogy - grd->my) > 1)
        return -1; /* teleported guard - treat as monster */

    if (egrd->witness) {
#if 0 /*JP*/
        verbalize("How dare you %s that gold, scoundrel!",
                  (egrd->witness & GD_EATGOLD) ? "consume" : "destroy");
#else
        verbalize("よくもまあ金を%sものだ，悪党め！",
                  (egrd->witness & GD_EATGOLD) ? "使った" : "壊した");
#endif
        egrd->witness = 0;
        grd->mpeaceful = 0;
        return -1;
    }
    if (egrd->fcend == 1) {
        if (u_in_vault && (u_carry_gold || um_dist(grd->mx, grd->my, 1))) {
            if (egrd->warncnt == 3 && !Deaf)
#if 0 /*JP*/
                verbalize("I repeat, %sfollow me!",
                          u_carry_gold
                              ? (!umoney ? "drop that hidden money and "
                                         : "drop that money and ")
                              : "");
#else
                verbalize("繰り返す！%s私についてこい！",
                          u_carry_gold
                              ? (!umoney ? "隠し持ってる金を置いて"
                                         : "金を置いて")
                              : "");
#endif
            if (egrd->warncnt == 7) {
                m = grd->mx;
                n = grd->my;
                if (!Deaf)
/*JP
                    verbalize("You've been warned, knave!");
*/
                    verbalize("警告はしたぞ，悪党め！");
                mnexto(grd);
                levl[m][n].typ = egrd->fakecorr[0].ftyp;
                newsym(m, n);
                grd->mpeaceful = 0;
                return -1;
            }
            /* not fair to get mad when (s)he's fainted or paralyzed */
            if (!is_fainted() && multi >= 0)
                egrd->warncnt++;
            return 0;
        }

        if (!u_in_vault) {
            if (u_carry_gold) { /* player teleported */
                m = grd->mx;
                n = grd->my;
                (void) rloc(grd, TRUE);
                levl[m][n].typ = egrd->fakecorr[0].ftyp;
                newsym(m, n);
                grd->mpeaceful = 0;
            letknow:
                if (!cansee(grd->mx, grd->my) || !mon_visible(grd))
/*JP
                    You_hear("the shrill sound of a guard's whistle.");
*/
                    You_hear("番兵の鋭い笛の音を聞いた．");
                else
#if 0 /*JP*/
                    You(um_dist(grd->mx, grd->my, 2)
                            ? "see %s approaching."
                            : "are confronted by %s.",
                        /* "an angry guard" */
                        x_monnam(grd, ARTICLE_A, "angry", 0, FALSE));
#else
                    You(um_dist(grd->mx, grd->my, 2)
                        ? "%sが近づいてくるのを見た．"
                        : "%sと対峙した．",
                        x_monnam(grd, ARTICLE_A, "怒った", 0, FALSE));
#endif
                return -1;
            } else {
                if (!Deaf)
/*JP
                    verbalize("Well, begone.");
*/
                    verbalize("立ち去れ．");
                wallify_vault(grd);
                egrd->gddone = 1;
                goto cleanup;
            }
        }
    }

