/* NetHack 3.6	dig.c	$NHDT-Date: 1449269915 2015/12/04 22:58:35 $  $NHDT-Branch: NetHack-3.6.0 $:$NHDT-Revision: 1.103 $ */
/* 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 NEARDATA boolean did_dig_msg;

STATIC_DCL boolean NDECL(rm_waslit);
STATIC_DCL void FDECL(mkcavepos,
                      (XCHAR_P, XCHAR_P, int, BOOLEAN_P, BOOLEAN_P));
STATIC_DCL void FDECL(mkcavearea, (BOOLEAN_P));
STATIC_DCL int NDECL(dig);
STATIC_DCL void FDECL(dig_up_grave, (coord *));
STATIC_DCL int FDECL(adj_pit_checks, (coord *, char *));
STATIC_DCL void FDECL(pit_flow, (struct trap *, SCHAR_P));

/* Indices returned by dig_typ() */
#define DIGTYP_UNDIGGABLE 0
#define DIGTYP_ROCK 1
#define DIGTYP_STATUE 2
#define DIGTYP_BOULDER 3
#define DIGTYP_DOOR 4
#define DIGTYP_TREE 5

STATIC_OVL boolean
rm_waslit()
{
    register xchar x, y;

    if (levl[u.ux][u.uy].typ == ROOM && levl[u.ux][u.uy].waslit)
        return TRUE;
    for (x = u.ux - 2; x < u.ux + 3; x++)
        for (y = u.uy - 1; y < u.uy + 2; y++)
            if (isok(x, y) && levl[x][y].waslit)
                return TRUE;
    return FALSE;
}

/* Change level topology.  Messes with vision tables and ignores things like
 * boulders in the name of a nice effect.  Vision will get fixed up again
 * immediately after the effect is complete.
 */
STATIC_OVL void
mkcavepos(x, y, dist, waslit, rockit)
xchar x, y;
int dist;
boolean waslit, rockit;
{
    register struct rm *lev;

    if (!isok(x, y))
        return;
    lev = &levl[x][y];

    if (rockit) {
        register struct monst *mtmp;

        if (IS_ROCK(lev->typ))
            return;
        if (t_at(x, y))
            return;                   /* don't cover the portal */
        if ((mtmp = m_at(x, y)) != 0) /* make sure crucial monsters survive */
            if (!passes_walls(mtmp->data))
                (void) rloc(mtmp, TRUE);
    } else if (lev->typ == ROOM)
        return;

    unblock_point(x, y); /* make sure vision knows this location is open */

    /* fake out saved state */
    lev->seenv = 0;
    lev->doormask = 0;
    if (dist < 3)
        lev->lit = (rockit ? FALSE : TRUE);
    if (waslit)
        lev->waslit = (rockit ? FALSE : TRUE);
    lev->horizontal = FALSE;
    /* short-circuit vision recalc */
    viz_array[y][x] = (dist < 3) ? (IN_SIGHT | COULD_SEE) : COULD_SEE;
    lev->typ = (rockit ? STONE : ROOM);
    if (dist >= 3)
        impossible("mkcavepos called with dist %d", dist);
    feel_newsym(x, y);
}

STATIC_OVL void
mkcavearea(rockit)
register boolean rockit;
{
    int dist;
    xchar xmin = u.ux, xmax = u.ux;
    xchar ymin = u.uy, ymax = u.uy;
    register xchar i;
    register boolean waslit = rm_waslit();

    if (rockit)
/*JP
        pline("Crash!  The ceiling collapses around you!");
*/
        pline("げげん！あなたのまわりの天井が崩れた！");
    else
#if 0 /*JP*/
        pline("A mysterious force %s cave around you!",
              (levl[u.ux][u.uy].typ == CORR) ? "creates a" : "extends the");
#else
        pline("神秘的な力によりあなたのまわり%sた！",
              (levl[u.ux][u.uy].typ == CORR) ? "に洞窟ができ" : "の洞窟が広がっ");
#endif
    display_nhwindow(WIN_MESSAGE, TRUE);

    for (dist = 1; dist <= 2; dist++) {
        xmin--;
        xmax++;

        /* top and bottom */
        if (dist < 2) { /* the area is wider that it is high */
            ymin--;
            ymax++;
            for (i = xmin + 1; i < xmax; i++) {
                mkcavepos(i, ymin, dist, waslit, rockit);
                mkcavepos(i, ymax, dist, waslit, rockit);
            }
        }

        /* left and right */
        for (i = ymin; i <= ymax; i++) {
            mkcavepos(xmin, i, dist, waslit, rockit);
            mkcavepos(xmax, i, dist, waslit, rockit);
        }

        flush_screen(1); /* make sure the new glyphs shows up */
        delay_output();
    }

    if (!rockit && levl[u.ux][u.uy].typ == CORR) {
        levl[u.ux][u.uy].typ = ROOM;
        if (waslit)
            levl[u.ux][u.uy].waslit = TRUE;
        newsym(u.ux, u.uy); /* in case player is invisible */
    }

    vision_full_recalc = 1; /* everything changed */
}

/* When digging into location <x,y>, what are you actually digging into? */
int
dig_typ(otmp, x, y)
struct obj *otmp;
xchar x, y;
{
    boolean ispick;

    if (!otmp)
        return DIGTYP_UNDIGGABLE;
    ispick = is_pick(otmp);
    if (!ispick && !is_axe(otmp))
        return DIGTYP_UNDIGGABLE;

    return ((ispick && sobj_at(STATUE, x, y))
               ? DIGTYP_STATUE
               : (ispick && sobj_at(BOULDER, x, y))
                  ? DIGTYP_BOULDER
                  : closed_door(x, y)
                     ? DIGTYP_DOOR
                     : IS_TREE(levl[x][y].typ)
                        ? (ispick ? DIGTYP_UNDIGGABLE : DIGTYP_TREE)
                        : (ispick && IS_ROCK(levl[x][y].typ)
                           && (!level.flags.arboreal
                               || IS_WALL(levl[x][y].typ)))
                           ? DIGTYP_ROCK
                           : DIGTYP_UNDIGGABLE);
}

boolean
is_digging()
{
    if (occupation == dig) {
        return TRUE;
    }
    return FALSE;
}

#define BY_YOU (&youmonst)
#define BY_OBJECT ((struct monst *) 0)

boolean
dig_check(madeby, verbose, x, y)
struct monst *madeby;
boolean verbose;
int x, y;
{
    struct trap *ttmp = t_at(x, y);
    const char *verb =
/*JP
        (madeby == BY_YOU && uwep && is_axe(uwep)) ? "chop" : "dig in";
*/
        (madeby == BY_YOU && uwep && is_axe(uwep)) ? "砕けない" : "掘れない";

    if (On_stairs(x, y)) {
        if (x == xdnladder || x == xupladder) {
            if (verbose)
/*JP
                pline_The("ladder resists your effort.");
*/
                pline("はしごが邪魔をした．");
        } else if (verbose)
/*JP
            pline_The("stairs are too hard to %s.", verb);
*/
            pline("階段はとても固くて%s．", verb);
        return FALSE;
    } else if (IS_THRONE(levl[x][y].typ) && madeby != BY_OBJECT) {
        if (verbose)
/*JP
            pline_The("throne is too hard to break apart.");
*/
            pline("玉座はとても固くて砕けない．");
        return FALSE;
    } else if (IS_ALTAR(levl[x][y].typ)
               && (madeby != BY_OBJECT || Is_astralevel(&u.uz)
                   || Is_sanctum(&u.uz))) {
        if (verbose)
/*JP
            pline_The("altar is too hard to break apart.");
*/
            pline_The("祭壇はとても固くて砕けない．");
        return FALSE;
    } else if (Is_airlevel(&u.uz)) {
        if (verbose)
/*JP
            You("cannot %s thin air.", verb);
*/
            You("何もない空間は%s．", verb);
        return FALSE;
    } else if (Is_waterlevel(&u.uz)) {
        if (verbose)
/*JP
            pline_The("water splashes and subsides.");
*/
            pline("水がピシャッと跳ねた．");
        return FALSE;
    } else if ((IS_ROCK(levl[x][y].typ) && levl[x][y].typ != SDOOR
                && (levl[x][y].wall_info & W_NONDIGGABLE) != 0)
               || (ttmp
                   && (ttmp->ttyp == MAGIC_PORTAL
                       || ttmp->ttyp == VIBRATING_SQUARE
                       || (!Can_dig_down(&u.uz) && !levl[x][y].candig)))) {
        if (verbose)
/*JP
            pline_The("%s here is too hard to %s.", surface(x, y), verb);
*/
            pline_The("%sはとても固くて%s．", surface(x,y), verb);
        return FALSE;
    } else if (sobj_at(BOULDER, x, y)) {
        if (verbose)
/*JP
            There("isn't enough room to %s here.", verb);
*/
            pline("十分な場所がないので%s．", verb);
        return FALSE;
    } else if (madeby == BY_OBJECT
               /* the block against existing traps is mainly to
                  prevent broken wands from turning holes into pits */
               && (ttmp || is_pool_or_lava(x, y))) {
        /* digging by player handles pools separately */
        return FALSE;
    }
    return TRUE;
}

STATIC_OVL int
dig(VOID_ARGS)
{
    register struct rm *lev;
    register xchar dpx = context.digging.pos.x, dpy = context.digging.pos.y;
    register boolean ispick = uwep && is_pick(uwep);
/*JP
    const char *verb = (!uwep || is_pick(uwep)) ? "dig into" : "chop through";
*/
    const char *verb = (!uwep || is_pick(uwep)) ? "掘れない" : "砕けない";

    lev = &levl[dpx][dpy];
    /* perhaps a nymph stole your pick-axe while you were busy digging */
    /* or perhaps you teleported away */
    if (u.uswallow || !uwep || (!ispick && !is_axe(uwep))
        || !on_level(&context.digging.level, &u.uz)
        || ((context.digging.down ? (dpx != u.ux || dpy != u.uy)
                                  : (distu(dpx, dpy) > 2))))
        return 0;

