/* NetHack 3.6	uhitm.c	$NHDT-Date: 1573764936 2019/11/14 20:55:36 $  $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.215 $ */
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/*-Copyright (c) Robert Patrick Rankin, 2012. */
/* 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 boolean FDECL(known_hitum, (struct monst *, struct obj *, int *,
                                       int, int, struct attack *, int));
STATIC_DCL boolean FDECL(theft_petrifies, (struct obj *));
STATIC_DCL void FDECL(steal_it, (struct monst *, struct attack *));
STATIC_DCL boolean FDECL(hitum_cleave, (struct monst *, struct attack *));
STATIC_DCL boolean FDECL(hitum, (struct monst *, struct attack *));
STATIC_DCL boolean FDECL(hmon_hitmon, (struct monst *, struct obj *, int,
                                       int));
STATIC_DCL int FDECL(joust, (struct monst *, struct obj *));
STATIC_DCL void NDECL(demonpet);
STATIC_DCL boolean FDECL(m_slips_free, (struct monst *, struct attack *));
STATIC_DCL int FDECL(explum, (struct monst *, struct attack *));
STATIC_DCL void FDECL(start_engulf, (struct monst *));
STATIC_DCL void NDECL(end_engulf);
STATIC_DCL int FDECL(gulpum, (struct monst *, struct attack *));
STATIC_DCL boolean FDECL(hmonas, (struct monst *));
STATIC_DCL void FDECL(nohandglow, (struct monst *));
STATIC_DCL boolean FDECL(shade_aware, (struct obj *));

extern boolean notonhead; /* for long worms */

/* Used to flag attacks caused by Stormbringer's maliciousness. */
static boolean override_confirmation = FALSE;

#define PROJECTILE(obj) ((obj) && is_ammo(obj))

void
erode_armor(mdef, hurt)
struct monst *mdef;
int hurt;
{
    struct obj *target;

    /* What the following code does: it keeps looping until it
     * finds a target for the rust monster.
     * Head, feet, etc... not covered by metal, or covered by
     * rusty metal, are not targets.  However, your body always
     * is, no matter what covers it.
     */
    while (1) {
        switch (rn2(5)) {
        case 0:
            target = which_armor(mdef, W_ARMH);
            if (!target
                || erode_obj(target, xname(target), hurt, EF_GREASE)
                       == ER_NOTHING)
                continue;
            break;
        case 1:
            target = which_armor(mdef, W_ARMC);
            if (target) {
                (void) erode_obj(target, xname(target), hurt,
                                 EF_GREASE | EF_VERBOSE);
                break;
            }
            if ((target = which_armor(mdef, W_ARM)) != (struct obj *) 0) {
                (void) erode_obj(target, xname(target), hurt,
                                 EF_GREASE | EF_VERBOSE);
            } else if ((target = which_armor(mdef, W_ARMU))
                       != (struct obj *) 0) {
                (void) erode_obj(target, xname(target), hurt,
                                 EF_GREASE | EF_VERBOSE);
            }
            break;
        case 2:
            target = which_armor(mdef, W_ARMS);
            if (!target
                || erode_obj(target, xname(target), hurt, EF_GREASE)
                       == ER_NOTHING)
                continue;
            break;
        case 3:
            target = which_armor(mdef, W_ARMG);
            if (!target
                || erode_obj(target, xname(target), hurt, EF_GREASE)
                       == ER_NOTHING)
                continue;
            break;
        case 4:
            target = which_armor(mdef, W_ARMF);
            if (!target
                || erode_obj(target, xname(target), hurt, EF_GREASE)
                       == ER_NOTHING)
                continue;
            break;
        }
        break; /* Out of while loop */
    }
}

/* FALSE means it's OK to attack */
boolean
attack_checks(mtmp, wep)
register struct monst *mtmp;
struct obj *wep; /* uwep for attack(), null for kick_monster() */
{
    int glyph;

    /* if you're close enough to attack, alert any waiting monster */
    mtmp->mstrategy &= ~STRAT_WAITMASK;

    if (u.uswallow && mtmp == u.ustuck)
        return FALSE;

    if (context.forcefight) {
        /* Do this in the caller, after we checked that the monster
         * didn't die from the blow.  Reason: putting the 'I' there
         * causes the hero to forget the square's contents since
         * both 'I' and remembered contents are stored in .glyph.
         * If the monster dies immediately from the blow, the 'I' will
         * not stay there, so the player will have suddenly forgotten
         * the square's contents for no apparent reason.
        if (!canspotmon(mtmp)
            && !glyph_is_invisible(levl[bhitpos.x][bhitpos.y].glyph))
            map_invisible(bhitpos.x, bhitpos.y);
         */
        return FALSE;
    }

    /* cache the shown glyph;
       cases which might change it (by placing or removing
       'rembered, unseen monster' glyph or revealing a mimic)
       always return without further reference to this */
    glyph = glyph_at(bhitpos.x, bhitpos.y);

    /* Put up an invisible monster marker, but with exceptions for
     * monsters that hide and monsters you've been warned about.
     * The former already prints a warning message and
     * prevents you from hitting the monster just via the hidden monster
     * code below; if we also did that here, similar behavior would be
     * happening two turns in a row.  The latter shows a glyph on
     * the screen, so you know something is there.
     */
    if (!canspotmon(mtmp)
        && !glyph_is_warning(glyph) && !glyph_is_invisible(glyph)
        && !(!Blind && mtmp->mundetected && hides_under(mtmp->data))) {
/*JP
        pline("Wait!  There's %s there you can't see!", something);
*/
        pline("ちょっと待った！姿の見えない%sがいる！", something);
        map_invisible(bhitpos.x, bhitpos.y);
        /* if it was an invisible mimic, treat it as if we stumbled
         * onto a visible mimic
         */
        if (M_AP_TYPE(mtmp) && !Protection_from_shape_changers
            /* applied pole-arm attack is too far to get stuck */
            && distu(mtmp->mx, mtmp->my) <= 2) {
            if (!u.ustuck && !mtmp->mflee && dmgtype(mtmp->data, AD_STCK))
                u.ustuck = mtmp;
        }
        /* #H7329 - if hero is on engraved "Elbereth", this will end up
         * assessing an alignment penalty and removing the engraving
         * even though no attack actually occurs.  Since it also angers
         * peacefuls, we're operating as if an attack attempt did occur
         * and the Elbereth behavior is consistent.
         */
        wakeup(mtmp, TRUE); /* always necessary; also un-mimics mimics */
        return TRUE;
    }

    if (M_AP_TYPE(mtmp) && !Protection_from_shape_changers && !sensemon(mtmp)
        && !glyph_is_warning(glyph)) {
        /* If a hidden mimic was in a square where a player remembers
         * some (probably different) unseen monster, the player is in
         * luck--he attacks it even though it's hidden.
         */
        if (glyph_is_invisible(glyph)) {
            seemimic(mtmp);
            return FALSE;
        }
        stumble_onto_mimic(mtmp);
        return TRUE;
    }

    if (mtmp->mundetected && !canseemon(mtmp)
        && !glyph_is_warning(glyph)
        && (hides_under(mtmp->data) || mtmp->data->mlet == S_EEL)) {
        mtmp->mundetected = mtmp->msleeping = 0;
        newsym(mtmp->mx, mtmp->my);
        if (glyph_is_invisible(glyph)) {
            seemimic(mtmp);
            return FALSE;
        }
        if (!((Blind ? Blind_telepat : Unblind_telepat) || Detect_monsters)) {
            struct obj *obj;

            if (!Blind && Hallucination)
#if 0 /*JP:T*/
                pline("A %s %s appeared!",
                      mtmp->mtame ? "tame" : "wild", l_monnam(mtmp));
#else
                pline("%s%sが現れた！",
                      mtmp->mtame ? "手なづけられた" : "野生の", l_monnam(mtmp));
#endif
            else if (Blind || (is_pool(mtmp->mx, mtmp->my) && !Underwater))
/*JP
                pline("Wait!  There's a hidden monster there!");
*/
                pline("待て！怪物が隠れている！");
            else if ((obj = level.objects[mtmp->mx][mtmp->my]) != 0)
#if 0 /*JP:T*/
                pline("Wait!  There's %s hiding under %s!",
                      an(l_monnam(mtmp)), doname(obj));
#else
                pline("待て！%sの下に%sが隠れている！",
                      doname(obj), l_monnam(mtmp));
#endif
            return TRUE;
        }
    }

    /*
     * make sure to wake up a monster from the above cases if the
     * hero can sense that the monster is there.
     */
    if ((mtmp->mundetected || M_AP_TYPE(mtmp)) && sensemon(mtmp)) {
        mtmp->mundetected = 0;
        wakeup(mtmp, TRUE);
    }

    if (flags.confirm && mtmp->mpeaceful
        && !Confusion && !Hallucination && !Stunned) {
        /* Intelligent chaotic weapons (Stormbringer) want blood */
        if (wep && wep->oartifact == ART_STORMBRINGER) {
            override_confirmation = TRUE;
            return FALSE;
        }
        if (canspotmon(mtmp)) {
            char qbuf[QBUFSZ];

/*JP
            Sprintf(qbuf, "Really attack %s?", mon_nam(mtmp));
*/
            Sprintf(qbuf, "本当に%sを攻撃するの？", mon_nam(mtmp));
            if (!paranoid_query(ParanoidHit, qbuf)) {
                context.move = 0;
                return TRUE;
            }
        }
    }

    return FALSE;
}

/*
 * It is unchivalrous for a knight to attack the defenseless or from behind.
 */
void
check_caitiff(mtmp)
struct monst *mtmp;
{
    if (u.ualign.record <= -10)
        return;

    if (Role_if(PM_KNIGHT) && u.ualign.type == A_LAWFUL
        && (!mtmp->mcanmove || mtmp->msleeping
            || (mtmp->mflee && !mtmp->mavenge))) {
/*JP
        You("caitiff!");
*/
        pline("これは卑怯な行いだ！");
        adjalign(-1);
    } else if (Role_if(PM_SAMURAI) && mtmp->mpeaceful) {
        /* attacking peaceful creatures is bad for the samurai's giri */
/*JP
        You("dishonorably attack the innocent!");
*/
        pline("無実の者を攻撃するのは不名誉だ！");
        adjalign(-1);
    }
}

int
find_roll_to_hit(mtmp, aatyp, weapon, attk_count, role_roll_penalty)
register struct monst *mtmp;
uchar aatyp;        /* usually AT_WEAP or AT_KICK */
struct obj *weapon; /* uwep or uswapwep or NULL */
int *attk_count, *role_roll_penalty;
{
    int tmp, tmp2;

    *role_roll_penalty = 0; /* default is `none' */

    tmp = 1 + Luck + abon() + find_mac(mtmp) + u.uhitinc
          + maybe_polyd(youmonst.data->mlevel, u.ulevel);

    /* some actions should occur only once during multiple attacks */
    if (!(*attk_count)++) {
        /* knight's chivalry or samurai's giri */
        check_caitiff(mtmp);
    }

