/* NetHack 3.6	worn.c	$NHDT-Date: 1550524569 2019/02/18 21:16:09 $  $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.56 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2013. */
/* 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, 2002-2022            */
/* JNetHack may be freely redistributed.  See license for details. */

#include "hack.h"

STATIC_DCL void FDECL(m_lose_armor, (struct monst *, struct obj *));
STATIC_DCL void FDECL(m_dowear_type,
                      (struct monst *, long, BOOLEAN_P, BOOLEAN_P));
STATIC_DCL int FDECL(extra_pref, (struct monst *, struct obj *));

const struct worn {
    long w_mask;
    struct obj **w_obj;
} worn[] = { { W_ARM, &uarm },
             { W_ARMC, &uarmc },
             { W_ARMH, &uarmh },
             { W_ARMS, &uarms },
             { W_ARMG, &uarmg },
             { W_ARMF, &uarmf },
             { W_ARMU, &uarmu },
             { W_RINGL, &uleft },
             { W_RINGR, &uright },
             { W_WEP, &uwep },
             { W_SWAPWEP, &uswapwep },
             { W_QUIVER, &uquiver },
             { W_AMUL, &uamul },
             { W_TOOL, &ublindf },
             { W_BALL, &uball },
             { W_CHAIN, &uchain },
             { 0, 0 }
};

/* This only allows for one blocking item per property */
#define w_blocks(o, m) \
    ((o->otyp == MUMMY_WRAPPING && ((m) & W_ARMC))                          \
         ? INVIS                                                            \
         : (o->otyp == CORNUTHAUM && ((m) & W_ARMH) && !Role_if(PM_WIZARD)) \
               ? CLAIRVOYANT                                                \
               : 0)
/* note: monsters don't have clairvoyance, so your role
   has no significant effect on their use of w_blocks() */

/* Updated to use the extrinsic and blocked fields. */
void
setworn(obj, mask)
register struct obj *obj;
long mask;
{
    register const struct worn *wp;
    register struct obj *oobj;
    register int p;

    if ((mask & (W_ARM | I_SPECIAL)) == (W_ARM | I_SPECIAL)) {
        /* restoring saved game; no properties are conferred via skin */
        uskin = obj;
        /* assert( !uarm ); */
    } else {
        if ((mask & W_ARMOR))
            u.uroleplay.nudist = FALSE;
        for (wp = worn; wp->w_mask; wp++)
            if (wp->w_mask & mask) {
                oobj = *(wp->w_obj);
                if (oobj && !(oobj->owornmask & wp->w_mask))
                    impossible("Setworn: mask = %ld.", wp->w_mask);
                if (oobj) {
                    if (u.twoweap && (oobj->owornmask & (W_WEP | W_SWAPWEP)))
                        u.twoweap = 0;
                    oobj->owornmask &= ~wp->w_mask;
                    if (wp->w_mask & ~(W_SWAPWEP | W_QUIVER)) {
                        /* leave as "x = x <op> y", here and below, for broken
                         * compilers */
                        p = objects[oobj->otyp].oc_oprop;
                        u.uprops[p].extrinsic =
                            u.uprops[p].extrinsic & ~wp->w_mask;
                        if ((p = w_blocks(oobj, mask)) != 0)
                            u.uprops[p].blocked &= ~wp->w_mask;
                        if (oobj->oartifact)
                            set_artifact_intrinsic(oobj, 0, mask);
                    }
                    /* in case wearing or removal is in progress or removal
                       is pending (via 'A' command for multiple items) */
                    cancel_doff(oobj, wp->w_mask);
                }
                *(wp->w_obj) = obj;
                if (obj) {
                    obj->owornmask |= wp->w_mask;
                    /* Prevent getting/blocking intrinsics from wielding
                     * potions, through the quiver, etc.
                     * Allow weapon-tools, too.
                     * wp_mask should be same as mask at this point.
                     */
                    if (wp->w_mask & ~(W_SWAPWEP | W_QUIVER)) {
                        if (obj->oclass == WEAPON_CLASS || is_weptool(obj)
                            || mask != W_WEP) {
                            p = objects[obj->otyp].oc_oprop;
                            u.uprops[p].extrinsic =
                                u.uprops[p].extrinsic | wp->w_mask;
                            if ((p = w_blocks(obj, mask)) != 0)
                                u.uprops[p].blocked |= wp->w_mask;
                        }
                        if (obj->oartifact)
                            set_artifact_intrinsic(obj, 1, mask);
                    }
                }
            }
    }
    update_inventory();
}

/* called e.g. when obj is destroyed */
/* Updated to use the extrinsic and blocked fields. */
void
setnotworn(obj)
register struct obj *obj;
{
    register const struct worn *wp;
    register int p;

    if (!obj)
        return;
    if (obj == uwep || obj == uswapwep)
        u.twoweap = 0;
    for (wp = worn; wp->w_mask; wp++)
        if (obj == *(wp->w_obj)) {
            /* in case wearing or removal is in progress or removal
               is pending (via 'A' command for multiple items) */
            cancel_doff(obj, wp->w_mask);