    if (context.digging.down) {
        if (!dig_check(BY_YOU, TRUE, u.ux, u.uy))
            return 0;
    } else { /* !context.digging.down */
        if (IS_TREE(lev->typ) && !may_dig(dpx, dpy)
            && dig_typ(uwep, dpx, dpy) == DIGTYP_TREE) {
/*JP
            pline("This tree seems to be petrified.");
*/
            pline("この木は石化しているようだ．");
            return 0;
        }
        if (IS_ROCK(lev->typ) && !may_dig(dpx, dpy)
            && dig_typ(uwep, dpx, dpy) == DIGTYP_ROCK) {
#if 0 /*JP*/
            pline("This %s is too hard to %s.",
                  is_db_wall(dpx, dpy) ? "drawbridge" : "wall", verb);
#else
            pline("この%sはとても固くて%s．",
                  is_db_wall(dpx, dpy) ? "跳ね橋" : "壁", verb);
#endif
            return 0;
        }
    }
    if (Fumbling && !rn2(3)) {
        switch (rn2(3)) {
        case 0:
            if (!welded(uwep)) {
/*JP
                You("fumble and drop %s.", yname(uwep));
*/
                You("手が滑り%sを落した．", yname(uwep));
                dropx(uwep);
            } else {
                if (u.usteed)
#if 0 /*JP:T*/
                    pline("%s and %s %s!", Yobjnam2(uwep, "bounce"),
                          otense(uwep, "hit"), mon_nam(u.usteed));
#else
                    pline("%sは跳ねかえり%sに命中した！",
                          xname(uwep), mon_nam(u.usteed));
#endif
                else
#if 0 /*JP:T*/
                    pline("Ouch!  %s and %s you!", Yobjnam2(uwep, "bounce"),
                          otense(uwep, "hit"));
#else
                    pline("いてっ！%sは跳ねかえりあなたに命中した！",
                          xname(uwep));
#endif
                set_wounded_legs(RIGHT_SIDE, 5 + rnd(5));
            }
            break;
        case 1:
/*JP
            pline("Bang!  You hit with the broad side of %s!",
*/
            pline("バン！%sの柄で打ってしまった！",
                  the(xname(uwep)));
            break;
        default:
/*JP
            Your("swing misses its mark.");
*/
            You("狙いを定めて振りおろしたがはずした．");
            break;
        }
        return 0;
    }

    context.digging.effort +=
        10 + rn2(5) + abon() + uwep->spe - greatest_erosion(uwep) + u.udaminc;
    if (Race_if(PM_DWARF))
        context.digging.effort *= 2;
    if (context.digging.down) {
        struct trap *ttmp = t_at(dpx, dpy);

        if (context.digging.effort > 250 || (ttmp && ttmp->ttyp == HOLE)) {
            (void) dighole(FALSE, FALSE, (coord *) 0);
            (void) memset((genericptr_t) &context.digging, 0,
                          sizeof context.digging);
            return 0; /* done with digging */
        }

        if (context.digging.effort <= 50
            || (ttmp && (ttmp->ttyp == TRAPDOOR || ttmp->ttyp == PIT
                         || ttmp->ttyp == SPIKED_PIT))) {
            return 1;
        } else if (ttmp && (ttmp->ttyp == LANDMINE
                            || (ttmp->ttyp == BEAR_TRAP && !u.utrap))) {
            /* digging onto a set object trap triggers it;
               hero should have used #untrap first */
            dotrap(ttmp, FORCETRAP);
            /* restart completely from scratch if we resume digging */
            (void) memset((genericptr_t) &context.digging, 0,
                          sizeof context.digging);
            return 0;
        } else if (ttmp && ttmp->ttyp == BEAR_TRAP && u.utrap) {
            if (rnl(7) > (Fumbling ? 1 : 4)) {
                char kbuf[BUFSZ];
                int dmg = dmgval(uwep, &youmonst) + dbon();

                if (dmg < 1)
                    dmg = 1;
                else if (uarmf)
                    dmg = (dmg + 1) / 2;
/*JP
                You("hit yourself in the %s.", body_part(FOOT));
*/
                pline("%sに当たった．", body_part(FOOT));
#if 0 /*JP*/
                Sprintf(kbuf, "chopping off %s own %s", uhis(),
                        body_part(FOOT));
#else
                Sprintf(kbuf, "自分の%sを切り落として", body_part(FOOT));
#endif
                losehp(Maybe_Half_Phys(dmg), kbuf, KILLED_BY);
            } else {
#if 0 /*JP*/
                You("destroy the bear trap with %s.",
                    yobjnam(uwep, (const char *) 0));
#else
                You("%sで熊の罠を壊した．", xname(uwep));
#endif
                u.utrap = 0; /* release from trap */
                deltrap(ttmp);
            }
            /* we haven't made any progress toward a pit yet */
            context.digging.effort = 0;
            return 0;
        }

        if (IS_ALTAR(lev->typ)) {
            altar_wrath(dpx, dpy);
            angry_priest();
        }

        /* make pit at <u.ux,u.uy> */
        if (dighole(TRUE, FALSE, (coord *) 0)) {
            context.digging.level.dnum = 0;
            context.digging.level.dlevel = -1;
        }
        return 0;
    }

    if (context.digging.effort > 100) {
        register const char *digtxt, *dmgtxt = (const char *) 0;
        register struct obj *obj;
        register boolean shopedge = *in_rooms(dpx, dpy, SHOPBASE);

        if ((obj = sobj_at(STATUE, dpx, dpy)) != 0) {
            if (break_statue(obj))
/*JP
                digtxt = "The statue shatters.";
*/
                digtxt = "彫像はこなごなになった．";
            else
                /* it was a statue trap; break_statue()
                 * printed a message and updated the screen
                 */
                digtxt = (char *) 0;
        } else if ((obj = sobj_at(BOULDER, dpx, dpy)) != 0) {
            struct obj *bobj;

            fracture_rock(obj);
            if ((bobj = sobj_at(BOULDER, dpx, dpy)) != 0) {
                /* another boulder here, restack it to the top */
                obj_extract_self(bobj);
                place_object(bobj, dpx, dpy);
            }
/*JP
            digtxt = "The boulder falls apart.";
*/
            digtxt = "岩はこなごなになった．";
        } else if (lev->typ == STONE || lev->typ == SCORR
                   || IS_TREE(lev->typ)) {
            if (Is_earthlevel(&u.uz)) {
                if (uwep->blessed && !rn2(3)) {
                    mkcavearea(FALSE);
                    goto cleanup;
                } else if ((uwep->cursed && !rn2(4))
                           || (!uwep->blessed && !rn2(6))) {
                    mkcavearea(TRUE);
                    goto cleanup;
                }
            }
            if (IS_TREE(lev->typ)) {
/*JP
                digtxt = "You cut down the tree.";
*/
                digtxt = "木を切り倒した．";
                lev->typ = ROOM;
                if (!rn2(5))
                    (void) rnd_treefruit_at(dpx, dpy);
            } else {
/*JP
                digtxt = "You succeed in cutting away some rock.";
*/
                digtxt = "岩を少し切りとった．";
                lev->typ = CORR;
            }
        } else if (IS_WALL(lev->typ)) {
            if (shopedge) {
                add_damage(dpx, dpy, 10L * ACURRSTR);
/*JP
                dmgtxt = "damage";
*/
                dmgtxt = "傷つける";
            }
            if (level.flags.is_maze_lev) {
                lev->typ = ROOM;
            } else if (level.flags.is_cavernous_lev && !in_town(dpx, dpy)) {
                lev->typ = CORR;
            } else {
                lev->typ = DOOR;
                lev->doormask = D_NODOOR;
            }
/*JP
            digtxt = "You make an opening in the wall.";
*/
            digtxt = "壁に穴を空けた．";
        } else if (lev->typ == SDOOR) {
            cvt_sdoor_to_door(lev); /* ->typ = DOOR */
/*JP
            digtxt = "You break through a secret door!";
*/
            digtxt = "秘密の扉を通り抜けた！";
            if (!(lev->doormask & D_TRAPPED))
                lev->doormask = D_BROKEN;
        } else if (closed_door(dpx, dpy)) {
/*JP
            digtxt = "You break through the door.";
*/
            digtxt = "扉を通り抜けた．";
            if (shopedge) {
                add_damage(dpx, dpy, 400L);
/*JP
                dmgtxt = "break";
*/
                dmgtxt = "壊す";
            }
            if (!(lev->doormask & D_TRAPPED))
                lev->doormask = D_BROKEN;
        } else
            return 0; /* statue or boulder got taken */

        if (!does_block(dpx, dpy, &levl[dpx][dpy]))
            unblock_point(dpx, dpy); /* vision:  can see through */
        feel_newsym(dpx, dpy);
        if (digtxt && !context.digging.quiet)
            pline1(digtxt); /* after newsym */
        if (dmgtxt)
            pay_for_damage(dmgtxt, FALSE);

        if (Is_earthlevel(&u.uz) && !rn2(3)) {
            register struct monst *mtmp;

            switch (rn2(2)) {
            case 0:
                mtmp = makemon(&mons[PM_EARTH_ELEMENTAL], dpx, dpy,
                               NO_MM_FLAGS);
                break;
            default:
                mtmp = makemon(&mons[PM_XORN], dpx, dpy, NO_MM_FLAGS);
                break;
            }
            if (mtmp)
/*JP
                pline_The("debris from your digging comes to life!");
*/
                pline("岩の破片が生命を帯びた！");
        }
        if (IS_DOOR(lev->typ) && (lev->doormask & D_TRAPPED)) {
            lev->doormask = D_NODOOR;
/*JP
            b_trapped("door", 0);
*/
            b_trapped("扉", 0);
            newsym(dpx, dpy);
        }
    cleanup:
        context.digging.lastdigtime = moves;
        context.digging.quiet = FALSE;
        context.digging.level.dnum = 0;
        context.digging.level.dlevel = -1;
        return 0;
    } else { /* not enough effort has been spent yet */
#if 0 /*JP:T*/
        static const char *const d_target[6] = { "",        "rock", "statue",
                                                 "boulder", "door", "tree" };
#else
        static const char *const d_target[6] = { "",   "石", "彫像",
                                                 "岩", "扉", "木" };
#endif
        int dig_target = dig_typ(uwep, dpx, dpy);

        if (IS_WALL(lev->typ) || dig_target == DIGTYP_DOOR) {
            if (*in_rooms(dpx, dpy, SHOPBASE)) {
#if 0 /*JP:T*/
                pline("This %s seems too hard to %s.",
                      IS_DOOR(lev->typ) ? "door" : "wall", verb);
#else
                pline("この%sはとても固くて%s．",
                      IS_DOOR(lev->typ) ? "扉" : "壁", verb);
#endif
                return 0;
            }
        } else if (dig_target == DIGTYP_UNDIGGABLE
                   || (dig_target == DIGTYP_ROCK && !IS_ROCK(lev->typ)))
            return 0; /* statue or boulder got taken */

        if (!did_dig_msg) {
/*JP
            You("hit the %s with all your might.", d_target[dig_target]);
*/
            You("%sを力一杯打ちつけた．", d_target[dig_target]);
            did_dig_msg = TRUE;
        }
    }
    return 1;
}

/* When will hole be finished? Very rough indication used by shopkeeper. */
int
holetime()
{
    if (occupation != dig || !*u.ushops)
        return -1;
    return ((250 - context.digging.effort) / 20);
}