    /* adjust vs. (and possibly modify) monster state */
    if (mtmp->mstun)
        tmp += 2;
    if (mtmp->mflee)
        tmp += 2;

    if (mtmp->msleeping) {
        mtmp->msleeping = 0;
        tmp += 2;
    }
    if (!mtmp->mcanmove) {
        tmp += 4;
        if (!rn2(10)) {
            mtmp->mcanmove = 1;
            mtmp->mfrozen = 0;
        }
    }

    /* role/race adjustments */
    if (Role_if(PM_MONK) && !Upolyd) {
        if (uarm)
            tmp -= (*role_roll_penalty = urole.spelarmr);
        else if (!uwep && !uarms)
            tmp += (u.ulevel / 3) + 2;
    }
    if (is_orc(mtmp->data)
        && maybe_polyd(is_elf(youmonst.data), Race_if(PM_ELF)))
        tmp++;

    /* encumbrance: with a lot of luggage, your agility diminishes */
    if ((tmp2 = near_capacity()) != 0)
        tmp -= (tmp2 * 2) - 1;
    if (u.utrap)
        tmp -= 3;

    /*
     * hitval applies if making a weapon attack while wielding a weapon;
     * weapon_hit_bonus applies if doing a weapon attack even bare-handed
     * or if kicking as martial artist
     */
    if (aatyp == AT_WEAP || aatyp == AT_CLAW) {
        if (weapon)
            tmp += hitval(weapon, mtmp);
        tmp += weapon_hit_bonus(weapon);
    } else if (aatyp == AT_KICK && martial_bonus()) {
        tmp += weapon_hit_bonus((struct obj *) 0);
    }

    return tmp;
}

/* try to attack; return False if monster evaded;
   u.dx and u.dy must be set */
boolean
attack(mtmp)
register struct monst *mtmp;
{
    register struct permonst *mdat = mtmp->data;

    /* This section of code provides protection against accidentally
     * hitting peaceful (like '@') and tame (like 'd') monsters.
     * Protection is provided as long as player is not: blind, confused,
     * hallucinating or stunned.
     * changes by wwp 5/16/85
     * More changes 12/90, -dkh-. if its tame and safepet, (and protected
     * 07/92) then we assume that you're not trying to attack. Instead,
     * you'll usually just swap places if this is a movement command
     */
    /* Intelligent chaotic weapons (Stormbringer) want blood */
    if (is_safepet(mtmp) && !context.forcefight) {
        if (!uwep || uwep->oartifact != ART_STORMBRINGER) {
            /* There are some additional considerations: this won't work
             * if in a shop or Punished or you miss a random roll or
             * if you can walk thru walls and your pet cannot (KAA) or
             * if your pet is a long worm with a tail.
             * There's also a chance of displacing a "frozen" monster:
             * sleeping monsters might magically walk in their sleep.
             */
            boolean foo = (Punished || !rn2(7)
                           || (is_longworm(mtmp->data) && mtmp->wormno)),
                    inshop = FALSE;
            char *p;

            /* only check for in-shop if don't already have reason to stop */
            if (!foo) {
                for (p = in_rooms(mtmp->mx, mtmp->my, SHOPBASE); *p; p++)
                    if (tended_shop(&rooms[*p - ROOMOFFSET])) {
                        inshop = TRUE;
                        break;
                    }
            }
            if (inshop || foo || (IS_ROCK(levl[u.ux][u.uy].typ)
                                  && !passes_walls(mtmp->data))) {
                char buf[BUFSZ];

                monflee(mtmp, rnd(6), FALSE, FALSE);
                Strcpy(buf, y_monnam(mtmp));
                buf[0] = highc(buf[0]);
/*JP
                You("stop.  %s is in the way!", buf);
*/
                You("止まった．%sが道にいる！", buf);
                context.travel = context.travel1 = context.mv = context.run
                    = 0;
                return TRUE;
            } else if ((mtmp->mfrozen || (!mtmp->mcanmove)
                        || (mtmp->data->mmove == 0)) && rn2(6)) {
/*JP
                pline("%s doesn't seem to move!", Monnam(mtmp));
*/
                pline("%sは動けないようだ！", Monnam(mtmp));
                context.travel = context.travel1 = context.mv = context.run
                    = 0;
                return TRUE;
            } else
                return FALSE;
        }
    }

    /* possibly set in attack_checks;
       examined in known_hitum, called via hitum or hmonas below */
    override_confirmation = FALSE;
    /* attack_checks() used to use <u.ux+u.dx,u.uy+u.dy> directly, now
       it uses bhitpos instead; it might map an invisible monster there */
    bhitpos.x = u.ux + u.dx;
    bhitpos.y = u.uy + u.dy;
    notonhead = (bhitpos.x != mtmp->mx || bhitpos.y != mtmp->my);
    if (attack_checks(mtmp, uwep))
        return TRUE;

    if (Upolyd && noattacks(youmonst.data)) {
        /* certain "pacifist" monsters don't attack */
/*JP
        You("have no way to attack monsters physically.");
*/
        You("物理的に怪物を攻撃するすべがない．");
        mtmp->mstrategy &= ~STRAT_WAITMASK;
        goto atk_done;
    }

/*JP
    if (check_capacity("You cannot fight while so heavily loaded.")
*/
    if (check_capacity("あなたは物をたくさん持ちすぎて戦えない．")
        /* consume extra nutrition during combat; maybe pass out */
        || overexertion())
        goto atk_done;

    if (u.twoweap && !can_twoweapon())
        untwoweapon();

    if (unweapon) {
        unweapon = FALSE;
        if (flags.verbose) {
            if (uwep)
/*JP
                You("begin bashing monsters with %s.", yname(uwep));
*/
                You("%sで怪物をなぐりつけた．", yname(uwep));
            else if (!cantwield(youmonst.data))
#if 0 /*JP:T*/
                You("begin %s monsters with your %s %s.",
                    ing_suffix(Role_if(PM_MONK) ? "strike" : "bash"),
                    uarmg ? "gloved" : "bare", /* Del Lamb */
                    makeplural(body_part(HAND)));
#else
                You("%s%sで怪物を%sつけた．",
                    uarmg ? "グローブを付けた" : "素",
                    body_part(HAND),
                    Role_if(PM_MONK) ? "打ち" : "なぐり");
#endif
        }
    }
    exercise(A_STR, TRUE); /* you're exercising muscles */
    /* andrew@orca: prevent unlimited pick-axe attacks */
    u_wipe_engr(3);

    /* Is the "it died" check actually correct? */
    if (mdat->mlet == S_LEPRECHAUN && !mtmp->mfrozen && !mtmp->msleeping
        && !mtmp->mconf && mtmp->mcansee && !rn2(7)
        && (m_move(mtmp, 0) == 2 /* it died */
            || mtmp->mx != u.ux + u.dx
            || mtmp->my != u.uy + u.dy)) { /* it moved */
/*JP
        You("miss wildly and stumble forwards.");
*/
        You("大きく外して前につまづいた．");
        return FALSE;
    }

    if (Upolyd)
        (void) hmonas(mtmp);
    else
        (void) hitum(mtmp, youmonst.data->mattk);
    mtmp->mstrategy &= ~STRAT_WAITMASK;

 atk_done:
    /* see comment in attack_checks() */
    /* we only need to check for this if we did an attack_checks()
     * and it returned 0 (it's okay to attack), and the monster didn't
     * evade.
     */
    if (context.forcefight && !DEADMONSTER(mtmp) && !canspotmon(mtmp)
        && !glyph_is_invisible(levl[u.ux + u.dx][u.uy + u.dy].glyph)
        && !(u.uswallow && mtmp == u.ustuck))
        map_invisible(u.ux + u.dx, u.uy + u.dy);

    return TRUE;
}

/* really hit target monster; returns TRUE if it still lives */
STATIC_OVL boolean
known_hitum(mon, weapon, mhit, rollneeded, armorpenalty, uattk, dieroll)
register struct monst *mon;
struct obj *weapon;
int *mhit;
int rollneeded, armorpenalty; /* for monks */
struct attack *uattk;
int dieroll;
{
    boolean malive = TRUE,
            /* hmon() might destroy weapon; remember aspect for cutworm */
            slice_or_chop = (weapon && (is_blade(weapon) || is_axe(weapon)));

    if (override_confirmation) {
        /* this may need to be generalized if weapons other than
           Stormbringer acquire similar anti-social behavior... */
        if (flags.verbose)
/*JP
            Your("bloodthirsty blade attacks!");
*/
            Your("武器は血に飢えている！");
    }

    if (!*mhit) {
        missum(mon, uattk, (rollneeded + armorpenalty > dieroll));
    } else {
        int oldhp = mon->mhp;
        long oldweaphit = u.uconduct.weaphit;

        /* KMH, conduct */
        if (weapon && (weapon->oclass == WEAPON_CLASS || is_weptool(weapon)))
            u.uconduct.weaphit++;

        /* we hit the monster; be careful: it might die or
           be knocked into a different location */
        notonhead = (mon->mx != bhitpos.x || mon->my != bhitpos.y);
        malive = hmon(mon, weapon, HMON_MELEE, dieroll);
        if (malive) {
            /* monster still alive */
            if (!rn2(25) && mon->mhp < mon->mhpmax / 2
                && !(u.uswallow && mon == u.ustuck)) {
                /* maybe should regurgitate if swallowed? */
                monflee(mon, !rn2(3) ? rnd(100) : 0, FALSE, TRUE);

                if (u.ustuck == mon && !u.uswallow && !sticks(youmonst.data))
                    u.ustuck = 0;
            }
            /* Vorpal Blade hit converted to miss */
            /* could be headless monster or worm tail */
            if (mon->mhp == oldhp) {
                *mhit = 0;
                /* a miss does not break conduct */
                u.uconduct.weaphit = oldweaphit;
            }
            if (mon->wormno && *mhit)
                cutworm(mon, bhitpos.x, bhitpos.y, slice_or_chop);
        }
    }
    return malive;
}

/* hit the monster next to you and the monsters to the left and right of it;
   return False if the primary target is killed, True otherwise */
STATIC_OVL boolean
hitum_cleave(target, uattk)
struct monst *target; /* non-Null; forcefight at nothing doesn't cleave... */
struct attack *uattk; /* ... but we don't enforce that here; Null works ok */
{
    /* swings will be delivered in alternate directions; with consecutive
       attacks it will simulate normal swing and backswing; when swings
       are non-consecutive, hero will sometimes start a series of attacks
       with a backswing--that doesn't impact actual play, just spoils the
       simulation attempt a bit */
    static boolean clockwise = FALSE;
    unsigned i;
    coord save_bhitpos;
    int count, umort, x = u.ux, y = u.uy;

    /* find the direction toward primary target */
    for (i = 0; i < 8; ++i)
        if (xdir[i] == u.dx && ydir[i] == u.dy)
            break;
    if (i == 8) {
        impossible("hitum_cleave: unknown target direction [%d,%d,%d]?",
                   u.dx, u.dy, u.dz);
        return TRUE; /* target hasn't been killed */
    }
    /* adjust direction by two so that loop's increment (for clockwise)
       or decrement (for counter-clockwise) will point at the spot next
       to primary target */
    i = (i + (clockwise ? 6 : 2)) % 8;
    umort = u.umortality; /* used to detect life-saving */
    save_bhitpos = bhitpos;