            *(wp->w_obj) = 0;
            p = objects[obj->otyp].oc_oprop;
            u.uprops[p].extrinsic = u.uprops[p].extrinsic & ~wp->w_mask;
            obj->owornmask &= ~wp->w_mask;
            if (obj->oartifact)
                set_artifact_intrinsic(obj, 0, wp->w_mask);
            if ((p = w_blocks(obj, wp->w_mask)) != 0)
                u.uprops[p].blocked &= ~wp->w_mask;
        }
    update_inventory();
}

/* return item worn in slot indiciated by wornmask; needed by poly_obj() */
struct obj *
wearmask_to_obj(wornmask)
long wornmask;
{
    const struct worn *wp;

    for (wp = worn; wp->w_mask; wp++)
        if (wp->w_mask & wornmask)
            return *wp->w_obj;
    return (struct obj *) 0;
}

/* return a bitmask of the equipment slot(s) a given item might be worn in */
long
wearslot(obj)
struct obj *obj;
{
    int otyp = obj->otyp;
    /* practically any item can be wielded or quivered; it's up to
       our caller to handle such things--we assume "normal" usage */
    long res = 0L; /* default: can't be worn anywhere */

    switch (obj->oclass) {
    case AMULET_CLASS:
        res = W_AMUL; /* WORN_AMUL */
        break;
    case RING_CLASS:
        res = W_RINGL | W_RINGR; /* W_RING, BOTH_SIDES */
        break;
    case ARMOR_CLASS:
        switch (objects[otyp].oc_armcat) {
        case ARM_SUIT:
            res = W_ARM;
            break; /* WORN_ARMOR */
        case ARM_SHIELD:
            res = W_ARMS;
            break; /* WORN_SHIELD */
        case ARM_HELM:
            res = W_ARMH;
            break; /* WORN_HELMET */
        case ARM_GLOVES:
            res = W_ARMG;
            break; /* WORN_GLOVES */
        case ARM_BOOTS:
            res = W_ARMF;
            break; /* WORN_BOOTS */
        case ARM_CLOAK:
            res = W_ARMC;
            break; /* WORN_CLOAK */
        case ARM_SHIRT:
            res = W_ARMU;
            break; /* WORN_SHIRT */
        }
        break;
    case WEAPON_CLASS:
        res = W_WEP | W_SWAPWEP;
        if (objects[otyp].oc_merge)
            res |= W_QUIVER;
        break;
    case TOOL_CLASS:
        if (otyp == BLINDFOLD || otyp == TOWEL || otyp == LENSES)
            res = W_TOOL; /* WORN_BLINDF */
        else if (is_weptool(obj) || otyp == TIN_OPENER)
            res = W_WEP | W_SWAPWEP;
        else if (otyp == SADDLE)
            res = W_SADDLE;
        break;
    case FOOD_CLASS:
        if (obj->otyp == MEAT_RING)
            res = W_RINGL | W_RINGR;
        break;
    case GEM_CLASS:
        res = W_QUIVER;
        break;
    case BALL_CLASS:
        res = W_BALL;
        break;
    case CHAIN_CLASS:
        res = W_CHAIN;
        break;
    default:
        break;
    }
    return res;
}

void
mon_set_minvis(mon)
struct monst *mon;
{
    mon->perminvis = 1;
    if (!mon->invis_blkd) {
        mon->minvis = 1;
        newsym(mon->mx, mon->my); /* make it disappear */
        if (mon->wormno)
            see_wsegs(mon); /* and any tail too */
    }
}

void
mon_adjust_speed(mon, adjust, obj)
struct monst *mon;
int adjust;      /* positive => increase speed, negative => decrease */
struct obj *obj; /* item to make known if effect can be seen */
{
    struct obj *otmp;
    boolean give_msg = !in_mklev, petrify = FALSE;
    unsigned int oldspeed = mon->mspeed;

    switch (adjust) {
    case 2:
        mon->permspeed = MFAST;
        give_msg = FALSE; /* special case monster creation */
        break;
    case 1:
        if (mon->permspeed == MSLOW)
            mon->permspeed = 0;
        else
            mon->permspeed = MFAST;
        break;
    case 0: /* just check for worn speed boots */
        break;
    case -1:
        if (mon->permspeed == MFAST)
            mon->permspeed = 0;
        else
            mon->permspeed = MSLOW;
        break;
    case -2:
        mon->permspeed = MSLOW;
        give_msg = FALSE; /* (not currently used) */
        break;
    case -3: /* petrification */
        /* take away intrinsic speed but don't reduce normal speed */
        if (mon->permspeed == MFAST)
            mon->permspeed = 0;
        petrify = TRUE;
        break;
    case -4: /* green slime */
        if (mon->permspeed == MFAST)
            mon->permspeed = 0;
        give_msg = FALSE;
        break;
    }

    for (otmp = mon->minvent; otmp; otmp = otmp->nobj)
        if (otmp->owornmask && objects[otmp->otyp].oc_oprop == FAST)
            break;
    if (otmp) /* speed boots */
        mon->mspeed = MFAST;
    else
        mon->mspeed = mon->permspeed;