/* Return typ of liquid to fill a hole with, or ROOM, if no liquid nearby */
schar
fillholetyp(x, y, fill_if_any)
int x, y;
boolean fill_if_any; /* force filling if it exists at all */
{
    register int x1, y1;
    int lo_x = max(1, x - 1), hi_x = min(x + 1, COLNO - 1),
        lo_y = max(0, y - 1), hi_y = min(y + 1, ROWNO - 1);
    int pool_cnt = 0, moat_cnt = 0, lava_cnt = 0;

    for (x1 = lo_x; x1 <= hi_x; x1++)
        for (y1 = lo_y; y1 <= hi_y; y1++)
            if (is_moat(x1, y1))
                moat_cnt++;
            else if (is_pool(x1, y1))
                /* This must come after is_moat since moats are pools
                 * but not vice-versa. */
                pool_cnt++;
            else if (is_lava(x1, y1))
                lava_cnt++;

    if (!fill_if_any)
        pool_cnt /= 3; /* not as much liquid as the others */

    if ((lava_cnt > moat_cnt + pool_cnt && rn2(lava_cnt + 1))
        || (lava_cnt && fill_if_any))
        return LAVAPOOL;
    else if ((moat_cnt > 0 && rn2(moat_cnt + 1)) || (moat_cnt && fill_if_any))
        return MOAT;
    else if ((pool_cnt > 0 && rn2(pool_cnt + 1)) || (pool_cnt && fill_if_any))
        return POOL;
    else
        return ROOM;
}

void
digactualhole(x, y, madeby, ttyp)
register int x, y;
struct monst *madeby;
int ttyp;
{
    struct obj *oldobjs, *newobjs;
    register struct trap *ttmp;
    char surface_type[BUFSZ];
    struct rm *lev = &levl[x][y];
    boolean shopdoor;
    struct monst *mtmp = m_at(x, y); /* may be madeby */
    boolean madeby_u = (madeby == BY_YOU);
    boolean madeby_obj = (madeby == BY_OBJECT);
    boolean at_u = (x == u.ux) && (y == u.uy);
    boolean wont_fall = Levitation || Flying;

    if (at_u && u.utrap) {
        if (u.utraptype == TT_BURIEDBALL)
            buried_ball_to_punishment();
        else if (u.utraptype == TT_INFLOOR)
            u.utrap = 0;
    }

    /* these furniture checks were in dighole(), but wand
       breaking bypasses that routine and calls us directly */
    if (IS_FOUNTAIN(lev->typ)) {
        dogushforth(FALSE);
        SET_FOUNTAIN_WARNED(x, y); /* force dryup */
        dryup(x, y, madeby_u);
        return;
    } else if (IS_SINK(lev->typ)) {
        breaksink(x, y);
        return;
    } else if (lev->typ == DRAWBRIDGE_DOWN
               || (is_drawbridge_wall(x, y) >= 0)) {
        int bx = x, by = y;
        /* if under the portcullis, the bridge is adjacent */
        (void) find_drawbridge(&bx, &by);
        destroy_drawbridge(bx, by);
        return;
    }

    if (ttyp != PIT && (!Can_dig_down(&u.uz) && !lev->candig)) {
        impossible("digactualhole: can't dig %s on this level.",
                   defsyms[trap_to_defsym(ttyp)].explanation);
        ttyp = PIT;
    }

    /* maketrap() might change it, also, in this situation,
       surface() returns an inappropriate string for a grave */
    if (IS_GRAVE(lev->typ))
/*JP
        Strcpy(surface_type, "grave");
*/
        Strcpy(surface_type, "墓");
    else
        Strcpy(surface_type, surface(x, y));
    shopdoor = IS_DOOR(lev->typ) && *in_rooms(x, y, SHOPBASE);
    oldobjs = level.objects[x][y];
    ttmp = maketrap(x, y, ttyp);
    if (!ttmp)
        return;
    newobjs = level.objects[x][y];
    ttmp->madeby_u = madeby_u;
    ttmp->tseen = 0;
    if (cansee(x, y))
        seetrap(ttmp);
    else if (madeby_u)
        feeltrap(ttmp);

    if (ttyp == PIT) {
        if (madeby_u) {
            if (x != u.ux || y != u.uy)
                You("dig an adjacent pit.");
            else
/*JP
                You("dig a pit in the %s.", surface_type);
*/
                You("%sに落し穴を掘った．", surface_type);
            if (shopdoor)
/*JP
                pay_for_damage("ruin", FALSE);
*/
                pay_for_damage("壊す", FALSE);
        } else if (!madeby_obj && canseemon(madeby))
/*JP
            pline("%s digs a pit in the %s.", Monnam(madeby), surface_type);
*/
            pline("%sは%sに落し穴を掘った．", Monnam(madeby), surface_type);
        else if (cansee(x, y) && flags.verbose)
/*JP
            pline("A pit appears in the %s.", surface_type);
*/
            pline("落し穴が%sに現われた．", surface_type);

        if (at_u) {
            if (!wont_fall) {
                u.utrap = rn1(4, 2);
                u.utraptype = TT_PIT;
                vision_full_recalc = 1; /* vision limits change */
            } else
                u.utrap = 0;
            if (oldobjs != newobjs) /* something unearthed */
                (void) pickup(1);   /* detects pit */
        } else if (mtmp) {
            if (is_flyer(mtmp->data) || is_floater(mtmp->data)) {
                if (canseemon(mtmp))
#if 0 /*JP*/
                    pline("%s %s over the pit.", Monnam(mtmp),
                          (is_flyer(mtmp->data)) ? "flies" : "floats");
#else
                    pline("%sは%s落し穴を越えた．", Monnam(mtmp),
                          (is_flyer(mtmp->data)) ? "飛んで" : "浮いて");
#endif
            } else if (mtmp != madeby)
                (void) mintrap(mtmp);
        }
    } else { /* was TRAPDOOR now a HOLE*/

        if (madeby_u)
/*JP
            You("dig a hole through the %s.", surface_type);
*/
            You("%sに穴を開けた．", surface_type);
        else if (!madeby_obj && canseemon(madeby))
#if 0 /*JP:T*/
            pline("%s digs a hole through the %s.", Monnam(madeby),
                  surface_type);
#else
            pline("%sは%sに穴を開けた．", Monnam(madeby),
                  surface_type);
#endif
        else if (cansee(x, y) && flags.verbose)
/*JP
            pline("A hole appears in the %s.", surface_type);
*/
            pline("%sに穴が現われた．", surface_type);

        if (at_u) {
            if (!u.ustuck && !wont_fall && !next_to_u()) {
/*JP
                You("are jerked back by your pet!");
*/
                You("ペットによって引き戻された！");
                wont_fall = TRUE;
            }

            /* Floor objects get a chance of falling down.  The case where
             * the hero does NOT fall down is treated here.  The case
             * where the hero does fall down is treated in goto_level().
             */
            if (u.ustuck || wont_fall) {
                if (newobjs)
                    impact_drop((struct obj *) 0, x, y, 0);
                if (oldobjs != newobjs)
                    (void) pickup(1);
                if (shopdoor && madeby_u)
/*JP
                    pay_for_damage("ruin", FALSE);
*/
                    pay_for_damage("めちゃめちゃにする", FALSE);

            } else {
                d_level newlevel;

                if (*u.ushops && madeby_u)
                    shopdig(1); /* shk might snatch pack */
                /* handle earlier damage, eg breaking wand of digging */
                else if (!madeby_u)
/*JP
                    pay_for_damage("dig into", TRUE);
*/
                    pay_for_damage("穴をあける", TRUE);

/*JP
                You("fall through...");
*/
                You("落ちた．．．");
                /* Earlier checks must ensure that the destination
                 * level exists and is in the present dungeon.
                 */
                newlevel.dnum = u.uz.dnum;
                newlevel.dlevel = u.uz.dlevel + 1;
                goto_level(&newlevel, FALSE, TRUE, FALSE);
                /* messages for arriving in special rooms */
                spoteffects(FALSE);
            }
        } else {
            if (shopdoor && madeby_u)
/*JP
                pay_for_damage("ruin", FALSE);
*/
                pay_for_damage("めちゃめちゃにする", FALSE);
            if (newobjs)
                impact_drop((struct obj *) 0, x, y, 0);
            if (mtmp) {
                /*[don't we need special sokoban handling here?]*/
                if (is_flyer(mtmp->data) || is_floater(mtmp->data)
                    || mtmp->data == &mons[PM_WUMPUS]
                    || (mtmp->wormno && count_wsegs(mtmp) > 5)
                    || mtmp->data->msize >= MZ_HUGE)
                    return;
                if (mtmp == u.ustuck) /* probably a vortex */
                    return;           /* temporary? kludge */

                if (teleport_pet(mtmp, FALSE)) {
                    d_level tolevel;

                    if (Is_stronghold(&u.uz)) {
                        assign_level(&tolevel, &valley_level);
                    } else if (Is_botlevel(&u.uz)) {
                        if (canseemon(mtmp))
/*JP
                            pline("%s avoids the trap.", Monnam(mtmp));
*/
                            pline("%sは罠を避けた．", Monnam(mtmp));
                        return;
                    } else {
                        get_level(&tolevel, depth(&u.uz) + 1);
                    }
                    if (mtmp->isshk)
                        make_angry_shk(mtmp, 0, 0);
                    migrate_to_level(mtmp, ledger_no(&tolevel), MIGR_RANDOM,
                                     (coord *) 0);
                }
            }
        }
    }
}

/*
 * Called from dighole(), but also from do_break_wand()
 * in apply.c.
 */
void
liquid_flow(x, y, typ, ttmp, fillmsg)
xchar x, y;
schar typ;
struct trap *ttmp;
const char *fillmsg;
{
    boolean u_spot = (x == u.ux && y == u.uy);

    if (ttmp)
        (void) delfloortrap(ttmp);
    /* if any objects were frozen here, they're released now */
    unearth_objs(x, y);

    if (fillmsg)
/*JP
        pline(fillmsg, typ == LAVAPOOL ? "lava" : "water");
*/
        pline(fillmsg, typ == LAVAPOOL ? "溶岩" : "水");
    if (u_spot && !(Levitation || Flying)) {
        if (typ == LAVAPOOL)
            (void) lava_effects();
        else if (!Wwalking)
            (void) drown();
    }
}

/* return TRUE if digging succeeded, FALSE otherwise */
boolean
dighole(pit_only, by_magic, cc)
boolean pit_only, by_magic;
coord *cc;
{
    register struct trap *ttmp;
    struct rm *lev;
    struct obj *boulder_here;
    schar typ;
    xchar dig_x, dig_y;
    boolean nohole;

    if (!cc) {
        dig_x = u.ux;
        dig_y = u.uy;
    } else {
        dig_x = cc->x;
        dig_y = cc->y;
        if (!isok(dig_x, dig_y))
            return FALSE;
    }

    ttmp = t_at(dig_x, dig_y);
    lev = &levl[dig_x][dig_y];
    nohole = (!Can_dig_down(&u.uz) && !lev->candig);

    if ((ttmp && (ttmp->ttyp == MAGIC_PORTAL
                  || ttmp->ttyp == VIBRATING_SQUARE || nohole))
        || (IS_ROCK(lev->typ) && lev->typ != SDOOR
            && (lev->wall_info & W_NONDIGGABLE) != 0)) {
#if 0 /*JP:T*/
        pline_The("%s %shere is too hard to dig in.", surface(dig_x, dig_y),
                  (dig_x != u.ux || dig_y != u.uy) ? "t" : "");
#else
        pline("%sはとても固くて掘れない．", surface(dig_x, dig_y));
#endif

    } else if (is_pool_or_lava(dig_x, dig_y)) {
#if 0 /*JP:T*/
        pline_The("%s sloshes furiously for a moment, then subsides.",
                  is_lava(dig_x, dig_y) ? "lava" : "water");
#else
        pline("%sは激しく波うった．",
                  is_lava(dig_x, dig_y) ? "溶岩" : "水");
#endif
        wake_nearby(); /* splashing */