    /*
     * Three attacks:  adjacent to primary, primary, adjacent on other
     * side.  Primary target must be present or we wouldn't have gotten
     * here (forcefight at thin air won't 'cleave').  However, the
     * first attack might kill it (gas spore explosion, weak long worm
     * occupying both spots) so we don't assume that it's still present
     * on the second attack.
     */
    for (count = 3; count > 0; --count) {
        struct monst *mtmp;
        int tx, ty, tmp, dieroll, mhit, attknum, armorpenalty;

        /* ++i, wrap 8 to i=0 /or/ --i, wrap -1 to i=7 */
        i = (i + (clockwise ? 1 : 7)) % 8;

        tx = x + xdir[i], ty = y + ydir[i]; /* current target location */
        if (!isok(tx, ty))
            continue;
        mtmp = m_at(tx, ty);
        if (!mtmp) {
            if (glyph_is_invisible(levl[tx][ty].glyph))
                (void) unmap_invisible(tx, ty);
            continue;
        }

        tmp = find_roll_to_hit(mtmp, uattk->aatyp, uwep,
                               &attknum, &armorpenalty);
        dieroll = rnd(20);
        mhit = (tmp > dieroll);
        bhitpos.x = tx, bhitpos.y = ty; /* normally set up by attack() */
        (void) known_hitum(mtmp, uwep, &mhit, tmp, armorpenalty,
                           uattk, dieroll);
        (void) passive(mtmp, uwep, mhit, !DEADMONSTER(mtmp), AT_WEAP, !uwep);

        /* stop attacking if weapon is gone or hero got killed and
           life-saved after passive counter-attack */
        if (!uwep || u.umortality > umort)
            break;
    }
    /* set up for next time */
    clockwise = !clockwise; /* alternate */
    bhitpos = save_bhitpos; /* in case somebody relies on bhitpos
                             * designating the primary target */

    /* return False if primary target died, True otherwise; note: if 'target'
       was nonNull upon entry then it's still nonNull even if *target died */
    return (target && DEADMONSTER(target)) ? FALSE : TRUE;
}

/* hit target monster; returns TRUE if it still lives */
STATIC_OVL boolean
hitum(mon, uattk)
struct monst *mon;
struct attack *uattk;
{
    boolean malive, wep_was_destroyed = FALSE;
    struct obj *wepbefore = uwep;
    int armorpenalty, attknum = 0, x = u.ux + u.dx, y = u.uy + u.dy,
                      tmp = find_roll_to_hit(mon, uattk->aatyp, uwep,
                                             &attknum, &armorpenalty);
    int dieroll = rnd(20);
    int mhit = (tmp > dieroll || u.uswallow);

    /* Cleaver attacks three spots, 'mon' and one on either side of 'mon';
       it can't be part of dual-wielding but we guard against that anyway;
       cleave return value reflects status of primary target ('mon') */
    if (uwep && uwep->oartifact == ART_CLEAVER && !u.twoweap
        && !u.uswallow && !u.ustuck && !NODIAG(u.umonnum))
        return hitum_cleave(mon, uattk);

    if (tmp > dieroll)
        exercise(A_DEX, TRUE);
    /* bhitpos is set up by caller */
    malive = known_hitum(mon, uwep, &mhit, tmp, armorpenalty, uattk, dieroll);
    if (wepbefore && !uwep)
        wep_was_destroyed = TRUE;
    (void) passive(mon, uwep, mhit, malive, AT_WEAP, wep_was_destroyed);

    /* second attack for two-weapon combat; won't occur if Stormbringer
       overrode confirmation (assumes Stormbringer is primary weapon)
       or if the monster was killed or knocked to different location */
    if (u.twoweap && !override_confirmation && malive && m_at(x, y) == mon) {
        tmp = find_roll_to_hit(mon, uattk->aatyp, uswapwep, &attknum,
                               &armorpenalty);
        dieroll = rnd(20);
        mhit = (tmp > dieroll || u.uswallow);
        malive = known_hitum(mon, uswapwep, &mhit, tmp, armorpenalty, uattk,
                             dieroll);
        /* second passive counter-attack only occurs if second attack hits */
        if (mhit)
            (void) passive(mon, uswapwep, mhit, malive, AT_WEAP, !uswapwep);
    }
    return malive;
}

/* general "damage monster" routine; return True if mon still alive */
boolean
hmon(mon, obj, thrown, dieroll)
struct monst *mon;
struct obj *obj;
int thrown; /* HMON_xxx (0 => hand-to-hand, other => ranged) */
int dieroll;
{
    boolean result, anger_guards;

    anger_guards = (mon->mpeaceful
                    && (mon->ispriest || mon->isshk || is_watch(mon->data)));
    result = hmon_hitmon(mon, obj, thrown, dieroll);
    if (mon->ispriest && !rn2(2))
        ghod_hitsu(mon);
    if (anger_guards)
        (void) angry_guards(!!Deaf);
    return result;
}

/* guts of hmon() */
STATIC_OVL boolean
hmon_hitmon(mon, obj, thrown, dieroll)
struct monst *mon;
struct obj *obj;
int thrown; /* HMON_xxx (0 => hand-to-hand, other => ranged) */
int dieroll;
{
    int tmp;
    struct permonst *mdat = mon->data;
    int barehand_silver_rings = 0;
    /* The basic reason we need all these booleans is that we don't want
     * a "hit" message when a monster dies, so we have to know how much
     * damage it did _before_ outputting a hit message, but any messages
     * associated with the damage don't come out until _after_ outputting
     * a hit message.
     */
    boolean hittxt = FALSE, destroyed = FALSE, already_killed = FALSE;
    boolean get_dmg_bonus = TRUE;
    boolean ispoisoned = FALSE, needpoismsg = FALSE, poiskilled = FALSE,
            unpoisonmsg = FALSE;
    boolean silvermsg = FALSE, silverobj = FALSE;
    boolean lightobj = FALSE;
    boolean valid_weapon_attack = FALSE;
    boolean unarmed = !uwep && !uarm && !uarms;
    boolean hand_to_hand = (thrown == HMON_MELEE
                            /* not grapnels; applied implies uwep */
                            || (thrown == HMON_APPLIED && is_pole(uwep)));
    int jousting = 0;
    long silverhit = 0L;
    int wtype;
    struct obj *monwep;
    char saved_oname[BUFSZ];

    saved_oname[0] = '\0';

    wakeup(mon, TRUE);
    if (!obj) { /* attack with bare hands */
        if (mdat == &mons[PM_SHADE])
            tmp = 0;
        else if (martial_bonus())
            tmp = rnd(4); /* bonus for martial arts */
        else
            tmp = rnd(2);
        valid_weapon_attack = (tmp > 1);
        /* Blessed gloves give bonuses when fighting 'bare-handed'.  So do
           silver rings.  Note:  rings are worn under gloves, so you don't
           get both bonuses, and two silver rings don't give double bonus. */
        tmp += special_dmgval(&youmonst, mon, (W_ARMG | W_RINGL | W_RINGR),
                              &silverhit);
        barehand_silver_rings += (((silverhit & W_RINGL) ? 1 : 0)
                                  + ((silverhit & W_RINGR) ? 1 : 0));
        if (barehand_silver_rings > 0)
            silvermsg = TRUE;
    } else {
        if (!(artifact_light(obj) && obj->lamplit))
            Strcpy(saved_oname, cxname(obj));
        else
            Strcpy(saved_oname, bare_artifactname(obj));
        if (obj->oclass == WEAPON_CLASS || is_weptool(obj)
            || obj->oclass == GEM_CLASS) {
            /* is it not a melee weapon? */
            if (/* if you strike with a bow... */
                is_launcher(obj)
                /* or strike with a missile in your hand... */
                || (!thrown && (is_missile(obj) || is_ammo(obj)))
                /* or use a pole at short range and not mounted... */
                || (!thrown && !u.usteed && is_pole(obj))
                /* or throw a missile without the proper bow... */
                || (is_ammo(obj) && (thrown != HMON_THROWN
                                     || !ammo_and_launcher(obj, uwep)))) {
                /* then do only 1-2 points of damage */
                if (mdat == &mons[PM_SHADE] && !shade_glare(obj))
                    tmp = 0;
                else
                    tmp = rnd(2);
                if (objects[obj->otyp].oc_material == SILVER
                    && mon_hates_silver(mon)) {
                    silvermsg = TRUE;
                    silverobj = TRUE;
                    /* if it will already inflict dmg, make it worse */
                    tmp += rnd((tmp) ? 20 : 10);
                }
                if (!thrown && obj == uwep && obj->otyp == BOOMERANG
                    && rnl(4) == 4 - 1) {
                    boolean more_than_1 = (obj->quan > 1L);

#if 0 /*JP:T*/
                    pline("As you hit %s, %s%s breaks into splinters.",
                          mon_nam(mon), more_than_1 ? "one of " : "",
                          yname(obj));
#else
                    pline("%sを攻撃すると，%s%sはこっぱみじんになった．",
                          mon_nam(mon), yname(obj),
                          more_than_1 ? "のひとつ" : "");
#endif
                    if (!more_than_1)
                        uwepgone(); /* set unweapon */
                    useup(obj);
                    if (!more_than_1)
                        obj = (struct obj *) 0;
                    hittxt = TRUE;
                    if (mdat != &mons[PM_SHADE])
                        tmp++;
                }
            } else {
                tmp = dmgval(obj, mon);
                /* a minimal hit doesn't exercise proficiency */
                valid_weapon_attack = (tmp > 1);
                if (!valid_weapon_attack || mon == u.ustuck || u.twoweap
                    /* Cleaver can hit up to three targets at once so don't
                       let it also hit from behind or shatter foes' weapons */
                    || (hand_to_hand && obj->oartifact == ART_CLEAVER)) {
                    ; /* no special bonuses */
                } else if (mon->mflee && Role_if(PM_ROGUE) && !Upolyd
                           /* multi-shot throwing is too powerful here */
                           && hand_to_hand) {
/*JP
                    You("strike %s from behind!", mon_nam(mon));
*/
                    You("%sを背後から攻撃した！", mon_nam(mon));
                    tmp += rnd(u.ulevel);
                    hittxt = TRUE;
                } else if (dieroll == 2 && obj == uwep
                           && obj->oclass == WEAPON_CLASS
                           && (bimanual(obj)
                               || (Role_if(PM_SAMURAI) && obj->otyp == KATANA
                                   && !uarms))
                           && ((wtype = uwep_skill_type()) != P_NONE
                               && P_SKILL(wtype) >= P_SKILLED)
                           && ((monwep = MON_WEP(mon)) != 0
                               && !is_flimsy(monwep)
                               && !obj_resists(monwep,
                                       50 + 15 * (greatest_erosion(obj)
                                                  - greatest_erosion(monwep)),
                                               100))) {
                    /*
                     * 2.5% chance of shattering defender's weapon when
                     * using a two-handed weapon; less if uwep is rusted.
                     * [dieroll == 2 is most successful non-beheading or
                     * -bisecting hit, in case of special artifact damage;
                     * the percentage chance is (1/20)*(50/100).]
                     * If attacker's weapon is rustier than defender's,
                     * the obj_resists chance is increased so the shatter
                     * chance is decreased; if less rusty, then vice versa.
                     */
                    setmnotwielded(mon, monwep);
                    mon->weapon_check = NEED_WEAPON;
#if 0 /*JP:T*/
                    pline("%s from the force of your blow!",
                          Yobjnam2(monwep, "shatter"));
#else
                    pline("%sの%sはあなたの一撃で粉々になった！",
                          Monnam(mon), xname(monwep));
#endif
                    m_useupall(mon, monwep);
                    /* If someone just shattered MY weapon, I'd flee! */
                    if (rn2(4)) {
                        monflee(mon, d(2, 3), TRUE, TRUE);
                    }
                    hittxt = TRUE;
                }