    if (egrd->fcend > 1) {
        if (egrd->fcend > 2 && in_fcorridor(grd, grd->mx, grd->my)
            && !egrd->gddone && !in_fcorridor(grd, u.ux, u.uy)
            && levl[egrd->fakecorr[0].fx][egrd->fakecorr[0].fy].typ
                   == egrd->fakecorr[0].ftyp) {
/*JP
            pline("%s, confused, disappears.", noit_Monnam(grd));
*/
            pline("%sは混乱し，消えた．", noit_Monnam(grd));
            disappear_msg_seen = TRUE;
            goto cleanup;
        }
        if (u_carry_gold && (in_fcorridor(grd, u.ux, u.uy)
                             /* cover a 'blind' spot */
                             || (egrd->fcend > 1 && u_in_vault))) {
            if (!grd->mx) {
                restfakecorr(grd);
                return -2;
            }
            if (egrd->warncnt < 6) {
                egrd->warncnt = 6;
                if (!Deaf)
/*JP
                    verbalize("Drop all your gold, scoundrel!");
*/
                    verbalize("金を全部置いてゆけ，ならずもの！");
                return 0;
            } else {
                if (!Deaf)
/*JP
                    verbalize("So be it, rogue!");
*/
                    verbalize("盗人め！");
                grd->mpeaceful = 0;
                return -1;
            }
        }
    }
    for (fci = egrd->fcbeg; fci < egrd->fcend; fci++)
        if (g_at(egrd->fakecorr[fci].fx, egrd->fakecorr[fci].fy)) {
            m = egrd->fakecorr[fci].fx;
            n = egrd->fakecorr[fci].fy;
            goldincorridor = TRUE;
        }
    if (goldincorridor && !egrd->gddone) {
        x = grd->mx;
        y = grd->my;
        if (m == u.ux && n == u.uy) {
            struct obj *gold = g_at(m, n);
            /* Grab the gold from between the hero's feet.  */
            obj_extract_self(gold);
            add_to_minv(grd, gold);
            newsym(m, n);
        } else if (m == x && n == y) {
            mpickgold(grd); /* does a newsym */
        } else {
            /* just for insurance... */
            if (MON_AT(m, n) && m != grd->mx && n != grd->my) {
                if (!Deaf)
/*JP
                    verbalize("Out of my way, scum!");
*/
                    verbalize("目の前から消えろ，クソったれ！");
                (void) rloc(m_at(m, n), FALSE);
            }
            remove_monster(grd->mx, grd->my);
            newsym(grd->mx, grd->my);
            place_monster(grd, m, n);
            mpickgold(grd); /* does a newsym */
        }
        if (cansee(m, n))
#if 0 /*JP*/
            pline("%s%s picks up the gold.", Monnam(grd),
                  grd->mpeaceful ? " calms down and" : "");
#else
            pline("%sは%s金貨を拾った．", Monnam(grd),
                  grd->mpeaceful ? "怒りを静め" : "");
#endif
        if (x != grd->mx || y != grd->my) {
            remove_monster(grd->mx, grd->my);
            newsym(grd->mx, grd->my);
            place_monster(grd, x, y);
            newsym(x, y);
        }
        if (!grd->mpeaceful)
            return -1;
        egrd->warncnt = 5;
        return 0;
    }
    if (um_dist(grd->mx, grd->my, 1) || egrd->gddone) {
        if (!egrd->gddone && !rn2(10) && !Deaf && !u.uswallow
            && !(u.ustuck && !sticks(youmonst.data)))
/*JP
            verbalize("Move along!");
*/
            verbalize("離れるな！");
        restfakecorr(grd);
        return 0; /* didn't move */
    }
    x = grd->mx;
    y = grd->my;

    if (u_in_vault)
        goto nextpos;

    /* look around (hor & vert only) for accessible places */
    for (nx = x - 1; nx <= x + 1; nx++)
        for (ny = y - 1; ny <= y + 1; ny++) {
            if ((nx == x || ny == y) && (nx != x || ny != y)
                && isok(nx, ny)) {
                typ = (crm = &levl[nx][ny])->typ;
                if (!IS_STWALL(typ) && !IS_POOL(typ)) {
                    if (in_fcorridor(grd, nx, ny))
                        goto nextnxy;

                    if (*in_rooms(nx, ny, VAULT))
                        continue;

                    /* seems we found a good place to leave him alone */
                    egrd->gddone = 1;
                    if (ACCESSIBLE(typ))
                        goto newpos;
#ifdef STUPID
                    if (typ == SCORR)
                        crm->typ = CORR;
                    else
                        crm->typ = DOOR;
#else
                    crm->typ = (typ == SCORR) ? CORR : DOOR;
#endif
                    if (crm->typ == DOOR)
                        crm->doormask = D_NODOOR;
                    goto proceed;
                }
            }
        nextnxy:
            ;
        }
nextpos:
    nx = x;
    ny = y;
    gx = egrd->gdx;
    gy = egrd->gdy;
    dx = (gx > x) ? 1 : (gx < x) ? -1 : 0;
    dy = (gy > y) ? 1 : (gy < y) ? -1 : 0;
    if (abs(gx - x) >= abs(gy - y))
        nx += dx;
    else
        ny += dy;

    while ((typ = (crm = &levl[nx][ny])->typ) != 0) {
        /* in view of the above we must have IS_WALL(typ) or typ == POOL */
        /* must be a wall here */
        if (isok(nx + nx - x, ny + ny - y) && !IS_POOL(typ)
            && IS_ROOM(levl[nx + nx - x][ny + ny - y].typ)) {
            crm->typ = DOOR;
            crm->doormask = D_NODOOR;
            goto proceed;
        }
        if (dy && nx != x) {
            nx = x;
            ny = y + dy;
            continue;
        }
        if (dx && ny != y) {
            ny = y;
            nx = x + dx;
            dy = 0;
            continue;
        }
        /* I don't like this, but ... */
        if (IS_ROOM(typ)) {
            crm->typ = DOOR;
            crm->doormask = D_NODOOR;
            goto proceed;
        }
        break;
    }
    crm->typ = CORR;
proceed:
    newspot = TRUE;
    unblock_point(nx, ny); /* doesn't block light */
    if (cansee(nx, ny))
        newsym(nx, ny);