    /* no message if monster is immobile (temp or perm) or unseen */
    if (give_msg && (mon->mspeed != oldspeed || petrify) && mon->data->mmove
        && !(mon->mfrozen || mon->msleeping) && canseemon(mon)) {
        /* fast to slow (skipping intermediate state) or vice versa */
        const char *howmuch =
/*JP
            (mon->mspeed + oldspeed == MFAST + MSLOW) ? "much " : "";
*/
            (mon->mspeed + oldspeed == MFAST + MSLOW) ? "すごく" : "";

        if (petrify) {
            /* mimic the player's petrification countdown; "slowing down"
               even if fast movement rate retained via worn speed boots */
            if (flags.verbose)
/*JP
                pline("%s is slowing down.", Monnam(mon));
*/
                pline("%sはのろくなった．", Monnam(mon));
        } else if (adjust > 0 || mon->mspeed == MFAST)
/*JP
            pline("%s is suddenly moving %sfaster.", Monnam(mon), howmuch);
*/
            pline("%sの動きは突然%sすばやくなった．", Monnam(mon), howmuch);
        else
/*JP
            pline("%s seems to be moving %sslower.", Monnam(mon), howmuch);
*/
            pline("%sの動きは%sのろくなったように見える．", Monnam(mon), howmuch);

        /* might discover an object if we see the speed change happen */
        if (obj != 0)
            learnwand(obj);
    }
}

/* armor put on or taken off; might be magical variety
   [TODO: rename to 'update_mon_extrinsics()' and change all callers...] */
void
update_mon_intrinsics(mon, obj, on, silently)
struct monst *mon;
struct obj *obj;
boolean on, silently;
{
    int unseen;
    uchar mask;
    struct obj *otmp;
    int which = (int) objects[obj->otyp].oc_oprop;

    unseen = !canseemon(mon);
    if (!which)
        goto maybe_blocks;

    if (on) {
        switch (which) {
        case INVIS:
            mon->minvis = !mon->invis_blkd;
            break;
        case FAST: {
            boolean save_in_mklev = in_mklev;
            if (silently)
                in_mklev = TRUE;
            mon_adjust_speed(mon, 0, obj);
            in_mklev = save_in_mklev;
            break;
        }
        /* properties handled elsewhere */
        case ANTIMAGIC:
        case REFLECTING:
            break;
        /* properties which have no effect for monsters */
        case CLAIRVOYANT:
        case STEALTH:
        case TELEPAT:
            break;
        /* properties which should have an effect but aren't implemented */
        case LEVITATION:
        case WWALKING:
            break;
        /* properties which maybe should have an effect but don't */
        case DISPLACED:
        case FUMBLING:
        case JUMPING:
        case PROTECTION:
            break;
        default:
            if (which <= 8) { /* 1 thru 8 correspond to MR_xxx mask values */
                /* FIRE,COLD,SLEEP,DISINT,SHOCK,POISON,ACID,STONE */
                mask = (uchar) (1 << (which - 1));
                mon->mextrinsics |= (unsigned short) mask;
            }
            break;
        }
    } else { /* off */
        switch (which) {
        case INVIS:
            mon->minvis = mon->perminvis;
            break;
        case FAST: {
            boolean save_in_mklev = in_mklev;
            if (silently)
                in_mklev = TRUE;
            mon_adjust_speed(mon, 0, obj);
            in_mklev = save_in_mklev;
            break;
        }
        case FIRE_RES:
        case COLD_RES:
        case SLEEP_RES:
        case DISINT_RES:
        case SHOCK_RES:
        case POISON_RES:
        case ACID_RES:
        case STONE_RES:
            mask = (uchar) (1 << (which - 1));
            /* update monster's extrinsics (for worn objects only;
               'obj' itself might still be worn or already unworn) */
            for (otmp = mon->minvent; otmp; otmp = otmp->nobj)
                if (otmp != obj
                    && otmp->owornmask
                    && (int) objects[otmp->otyp].oc_oprop == which)
                    break;
            if (!otmp)
                mon->mextrinsics &= ~((unsigned short) mask);
            break;
        default:
            break;
        }
    }

 maybe_blocks:
    /* obj->owornmask has been cleared by this point, so we can't use it.
       However, since monsters don't wield armor, we don't have to guard
       against that and can get away with a blanket worn-mask value. */
    switch (w_blocks(obj, ~0L)) {
    case INVIS:
        mon->invis_blkd = on ? 1 : 0;
        mon->minvis = on ? 0 : mon->perminvis;
        break;
    default:
        break;
    }

    if (!on && mon == u.usteed && obj->otyp == SADDLE)
        dismount_steed(DISMOUNT_FELL);