                if (obj->oartifact
                    && artifact_hit(&youmonst, mon, obj, &tmp, dieroll)) {
                    if (DEADMONSTER(mon)) /* artifact killed monster */
                        return FALSE;
                    if (tmp == 0)
                        return TRUE;
                    hittxt = TRUE;
                }
                if (objects[obj->otyp].oc_material == SILVER
                    && mon_hates_silver(mon)) {
                    silvermsg = TRUE;
                    silverobj = TRUE;
                }
                if (artifact_light(obj) && obj->lamplit
                    && mon_hates_light(mon))
                    lightobj = TRUE;
                if (u.usteed && !thrown && tmp > 0
                    && weapon_type(obj) == P_LANCE && mon != u.ustuck) {
                    jousting = joust(mon, obj);
                    /* exercise skill even for minimal damage hits */
                    if (jousting)
                        valid_weapon_attack = TRUE;
                }
                if (thrown == HMON_THROWN
                    && (is_ammo(obj) || is_missile(obj))) {
                    if (ammo_and_launcher(obj, uwep)) {
                        /* Elves and Samurai do extra damage using
                         * their bows&arrows; they're highly trained.
                         */
                        if (Role_if(PM_SAMURAI) && obj->otyp == YA
                            && uwep->otyp == YUMI)
                            tmp++;
                        else if (Race_if(PM_ELF) && obj->otyp == ELVEN_ARROW
                                 && uwep->otyp == ELVEN_BOW)
                            tmp++;
                    }
                    if (obj->opoisoned && is_poisonable(obj))
                        ispoisoned = TRUE;
                }
            }
        } else if (obj->oclass == POTION_CLASS) {
            if (obj->quan > 1L)
                obj = splitobj(obj, 1L);
            else
                setuwep((struct obj *) 0);
            freeinv(obj);
            potionhit(mon, obj,
                      hand_to_hand ? POTHIT_HERO_BASH : POTHIT_HERO_THROW);
            if (DEADMONSTER(mon))
                return FALSE; /* killed */
            hittxt = TRUE;
            /* in case potion effect causes transformation */
            mdat = mon->data;
            tmp = (mdat == &mons[PM_SHADE]) ? 0 : 1;
        } else {
            if (mdat == &mons[PM_SHADE] && !shade_aware(obj)) {
                tmp = 0;
            } else {
                switch (obj->otyp) {
                case BOULDER:         /* 1d20 */
                case HEAVY_IRON_BALL: /* 1d25 */
                case IRON_CHAIN:      /* 1d4+1 */
                    tmp = dmgval(obj, mon);
                    break;
                case MIRROR:
                    if (breaktest(obj)) {
/*JP
                        You("break %s.  That's bad luck!", ysimple_name(obj));
*/
                        You("%s鏡を壊してしまった．こりゃまいった！", ysimple_name(obj));
                        change_luck(-2);
                        useup(obj);
                        obj = (struct obj *) 0;
                        unarmed = FALSE; /* avoid obj==0 confusion */
                        get_dmg_bonus = FALSE;
                        hittxt = TRUE;
                    }
                    tmp = 1;
                    break;
                case EXPENSIVE_CAMERA:
/*JP
                    You("succeed in destroying %s.  Congratulations!",
*/
                    You("%sカメラを壊すことができた．おめでとう！",
                        ysimple_name(obj));
                    release_camera_demon(obj, u.ux, u.uy);
                    useup(obj);
                    return TRUE;
                case CORPSE: /* fixed by polder@cs.vu.nl */
                    if (touch_petrifies(&mons[obj->corpsenm])) {
                        tmp = 1;
                        hittxt = TRUE;
#if 0 /*JP:T*/
                        You("hit %s with %s.", mon_nam(mon),
                            corpse_xname(obj, (const char *) 0,
                                         obj->dknown ? CXN_PFX_THE
                                                     : CXN_ARTICLE));
#else
                        You("%sを%sで攻撃した．", mon_nam(mon),
                            corpse_xname(obj, (const char *) 0,
                                         obj->dknown ? CXN_PFX_THE
                                                     : CXN_ARTICLE));
#endif
                        obj->dknown = 1;
                        if (!munstone(mon, TRUE))
                            minstapetrify(mon, TRUE);
                        if (resists_ston(mon))
                            break;
                        /* note: hp may be <= 0 even if munstoned==TRUE */
                        return (boolean) !DEADMONSTER(mon);
#if 0
                    } else if (touch_petrifies(mdat)) {
                        ; /* maybe turn the corpse into a statue? */
#endif
                    }
                    tmp = (obj->corpsenm >= LOW_PM ? mons[obj->corpsenm].msize
                                                   : 0) + 1;
                    break;

#define useup_eggs(o)                    \
    do {                                 \
        if (thrown)                      \
            obfree(o, (struct obj *) 0); \
        else                             \
            useupall(o);                 \
        o = (struct obj *) 0;            \
    } while (0) /* now gone */
                case EGG: {
                    long cnt = obj->quan;

                    tmp = 1; /* nominal physical damage */
                    get_dmg_bonus = FALSE;
                    hittxt = TRUE; /* message always given */
                    /* egg is always either used up or transformed, so next
                       hand-to-hand attack should yield a "bashing" mesg */
                    if (obj == uwep)
                        unweapon = TRUE;
                    if (obj->spe && obj->corpsenm >= LOW_PM) {
                        if (obj->quan < 5L)
                            change_luck((schar) - (obj->quan));
                        else
                            change_luck(-5);
                    }

                    if (touch_petrifies(&mons[obj->corpsenm])) {
                        /*learn_egg_type(obj->corpsenm);*/
#if 0 /*JP:T*/
                        pline("Splat!  You hit %s with %s %s egg%s!",
                              mon_nam(mon),
                              obj->known ? "the" : cnt > 1L ? "some" : "a",
                              obj->known ? mons[obj->corpsenm].mname
                                         : "petrifying",
                              plur(cnt));
#else
                        pline("ビチャッ！あなたは%sに%s%sの卵を投げつけた！",
                              mon_nam(mon),
                              cnt > 1L ? "いくつかの" : "",
                              obj->known ? mons[obj->corpsenm].mname
                                         : "石化");
#endif
                        obj->known = 1; /* (not much point...) */
                        useup_eggs(obj);
                        if (!munstone(mon, TRUE))
                            minstapetrify(mon, TRUE);
                        if (resists_ston(mon))
                            break;
                        return (boolean) (!DEADMONSTER(mon));
                    } else { /* ordinary egg(s) */
#if 0 /*JP:T*/
                        const char *eggp = (obj->corpsenm != NON_PM
                                            && obj->known)
                                           ? the(mons[obj->corpsenm].mname)
                                           : (cnt > 1L) ? "some" : "an";

                        You("hit %s with %s egg%s.", mon_nam(mon), eggp,
                            plur(cnt));
#else
                        const char *eggp = (obj->corpsenm != NON_PM
                                            && obj->known)
                                           ? mons[obj->corpsenm].mname
                                           : "";
                        You("%sに%s%s卵を投げつけた．",
                                mon_nam(mon), eggp, *eggp ? "の" : "");
#endif
                        if (touch_petrifies(mdat) && !stale_egg(obj)) {
#if 0 /*JP:T*/
                            pline_The("egg%s %s alive any more...", plur(cnt),
                                      (cnt == 1L) ? "isn't" : "aren't");
#else
                            pline("もう卵が孵化することはないだろう．．．");
#endif
                            if (obj->timed)
                                obj_stop_timers(obj);
                            obj->otyp = ROCK;
                            obj->oclass = GEM_CLASS;
                            obj->oartifact = 0;
                            obj->spe = 0;
                            obj->known = obj->dknown = obj->bknown = 0;
                            obj->owt = weight(obj);
                            if (thrown)
                                place_object(obj, mon->mx, mon->my);
                        } else {
/*JP
                            pline("Splat!");
*/
                            pline("ビチャッ！");
                            useup_eggs(obj);
                            exercise(A_WIS, FALSE);
                        }
                    }
                    break;
#undef useup_eggs
                }
                case CLOVE_OF_GARLIC: /* no effect against demons */
                    if (is_undead(mdat) || is_vampshifter(mon)) {
                        monflee(mon, d(2, 4), FALSE, TRUE);
                    }
                    tmp = 1;
                    break;
                case CREAM_PIE:
                case BLINDING_VENOM:
                    mon->msleeping = 0;
                    if (can_blnd(&youmonst, mon,
                                 (uchar) ((obj->otyp == BLINDING_VENOM)
                                             ? AT_SPIT
                                             : AT_WEAP),
                                 obj)) {
                        if (Blind) {
#if 0 /*JP:T*/
                            pline(obj->otyp == CREAM_PIE ? "Splat!"
                                                         : "Splash!");
#else
                            pline(obj->otyp == CREAM_PIE ? "ビシャッ！"
                                                         : "ピチャッ！");
#endif
                        } else if (obj->otyp == BLINDING_VENOM) {
#if 0 /*JP:T*/
                            pline_The("venom blinds %s%s!", mon_nam(mon),
                                      mon->mcansee ? "" : " further");
#else
                            pline("毒液で%sは%s目が見えなくなった！", mon_nam(mon),
                                  mon->mcansee ? "" : "さらに");
#endif
                        } else {
                            char *whom = mon_nam(mon);
                            char *what = The(xname(obj));