    } else if (lev->typ == DRAWBRIDGE_DOWN
               || (is_drawbridge_wall(dig_x, dig_y) >= 0)) {
        /* drawbridge_down is the platform crossing the moat when the
           bridge is extended; drawbridge_wall is the open "doorway" or
           closed "door" where the portcullis/mechanism is located */
        if (pit_only) {
/*JP
            pline_The("drawbridge seems too hard to dig through.");
*/
            pline("跳ね橋はとても固くて掘れそうにない．");
            return FALSE;
        } else {
            int x = dig_x, y = dig_y;
            /* if under the portcullis, the bridge is adjacent */
            (void) find_drawbridge(&x, &y);
            destroy_drawbridge(x, y);
            return TRUE;
        }

    } else if ((boulder_here = sobj_at(BOULDER, dig_x, dig_y)) != 0) {
        if (ttmp && (ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT)
            && rn2(2)) {
#if 0 /*JP*/
            pline_The("boulder settles into the %spit.",
                      (dig_x != u.ux || dig_y != u.uy) ? "adjacent " : "");
#else
            pline("岩は%s落し穴を埋めた．",
                      (dig_x != u.ux || dig_y != u.uy) ? "隣の" : "");
#endif
            ttmp->ttyp = PIT; /* crush spikes */
        } else {
            /*
             * digging makes a hole, but the boulder immediately
             * fills it.  Final outcome:  no hole, no boulder.
             */
/*JP
            pline("KADOOM! The boulder falls in!");
*/
            pline("どどーん！岩は落ちた！");
            (void) delfloortrap(ttmp);
        }
        delobj(boulder_here);
        return TRUE;

    } else if (IS_GRAVE(lev->typ)) {
        digactualhole(dig_x, dig_y, BY_YOU, PIT);
        dig_up_grave(cc);
        return TRUE;
    } else if (lev->typ == DRAWBRIDGE_UP) {
        /* must be floor or ice, other cases handled above */
        /* dig "pit" and let fluid flow in (if possible) */
        typ = fillholetyp(dig_x, dig_y, FALSE);

        if (typ == ROOM) {
            /*
             * We can't dig a hole here since that will destroy
             * the drawbridge.  The following is a cop-out. --dlc
             */
#if 0 /*JP*/
            pline_The("%s %shere is too hard to dig in.",
                      surface(dig_x, dig_y),
                      (dig_x != u.ux || dig_y != u.uy) ? "t" : "");
#else
            pline("%sはとても固くて掘れない．", surface(dig_x, dig_y));
#endif
            return FALSE;
        }

        lev->drawbridgemask &= ~DB_UNDER;
        lev->drawbridgemask |= (typ == LAVAPOOL) ? DB_LAVA : DB_MOAT;
#if 0 /*JP:T*/
        liquid_flow(dig_x, dig_y, typ, ttmp,
                    "As you dig, the hole fills with %s!");
#else
        liquid_flow(dig_x, dig_y, typ, ttmp,
                    "あなたが掘ると，%sが湧いてきた！");
#endif
        return TRUE;

        /* the following two are here for the wand of digging */
    } else if (IS_THRONE(lev->typ)) {
/*JP
        pline_The("throne is too hard to break apart.");
*/
        pline("玉座はとても固くて砕けない．");

    } else if (IS_ALTAR(lev->typ)) {
/*JP
        pline_The("altar is too hard to break apart.");
*/
        pline("祭壇はとても固くて砕けない．");

    } else {
        typ = fillholetyp(dig_x, dig_y, FALSE);

        if (typ != ROOM) {
            lev->typ = typ;
#if 0 /*JP*/
            liquid_flow(dig_x, dig_y, typ, ttmp,
                        "As you dig, the hole fills with %s!");
#else
            liquid_flow(dig_x, dig_y, typ, ttmp,
                        "あなたが掘ると，%sが湧いてきた！");
#endif
            return TRUE;
        }

        /* magical digging disarms settable traps */
        if (by_magic && ttmp
            && (ttmp->ttyp == LANDMINE || ttmp->ttyp == BEAR_TRAP)) {
            int otyp = (ttmp->ttyp == LANDMINE) ? LAND_MINE : BEARTRAP;

            /* convert trap into buried object (deletes trap) */
            cnv_trap_obj(otyp, 1, ttmp, TRUE);
        }

        /* finally we get to make a hole */
        if (nohole || pit_only)
            digactualhole(dig_x, dig_y, BY_YOU, PIT);
        else
            digactualhole(dig_x, dig_y, BY_YOU, HOLE);

        return TRUE;
    }

    return FALSE;
}

STATIC_OVL void
dig_up_grave(cc)
coord *cc;
{
    struct obj *otmp;
    xchar dig_x, dig_y;

    if (!cc) {
        dig_x = u.ux;
        dig_y = u.uy;
    } else {
        dig_x = cc->x;
        dig_y = cc->y;
        if (!isok(dig_x, dig_y))
            return;
    }

    /* Grave-robbing is frowned upon... */
    exercise(A_WIS, FALSE);
    if (Role_if(PM_ARCHEOLOGIST)) {
        adjalign(-sgn(u.ualign.type) * 3);
/*JP
        You_feel("like a despicable grave-robber!");
*/
        pline("これではまるで墓泥棒だ！");
    } else if (Role_if(PM_SAMURAI)) {
        adjalign(-sgn(u.ualign.type));
/*JP
        You("disturb the honorable dead!");
*/
        You("名誉ある死者の眠りを妨げだ！");
    } else if ((u.ualign.type == A_LAWFUL) && (u.ualign.record > -10)) {
        adjalign(-sgn(u.ualign.type));
/*JP
        You("have violated the sanctity of this grave!");
*/
        You("聖なる墓地を犯した！");
    }

    switch (rn2(5)) {
    case 0:
    case 1:
/*JP
        You("unearth a corpse.");
*/
        You("死体を掘り起した．");
        if (!!(otmp = mk_tt_object(CORPSE, dig_x, dig_y)))
            otmp->age -= 100; /* this is an *OLD* corpse */
        ;
        break;
    case 2:
        if (!Blind)
/*JP
            pline(Hallucination ? "Dude!  The living dead!"
*/
            pline(Hallucination ? "ゾンビがくるりと輪を描いた！"
/*JP
                                : "The grave's owner is very upset!");
*/
                                : "墓の所有者はとても驚いた！");
        (void) makemon(mkclass(S_ZOMBIE, 0), dig_x, dig_y, NO_MM_FLAGS);
        break;
    case 3:
        if (!Blind)
/*JP
            pline(Hallucination ? "I want my mummy!"
*/
            pline(Hallucination ? "マミーが必要だ！"
/*JP
                                : "You've disturbed a tomb!");
*/
                                : "墓を荒してしまった！");
        (void) makemon(mkclass(S_MUMMY, 0), dig_x, dig_y, NO_MM_FLAGS);
        break;
    default:
        /* No corpse */
/*JP
        pline_The("grave seems unused.  Strange....");
*/
        pline("この墓は未使用のようだ．奇妙だ．．．");
        break;
    }
    levl[dig_x][dig_y].typ = ROOM;
    del_engr_at(dig_x, dig_y);
    newsym(dig_x, dig_y);
    return;
}

int
use_pick_axe(obj)
struct obj *obj;
{
    const char *sdp, *verb;
    char *dsp, dirsyms[12], qbuf[BUFSZ];
    boolean ispick;
    int rx, ry, downok, res = 0;

    /* Check tool */
    if (obj != uwep) {
        if (!wield_tool(obj, "swing"))
            return 0;
        else
            res = 1;
    }
    ispick = is_pick(obj);
/*JP
    verb = ispick ? "dig" : "chop";
*/
    verb = ispick ? "掘る" : "砕く";

    if (u.utrap && u.utraptype == TT_WEB) {
#if 0 /*JP:T*/
        pline("%s you can't %s while entangled in a web.",
              /* res==0 => no prior message;
                 res==1 => just got "You now wield a pick-axe." message */
              !res ? "Unfortunately," : "But", verb);
#else
        pline("%sくもの巣にひっかかっている間は%s．",
              !res ? "残念ながら" : "しかし", jconj(verb, "ない"));
#endif
        return res;
    }

    /* construct list of directions to show player for likely choices */
    downok = !!can_reach_floor(FALSE);
    dsp = dirsyms;
    for (sdp = Cmd.dirchars; *sdp; ++sdp) {
        /* filter out useless directions */
        if (u.uswallow) {
            ; /* all directions are viable when swallowed */
        } else if (movecmd(*sdp)) {
            /* normal direction, within plane of the level map;
               movecmd() sets u.dx, u.dy, u.dz and returns !u.dz */
            if (!dxdy_moveok())
                continue; /* handle NODIAG */
            rx = u.ux + u.dx;
            ry = u.uy + u.dy;
            if (!isok(rx, ry) || dig_typ(obj, rx, ry) == DIGTYP_UNDIGGABLE)
                continue;
        } else {
            /* up or down; we used to always include down, so that
               there would always be at least one choice shown, but
               it shouldn't be a likely candidate when floating high
               above the floor; include up instead in that situation
               (as a silly candidate rather than a likely one...) */
            if ((u.dz > 0) ^ downok)
                continue;
        }
        /* include this direction */
        *dsp++ = *sdp;
    }
    *dsp = 0;
/*JP
    Sprintf(qbuf, "In what direction do you want to %s? [%s]", verb, dirsyms);
*/
    Sprintf(qbuf, "どの方向を%s？[%s]", verb, dirsyms);
    if (!getdir(qbuf))
        return res;

    return use_pick_axe2(obj);
}

/* MRKR: use_pick_axe() is split in two to allow autodig to bypass */
/*       the "In what direction do you want to dig?" query.        */
/*       use_pick_axe2() uses the existing u.dx, u.dy and u.dz    */
int
use_pick_axe2(obj)
struct obj *obj;
{
    register int rx, ry;
    register struct rm *lev;
    struct trap *trap, *trap_with_u;
    int dig_target;
    boolean ispick = is_pick(obj);
/*JP
    const char *verbing = ispick ? "digging" : "chopping";
*/
    const char *verbing = ispick ? "掘る" : "砕く";

    if (u.uswallow && attack(u.ustuck)) {
        ; /* return 1 */
    } else if (Underwater) {
/*JP
        pline("Turbulence torpedoes your %s attempts.", verbing);
*/
        pline("%sとすると乱水流が起きた．", jconj(verbing, "よう"));
    } else if (u.dz < 0) {
        if (Levitation)
/*JP
            You("don't have enough leverage.");
*/
            You("浮いているのでふんばりがきかない．");
        else
/*JP
            You_cant("reach the %s.", ceiling(u.ux, u.uy));
*/
            You("%sに届かない．", ceiling(u.ux,u.uy));
    } else if (!u.dx && !u.dy && !u.dz) {
        char buf[BUFSZ];
        int dam;