    /* if couldn't see it but now can, or vice versa, update display */
    if (!silently && (unseen ^ !canseemon(mon)))
        newsym(mon->mx, mon->my);
}

int
find_mac(mon)
register struct monst *mon;
{
    register struct obj *obj;
    int base = mon->data->ac;
    long mwflags = mon->misc_worn_check;

    for (obj = mon->minvent; obj; obj = obj->nobj) {
        if (obj->owornmask & mwflags)
            base -= ARM_BONUS(obj);
        /* since ARM_BONUS is positive, subtracting it increases AC */
    }
    return base;
}

/*
 * weapons are handled separately;
 * rings and eyewear aren't used by monsters
 */

/* Wear the best object of each type that the monster has.  During creation,
 * the monster can put everything on at once; otherwise, wearing takes time.
 * This doesn't affect monster searching for objects--a monster may very well
 * search for objects it would not want to wear, because we don't want to
 * check which_armor() each round.
 *
 * We'll let monsters put on shirts and/or suits under worn cloaks, but
 * not shirts under worn suits.  This is somewhat arbitrary, but it's
 * too tedious to have them remove and later replace outer garments,
 * and preventing suits under cloaks makes it a little bit too easy for
 * players to influence what gets worn.  Putting on a shirt underneath
 * already worn body armor is too obviously buggy...
 */
void
m_dowear(mon, creation)
register struct monst *mon;
boolean creation;
{
#define RACE_EXCEPTION TRUE
    /* Note the restrictions here are the same as in dowear in do_wear.c
     * except for the additional restriction on intelligence.  (Players
     * are always intelligent, even if polymorphed).
     */
    if (verysmall(mon->data) || nohands(mon->data) || is_animal(mon->data))
        return;
    /* give mummies a chance to wear their wrappings
     * and let skeletons wear their initial armor */
    if (mindless(mon->data)
        && (!creation || (mon->data->mlet != S_MUMMY
                          && mon->data != &mons[PM_SKELETON])))
        return;

    m_dowear_type(mon, W_AMUL, creation, FALSE);
    /* can't put on shirt if already wearing suit */
    if (!cantweararm(mon->data) && !(mon->misc_worn_check & W_ARM))
        m_dowear_type(mon, W_ARMU, creation, FALSE);
    /* treating small as a special case allows
       hobbits, gnomes, and kobolds to wear cloaks */
    if (!cantweararm(mon->data) || mon->data->msize == MZ_SMALL)
        m_dowear_type(mon, W_ARMC, creation, FALSE);
    m_dowear_type(mon, W_ARMH, creation, FALSE);
    if (!MON_WEP(mon) || !bimanual(MON_WEP(mon)))
        m_dowear_type(mon, W_ARMS, creation, FALSE);
    m_dowear_type(mon, W_ARMG, creation, FALSE);
    if (!slithy(mon->data) && mon->data->mlet != S_CENTAUR)
        m_dowear_type(mon, W_ARMF, creation, FALSE);
    if (!cantweararm(mon->data))
        m_dowear_type(mon, W_ARM, creation, FALSE);
    else
        m_dowear_type(mon, W_ARM, creation, RACE_EXCEPTION);
}

STATIC_OVL void
m_dowear_type(mon, flag, creation, racialexception)
struct monst *mon;
long flag;
boolean creation;
boolean racialexception;
{
    struct obj *old, *best, *obj;
    int m_delay = 0;
    int unseen = !canseemon(mon);
    boolean autocurse;
    char nambuf[BUFSZ];

    if (mon->mfrozen)
        return; /* probably putting previous item on */

    /* Get a copy of monster's name before altering its visibility */
    Strcpy(nambuf, See_invisible ? Monnam(mon) : mon_nam(mon));

    old = which_armor(mon, flag);
    if (old && old->cursed)
        return;
    if (old && flag == W_AMUL)
        return; /* no such thing as better amulets */
    best = old;