                            if (!thrown && obj->quan > 1L)
                                what = An(singular(obj, xname));
                            /* note: s_suffix returns a modifiable buffer */
                            if (haseyes(mdat)
                                && mdat != &mons[PM_FLOATING_EYE])
#if 0 /*JP*/
                                whom = strcat(strcat(s_suffix(whom), " "),
                                              mbodypart(mon, FACE));
#else
                                whom = strcat(s_suffix(whom),
                                              mbodypart(mon, FACE));
#endif
#if 0 /*JP:T*/
                            pline("%s %s over %s!", what,
                                  vtense(what, "splash"), whom);
#else
                            pline("%sは%sにぶちまけられた！",
                                  what, whom);
#endif
                        }
                        setmangry(mon, TRUE);
                        mon->mcansee = 0;
                        tmp = rn1(25, 21);
                        if (((int) mon->mblinded + tmp) > 127)
                            mon->mblinded = 127;
                        else
                            mon->mblinded += tmp;
                    } else {
/*JP
                        pline(obj->otyp == CREAM_PIE ? "Splat!" : "Splash!");
*/
                        pline(obj->otyp==CREAM_PIE ? "ビシャッ！" : "ピチャッ！");
                        setmangry(mon, TRUE);
                    }
                    if (thrown)
                        obfree(obj, (struct obj *) 0);
                    else
                        useup(obj);
                    hittxt = TRUE;
                    get_dmg_bonus = FALSE;
                    tmp = 0;
                    break;
                case ACID_VENOM: /* thrown (or spit) */
                    if (resists_acid(mon)) {
/*JP
                        Your("venom hits %s harmlessly.", mon_nam(mon));
*/
                        pline("毒液は%sには効果がなかった．", mon_nam(mon));
                        tmp = 0;
                    } else {
/*JP
                        Your("venom burns %s!", mon_nam(mon));
*/
                        Your("毒液は%sを焼いた！", mon_nam(mon));
                        tmp = dmgval(obj, mon);
                    }
                    if (thrown)
                        obfree(obj, (struct obj *) 0);
                    else
                        useup(obj);
                    hittxt = TRUE;
                    get_dmg_bonus = FALSE;
                    break;
                default:
                    /* non-weapons can damage because of their weight */
                    /* (but not too much) */
                    tmp = obj->owt / 100;
                    if (is_wet_towel(obj)) {
                        /* wielded wet towel should probably use whip skill
                           (but not by setting objects[TOWEL].oc_skill==P_WHIP
                           because that would turn towel into a weptool) */
                        tmp += obj->spe;
                        if (rn2(obj->spe + 1)) /* usually lose some wetness */
                            dry_a_towel(obj, -1, TRUE);
                    }
                    if (tmp < 1)
                        tmp = 1;
                    else
                        tmp = rnd(tmp);
                    if (tmp > 6)
                        tmp = 6;
                    /*
                     * Things like silver wands can arrive here so
                     * so we need another silver check.
                     */
                    if (objects[obj->otyp].oc_material == SILVER
                        && mon_hates_silver(mon)) {
                        tmp += rnd(20);
                        silvermsg = TRUE;
                        silverobj = TRUE;
                    }
                }
            }
        }
    }

    /****** NOTE: perhaps obj is undefined!! (if !thrown && BOOMERANG)
     *      *OR* if attacking bare-handed!! */

    if (get_dmg_bonus && tmp > 0) {
        tmp += u.udaminc;
        /* If you throw using a propellor, you don't get a strength
         * bonus but you do get an increase-damage bonus.
         */
        if (thrown != HMON_THROWN || !obj || !uwep
            || !ammo_and_launcher(obj, uwep))
            tmp += dbon();
    }

    if (valid_weapon_attack) {
        struct obj *wep;

        /* to be valid a projectile must have had the correct projector */
        wep = PROJECTILE(obj) ? uwep : obj;
        tmp += weapon_dam_bonus(wep);
        /* [this assumes that `!thrown' implies wielded...] */
        wtype = thrown ? weapon_type(wep) : uwep_skill_type();
        use_skill(wtype, 1);
    }

    if (ispoisoned) {
        int nopoison = (10 - (obj->owt / 10));

        if (nopoison < 2)
            nopoison = 2;
        if (Role_if(PM_SAMURAI)) {
/*JP
            You("dishonorably use a poisoned weapon!");
*/
            You("不名誉にも毒の武器を使用した！");
            adjalign(-sgn(u.ualign.type));
        } else if (u.ualign.type == A_LAWFUL && u.ualign.record > -10) {
/*JP
            You_feel("like an evil coward for using a poisoned weapon.");
*/
            You("毒の武器を使用するのは卑怯だと感じた．");
            adjalign(-1);
        }
        if (obj && !rn2(nopoison)) {
            /* remove poison now in case obj ends up in a bones file */
            obj->opoisoned = FALSE;
            /* defer "obj is no longer poisoned" until after hit message */
            unpoisonmsg = TRUE;
        }
        if (resists_poison(mon))
            needpoismsg = TRUE;
        else if (rn2(10))
            tmp += rnd(6);
        else
            poiskilled = TRUE;
    }
    if (tmp < 1) {
        boolean mon_is_shade = (mon->data == &mons[PM_SHADE]);

        /* make sure that negative damage adjustment can't result
           in inadvertently boosting the victim's hit points */
        tmp = (get_dmg_bonus && !mon_is_shade) ? 1 : 0;
        if (mon_is_shade && !hittxt
            && thrown != HMON_THROWN && thrown != HMON_KICKED)
            hittxt = shade_miss(&youmonst, mon, obj, FALSE, TRUE);
    }

    if (jousting) {
        tmp += d(2, (obj == uwep) ? 10 : 2); /* [was in dmgval()] */
/*JP
        You("joust %s%s", mon_nam(mon), canseemon(mon) ? exclam(tmp) : ".");
*/
        You("%sに突撃した%s", mon_nam(mon), canseemon(mon) ? exclam(tmp) : "．");
        if (jousting < 0) {
/*JP
            pline("%s shatters on impact!", Yname2(obj));
*/
            Your("%sは衝撃で壊れた！", xname(obj));
            /* (must be either primary or secondary weapon to get here) */
            u.twoweap = FALSE; /* untwoweapon() is too verbose here */
            if (obj == uwep)
                uwepgone(); /* set unweapon */
            /* minor side-effect: broken lance won't split puddings */
            useup(obj);
            obj = 0;
        }
        /* avoid migrating a dead monster */
        if (mon->mhp > tmp) {
            mhurtle(mon, u.dx, u.dy, 1);
            mdat = mon->data; /* in case of a polymorph trap */
            if (DEADMONSTER(mon))
                already_killed = TRUE;
        }
        hittxt = TRUE;
    } else if (unarmed && tmp > 1 && !thrown && !obj && !Upolyd) {
        /* VERY small chance of stunning opponent if unarmed. */
        if (rnd(100) < P_SKILL(P_BARE_HANDED_COMBAT) && !bigmonst(mdat)
            && !thick_skinned(mdat)) {
            if (canspotmon(mon))
#if 0 /*JP:T*/
                pline("%s %s from your powerful strike!", Monnam(mon),
                      makeplural(stagger(mon->data, "stagger")));
#else
                pline("%sはあなたの会心の一撃で%s！", Monnam(mon),
                      jpast(stagger(mon->data, "よろめく")));
#endif
            /* avoid migrating a dead monster */
            if (mon->mhp > tmp) {
                mhurtle(mon, u.dx, u.dy, 1);
                mdat = mon->data; /* in case of a polymorph trap */
                if (DEADMONSTER(mon))
                    already_killed = TRUE;
            }
            hittxt = TRUE;
        }
    }

    if (!already_killed)
        mon->mhp -= tmp;
    /* adjustments might have made tmp become less than what
       a level draining artifact has already done to max HP */
    if (mon->mhp > mon->mhpmax)
        mon->mhp = mon->mhpmax;
    if (DEADMONSTER(mon))
        destroyed = TRUE;
    if (mon->mtame && tmp > 0) {
        /* do this even if the pet is being killed (affects revival) */
        abuse_dog(mon); /* reduces tameness */
        /* flee if still alive and still tame; if already suffering from
           untimed fleeing, no effect, otherwise increases timed fleeing */
        if (mon->mtame && !destroyed)
            monflee(mon, 10 * rnd(tmp), FALSE, FALSE);
    }
    if ((mdat == &mons[PM_BLACK_PUDDING] || mdat == &mons[PM_BROWN_PUDDING])
        /* pudding is alive and healthy enough to split */
        && mon->mhp > 1 && !mon->mcan
        /* iron weapon using melee or polearm hit [3.6.1: metal weapon too;
           also allow either or both weapons to cause split when twoweap] */
        && obj && (obj == uwep || (u.twoweap && obj == uswapwep))
        && ((objects[obj->otyp].oc_material == IRON
             /* allow scalpel and tsurugi to split puddings */
             || objects[obj->otyp].oc_material == METAL)
            /* but not bashing with darts, arrows or ya */
            && !(is_ammo(obj) || is_missile(obj)))
        && hand_to_hand) {
        struct monst *mclone;
        if ((mclone = clone_mon(mon, 0, 0)) != 0) {
            char withwhat[BUFSZ];

            withwhat[0] = '\0';
#if 0 /*JP:T*/
            if (u.twoweap && flags.verbose)
                Sprintf(withwhat, " with %s", yname(obj));
            pline("%s divides as you hit it%s!", Monnam(mon), withwhat);
#else
            if (u.twoweap && flags.verbose)
                Sprintf(withwhat, "%sでの", yname(obj));
            pline("あなたの%s攻撃で%sは分裂した！", withwhat, Monnam(mon));
#endif
            hittxt = TRUE;
            mintrap(mclone);
        }
    }

    if (!hittxt /*( thrown => obj exists )*/
        && (!destroyed
            || (thrown && m_shot.n > 1 && m_shot.o == obj->otyp))) {
        if (thrown)
            hit(mshot_xname(obj), mon, exclam(tmp));
        else if (!flags.verbose)
/*JP
            You("hit it.");
*/
            pline("攻撃は命中した．");
        else
#if 0 /*JP*//*殴り方を分けるまではやらない*/
            You("%s %s%s",
                (obj && (is_shield(obj) || obj->otyp == HEAVY_IRON_BALL))
                  ? "bash" : Role_if(PM_BARBARIAN) ? "smite" : "hit",
                mon_nam(mon), canseemon(mon) ? exclam(tmp) : ".");
#else
            Your("%sへの攻撃は命中した%s",
                 mon_nam(mon), canseemon(mon) ? exclam(tmp) : "．");
#endif
    }

    if (silvermsg) {
        const char *fmt;
        char *whom = mon_nam(mon);
        char silverobjbuf[BUFSZ];

        if (canspotmon(mon)) {
            if (barehand_silver_rings == 1)
/*JP
                fmt = "Your silver ring sears %s!";
*/
                fmt = "%sは銀の指輪で焼かれた！";
            else if (barehand_silver_rings == 2)
/*JP
                fmt = "Your silver rings sear %s!";
*/
                fmt = "%sは銀の指輪で焼かれた！";
            else if (silverobj && saved_oname[0]) {
                /* guard constructed format string against '%' in
                   saved_oname[] from xname(via cxname()) */
#if 0 /*JP*/
                Sprintf(silverobjbuf, "Your %s%s %s",
                        strstri(saved_oname, "silver") ? "" : "silver ",
                        saved_oname, vtense(saved_oname, "sear"));
                (void) strNsubst(silverobjbuf, "%", "%%", 0);
                Strcat(silverobjbuf, " %s!");
#else
                Sprintf(silverobjbuf, "%%sは%s%sで焼かれた！",
                        strstri(saved_oname, "銀") ?
                        "" : "銀の",
                        saved_oname);
                (void) strNsubst(silverobjbuf, "%%", "%", 0);
#endif
                fmt = silverobjbuf;
            } else
/*JP
                fmt = "The silver sears %s!";
*/
                fmt = "%sは銀で焼かれた！";
        } else {
            *whom = highc(*whom); /* "it" -> "It" */
/*JP
            fmt = "%s is seared!";
*/
            fmt = "%sは焼かれた！";
        }
        /* note: s_suffix returns a modifiable buffer */
        if (!noncorporeal(mdat) && !amorphous(mdat))
/*JP
            whom = strcat(s_suffix(whom), " flesh");
*/
            whom = strcat(s_suffix(whom), "肉");
        pline(fmt, whom);
    }
    if (lightobj) {
        const char *fmt;
        char *whom = mon_nam(mon);
        char emitlightobjbuf[BUFSZ];