        dam = rnd(2) + dbon() + obj->spe;
        if (dam <= 0)
            dam = 1;
/*JP
        You("hit yourself with %s.", yname(uwep));
*/
        You("自分自身を%sで叩いた．", yname(uwep));
/*JP
        Sprintf(buf, "%s own %s", uhis(), OBJ_NAME(objects[obj->otyp]));
*/
        Sprintf(buf, "自分自身を%sで叩いて", yname(uwep));
        losehp(Maybe_Half_Phys(dam), buf, KILLED_BY);
        context.botl = 1;
        return 1;
    } else if (u.dz == 0) {
        if (Stunned || (Confusion && !rn2(5)))
            confdir();
        rx = u.ux + u.dx;
        ry = u.uy + u.dy;
        if (!isok(rx, ry)) {
/*JP
            pline("Clash!");
*/
            pline("ガラガラ！");
            return 1;
        }
        lev = &levl[rx][ry];
        if (MON_AT(rx, ry) && attack(m_at(rx, ry)))
            return 1;
        dig_target = dig_typ(obj, rx, ry);
        if (dig_target == DIGTYP_UNDIGGABLE) {
            /* ACCESSIBLE or POOL */
            trap = t_at(rx, ry);
            if (trap && trap->ttyp == WEB) {
                if (!trap->tseen) {
                    seetrap(trap);
/*JP
                    There("is a spider web there!");
*/
                    pline("そこにはくもの巣がある！");
                }
/*JP
                pline("%s entangled in the web.", Yobjnam2(obj, "become"));
*/
                Your("%sはくもの巣にからまった．", xname(obj));
                /* you ought to be able to let go; tough luck */
                /* (maybe `move_into_trap()' would be better) */
                nomul(-d(2, 2));
                multi_reason = "stuck in a spider web";
/*JP
                nomovemsg = "You pull free.";
*/
                nomovemsg = "ひきはなした．";
            } else if (lev->typ == IRONBARS) {
/*JP
                pline("Clang!");
*/
                pline("ガツン！");
                wake_nearby();
            } else if (IS_TREE(lev->typ))
/*JP
                You("need an axe to cut down a tree.");
*/
                You("木を切るには斧が必要だ．");
            else if (IS_ROCK(lev->typ))
/*JP
                You("need a pick to dig rock.");
*/
                You("掘るにはつるはしが必要だ．");
            else if (!ispick && (sobj_at(STATUE, rx, ry)
                                 || sobj_at(BOULDER, rx, ry))) {
                boolean vibrate = !rn2(3);
#if 0 /*JP:T*/
                pline("Sparks fly as you whack the %s.%s",
                      sobj_at(STATUE, rx, ry) ? "statue" : "boulder",
                      vibrate ? " The axe-handle vibrates violently!" : "");
#else
                pline("%sを切ろうとしたら火花が散った！%s",
                      sobj_at(STATUE, rx, ry) ? "彫像" : "岩",
                      vibrate ? "斧は激しく振動した！" : "");
#endif
                if (vibrate)
/*JP
                    losehp(Maybe_Half_Phys(2), "axing a hard object",
*/
                    losehp(Maybe_Half_Phys(2), "固いものに斧を使おうとして",
                           KILLED_BY);
            } else if (u.utrap && u.utraptype == TT_PIT && trap
                       && (trap_with_u = t_at(u.ux, u.uy))
                       && (trap->ttyp == PIT || trap->ttyp == SPIKED_PIT)
                       && !conjoined_pits(trap, trap_with_u, FALSE)) {
                int idx;
                for (idx = 0; idx < 8; idx++) {
                    if (xdir[idx] == u.dx && ydir[idx] == u.dy)
                        break;
                }
                /* idx is valid if < 8 */
                if (idx < 8) {
                    int adjidx = (idx + 4) % 8;
                    trap_with_u->conjoined |= (1 << idx);
                    trap->conjoined |= (1 << adjidx);
/*JP
                    pline("You clear some debris from between the pits.");
*/
                    pline("あなたは落し穴の間からごみを取りのぞいた．");
                }
            } else if (u.utrap && u.utraptype == TT_PIT
                       && (trap_with_u = t_at(u.ux, u.uy))) {
#if 0 /*JP*/
                You("swing %s, but the rubble has no place to go.",
                    yobjnam(obj, (char *) 0));
#else
                You("%sを振り回したが，破片の行き場所がない．", xname(obj));
#endif
            } else
/*JP
                You("swing %s through thin air.", yobjnam(obj, (char *) 0));
*/
                You("空中で%sを振り回した．", xname(obj));
        } else {
#if 0 /*JP*/
            static const char *const d_action[6] = { "swinging", "digging",
                                                     "chipping the statue",
                                                     "hitting the boulder",
                                                     "chopping at the door",
                                                     "cutting the tree" };
#else
            static const char * const d_action1[6] = {
                "振り",
                "掘り",
                "彫像を削り",
                "岩を打ちつけ",
                "扉を削り",
                "木を切り"
              };
            static const char * const d_action2[6] = {
                "振る",
                "掘る",
                "彫像を削る",
                "岩を打ちつける",
                "扉を削る",
                "木を切る"
              };
#endif
            did_dig_msg = FALSE;
            context.digging.quiet = FALSE;
            if (context.digging.pos.x != rx || context.digging.pos.y != ry
                || !on_level(&context.digging.level, &u.uz)
                || context.digging.down) {
                if (flags.autodig && dig_target == DIGTYP_ROCK
                    && !context.digging.down && context.digging.pos.x == u.ux
                    && context.digging.pos.y == u.uy
                    && (moves <= context.digging.lastdigtime + 2
                        && moves >= context.digging.lastdigtime)) {
                    /* avoid messages if repeated autodigging */
                    did_dig_msg = TRUE;
                    context.digging.quiet = TRUE;
                }
                context.digging.down = context.digging.chew = FALSE;
                context.digging.warned = FALSE;
                context.digging.pos.x = rx;
                context.digging.pos.y = ry;
                assign_level(&context.digging.level, &u.uz);
                context.digging.effort = 0;
                if (!context.digging.quiet)
/*JP
                    You("start %s.", d_action[dig_target]);
*/
                    You("%sはじめた．", d_action1[dig_target]);
            } else {
#if 0 /*JP*/
                You("%s %s.", context.digging.chew ? "begin" : "continue",
                    d_action[dig_target]);
#else
                You("%sのを%sした．", d_action2[dig_target],
                    context.digging.chew ? "開始" : "再開");
#endif
                context.digging.chew = FALSE;
            }
            set_occupation(dig, verbing, 0);
        }
    } else if (Is_airlevel(&u.uz) || Is_waterlevel(&u.uz)) {
        /* it must be air -- water checked above */
/*JP
        You("swing %s through thin air.", yobjnam(obj, (char *) 0));
*/
        You("何もない空間で%sを振りまわした．", xname(obj));
    } else if (!can_reach_floor(FALSE)) {
        cant_reach_floor(u.ux, u.uy, FALSE, FALSE);
    } else if (is_pool_or_lava(u.ux, u.uy)) {
        /* Monsters which swim also happen not to be able to dig */
#if 0 /*JP:T*/
        You("cannot stay under%s long enough.",
            is_pool(u.ux, u.uy) ? "water" : " the lava");
#else
        You("%sには長時間いられない．",
            is_pool(u.ux, u.uy) ? "水面下" : "溶岩の中");
#endif
    } else if ((trap = t_at(u.ux, u.uy)) != 0
               && uteetering_at_seen_pit(trap)) {
        dotrap(trap, FORCEBUNGLE);
        /* might escape trap and still be teetering at brink */
        if (!u.utrap)
            cant_reach_floor(u.ux, u.uy, FALSE, TRUE);
    } else if (!ispick
               /* can only dig down with an axe when doing so will
                  trigger or disarm a trap here */
               && (!trap || (trap->ttyp != LANDMINE
                             && trap->ttyp != BEAR_TRAP))) {
#if 0 /*JP:T*/
        pline("%s merely scratches the %s.", Yobjnam2(obj, (char *) 0),
              surface(u.ux, u.uy));
#else
        Your("%sは%sにかすり傷をつけただけだった．", aobjnam(obj, (char *)0),
              surface(u.ux,u.uy));
#endif
        u_wipe_engr(3);
    } else {
        if (context.digging.pos.x != u.ux || context.digging.pos.y != u.uy
            || !on_level(&context.digging.level, &u.uz)
            || !context.digging.down) {
            context.digging.chew = FALSE;
            context.digging.down = TRUE;
            context.digging.warned = FALSE;
            context.digging.pos.x = u.ux;
            context.digging.pos.y = u.uy;
            assign_level(&context.digging.level, &u.uz);
            context.digging.effort = 0;
/*JP
            You("start %s downward.", verbing);
*/
            You("下向きに掘りはじめた．");
            if (*u.ushops)
                shopdig(0);
        } else
/*JP
            You("continue %s downward.", verbing);
*/
            You("下向きに掘るのを再開した．");
        did_dig_msg = FALSE;
        set_occupation(dig, verbing, 0);
    }
    return 1;
}

/*
 * Town Watchmen frown on damage to the town walls, trees or fountains.
 * It's OK to dig holes in the ground, however.
 * If mtmp is assumed to be a watchman, a watchman is found if mtmp == 0
 * zap == TRUE if wand/spell of digging, FALSE otherwise (chewing)
 */
void
watch_dig(mtmp, x, y, zap)
struct monst *mtmp;
xchar x, y;
boolean zap;
{
    struct rm *lev = &levl[x][y];

    if (in_town(x, y)
        && (closed_door(x, y) || lev->typ == SDOOR || IS_WALL(lev->typ)
            || IS_FOUNTAIN(lev->typ) || IS_TREE(lev->typ))) {
        if (!mtmp) {
            for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
                if (DEADMONSTER(mtmp))
                    continue;
                if (is_watch(mtmp->data) && mtmp->mcansee && m_canseeu(mtmp)
                    && couldsee(mtmp->mx, mtmp->my) && mtmp->mpeaceful)
                    break;
            }
        }

        if (mtmp) {
            if (zap || context.digging.warned) {
/*JP
                verbalize("Halt, vandal!  You're under arrest!");
*/
                verbalize("止まれ野蛮人！おまえを逮捕する！");
                (void) angry_guards(!!Deaf);
            } else {
                const char *str;

                if (IS_DOOR(lev->typ))
/*JP
                    str = "door";
*/
                    str = "扉";
                else if (IS_TREE(lev->typ))
/*JP
                    str = "tree";
*/
                    str = "木";
                else if (IS_ROCK(lev->typ))
/*JP
                    str = "wall";
*/
                    str = "壁";
                else
/*JP
                    str = "fountain";
*/
                    str = "泉";
/*JP
                verbalize("Hey, stop damaging that %s!", str);
*/
                verbalize("おい，%sを破壊するのをやめろ！", str);
                context.digging.warned = TRUE;
            }
            if (is_digging())
                stop_occupation();
        }
    }
}

/* Return TRUE if monster died, FALSE otherwise.  Called from m_move(). */
boolean
mdig_tunnel(mtmp)
register struct monst *mtmp;
{
    register struct rm *here;
    int pile = rnd(12);

    here = &levl[mtmp->mx][mtmp->my];
    if (here->typ == SDOOR)
        cvt_sdoor_to_door(here); /* ->typ = DOOR */