    for (obj = mon->minvent; obj; obj = obj->nobj) {
        switch (flag) {
        case W_AMUL:
            if (obj->oclass != AMULET_CLASS
                || (obj->otyp != AMULET_OF_LIFE_SAVING
                    && obj->otyp != AMULET_OF_REFLECTION))
                continue;
            best = obj;
            goto outer_break; /* no such thing as better amulets */
        case W_ARMU:
            if (!is_shirt(obj))
                continue;
            break;
        case W_ARMC:
            if (!is_cloak(obj))
                continue;
            break;
        case W_ARMH:
            if (!is_helmet(obj))
                continue;
            /* changing alignment is not implemented for monsters;
               priests and minions could change alignment but wouldn't
               want to, so they reject helms of opposite alignment */
            if (obj->otyp == HELM_OF_OPPOSITE_ALIGNMENT
                && (mon->ispriest || mon->isminion))
                continue;
            /* (flimsy exception matches polyself handling) */
            if (has_horns(mon->data) && !is_flimsy(obj))
                continue;
            break;
        case W_ARMS:
            if (!is_shield(obj))
                continue;
            break;
        case W_ARMG:
            if (!is_gloves(obj))
                continue;
            break;
        case W_ARMF:
            if (!is_boots(obj))
                continue;
            break;
        case W_ARM:
            if (!is_suit(obj))
                continue;
            if (racialexception && (racial_exception(mon, obj) < 1))
                continue;
            break;
        }
        if (obj->owornmask)
            continue;
        /* I'd like to define a VISIBLE_ARM_BONUS which doesn't assume the
         * monster knows obj->spe, but if I did that, a monster would keep
         * switching forever between two -2 caps since when it took off one
         * it would forget spe and once again think the object is better
         * than what it already has.
         */
        if (best && (ARM_BONUS(best) + extra_pref(mon, best)
                     >= ARM_BONUS(obj) + extra_pref(mon, obj)))
            continue;
        best = obj;
    }
outer_break:
    if (!best || best == old)
        return;

    /* same auto-cursing behavior as for hero */
    autocurse = ((best->otyp == HELM_OF_OPPOSITE_ALIGNMENT
                  || best->otyp == DUNCE_CAP) && !best->cursed);
    /* if wearing a cloak, account for the time spent removing
       and re-wearing it when putting on a suit or shirt */
    if ((flag == W_ARM || flag == W_ARMU) && (mon->misc_worn_check & W_ARMC))
        m_delay += 2;
    /* when upgrading a piece of armor, account for time spent
       taking off current one */
    if (old)
        m_delay += objects[old->otyp].oc_delay;

    if (old) /* do this first to avoid "(being worn)" */
        old->owornmask = 0L;
    if (!creation) {
        if (canseemon(mon)) {
            char buf[BUFSZ];

            if (old)
/*JP
                Sprintf(buf, " removes %s and", distant_name(old, doname));
*/
                Sprintf(buf, "%sをはずして", distant_name(old, doname));
            else
                buf[0] = '\0';
#if 0 /*JP:T*/
            pline("%s%s puts on %s.", Monnam(mon), buf,
                  distant_name(best, doname));
#else
            pline("%sは%s%sを身につけた．", Monnam(mon), buf,
                  distant_name(best,doname));
#endif
            if (autocurse)
#if 0 /*JP:T*/
                pline("%s %s %s %s for a moment.", s_suffix(Monnam(mon)),
                      simpleonames(best), otense(best, "glow"),
                      hcolor(NH_BLACK));
#else
                pline("%sの%sはしばらく%s輝いた．", Monnam(mon),
                      simpleonames(best),
                      hcolor_adv(NH_BLACK));
#endif
        } /* can see it */
        m_delay += objects[best->otyp].oc_delay;
        mon->mfrozen = m_delay;
        if (mon->mfrozen)
            mon->mcanmove = 0;
    }
    if (old)
        update_mon_intrinsics(mon, old, FALSE, creation);
    mon->misc_worn_check |= flag;
    best->owornmask |= flag;
    if (autocurse)
        curse(best);
    update_mon_intrinsics(mon, best, TRUE, creation);
    /* if couldn't see it but now can, or vice versa, */
    if (!creation && (unseen ^ !canseemon(mon))) {
        if (mon->minvis && !See_invisible) {
/*JP
            pline("Suddenly you cannot see %s.", nambuf);
*/
            pline("突然%sが見えなくなった．", nambuf);
            makeknown(best->otyp);
        } /* else if (!mon->minvis) pline("%s suddenly appears!",
             Amonnam(mon)); */
    }
}
#undef RACE_EXCEPTION

struct obj *
which_armor(mon, flag)
struct monst *mon;
long flag;
{
    if (mon == &youmonst) {
        switch (flag) {
        case W_ARM:
            return uarm;
        case W_ARMC:
            return uarmc;
        case W_ARMH:
            return uarmh;
        case W_ARMS:
            return uarms;
        case W_ARMG:
            return uarmg;
        case W_ARMF:
            return uarmf;
        case W_ARMU:
            return uarmu;
        default:
            impossible("bad flag in which_armor");
            return 0;
        }
    } else {
        register struct obj *obj;

        for (obj = mon->minvent; obj; obj = obj->nobj)
            if (obj->owornmask & flag)
                return obj;
        return (struct obj *) 0;
    }
}