        if (canspotmon(mon)) {
            if (saved_oname[0]) {
#if 0 /*JP*/
                Sprintf(emitlightobjbuf,
                        "%s radiance penetrates deep into",
                        s_suffix(saved_oname));
                Strcat(emitlightobjbuf, " %s!");
#else
                Sprintf(emitlightobjbuf,
                        "%s光が%%sに深く貫通した！",
                        s_suffix(saved_oname));
#endif
                fmt = emitlightobjbuf;
            } else
/*JP
                fmt = "The light sears %s!";
*/
                fmt = "光は%sを焼いた！";
        } else {
#if 0 /*JP*/
            *whom = highc(*whom); /* "it" -> "It" */
#endif
/*JP
            fmt = "%s is seared!";
*/
            fmt = "%sは焼かれた！";
        }
        /* note: s_suffix returns a modifiable buffer */
        if (!noncorporeal(mdat) && !amorphous(mdat))
/*JP
            whom = strcat(s_suffix(whom), " flesh");
*/
            whom = strcat(s_suffix(whom), "肉");
        pline(fmt, whom);
    }
    /* if a "no longer poisoned" message is coming, it will be last;
       obj->opoisoned was cleared above and any message referring to
       "poisoned <obj>" has now been given; we want just "<obj>" for
       last message, so reformat while obj is still accessible */
    if (unpoisonmsg)
        Strcpy(saved_oname, cxname(obj));

    /* [note: thrown obj might go away during killed()/xkilled() call
       (via 'thrownobj'; if swallowed, it gets added to engulfer's
       minvent and might merge with a stack that's already there)] */

    if (needpoismsg)
/*JP
        pline_The("poison doesn't seem to affect %s.", mon_nam(mon));
*/
        pline("毒は%sに効かなかったようだ．", mon_nam(mon));
    if (poiskilled) {
/*JP
        pline_The("poison was deadly...");
*/
        pline("毒は致死量だった．．．");
        if (!already_killed)
            xkilled(mon, XKILL_NOMSG);
        destroyed = TRUE; /* return FALSE; */
    } else if (destroyed) {
        if (!already_killed)
            killed(mon); /* takes care of most messages */
    } else if (u.umconf && hand_to_hand) {
        nohandglow(mon);
        if (!mon->mconf && !resist(mon, SPBOOK_CLASS, 0, NOTELL)) {
            mon->mconf = 1;
            if (!mon->mstun && mon->mcanmove && !mon->msleeping
                && canseemon(mon))
/*JP
                pline("%s appears confused.", Monnam(mon));
*/
                pline("%sは混乱しているようだ．", Monnam(mon));
        }
    }
    if (unpoisonmsg)
#if 0 /*JP:T*/
        Your("%s %s no longer poisoned.", saved_oname,
             vtense(saved_oname, "are"));
#else
        Your("%sはもう毒が塗られていない．", xname(obj));
#endif

    return destroyed ? FALSE : TRUE;
}

STATIC_OVL boolean
shade_aware(obj)
struct obj *obj;
{
    if (!obj)
        return FALSE;
    /*
     * The things in this list either
     * 1) affect shades.
     *  OR
     * 2) are dealt with properly by other routines
     *    when it comes to shades.
     */
    if (obj->otyp == BOULDER
        || obj->otyp == HEAVY_IRON_BALL
        || obj->otyp == IRON_CHAIN      /* dmgval handles those first three */
        || obj->otyp == MIRROR          /* silver in the reflective surface */
        || obj->otyp == CLOVE_OF_GARLIC /* causes shades to flee */
        || objects[obj->otyp].oc_material == SILVER)
        return TRUE;
    return FALSE;
}

/* used for hero vs monster and monster vs monster; also handles
   monster vs hero but that won't happen because hero can't be a shade */
boolean
shade_miss(magr, mdef, obj, thrown, verbose)
struct monst *magr, *mdef;
struct obj *obj;
boolean thrown, verbose;
{
    const char *what, *whose, *target;
    boolean youagr = (magr == &youmonst), youdef = (mdef == &youmonst);

    /* we're using dmgval() for zero/not-zero, not for actual damage amount */
    if (mdef->data != &mons[PM_SHADE] || (obj && dmgval(obj, mdef)))
        return FALSE;

    if (verbose
        && ((youdef || cansee(mdef->mx, mdef->my) || sensemon(mdef))
            || (magr == &youmonst && distu(mdef->mx, mdef->my) <= 2))) {
#if 0 /*JP*/
        static const char harmlessly_thru[] = " harmlessly through ";
#endif

/*JP
        what = (!obj || shade_aware(obj)) ? "attack" : cxname(obj);
*/
        what = (!obj || shade_aware(obj)) ? "攻撃" : cxname(obj);
/*JP
        target = youdef ? "you" : mon_nam(mdef);
*/
        target = youdef ? "あなた" : mon_nam(mdef);
        if (!thrown) {
/*JP
            whose = youagr ? "Your" : s_suffix(Monnam(magr));
*/
            whose = youagr ? "あなたの" : s_suffix(Monnam(magr));
#if 0 /*JP:T*/
            pline("%s %s %s%s%s.", whose, what,
                  vtense(what, "pass"), harmlessly_thru, target);
#else
            pline("%s%sは%sを通りぬけた．", whose, what,
                  target);
#endif
        } else {
#if 0 /*JP:T*/
            pline("%s %s%s%s.", The(what), /* note: not pline_The() */
                  vtense(what, "pass"), harmlessly_thru, target);
#else
            pline("%sは%sを通りぬけた．", what, target);
#endif
        }
        if (!youdef && !canspotmon(mdef))
            map_invisible(mdef->mx, mdef->my);
    }
    if (!youdef)
        mdef->msleeping = 0;
    return TRUE;
}

/* check whether slippery clothing protects from hug or wrap attack */
/* [currently assumes that you are the attacker] */
STATIC_OVL boolean
m_slips_free(mdef, mattk)
struct monst *mdef;
struct attack *mattk;
{
    struct obj *obj;

    if (mattk->adtyp == AD_DRIN) {
        /* intelligence drain attacks the head */
        obj = which_armor(mdef, W_ARMH);
    } else {
        /* grabbing attacks the body */
        obj = which_armor(mdef, W_ARMC); /* cloak */
        if (!obj)
            obj = which_armor(mdef, W_ARM); /* suit */
        if (!obj)
            obj = which_armor(mdef, W_ARMU); /* shirt */
    }

    /* if monster's cloak/armor is greased, your grab slips off; this
       protection might fail (33% chance) when the armor is cursed */
    if (obj && (obj->greased || obj->otyp == OILSKIN_CLOAK)
        && (!obj->cursed || rn2(3))) {
#if 0 /*JP:T*/
        You("%s %s %s %s!",
            mattk->adtyp == AD_WRAP ? "slip off of"
                                    : "grab, but cannot hold onto",
            s_suffix(mon_nam(mdef)), obj->greased ? "greased" : "slippery",
            /* avoid "slippery slippery cloak"
               for undiscovered oilskin cloak */
            (obj->greased || objects[obj->otyp].oc_name_known)
                ? xname(obj)
                : cloak_simple_name(obj));
#else
        You("%sの%s%s%s！",
            mon_nam(mdef), obj->greased ? "油の塗られた" : "滑りやすい",
            (obj->greased || objects[obj->otyp].oc_name_known)
                ? xname(obj)
                : cloak_simple_name(obj),
            mattk->adtyp == AD_WRAP ? "で滑った"
                                    : "をつかまようとしたが，できなかった");
#endif

        if (obj->greased && !rn2(2)) {
/*JP
            pline_The("grease wears off.");
*/
            pline("油は落ちてしまった．");
            obj->greased = 0;
        }
        return TRUE;
    }
    return FALSE;
}

/* used when hitting a monster with a lance while mounted;
   1: joust hit; 0: ordinary hit; -1: joust but break lance */
STATIC_OVL int
joust(mon, obj)
struct monst *mon; /* target */
struct obj *obj;   /* weapon */
{
    int skill_rating, joust_dieroll;

    if (Fumbling || Stunned)
        return 0;
    /* sanity check; lance must be wielded in order to joust */
    if (obj != uwep && (obj != uswapwep || !u.twoweap))
        return 0;

    /* if using two weapons, use worse of lance and two-weapon skills */
    skill_rating = P_SKILL(weapon_type(obj)); /* lance skill */
    if (u.twoweap && P_SKILL(P_TWO_WEAPON_COMBAT) < skill_rating)
        skill_rating = P_SKILL(P_TWO_WEAPON_COMBAT);
    if (skill_rating == P_ISRESTRICTED)
        skill_rating = P_UNSKILLED; /* 0=>1 */

    /* odds to joust are expert:80%, skilled:60%, basic:40%, unskilled:20% */
    if ((joust_dieroll = rn2(5)) < skill_rating) {
        if (joust_dieroll == 0 && rnl(50) == (50 - 1) && !unsolid(mon->data)
            && !obj_resists(obj, 0, 100))
            return -1; /* hit that breaks lance */
        return 1;      /* successful joust */
    }
    return 0; /* no joust bonus; revert to ordinary attack */
}

/*
 * Send in a demon pet for the hero.  Exercise wisdom.
 *
 * This function used to be inline to damageum(), but the Metrowerks compiler
 * (DR4 and DR4.5) screws up with an internal error 5 "Expression Too
 * Complex."
 * Pulling it out makes it work.
 */
STATIC_OVL void
demonpet()
{
    int i;
    struct permonst *pm;
    struct monst *dtmp;

/*JP
    pline("Some hell-p has arrived!");
*/
    pline("地獄の仲間が現われた！");
    i = !rn2(6) ? ndemon(u.ualign.type) : NON_PM;
    pm = i != NON_PM ? &mons[i] : youmonst.data;
    if ((dtmp = makemon(pm, u.ux, u.uy, NO_MM_FLAGS)) != 0)
        (void) tamedog(dtmp, (struct obj *) 0);
    exercise(A_WIS, TRUE);
}

STATIC_OVL boolean
theft_petrifies(otmp)
struct obj *otmp;
{
    if (uarmg || otmp->otyp != CORPSE
        || !touch_petrifies(&mons[otmp->corpsenm]) || Stone_resistance)
        return FALSE;

#if 0   /* no poly_when_stoned() critter has theft capability */
    if (poly_when_stoned(youmonst.data) && polymon(PM_STONE_GOLEM)) {
        display_nhwindow(WIN_MESSAGE, FALSE);   /* --More-- */
        return TRUE;
    }
#endif