    /* Eats away door if present & closed or locked */
    if (closed_door(mtmp->mx, mtmp->my)) {
        if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE))
            add_damage(mtmp->mx, mtmp->my, 0L);
        unblock_point(mtmp->mx, mtmp->my); /* vision */
        if (here->doormask & D_TRAPPED) {
            here->doormask = D_NODOOR;
            if (mb_trapped(mtmp)) { /* mtmp is killed */
                newsym(mtmp->mx, mtmp->my);
                return TRUE;
            }
        } else {
            if (!rn2(3) && flags.verbose) /* not too often.. */
                draft_message(TRUE); /* "You feel an unexpected draft." */
            here->doormask = D_BROKEN;
        }
        newsym(mtmp->mx, mtmp->my);
        return FALSE;
    } else if (here->typ == SCORR) {
        here->typ = CORR;
        unblock_point(mtmp->mx, mtmp->my);
        newsym(mtmp->mx, mtmp->my);
        draft_message(FALSE); /* "You feel a draft." */
        return FALSE;
    } else if (!IS_ROCK(here->typ) && !IS_TREE(here->typ)) /* no dig */
        return FALSE;

    /* Only rock, trees, and walls fall through to this point. */
    if ((here->wall_info & W_NONDIGGABLE) != 0) {
        impossible("mdig_tunnel:  %s at (%d,%d) is undiggable",
                   (IS_WALL(here->typ) ? "wall"
                    : IS_TREE(here->typ) ? "tree" : "stone"),
                   (int) mtmp->mx, (int) mtmp->my);
        return FALSE; /* still alive */
    }

    if (IS_WALL(here->typ)) {
        /* KMH -- Okay on arboreal levels (room walls are still stone) */
        if (flags.verbose && !rn2(5))
/*JP
            You_hear("crashing rock.");
*/
            You_hear("岩のくだける音を聞いた．");
        if (*in_rooms(mtmp->mx, mtmp->my, SHOPBASE))
            add_damage(mtmp->mx, mtmp->my, 0L);
        if (level.flags.is_maze_lev) {
            here->typ = ROOM;
        } else if (level.flags.is_cavernous_lev
                   && !in_town(mtmp->mx, mtmp->my)) {
            here->typ = CORR;
        } else {
            here->typ = DOOR;
            here->doormask = D_NODOOR;
        }
    } else if (IS_TREE(here->typ)) {
        here->typ = ROOM;
        if (pile && pile < 5)
            (void) rnd_treefruit_at(mtmp->mx, mtmp->my);
    } else {
        here->typ = CORR;
        if (pile && pile < 5)
            (void) mksobj_at((pile == 1) ? BOULDER : ROCK, mtmp->mx, mtmp->my,
                             TRUE, FALSE);
    }
    newsym(mtmp->mx, mtmp->my);
    if (!sobj_at(BOULDER, mtmp->mx, mtmp->my))
        unblock_point(mtmp->mx, mtmp->my); /* vision */

    return FALSE;
}

#define STRIDENT 4 /* from pray.c */

/* draft refers to air currents, but can be a pun on "draft" as conscription
   for military service (probably not a good pun if it has to be explained) */
void
draft_message(unexpected)
boolean unexpected;
{
    /*
     * [Bug or TODO?  Have caller pass coordinates and use the travel
     * mechanism to determine whether there is a path between
     * destroyed door (or exposed secret corridor) and hero's location.
     * When there is no such path, no draft should be felt.]
     */

    if (unexpected) {
        if (!Hallucination)
/*JP
            You_feel("an unexpected draft.");
*/
            You("思いもよらず，すきま風を感じた．");
        else
            /* U.S. classification system uses 1-A for eligible to serve
               and 4-F for ineligible due to physical or mental defect;
               some intermediate values exist but are rarely seen */
#if 0 /*JP*/
            You_feel("like you are %s.",
                     (ACURR(A_STR) < 6 || ACURR(A_DEX) < 6
                      || ACURR(A_CON) < 6 || ACURR(A_CHA) < 6
                      || ACURR(A_INT) < 6 || ACURR(A_WIS) < 6) ? "4-F"
                                                               : "1-A");
#else
            You("突然杉良太郎を思い出した．");
#endif
    } else {
        if (!Hallucination) {
/*JP
            You_feel("a draft.");
*/
            You_feel("すきま風を感じた．");
        } else {
#if 0 /*JP*//*"draft"=「徴兵」*/
            /* "marching" is deliberately ambiguous; it might mean drills
                after entering military service or mean engaging in protests */
            static const char *draft_reaction[] = {
                "enlisting", "marching", "protesting", "fleeing",
            };
            int dridx;

            /* Lawful: 0..1, Neutral: 1..2, Chaotic: 2..3 */
            dridx = rn1(2, 1 - sgn(u.ualign.type));
            if (u.ualign.record < STRIDENT)
                /* L: +(0..2), N: +(-1..1), C: +(-2..0); all: 0..3 */
                dridx += rn1(3, sgn(u.ualign.type) - 1);
            You_feel("like %s.", draft_reaction[dridx]);
#else /*JP:日本語では凝ったことはしない*/
            You("杉良太郎を思い出した．");
#endif
        }
    }
}

/* digging via wand zap or spell cast */
void
zap_dig()
{
    struct rm *room;
    struct monst *mtmp;
    struct obj *otmp;
    struct trap *trap_with_u = (struct trap *) 0;
    int zx, zy, diridx = 8, digdepth, flow_x = -1, flow_y = -1;
    boolean shopdoor, shopwall, maze_dig, pitdig = FALSE, pitflow = FALSE;

    /*
     * Original effect (approximately):
     * from CORR: dig until we pierce a wall
     * from ROOM: pierce wall and dig until we reach
     * an ACCESSIBLE place.
     * Currently: dig for digdepth positions;
     * also down on request of Lennart Augustsson.
     * 3.6.0: from a PIT: dig one adjacent pit.
     */

    if (u.uswallow) {
        mtmp = u.ustuck;

        if (!is_whirly(mtmp->data)) {
            if (is_animal(mtmp->data))
#if 0 /*JP*/
                You("pierce %s %s wall!", s_suffix(mon_nam(mtmp)),
                    mbodypart(mtmp, STOMACH));
#else
                You("%sの%sの壁に穴を開けた！", s_suffix(mon_nam(mtmp)),
                    mbodypart(mtmp, STOMACH));
#endif
            mtmp->mhp = 1; /* almost dead */
            expels(mtmp, mtmp->data, !is_animal(mtmp->data));
        }
        return;
    } /* swallowed */

    if (u.dz) {
        if (!Is_airlevel(&u.uz) && !Is_waterlevel(&u.uz) && !Underwater) {
            if (u.dz < 0 || On_stairs(u.ux, u.uy)) {
                int dmg;
                if (On_stairs(u.ux, u.uy))
#if 0 /*JP*/
                    pline_The("beam bounces off the %s and hits the %s.",
                              (u.ux == xdnladder || u.ux == xupladder)
                                  ? "ladder"
                                  : "stairs",
                              ceiling(u.ux, u.uy));
#else
                    pline("光線は%sで反射し%sに命中した．",
                              (u.ux == xdnladder || u.ux == xupladder)
                                  ? "はしご"
                                  : "階段",
                              ceiling(u.ux, u.uy));
#endif
/*JP
                You("loosen a rock from the %s.", ceiling(u.ux, u.uy));
*/
                pline("%sの岩がガタガタしはじめた．", ceiling(u.ux, u.uy));
/*JP
                pline("It falls on your %s!", body_part(HEAD));
*/
                pline("それはあなたの%sに落ちてきた！", body_part(HEAD));
                dmg = rnd((uarmh && is_metallic(uarmh)) ? 2 : 6);
/*JP
                losehp(Maybe_Half_Phys(dmg), "falling rock", KILLED_BY_AN);
*/
                losehp(Maybe_Half_Phys(dmg), "落岩で", KILLED_BY_AN);
                otmp = mksobj_at(ROCK, u.ux, u.uy, FALSE, FALSE);
                if (otmp) {
                    (void) xname(otmp); /* set dknown, maybe bknown */
                    stackobj(otmp);
                }
                newsym(u.ux, u.uy);
            } else {
                watch_dig((struct monst *) 0, u.ux, u.uy, TRUE);
                (void) dighole(FALSE, TRUE, (coord *) 0);
            }
        }
        return;
    } /* up or down */

    /* normal case: digging across the level */
    shopdoor = shopwall = FALSE;
    maze_dig = level.flags.is_maze_lev && !Is_earthlevel(&u.uz);
    zx = u.ux + u.dx;
    zy = u.uy + u.dy;
    if (u.utrap && u.utraptype == TT_PIT
        && (trap_with_u = t_at(u.ux, u.uy))) {
        pitdig = TRUE;
        for (diridx = 0; diridx < 8; diridx++) {
            if (xdir[diridx] == u.dx && ydir[diridx] == u.dy)
                break;
            /* diridx is valid if < 8 */
        }
    }
    digdepth = rn1(18, 8);
    tmp_at(DISP_BEAM, cmap_to_glyph(S_digbeam));
    while (--digdepth >= 0) {
        if (!isok(zx, zy))
            break;
        room = &levl[zx][zy];
        tmp_at(zx, zy);
        delay_output(); /* wait a little bit */