/* remove an item of armor and then drop it */
STATIC_OVL void
m_lose_armor(mon, obj)
struct monst *mon;
struct obj *obj;
{
    mon->misc_worn_check &= ~obj->owornmask;
    if (obj->owornmask)
        update_mon_intrinsics(mon, obj, FALSE, FALSE);
    obj->owornmask = 0L;

    obj_extract_self(obj);
    place_object(obj, mon->mx, mon->my);
    /* call stackobj() if we ever drop anything that can merge */
    newsym(mon->mx, mon->my);
}

/* all objects with their bypass bit set should now be reset to normal */
void
clear_bypasses()
{
    struct obj *otmp, *nobj;
    struct monst *mtmp;

    /*
     * 'Object' bypass is also used for one monster function:
     * polymorph control of long worms.  Activated via setting
     * context.bypasses even if no specific object has been
     * bypassed.
     */

    for (otmp = fobj; otmp; otmp = nobj) {
        nobj = otmp->nobj;
        if (otmp->bypass) {
            otmp->bypass = 0;

            /* bypass will have inhibited any stacking, but since it's
             * used for polymorph handling, the objects here probably
             * have been transformed and won't be stacked in the usual
             * manner afterwards; so don't bother with this.
             * [Changing the fobj chain mid-traversal would also be risky.]
             */
#if 0
            if (objects[otmp->otyp].oc_merge) {
                xchar ox, oy;

                (void) get_obj_location(otmp, &ox, &oy, 0);
                stack_object(otmp);
                newsym(ox, oy);
            }
#endif /*0*/
        }
    }
    for (otmp = invent; otmp; otmp = otmp->nobj)
        otmp->bypass = 0;
    for (otmp = migrating_objs; otmp; otmp = otmp->nobj)
        otmp->bypass = 0;
    for (mtmp = fmon; mtmp; mtmp = mtmp->nmon) {
        if (DEADMONSTER(mtmp))
            continue;
        for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
            otmp->bypass = 0;
        /* long worm created by polymorph has mon->mextra->mcorpsenm set
           to PM_LONG_WORM to flag it as not being subject to further
           polymorph (so polymorph zap won't hit monster to transform it
           into a long worm, then hit that worm's tail and transform it
           again on same zap); clearing mcorpsenm reverts worm to normal */
        if (mtmp->data == &mons[PM_LONG_WORM] && has_mcorpsenm(mtmp))
            MCORPSENM(mtmp) = NON_PM;
    }
    for (mtmp = migrating_mons; mtmp; mtmp = mtmp->nmon) {
        for (otmp = mtmp->minvent; otmp; otmp = otmp->nobj)
            otmp->bypass = 0;
        /* no MCORPSENM(mtmp)==PM_LONG_WORM check here; long worms can't
           be just created by polymorph and migrating at the same time */
    }
    /* billobjs and mydogs chains don't matter here */
    context.bypasses = FALSE;
}

void
bypass_obj(obj)
struct obj *obj;
{
    obj->bypass = 1;
    context.bypasses = TRUE;
}

/* set or clear the bypass bit in a list of objects */
void
bypass_objlist(objchain, on)
struct obj *objchain;
boolean on; /* TRUE => set, FALSE => clear */
{
    if (on && objchain)
        context.bypasses = TRUE;
    while (objchain) {
        objchain->bypass = on ? 1 : 0;
        objchain = objchain->nobj;
    }
}

/* return the first object without its bypass bit set; set that bit
   before returning so that successive calls will find further objects */
struct obj *
nxt_unbypassed_obj(objchain)
struct obj *objchain;
{
    while (objchain) {
        if (!objchain->bypass) {
            bypass_obj(objchain);
            break;
        }
        objchain = objchain->nobj;
    }
    return objchain;
}

/* like nxt_unbypassed_obj() but operates on sortloot_item array rather
   than an object linked list; the array contains obj==Null terminator;
   there's an added complication that the array may have stale pointers
   for deleted objects (see Multiple-Drop case in askchain(invent.c)) */
struct obj *
nxt_unbypassed_loot(lootarray, listhead)
Loot *lootarray;
struct obj *listhead;
{
    struct obj *o, *obj;

    while ((obj = lootarray->obj) != 0) {
        for (o = listhead; o; o = o->nobj)
            if (o == obj)
                break;
        if (o && !obj->bypass) {
            bypass_obj(obj);
            break;
        }
        ++lootarray;
    }
    return obj;
}

void
mon_break_armor(mon, polyspot)
struct monst *mon;
boolean polyspot;
{
    register struct obj *otmp;
    struct permonst *mdat = mon->data;
    boolean vis = cansee(mon->mx, mon->my);
    boolean handless_or_tiny = (nohands(mdat) || verysmall(mdat));
#if 0 /*JP*//*使わない*/
    const char *pronoun = mhim(mon), *ppronoun = mhis(mon);
#endif