    fcp = &(egrd->fakecorr[egrd->fcend]);
    if (egrd->fcend++ == FCSIZ)
        panic("fakecorr overflow");
    fcp->fx = nx;
    fcp->fy = ny;
    fcp->ftyp = typ;
newpos:
    if (egrd->gddone) {
        /* The following is a kludge.  We need to keep    */
        /* the guard around in order to be able to make   */
        /* the fake corridor disappear as the player      */
        /* moves out of it, but we also need the guard    */
        /* out of the way.  We send the guard to never-   */
        /* never land.  We set ogx ogy to mx my in order  */
        /* to avoid a check at the top of this function.  */
        /* At the end of the process, the guard is killed */
        /* in restfakecorr().                             */
    cleanup:
        x = grd->mx;
        y = grd->my;

        see_guard = canspotmon(grd);
        wallify_vault(grd);
        remove_monster(grd->mx, grd->my);
        newsym(grd->mx, grd->my);
        place_monster(grd, 0, 0);
        egrd->ogx = grd->mx;
        egrd->ogy = grd->my;
        restfakecorr(grd);
        if (!semi_dead && (in_fcorridor(grd, u.ux, u.uy) || cansee(x, y))) {
            if (!disappear_msg_seen && see_guard)
/*JP
                pline("Suddenly, %s disappears.", noit_mon_nam(grd));
*/
                pline("突然，%sは消えた．", noit_mon_nam(grd));
            return 1;
        }
        return -2;
    }
    egrd->ogx = grd->mx; /* update old positions */
    egrd->ogy = grd->my;
    remove_monster(grd->mx, grd->my);
    place_monster(grd, nx, ny);
    if (newspot && g_at(nx, ny)) {
        /* if there's gold already here (most likely from mineralize()),
           pick it up now so that guard doesn't later think hero dropped
           it and give an inappropriate message */
        mpickgold(grd);
        if (canspotmon(grd))
/*JP
            pline("%s picks up some gold.", Monnam(grd));
*/
            pline("%sは金を拾った．", Monnam(grd));
    } else
        newsym(grd->mx, grd->my);
    restfakecorr(grd);
    return 1;
}

/* Routine when dying or quitting with a vault guard around */
void
paygd()
{
    register struct monst *grd = findgd();
    long umoney = money_cnt(invent);
    struct obj *coins, *nextcoins;
    int gx, gy;
    char buf[BUFSZ];

    if (!umoney || !grd)
        return;

    if (u.uinvault) {
#if 0 /*JP*/
        Your("%ld %s goes into the Magic Memory Vault.", umoney,
             currency(umoney));
#else
        Your("%ld%sは魔法の記念倉庫に入った．", umoney,
             currency(umoney));
#endif
        gx = u.ux;
        gy = u.uy;
    } else {
        if (grd->mpeaceful) { /* guard has no "right" to your gold */
            mongone(grd);
            return;
        }
        mnexto(grd);
/*JP
        pline("%s remits your gold to the vault.", Monnam(grd));
*/
        pline("%sはあなたの金貨を倉庫に送った．", Monnam(grd));
        gx = rooms[EGD(grd)->vroom].lx + rn2(2);
        gy = rooms[EGD(grd)->vroom].ly + rn2(2);
#if 0 /*JP*/
        Sprintf(buf, "To Croesus: here's the gold recovered from %s the %s.",
                plname, mons[u.umonster].mname);
#else
        Sprintf(buf, "クロイソスへ: ここに%sの%sから取り戻した金貨を送る．",
                mons[u.umonster].mname, plname);
#endif
        make_grave(gx, gy, buf);
    }
    for (coins = invent; coins; coins = nextcoins) {
        nextcoins = coins->nobj;
        if (objects[coins->otyp].oc_class == COIN_CLASS) {
            freeinv(coins);
            place_object(coins, gx, gy);
            stackobj(coins);
        }
    }
    mongone(grd);
}

long
hidden_gold()
{
    long value = 0L;
    struct obj *obj;

    for (obj = invent; obj; obj = obj->nobj)
        if (Has_contents(obj))
            value += contained_gold(obj);
    /* unknown gold stuck inside statues may cause some consternation... */

    return value;
}

/* prevent "You hear footsteps.." when inappropriate */
boolean
gd_sound()
{
    struct monst *grd = findgd();

    if (vault_occupied(u.urooms))
        return FALSE;
    else
        return (boolean) (grd == (struct monst *) 0);
}

void
vault_gd_watching(activity)
unsigned int activity;
{
    struct monst *guard = findgd();

    if (guard && guard->mcansee && m_canseeu(guard)) {
        if (activity == GD_EATGOLD || activity == GD_DESTROYGOLD)
            EGD(guard)->witness = activity;
    }
}

/*vault.c*/