        if (pitdig) { /* we are already in a pit if this is true */
            coord cc;
            struct trap *adjpit = t_at(zx, zy);
            if ((diridx < 8) && !conjoined_pits(adjpit, trap_with_u, FALSE)) {
                digdepth = 0; /* limited to the adjacent location only */
                if (!(adjpit && (adjpit->ttyp == PIT
                                 || adjpit->ttyp == SPIKED_PIT))) {
                    char buf[BUFSZ];
                    cc.x = zx;
                    cc.y = zy;
                    if (!adj_pit_checks(&cc, buf)) {
                        if (buf[0])
                            pline1(buf);
                    } else {
                        /* this can also result in a pool at zx,zy */
                        dighole(TRUE, TRUE, &cc);
                        adjpit = t_at(zx, zy);
                    }
                }
                if (adjpit
                    && (adjpit->ttyp == PIT || adjpit->ttyp == SPIKED_PIT)) {
                    int adjidx = (diridx + 4) % 8;
                    trap_with_u->conjoined |= (1 << diridx);
                    adjpit->conjoined |= (1 << adjidx);
                    flow_x = zx;
                    flow_y = zy;
                    pitflow = TRUE;
                }
                if (is_pool(zx, zy) || is_lava(zx, zy)) {
                    flow_x = zx - u.dx;
                    flow_y = zy - u.dy;
                    pitflow = TRUE;
                }
                break;
            }
        } else if (closed_door(zx, zy) || room->typ == SDOOR) {
            if (*in_rooms(zx, zy, SHOPBASE)) {
                add_damage(zx, zy, 400L);
                shopdoor = TRUE;
            }
            if (room->typ == SDOOR)
                room->typ = DOOR;
            else if (cansee(zx, zy))
/*JP
                pline_The("door is razed!");
*/
                pline("扉は崩れ落ちた！");
            watch_dig((struct monst *) 0, zx, zy, TRUE);
            room->doormask = D_NODOOR;
            unblock_point(zx, zy); /* vision */
            digdepth -= 2;
            if (maze_dig)
                break;
        } else if (maze_dig) {
            if (IS_WALL(room->typ)) {
                if (!(room->wall_info & W_NONDIGGABLE)) {
                    if (*in_rooms(zx, zy, SHOPBASE)) {
                        add_damage(zx, zy, 200L);
                        shopwall = TRUE;
                    }
                    room->typ = ROOM;
                    unblock_point(zx, zy); /* vision */
                } else if (!Blind)
/*JP
                    pline_The("wall glows then fades.");
*/
                    pline("壁は一瞬輝いた．");
                break;
            } else if (IS_TREE(room->typ)) { /* check trees before stone */
                if (!(room->wall_info & W_NONDIGGABLE)) {
                    room->typ = ROOM;
                    unblock_point(zx, zy); /* vision */
                } else if (!Blind)
/*JP
                    pline_The("tree shudders but is unharmed.");
*/
                    pline("木はゆれたが傷つかなかった．");
                break;
            } else if (room->typ == STONE || room->typ == SCORR) {
                if (!(room->wall_info & W_NONDIGGABLE)) {
                    room->typ = CORR;
                    unblock_point(zx, zy); /* vision */
                } else if (!Blind)
/*JP
                    pline_The("rock glows then fades.");
*/
                    pline("石は一瞬輝いた．");
                break;
            }
        } else if (IS_ROCK(room->typ)) {
            if (!may_dig(zx, zy))
                break;
            if (IS_WALL(room->typ) || room->typ == SDOOR) {
                if (*in_rooms(zx, zy, SHOPBASE)) {
                    add_damage(zx, zy, 200L);
                    shopwall = TRUE;
                }
                watch_dig((struct monst *) 0, zx, zy, TRUE);
                if (level.flags.is_cavernous_lev && !in_town(zx, zy)) {
                    room->typ = CORR;
                } else {
                    room->typ = DOOR;
                    room->doormask = D_NODOOR;
                }
                digdepth -= 2;
            } else if (IS_TREE(room->typ)) {
                room->typ = ROOM;
                digdepth -= 2;
            } else { /* IS_ROCK but not IS_WALL or SDOOR */
                room->typ = CORR;
                digdepth--;
            }
            unblock_point(zx, zy); /* vision */
        }
        zx += u.dx;
        zy += u.dy;
    }                    /* while */
    tmp_at(DISP_END, 0); /* closing call */

    if (pitflow && isok(flow_x, flow_y)) {
        struct trap *ttmp = t_at(flow_x, flow_y);
        if (ttmp && (ttmp->ttyp == PIT || ttmp->ttyp == SPIKED_PIT)) {
            schar filltyp = fillholetyp(ttmp->tx, ttmp->ty, TRUE);
            if (filltyp != ROOM)
                pit_flow(ttmp, filltyp);
        }
    }

    if (shopdoor || shopwall)
/*JP
        pay_for_damage(shopdoor ? "destroy" : "dig into", FALSE);
*/
        pay_for_damage(shopdoor ? "破壊する" : "穴をあける", FALSE);
    return;
}

/*
 * This checks what is on the surface above the
 * location where an adjacent pit might be created if
 * you're zapping a wand of digging laterally while
 * down in the pit.
 */
STATIC_OVL int
adj_pit_checks(cc, msg)
coord *cc;
char *msg;
{
    int ltyp;
    struct rm *room;
    const char *foundation_msg =
/*JP
        "The foundation is too hard to dig through from this angle.";
*/
        "基礎はこの角度から掘るには固すぎる．";

    if (!cc)
        return FALSE;
    if (!isok(cc->x, cc->y))
        return FALSE;
    *msg = '\0';
    room = &levl[cc->x][cc->y];
    ltyp = room->typ;

    if (is_pool(cc->x, cc->y) || is_lava(cc->x, cc->y)) {
        /* this is handled by the caller after we return FALSE */
        return FALSE;
    } else if (closed_door(cc->x, cc->y) || room->typ == SDOOR) {
        /* We reject this here because dighole() isn't
           prepared to deal with this case */
        Strcpy(msg, foundation_msg);
        return FALSE;
    } else if (IS_WALL(ltyp)) {
        /* if (room->wall_info & W_NONDIGGABLE) */
        Strcpy(msg, foundation_msg);
        return FALSE;
    } else if (IS_TREE(ltyp)) { /* check trees before stone */
        /* if (room->wall_info & W_NONDIGGABLE) */
/*JP
        Strcpy(msg, "The tree's roots glow then fade.");
*/
        Strcpy(msg, "木の根は一瞬輝いた．");
        return FALSE;
    } else if (ltyp == STONE || ltyp == SCORR) {
        if (room->wall_info & W_NONDIGGABLE) {
/*JP
            Strcpy(msg, "The rock glows then fades.");
*/
            Strcpy(msg, "石は一瞬輝いた．");
            return FALSE;
        }
    } else if (ltyp == IRONBARS) {
        /* "set of iron bars" */
/*JP
        Strcpy(msg, "The bars go much deeper than your pit.");
*/
        Strcpy(msg, "棒は落し穴より遥かに深いところまで埋まっている．");
#if 0
    } else if (is_lava(cc->x, cc->y)) {
    } else if (is_ice(cc->x, cc->y)) {
    } else if (is_pool(cc->x, cc->y)) {
    } else if (IS_GRAVE(ltyp)) {
#endif
    } else if (IS_SINK(ltyp)) {
/*JP
        Strcpy(msg, "A tangled mass of plumbing remains below the sink.");
*/
        Strcpy(msg, "入り組んだ配管が流し台の下に残ったままだ．");
        return FALSE;
    } else if ((cc->x == xupladder && cc->y == yupladder) /* ladder up */
               || (cc->x == xdnladder && cc->y == ydnladder)) { /* " down */
/*JP
        Strcpy(msg, "The ladder is unaffected.");
*/
        Strcpy(msg, "はしごは影響を受けない．");
        return FALSE;
    } else {
        const char *supporting = (const char *) 0;

        if (IS_FOUNTAIN(ltyp))
/*JP
            supporting = "fountain";
*/
            supporting = "泉";
        else if (IS_THRONE(ltyp))
/*JP
            supporting = "throne";
*/
            supporting = "玉座";
        else if (IS_ALTAR(ltyp))
/*JP
            supporting = "altar";
*/
            supporting = "祭壇";
        else if ((cc->x == xupstair && cc->y == yupstair)
                 || (cc->x == sstairs.sx && cc->y == sstairs.sy
                     && sstairs.up))
            /* "staircase up" */
/*JP
            supporting = "stairs";
*/
            supporting = "階段";
        else if ((cc->x == xdnstair && cc->y == ydnstair)
                 || (cc->x == sstairs.sx && cc->y == sstairs.sy
                     && !sstairs.up))
            /* "staircase down" */
/*JP
            supporting = "stairs";
*/
            supporting = "階段";
        else if (ltyp == DRAWBRIDGE_DOWN   /* "lowered drawbridge" */
                 || ltyp == DBWALL)        /* "raised drawbridge" */
/*JP
            supporting = "drawbridge";
*/
            supporting = "跳ね橋";

        if (supporting) {
#if 0 /*JP*/
            Sprintf(msg, "The %s%ssupporting structures remain intact.",
                    supporting ? s_suffix(supporting) : "",
                    supporting ? " " : "");
#else
            Sprintf(msg, "%s%s支えている部分はそのままだ．",
                    supporting ? supporting : "",
                    supporting ? "を" : "");
#endif
            return FALSE;
        }
    }
    return TRUE;
}

/*
 * Ensure that all conjoined pits fill up.
 */
STATIC_OVL void
pit_flow(trap, filltyp)
struct trap *trap;
schar filltyp;
{
    if (trap && (filltyp != ROOM)
        && (trap->ttyp == PIT || trap->ttyp == SPIKED_PIT)) {
        struct trap t;
        int idx;

        t = *trap;
        levl[trap->tx][trap->ty].typ = filltyp;
        liquid_flow(trap->tx, trap->ty, filltyp, trap,
                    (trap->tx == u.ux && trap->ty == u.uy)
/*JP
                        ? "Suddenly %s flows in from the adjacent pit!"
*/
                        ? "突然隣の落し穴から%sが流れ込んできた！"
                        : (char *) 0);
        for (idx = 0; idx < 8; ++idx) {
            if (t.conjoined & (1 << idx)) {
                int x, y;
                struct trap *t2;

                x = t.tx + xdir[idx];
                y = t.ty + ydir[idx];
                t2 = t_at(x, y);
#if 0
                /* cannot do this back-check; liquid_flow()
                 * called deltrap() which cleaned up the
                 * conjoined fields on both pits.
                 */
                if (t2 && (t2->conjoined & (1 << ((idx + 4) % 8))))
#endif
                /* recursion */
                pit_flow(t2, filltyp);
            }
        }
    }
}

struct obj *
buried_ball(cc)
coord *cc;
{
    xchar check_x, check_y;
    struct obj *otmp, *otmp2;

    if (u.utraptype == TT_BURIEDBALL)
        for (otmp = level.buriedobjlist; otmp; otmp = otmp2) {
            otmp2 = otmp->nobj;
            if (otmp->otyp != HEAVY_IRON_BALL)
                continue;
            /* try the exact location first */
            if (otmp->ox == cc->x && otmp->oy == cc->y)
                return otmp;
            /* Now try the vicinity */
            /*
             * (x-2,y-2)       (x+2,y-2)
             *           (x,y)
             * (x-2,y+2)       (x+2,y+2)
             */
            for (check_x = cc->x - 2; check_x <= cc->x + 2; ++check_x)
                for (check_y = cc->y - 2; check_y <= cc->y + 2; ++check_y) {
                    if (check_x == cc->x && check_y == cc->y)
                        continue;
                    if (isok(check_x, check_y)
                        && (otmp->ox == check_x && otmp->oy == check_y)) {
                        cc->x = check_x;
                        cc->y = check_y;
                        return otmp;
                    }
                }
        }
    return (struct obj *) 0;
}

void
buried_ball_to_punishment()
{
    coord cc;
    struct obj *ball;
    cc.x = u.ux;
    cc.y = u.uy;
    ball = buried_ball(&cc);
    if (ball) {
        obj_extract_self(ball);
#if 0
        /* rusting buried metallic objects is not implemented yet */
        if (ball->timed)
            (void) stop_timer(RUST_METAL, obj_to_any(ball));
#endif
        punish(ball); /* use ball as flag for unearthed buried ball */
        u.utrap = 0;
        u.utraptype = 0;
        del_engr_at(cc.x, cc.y);
        newsym(cc.x, cc.y);
    }
}

void
buried_ball_to_freedom()
{
    coord cc;
    struct obj *ball;
    cc.x = u.ux;
    cc.y = u.uy;
    ball = buried_ball(&cc);
    if (ball) {
        obj_extract_self(ball);
#if 0
        /* rusting buried metallic objects is not implemented yet */
        if (ball->timed)
            (void) stop_timer(RUST_METAL, obj_to_any(ball));
#endif
        place_object(ball, cc.x, cc.y);
        stackobj(ball);
        u.utrap = 0;
        u.utraptype = 0;
        del_engr_at(cc.x, cc.y);
        newsym(cc.x, cc.y);
    }
}