    /* stealing this corpse is fatal... */
/*JP
    instapetrify(corpse_xname(otmp, "stolen", CXN_ARTICLE));
*/
    instapetrify(corpse_xname(otmp, "盗まれた", CXN_ARTICLE));
    /* apparently wasn't fatal after all... */
    return TRUE;
}

/*
 * Player uses theft attack against monster.
 *
 * If the target is wearing body armor, take all of its possessions;
 * otherwise, take one object.  [Is this really the behavior we want?]
 */
STATIC_OVL void
steal_it(mdef, mattk)
struct monst *mdef;
struct attack *mattk;
{
    struct obj *otmp, *gold = 0, *stealoid, **minvent_ptr;
    long unwornmask;

    otmp = mdef->minvent;
    if (!otmp || (otmp->oclass == COIN_CLASS && !otmp->nobj))
        return; /* nothing to take */

    /* look for worn body armor */
    stealoid = (struct obj *) 0;
    if (could_seduce(&youmonst, mdef, mattk)) {
        /* find armor, and move it to end of inventory in the process */
        minvent_ptr = &mdef->minvent;
        while ((otmp = *minvent_ptr) != 0)
            if (otmp->owornmask & W_ARM) {
                if (stealoid)
                    panic("steal_it: multiple worn suits");
                *minvent_ptr = otmp->nobj; /* take armor out of minvent */
                stealoid = otmp;
                stealoid->nobj = (struct obj *) 0;
            } else {
                minvent_ptr = &otmp->nobj;
            }
        *minvent_ptr = stealoid; /* put armor back into minvent */
    }
    gold = findgold(mdef->minvent);

    if (stealoid) { /* we will be taking everything */
        if (gender(mdef) == (int) u.mfemale && youmonst.data->mlet == S_NYMPH)
#if 0 /*JP:T*/
            You("charm %s.  She gladly hands over %sher possessions.",
                mon_nam(mdef), !gold ? "" : "most of ");
#else
            You("%sをうっとりさせた．彼女はよろこんで持ち物%sをさしだした．",
                mon_nam(mdef), !gold ? "" : "のほとんど");
#endif
        else
#if 0 /*JP:T*/
            You("seduce %s and %s starts to take off %s clothes.",
                mon_nam(mdef), mhe(mdef), mhis(mdef));
#else
            You("%sを誘惑した．%sは服を脱ぎはじめた．",
                mon_nam(mdef), mhe(mdef));
#endif
    }

    /* prevent gold from being stolen so that steal-item isn't a superset
       of steal-gold; shuffling it out of minvent before selecting next
       item, and then back in case hero or monster dies (hero touching
       stolen c'trice corpse or monster wielding one and having gloves
       stolen) is less bookkeeping than skipping it within the loop or
       taking it out once and then trying to figure out how to put it back */
    if (gold)
        obj_extract_self(gold);

    while ((otmp = mdef->minvent) != 0) {
        if (gold) /* put 'mdef's gold back after remembering mdef->minvent */
            mpickobj(mdef, gold), gold = 0;
        if (!Upolyd)
            break; /* no longer have ability to steal */
        /* take the object away from the monster */
        obj_extract_self(otmp);
        if ((unwornmask = otmp->owornmask) != 0L) {
            mdef->misc_worn_check &= ~unwornmask;
            if (otmp->owornmask & W_WEP)
                setmnotwielded(mdef, otmp);
            otmp->owornmask = 0L;
            update_mon_intrinsics(mdef, otmp, FALSE, FALSE);
            /* give monster a chance to wear other equipment on its next
               move instead of waiting until it picks something up */
            mdef->misc_worn_check |= I_SPECIAL;

            if (otmp == stealoid) /* special message for final item */
#if 0 /*JP:T*/
                pline("%s finishes taking off %s suit.", Monnam(mdef),
                      mhis(mdef));
#else
                pline("%sは脱ぎ終えた．", Monnam(mdef));
#endif
        }
        /* give the object to the character */
#if 0 /*JP:T*/
        otmp = hold_another_object(otmp, "You snatched but dropped %s.",
                                   doname(otmp), "You steal: ");
#else
        otmp = hold_another_object(otmp, "あなたは%sを盗んだが落とした．",
                                   doname(otmp), "を盗んだ．");
#endif
        /* might have dropped otmp, and it might have broken or left level */
        if (!otmp || otmp->where != OBJ_INVENT)
            continue;
        if (theft_petrifies(otmp))
            break; /* stop thieving even though hero survived */
        /* more take-away handling, after theft message */
        if (unwornmask & W_WEP) { /* stole wielded weapon */
            possibly_unwield(mdef, FALSE);
        } else if (unwornmask & W_ARMG) { /* stole worn gloves */
            mselftouch(mdef, (const char *) 0, TRUE);
            if (DEADMONSTER(mdef)) /* it's now a statue */
                break; /* can't continue stealing */
        }

        if (!stealoid)
            break; /* only taking one item */

        /* take gold out of minvent before making next selection; if it
           is the only thing left, the loop will terminate and it will be
           put back below */
        if ((gold = findgold(mdef->minvent)) != 0)
            obj_extract_self(gold);
    }

    /* put gold back; won't happen if either hero or 'mdef' dies because
       gold will be back in monster's inventory at either of those times
       (so will be present in mdef's minvent for bones, or in its statue
       now if it has just been turned into one) */
    if (gold)
        mpickobj(mdef, gold);
}

int
damageum(mdef, mattk, specialdmg)
register struct monst *mdef;
register struct attack *mattk;
int specialdmg; /* blessed and/or silver bonus against various things */
{
    register struct permonst *pd = mdef->data;
    int armpro, tmp = d((int) mattk->damn, (int) mattk->damd);
    boolean negated;
    struct obj *mongold;

    armpro = magic_negation(mdef);
    /* since hero can't be cancelled, only defender's armor applies */
    negated = !(rn2(10) >= 3 * armpro);

    if (is_demon(youmonst.data) && !rn2(13) && !uwep
        && u.umonnum != PM_SUCCUBUS && u.umonnum != PM_INCUBUS
        && u.umonnum != PM_BALROG) {
        demonpet();
        return 0;
    }
    switch (mattk->adtyp) {
    case AD_STUN:
        if (!Blind)
#if 0 /*JP:T*/
            pline("%s %s for a moment.", Monnam(mdef),
                  makeplural(stagger(pd, "stagger")));
#else
            pline("%sは一瞬%s．", Monnam(mdef),
                  jpast(stagger(pd, "よろめく")));
#endif
        mdef->mstun = 1;
        goto physical;
    case AD_LEGS:
#if 0
        if (u.ucancelled) {
            tmp = 0;
            break;
        }
#endif
        goto physical;
    case AD_WERE: /* no special effect on monsters */
    case AD_HEAL: /* likewise */
    case AD_PHYS:
 physical:
        if (pd == &mons[PM_SHADE]) {
            tmp = 0;
            if (!specialdmg)
                impossible("bad shade attack function flow?");
        }
        tmp += specialdmg;

        if (mattk->aatyp == AT_WEAP) {
            /* hmonas() uses known_hitum() to deal physical damage,
               then also damageum() for non-AD_PHYS; don't inflict
               extra physical damage for unusual damage types */
            tmp = 0;
        } else if (mattk->aatyp == AT_KICK
                   || mattk->aatyp == AT_CLAW
                   || mattk->aatyp == AT_TUCH
                   || mattk->aatyp == AT_HUGS) {
            if (thick_skinned(pd))
                tmp = (mattk->aatyp == AT_KICK) ? 0 : (tmp + 1) / 2;
            /* add ring(s) of increase damage */
            if (u.udaminc > 0) {
                /* applies even if damage was 0 */
                tmp += u.udaminc;
            } else if (tmp > 0) {
                /* ring(s) might be negative; avoid converting
                   0 to non-0 or positive to non-positive */
                tmp += u.udaminc;
                if (tmp < 1)
                    tmp = 1;
            }
        }
        break;
    case AD_FIRE:
        if (negated) {
            tmp = 0;
            break;
        }
        if (!Blind)
/*JP
            pline("%s is %s!", Monnam(mdef), on_fire(pd, mattk));
*/
            pline("%sは%s！", Monnam(mdef), on_fire(mdef->data, mattk));
        if (completelyburns(pd)) { /* paper golem or straw golem */
            if (!Blind)
/*JP
                pline("%s burns completely!", Monnam(mdef));
*/
                pline("%sは完全に燃え尽きた！", Monnam(mdef));
            else
#if 0 /*JP:T*/
                You("smell burning%s.",
                    (pd == &mons[PM_PAPER_GOLEM]) ? " paper"
                      : (pd == &mons[PM_STRAW_GOLEM]) ? " straw" : "");
#else
                You("%sが燃えるにおいがした．",
                    (pd == &mons[PM_PAPER_GOLEM]) ? "紙"
                      : (pd == &mons[PM_STRAW_GOLEM]) ? "わら" : "何か");
#endif
            xkilled(mdef, XKILL_NOMSG | XKILL_NOCORPSE);
            tmp = 0;
            break;
            /* Don't return yet; keep hp<1 and tmp=0 for pet msg */
        }
        tmp += destroy_mitem(mdef, SCROLL_CLASS, AD_FIRE);
        tmp += destroy_mitem(mdef, SPBOOK_CLASS, AD_FIRE);
        if (resists_fire(mdef)) {
            if (!Blind)
/*JP
                pline_The("fire doesn't heat %s!", mon_nam(mdef));
*/
                pline("炎は%sに影響がない！", mon_nam(mdef));
            golemeffects(mdef, AD_FIRE, tmp);
            shieldeff(mdef->mx, mdef->my);
            tmp = 0;
        }
        /* only potions damage resistant players in destroy_item */
        tmp += destroy_mitem(mdef, POTION_CLASS, AD_FIRE);
        break;
    case AD_COLD:
        if (negated) {
            tmp = 0;
            break;
        }
        if (!Blind)
/*JP
            pline("%s is covered in frost!", Monnam(mdef));
*/
            pline("%sは氷で覆われた！", Monnam(mdef));
        if (resists_cold(mdef)) {
            shieldeff(mdef->mx, mdef->my);
            if (!Blind)
/*JP
                pline_The("frost doesn't chill %s!", mon_nam(mdef));
*/
                pline("氷は%sを凍らすことができない！", mon_nam(mdef));
            golemeffects(mdef, AD_COLD, tmp);
            tmp = 0;
        }
        tmp += destroy_mitem(mdef, POTION_CLASS, AD_COLD);
        break;
    case AD_ELEC:
        if (negated) {
            tmp = 0;
            break;
        }
        if (!Blind)
/*JP
            pline("%s is zapped!", Monnam(mdef));
*/
            pline("%sは電撃をくらった！", Monnam(mdef));
        tmp += destroy_mitem(mdef, WAND_CLASS, AD_ELEC);
        if (resists_elec(mdef)) {
            if (!Blind)
/*JP
                pline_The("zap doesn't shock %s!", mon_nam(mdef));
*/
                pline("電撃は%sに影響を与えない！", mon_nam(mdef));
            golemeffects(mdef, AD_ELEC, tmp);
            shieldeff(mdef->mx, mdef->my);
            tmp = 0;
        }
        /* only rings damage resistant players in destroy_item */
        tmp += destroy_mitem(mdef, RING_CLASS, AD_ELEC);
        break;
    case AD_ACID:
        if (resists_acid(mdef))
            tmp = 0;
        break;
    case AD_STON:
        if (!munstone(mdef, TRUE))
            minstapetrify(mdef, TRUE);
        tmp = 0;
        break;
    case AD_SSEX:
    case AD_SEDU:
    case AD_SITM:
        steal_it(mdef, mattk);
        tmp = 0;
        break;
    case AD_SGLD:
        /* This you as a leprechaun, so steal
           real gold only, no lesser coins */
        mongold = findgold(mdef->minvent);
        if (mongold) {
            obj_extract_self(mongold);
            if (merge_choice(invent, mongold) || inv_cnt(FALSE) < 52) {
                addinv(mongold);
/*JP
                Your("purse feels heavier.");
*/
                You("財布が重くなったような気がした．");
            } else {
/*JP
                You("grab %s's gold, but find no room in your knapsack.",
*/
                You("%sのお金をつかんだが，持ち物袋に入らなかった．",
                    mon_nam(mdef));
                dropy(mongold);
            }
        }
        exercise(A_DEX, TRUE);
        tmp = 0;
        break;
    case AD_TLPT:
        if (tmp <= 0)
            tmp = 1;
        if (!negated) {
            char nambuf[BUFSZ];
            boolean u_saw_mon = (canseemon(mdef)
                                 || (u.uswallow && u.ustuck == mdef));