    if (breakarm(mdat)) {
        if ((otmp = which_armor(mon, W_ARM)) != 0) {
            if ((Is_dragon_scales(otmp) && mdat == Dragon_scales_to_pm(otmp))
                || (Is_dragon_mail(otmp) && mdat == Dragon_mail_to_pm(otmp)))
                ; /* no message here;
                     "the dragon merges with his scaly armor" is odd
                     and the monster's previous form is already gone */
            else if (vis)
/*JP
                pline("%s breaks out of %s armor!", Monnam(mon), ppronoun);
*/
                pline("%sは鎧をやぶり出た！", Monnam(mon));
            else
/*JP
                You_hear("a cracking sound.");
*/
                You_hear("バリバリという音を聞いた．");
            m_useup(mon, otmp);
        }
        if ((otmp = which_armor(mon, W_ARMC)) != 0) {
            if (otmp->oartifact) {
                if (vis)
#if 0 /*JP:T*/
                    pline("%s %s falls off!", s_suffix(Monnam(mon)),
                          cloak_simple_name(otmp));
#else
                    pline("%sの%sは落ちた！", Monnam(mon),
                          cloak_simple_name(otmp));
#endif
                if (polyspot)
                    bypass_obj(otmp);
                m_lose_armor(mon, otmp);
            } else {
                if (vis)
#if 0 /*JP:T*/
                    pline("%s %s tears apart!", s_suffix(Monnam(mon)),
                          cloak_simple_name(otmp));
#else
                    pline("%sの%sはずたずたになった！", Monnam(mon),
                          cloak_simple_name(otmp));
#endif
                else
/*JP
                    You_hear("a ripping sound.");
*/
                    You_hear("ビリッという音を聞いた．");
                m_useup(mon, otmp);
            }
        }
        if ((otmp = which_armor(mon, W_ARMU)) != 0) {
            if (vis)
/*JP
                pline("%s shirt rips to shreds!", s_suffix(Monnam(mon)));
*/
                pline("%sのシャツはずたずたになった！", Monnam(mon));
            else
/*JP
                You_hear("a ripping sound.");
*/
                You_hear("ビリッという音を聞いた．");
            m_useup(mon, otmp);
        }
    } else if (sliparm(mdat)) {
        if ((otmp = which_armor(mon, W_ARM)) != 0) {
            if (vis)
#if 0 /*JP:T*/
                pline("%s armor falls around %s!", s_suffix(Monnam(mon)),
                      pronoun);
#else
                pline("%sの鎧が回りに落ちた！", Monnam(mon));
#endif
            else
/*JP
                You_hear("a thud.");
*/
                You_hear("ドシンという音を聞いた．");
            if (polyspot)
                bypass_obj(otmp);
            m_lose_armor(mon, otmp);
        }
        if ((otmp = which_armor(mon, W_ARMC)) != 0) {
            if (vis) {
                if (is_whirly(mon->data))
#if 0 /*JP:T*/
                    pline("%s %s falls, unsupported!", s_suffix(Monnam(mon)),
                          cloak_simple_name(otmp));
#else
                    pline("%sの%sは支えきれずに落ちた！", Monnam(mon),
                          cloak_simple_name(otmp));
#endif
                else
#if 0 /*JP:T*/
                    pline("%s shrinks out of %s %s!", Monnam(mon), ppronoun,
                          cloak_simple_name(otmp));
#else
                    pline("%sは%sより縮んだ！", Monnam(mon),
                          cloak_simple_name(otmp));
#endif
            }
            if (polyspot)
                bypass_obj(otmp);
            m_lose_armor(mon, otmp);
        }
        if ((otmp = which_armor(mon, W_ARMU)) != 0) {
            if (vis) {
                if (sliparm(mon->data))
#if 0 /*JP:T*/
                    pline("%s seeps right through %s shirt!", Monnam(mon),
                          ppronoun);
#else
                    pline("%sは自分のシャツにしみ込んだ！", Monnam(mon));
#endif
                else
#if 0 /*JP:T*/
                    pline("%s becomes much too small for %s shirt!",
                          Monnam(mon), ppronoun);
#else
                    pline("%sは自分のシャツよりずっと小さくなった！",
                          Monnam(mon));
#endif
            }
            if (polyspot)
                bypass_obj(otmp);
            m_lose_armor(mon, otmp);
        }
    }
    if (handless_or_tiny) {
        /* [caller needs to handle weapon checks] */
        if ((otmp = which_armor(mon, W_ARMG)) != 0) {
            if (vis)
#if 0 /*JP:T*/
                pline("%s drops %s gloves%s!", Monnam(mon), ppronoun,
                      MON_WEP(mon) ? " and weapon" : "");
#else
                pline("%sは小手%sを落した！", Monnam(mon), 
                      MON_WEP(mon) ? "と武器" : "");
#endif
            if (polyspot)
                bypass_obj(otmp);
            m_lose_armor(mon, otmp);
        }
        if ((otmp = which_armor(mon, W_ARMS)) != 0) {
            if (vis)
#if 0 /*JP:T*/
                pline("%s can no longer hold %s shield!", Monnam(mon),
                      ppronoun);
#else
                pline("%sはもはや盾を持つことができない！", Monnam(mon));
#endif
            else
/*JP
                You_hear("a clank.");
*/
                You_hear("カランという音を聞いた．");
            if (polyspot)
                bypass_obj(otmp);
            m_lose_armor(mon, otmp);
        }
    }
    if (handless_or_tiny || has_horns(mdat)) {
        if ((otmp = which_armor(mon, W_ARMH)) != 0
            /* flimsy test for horns matches polyself handling */
            && (handless_or_tiny || !is_flimsy(otmp))) {
            if (vis)
#if 0 /*JP:T*/
                pline("%s helmet falls to the %s!", s_suffix(Monnam(mon)),
                      surface(mon->mx, mon->my));
#else
                pline("%sの兜は%sへ落ちた！", 
                      Monnam(mon), surface(mon->mx, mon->my));
#endif
            else
/*JP
                You_hear("a clank.");
*/
                You_hear("ガチャンという音を聞いた．");
            if (polyspot)
                bypass_obj(otmp);
            m_lose_armor(mon, otmp);
        }
    }
    if (handless_or_tiny || slithy(mdat) || mdat->mlet == S_CENTAUR) {
        if ((otmp = which_armor(mon, W_ARMF)) != 0) {
            if (vis) {
                if (is_whirly(mon->data))
/*JP
                    pline("%s boots fall away!", s_suffix(Monnam(mon)));
*/
                    pline("%sの靴はぬげ落ちた！", Monnam(mon));
                else
#if 0 /*JP:T*/
                    pline("%s boots %s off %s feet!", s_suffix(Monnam(mon)),
                          verysmall(mdat) ? "slide" : "are pushed", ppronoun);
#else
                    pline("%sの靴は足から%s！", Monnam(mon),
                          verysmall(mdat) ? "滑り落ちた" : "押し出された");
#endif
            }
            if (polyspot)
                bypass_obj(otmp);
            m_lose_armor(mon, otmp);
        }
    }
    if (!can_saddle(mon)) {
        if ((otmp = which_armor(mon, W_SADDLE)) != 0) {
            if (polyspot)
                bypass_obj(otmp);
            m_lose_armor(mon, otmp);
            if (vis)
/*JP
                pline("%s saddle falls off.", s_suffix(Monnam(mon)));
*/
                pline("%sから鞍が落ちた．", Monnam(mon));
        }
        if (mon == u.usteed)
            goto noride;
    } else if (mon == u.usteed && !can_ride(mon)) {
    noride:
/*JP
        You("can no longer ride %s.", mon_nam(mon));
*/
        You("もう%sに乗っていられない．", mon_nam(mon));
        if (touch_petrifies(u.usteed->data) && !Stone_resistance && rnl(3)) {
            char buf[BUFSZ];