/* move objects from fobj/nexthere lists to buriedobjlist, keeping position
   information */
struct obj *
bury_an_obj(otmp, dealloced)
struct obj *otmp;
boolean *dealloced;
{
    struct obj *otmp2;
    boolean under_ice;

    debugpline1("bury_an_obj: %s", xname(otmp));
    if (dealloced)
        *dealloced = FALSE;
    if (otmp == uball) {
        unpunish();
        u.utrap = rn1(50, 20);
        u.utraptype = TT_BURIEDBALL;
/*JP
        pline_The("iron ball gets buried!");
*/
        pline_The("鉄の球は埋まった！");
    }
    /* after unpunish(), or might get deallocated chain */
    otmp2 = otmp->nexthere;
    /*
     * obj_resists(,0,0) prevents Rider corpses from being buried.
     * It also prevents The Amulet and invocation tools from being
     * buried.  Since they can't be confined to bags and statues,
     * it makes sense that they can't be buried either, even though
     * the real reason there (direct accessibility when carried) is
     * completely different.
     */
    if (otmp == uchain || obj_resists(otmp, 0, 0))
        return otmp2;

    if (otmp->otyp == LEASH && otmp->leashmon != 0)
        o_unleash(otmp);

    if (otmp->lamplit && otmp->otyp != POT_OIL)
        end_burn(otmp, TRUE);

    obj_extract_self(otmp);

    under_ice = is_ice(otmp->ox, otmp->oy);
    if (otmp->otyp == ROCK && !under_ice) {
        /* merges into burying material */
        if (dealloced)
            *dealloced = TRUE;
        obfree(otmp, (struct obj *) 0);
        return otmp2;
    }
    /*
     * Start a rot on organic material.  Not corpses -- they
     * are already handled.
     */
    if (otmp->otyp == CORPSE) {
        ; /* should cancel timer if under_ice */
    } else if ((under_ice ? otmp->oclass == POTION_CLASS : is_organic(otmp))
               && !obj_resists(otmp, 5, 95)) {
        (void) start_timer((under_ice ? 0L : 250L) + (long) rnd(250),
                           TIMER_OBJECT, ROT_ORGANIC, obj_to_any(otmp));
#if 0
    /* rusting of buried metal not yet implemented */
    } else if (is_rustprone(otmp)) {
        (void) start_timer((long) rnd((otmp->otyp == HEAVY_IRON_BALL)
                                         ? 1500
                                         : 250),
                           TIMER_OBJECT, RUST_METAL, obj_to_any(otmp));
#endif
    }
    add_to_buried(otmp);
    return  otmp2;
}

void
bury_objs(x, y)
int x, y;
{
    struct obj *otmp, *otmp2;

    if (level.objects[x][y] != (struct obj *) 0) {
        debugpline2("bury_objs: at <%d,%d>", x, y);
    }
    for (otmp = level.objects[x][y]; otmp; otmp = otmp2)
        otmp2 = bury_an_obj(otmp, (boolean *) 0);

    /* don't expect any engravings here, but just in case */
    del_engr_at(x, y);
    newsym(x, y);
}

/* move objects from buriedobjlist to fobj/nexthere lists */
void
unearth_objs(x, y)
int x, y;
{
    struct obj *otmp, *otmp2, *bball;
    coord cc;

    debugpline2("unearth_objs: at <%d,%d>", x, y);
    cc.x = x;
    cc.y = y;
    bball = buried_ball(&cc);
    for (otmp = level.buriedobjlist; otmp; otmp = otmp2) {
        otmp2 = otmp->nobj;
        if (otmp->ox == x && otmp->oy == y) {
            if (bball && otmp == bball && u.utraptype == TT_BURIEDBALL) {
                buried_ball_to_punishment();
            } else {
                obj_extract_self(otmp);
                if (otmp->timed)
                    (void) stop_timer(ROT_ORGANIC, obj_to_any(otmp));
                place_object(otmp, x, y);
                stackobj(otmp);
            }
        }
    }
    del_engr_at(x, y);
    newsym(x, y);
}

/*
 * The organic material has rotted away while buried.  As an expansion,
 * we could add add partial damage.  A damage count is kept in the object
 * and every time we are called we increment the count and reschedule another
 * timeout.  Eventually the object rots away.
 *
 * This is used by buried objects other than corpses.  When a container rots
 * away, any contents become newly buried objects.
 */
/* ARGSUSED */
void
rot_organic(arg, timeout)
anything *arg;
long timeout UNUSED;
{
    struct obj *obj = arg->a_obj;

    while (Has_contents(obj)) {
        /* We don't need to place contained object on the floor
           first, but we do need to update its map coordinates. */
        obj->cobj->ox = obj->ox, obj->cobj->oy = obj->oy;
        /* Everything which can be held in a container can also be
           buried, so bury_an_obj's use of obj_extract_self insures
           that Has_contents(obj) will eventually become false. */
        (void) bury_an_obj(obj->cobj, (boolean *) 0);
    }
    obj_extract_self(obj);
    obfree(obj, (struct obj *) 0);
}

/*
 * Called when a corpse has rotted completely away.
 */
void
rot_corpse(arg, timeout)
anything *arg;
long timeout;
{
    xchar x = 0, y = 0;
    struct obj *obj = arg->a_obj;
    boolean on_floor = obj->where == OBJ_FLOOR,
            in_invent = obj->where == OBJ_INVENT;

    if (on_floor) {
        x = obj->ox;
        y = obj->oy;
    } else if (in_invent) {
        if (flags.verbose) {
            char *cname = corpse_xname(obj, (const char *) 0, CXN_NO_PFX);

#if 0 /*JP:T*/
            Your("%s%s %s away%c", obj == uwep ? "wielded " : "", cname,
                 otense(obj, "rot"), obj == uwep ? '!' : '.');
#else
            pline("あなたの%s%sは腐ってしまった%s",
                     obj == uwep ? "手にしている" : "", cname,
                     obj == uwep ? "！" : "．");
#endif
        }
        if (obj == uwep) {
            uwepgone(); /* now bare handed */
            stop_occupation();
        } else if (obj == uswapwep) {
            uswapwepgone();
            stop_occupation();
        } else if (obj == uquiver) {
            uqwepgone();
            stop_occupation();
        }
    } else if (obj->where == OBJ_MINVENT && obj->owornmask) {
        if (obj == MON_WEP(obj->ocarry))
            setmnotwielded(obj->ocarry, obj);
    } else if (obj->where == OBJ_MIGRATING) {
        /* clear destination flag so that obfree()'s check for
           freeing a worn object doesn't get a false hit */
        obj->owornmask = 0L;
    }
    rot_organic(arg, timeout);
    if (on_floor) {
        struct monst *mtmp = m_at(x, y);

        /* a hiding monster may be exposed */
        if (mtmp && !OBJ_AT(x, y) && mtmp->mundetected
            && hides_under(mtmp->data)) {
            mtmp->mundetected = 0;
        } else if (x == u.ux && y == u.uy && u.uundetected && hides_under(youmonst.data))
            (void) hideunder(&youmonst);
        newsym(x, y);
    } else if (in_invent)
        update_inventory();
}

#if 0
void
bury_monst(mtmp)
struct monst *mtmp;
{
    debugpline1("bury_monst: %s", mon_nam(mtmp));
    if (canseemon(mtmp)) {
        if (is_flyer(mtmp->data) || is_floater(mtmp->data)) {
            pline_The("%s opens up, but %s is not swallowed!",
                      surface(mtmp->mx, mtmp->my), mon_nam(mtmp));
            return;
        } else
            pline_The("%s opens up and swallows %s!",
                      surface(mtmp->mx, mtmp->my), mon_nam(mtmp));
    }

    mtmp->mburied = TRUE;
    wakeup(mtmp);       /* at least give it a chance :-) */
    newsym(mtmp->mx, mtmp->my);
}

void
bury_you()
{
    debugpline0("bury_you");
    if (!Levitation && !Flying) {
        if (u.uswallow)
/*JP
            You_feel("a sensation like falling into a trap!");
*/
            You("罠に落ちるような感覚におそわれた！");
        else
/*JP
            pline_The("%s opens beneath you and you fall in!",
*/
            pline("%sが下方に開き，あなたは落ちた！",
                      surface(u.ux, u.uy));

        u.uburied = TRUE;
        if (!Strangled && !Breathless)
            Strangled = 6;
        under_ground(1);
    }
}

void
unearth_you()
{
    debugpline0("unearth_you");
    u.uburied = FALSE;
    under_ground(0);
    if (!uamul || uamul->otyp != AMULET_OF_STRANGULATION)
        Strangled = 0;
    vision_recalc(0);
}

void
escape_tomb()
{
    debugpline0("escape_tomb");
    if ((Teleportation || can_teleport(youmonst.data))
        && (Teleport_control || rn2(3) < Luck+2)) {
/*JP
        You("attempt a teleport spell.");
*/
        You("瞬間移動を試みた．");
        (void) dotele();        /* calls unearth_you() */
    } else if (u.uburied) { /* still buried after 'port attempt */
        boolean good;

        if (amorphous(youmonst.data) || Passes_walls
            || noncorporeal(youmonst.data)
            || (unsolid(youmonst.data)
                && youmonst.data != &mons[PM_WATER_ELEMENTAL])
            || (tunnels(youmonst.data) && !needspick(youmonst.data))) {
#if 0 /*JP*/
            You("%s up through the %s.",
                (tunnels(youmonst.data) && !needspick(youmonst.data))
                   ? "try to tunnel"
                   : (amorphous(youmonst.data))
                      ? "ooze"
                      : "phase",
                surface(u.ux, u.uy));
#else
            You("%sに%sろうとした．",
                surface(u.ux, u.uy),
                (tunnels(youmonst.data) && !needspick(youmonst.data))
                ? "トンネルを掘"
                : (amorphous(youmonst.data))
                   ? "にじみのぼ"
                   : "徐々にはいあが");
#endif

            good = (tunnels(youmonst.data) && !needspick(youmonst.data))
                      ? dighole(TRUE, FALSE, (coord *)0) : TRUE;
            if (good)
                unearth_you();
        }
    }
}

void
bury_obj(otmp)
struct obj *otmp;
{
    debugpline0("bury_obj");
    if (cansee(otmp->ox, otmp->oy))
/*JP
        pline_The("objects on the %s tumble into a hole!",
*/
        pline_The("%sの物体は穴に転がった！",
                  surface(otmp->ox, otmp->oy));

    bury_objs(otmp->ox, otmp->oy);
}
#endif /*0*/

#ifdef DEBUG
/* bury everything at your loc and around */
int
wiz_debug_cmd_bury()
{
    int x, y;

    for (x = u.ux - 1; x <= u.ux + 1; x++)
        for (y = u.uy - 1; y <= u.uy + 1; y++)
            if (isok(x, y))
                bury_objs(x, y);
    return 0;
}
#endif /* DEBUG */

/*dig.c*/