/*JP
            You("touch %s.", mon_nam(u.usteed));
*/
            You("%sに触った．", mon_nam(u.usteed));
/*JP
            Sprintf(buf, "falling off %s", an(u.usteed->data->mname));
*/
            Sprintf(buf, "%sから落ちて", u.usteed->data->mname);
            instapetrify(buf);
        }
        dismount_steed(DISMOUNT_FELL);
    }
    return;
}

/* bias a monster's preferences towards armor that has special benefits. */
STATIC_OVL int
extra_pref(mon, obj)
struct monst *mon;
struct obj *obj;
{
    /* currently only does speed boots, but might be expanded if monsters
     * get to use more armor abilities
     */
    if (obj) {
        if (obj->otyp == SPEED_BOOTS && mon->permspeed != MFAST)
            return 20;
    }
    return 0;
}

/*
 * Exceptions to things based on race.
 * Correctly checks polymorphed player race.
 * Returns:
 *       0 No exception, normal rules apply.
 *       1 If the race/object combination is acceptable.
 *      -1 If the race/object combination is unacceptable.
 */
int
racial_exception(mon, obj)
struct monst *mon;
struct obj *obj;
{
    const struct permonst *ptr = raceptr(mon);

    /* Acceptable Exceptions: */
    /* Allow hobbits to wear elven armor - LoTR */
    if (ptr == &mons[PM_HOBBIT] && is_elven_armor(obj))
        return 1;
    /* Unacceptable Exceptions: */
    /* Checks for object that certain races should never use go here */
    /*  return -1; */

    return 0;
}
/*worn.c*/