            /* record the name before losing sight of monster */
            Strcpy(nambuf, Monnam(mdef));
            if (u_teleport_mon(mdef, FALSE) && u_saw_mon
                && !(canseemon(mdef) || (u.uswallow && u.ustuck == mdef)))
/*JP
                pline("%s suddenly disappears!", nambuf);
*/
                pline("%sは突然消えた！", nambuf);
            if (tmp >= mdef->mhp) { /* see hitmu(mhitu.c) */
                if (mdef->mhp == 1)
                    ++mdef->mhp;
                tmp = mdef->mhp - 1;
            }
        }
        break;
    case AD_BLND:
        if (can_blnd(&youmonst, mdef, mattk->aatyp, (struct obj *) 0)) {
            if (!Blind && mdef->mcansee)
/*JP
                pline("%s is blinded.", Monnam(mdef));
*/
                pline("%sは目が見えなくなった．", Monnam(mdef));
            mdef->mcansee = 0;
            tmp += mdef->mblinded;
            if (tmp > 127)
                tmp = 127;
            mdef->mblinded = tmp;
        }
        tmp = 0;
        break;
    case AD_CURS:
        if (night() && !rn2(10) && !mdef->mcan) {
            if (pd == &mons[PM_CLAY_GOLEM]) {
                if (!Blind)
#if 0 /*JP:T*/
                    pline("Some writing vanishes from %s head!",
                          s_suffix(mon_nam(mdef)));
#else
                    pline("%sの頭に書いてある文字のいくつかが消えた！",
                          mon_nam(mdef));
#endif
                xkilled(mdef, XKILL_NOMSG);
                /* Don't return yet; keep hp<1 and tmp=0 for pet msg */
            } else {
                mdef->mcan = 1;
/*JP
                You("chuckle.");
*/
                You("くすくす笑った．");
            }
        }
        tmp = 0;
        break;
    case AD_DRLI:
        if (!negated && !rn2(3) && !resists_drli(mdef)) {
            int xtmp = d(2, 6);

/*JP
            pline("%s suddenly seems weaker!", Monnam(mdef));
*/
            pline("%sは突然弱くなったように見えた！", Monnam(mdef));
            mdef->mhpmax -= xtmp;
            mdef->mhp -= xtmp;
            /* !m_lev: level 0 monster is killed regardless of hit points
               rather than drop to level -1 */
            if (DEADMONSTER(mdef) || !mdef->m_lev) {
/*JP
                pline("%s dies!", Monnam(mdef));
*/
                pline("%sは死んだ！", Monnam(mdef));
                xkilled(mdef, XKILL_NOMSG);
            } else
                mdef->m_lev--;
            tmp = 0;
        }
        break;
    case AD_RUST:
        if (pd == &mons[PM_IRON_GOLEM]) {
/*JP
            pline("%s falls to pieces!", Monnam(mdef));
*/
            pline("%sはバラバラになった！", Monnam(mdef));
            xkilled(mdef, XKILL_NOMSG);
        }
        erode_armor(mdef, ERODE_RUST);
        tmp = 0;
        break;
    case AD_CORR:
        erode_armor(mdef, ERODE_CORRODE);
        tmp = 0;
        break;
    case AD_DCAY:
        if (pd == &mons[PM_WOOD_GOLEM] || pd == &mons[PM_LEATHER_GOLEM]) {
/*JP
            pline("%s falls to pieces!", Monnam(mdef));
*/
            pline("%sはバラバラになった！", Monnam(mdef));
            xkilled(mdef, XKILL_NOMSG);
        }
        erode_armor(mdef, ERODE_ROT);
        tmp = 0;
        break;
    case AD_DREN:
        if (!negated && !rn2(4))
            xdrainenergym(mdef, TRUE);
        tmp = 0;
        break;
    case AD_DRST:
    case AD_DRDX:
    case AD_DRCO:
        if (!negated && !rn2(8)) {
/*JP
            Your("%s was poisoned!", mpoisons_subj(&youmonst, mattk));
*/
            Your("%sは毒されている！", mpoisons_subj(&youmonst, mattk));
            if (resists_poison(mdef)) {
/*JP
                pline_The("poison doesn't seem to affect %s.", mon_nam(mdef));
*/
                pline("毒は%sに影響を与えない．", mon_nam(mdef));
            } else {
                if (!rn2(10)) {
/*JP
                    Your("poison was deadly...");
*/
                    Your("与えた毒は致死量だった．．．");
                    tmp = mdef->mhp;
                } else
                    tmp += rn1(10, 6);
            }
        }
        break;
    case AD_DRIN: {
        struct obj *helmet;

        if (notonhead || !has_head(pd)) {
/*JP
            pline("%s doesn't seem harmed.", Monnam(mdef));
*/
            pline("%sは傷ついたようには見えない．", Monnam(mdef));
            tmp = 0;
            if (!Unchanging && pd == &mons[PM_GREEN_SLIME]) {
                if (!Slimed) {
/*JP
                    You("suck in some slime and don't feel very well.");
*/
                    You("スライムを吸い取って，具合が悪くなった．");
                    make_slimed(10L, (char *) 0);
                }
            }
            break;
        }
        if (m_slips_free(mdef, mattk))
            break;

        if ((helmet = which_armor(mdef, W_ARMH)) != 0 && rn2(8)) {
#if 0 /*JP:T*/
            pline("%s %s blocks your attack to %s head.",
                  s_suffix(Monnam(mdef)), helm_simple_name(helmet),
                  mhis(mdef));
#else
            pline("%sの%sが頭への攻撃を防いだ．",
                  Monnam(mdef), helm_simple_name(helmet));
#endif
            break;
        }

        (void) eat_brains(&youmonst, mdef, TRUE, &tmp);
        break;
    }
    case AD_STCK:
        if (!negated && !sticks(pd))
            u.ustuck = mdef; /* it's now stuck to you */
        break;
    case AD_WRAP:
        if (!sticks(pd)) {
            if (!u.ustuck && !rn2(10)) {
                if (m_slips_free(mdef, mattk)) {
                    tmp = 0;
                } else {
/*JP
                    You("swing yourself around %s!", mon_nam(mdef));
*/
                    You("%sに身体を絡みつかせた！", mon_nam(mdef));
                    u.ustuck = mdef;
                }
            } else if (u.ustuck == mdef) {
                /* Monsters don't wear amulets of magical breathing */
                if (is_pool(u.ux, u.uy) && !is_swimmer(pd)
                    && !amphibious(pd)) {
/*JP
                    You("drown %s...", mon_nam(mdef));
*/
                    You("%sを溺れさせた．．．", mon_nam(mdef));
                    tmp = mdef->mhp;
                } else if (mattk->aatyp == AT_HUGS)
/*JP
                    pline("%s is being crushed.", Monnam(mdef));
*/
                    pline("%sは押しつぶされている．", Monnam(mdef));
            } else {
                tmp = 0;
                if (flags.verbose)
#if 0 /*JP:T*/
                    You("brush against %s %s.", s_suffix(mon_nam(mdef)),
                        mbodypart(mdef, LEG));
#else
                    You("%sの%sに触れた．", mon_nam(mdef),
                        mbodypart(mdef, LEG));
#endif
            }
        } else
            tmp = 0;
        break;
    case AD_PLYS:
        if (!negated && mdef->mcanmove && !rn2(3) && tmp < mdef->mhp) {
            if (!Blind)
/*JP
                pline("%s is frozen by you!", Monnam(mdef));
*/
                pline("%sはあなたのにらみで動けなくなった！", Monnam(mdef));
            paralyze_monst(mdef, rnd(10));
        }
        break;
    case AD_SLEE:
        if (!negated && !mdef->msleeping && sleep_monst(mdef, rnd(10), -1)) {
            if (!Blind)
/*JP
                pline("%s is put to sleep by you!", Monnam(mdef));
*/
                pline("%sは突然眠りにおちた！", Monnam(mdef));
            slept_monst(mdef);
        }
        break;
    case AD_SLIM:
        if (negated)
            break; /* physical damage only */
        if (!rn2(4) && !slimeproof(pd)) {
            if (!munslime(mdef, TRUE) && !DEADMONSTER(mdef)) {
                /* this assumes newcham() won't fail; since hero has
                   a slime attack, green slimes haven't been geno'd */
/*JP
                You("turn %s into slime.", mon_nam(mdef));
*/
                pline("%sはスライムになった．", mon_nam(mdef));
                if (newcham(mdef, &mons[PM_GREEN_SLIME], FALSE, FALSE))
                    pd = mdef->data;
            }
            /* munslime attempt could have been fatal */
            if (DEADMONSTER(mdef))
                return 2; /* skip death message */
            tmp = 0;
        }
        break;
    case AD_ENCH: /* KMH -- remove enchantment (disenchanter) */
        /* there's no msomearmor() function, so just do damage */
        /* if (negated) break; */
        break;
    case AD_SLOW:
        if (!negated && mdef->mspeed != MSLOW) {
            unsigned int oldspeed = mdef->mspeed;

            mon_adjust_speed(mdef, -1, (struct obj *) 0);
            if (mdef->mspeed != oldspeed && canseemon(mdef))
/*JP
                pline("%s slows down.", Monnam(mdef));
*/
                pline("%sはのろくなった．", Monnam(mdef));
        }
        break;
    case AD_CONF:
        if (!mdef->mconf) {
            if (canseemon(mdef))
/*JP
                pline("%s looks confused.", Monnam(mdef));
*/
                pline("%sは混乱したようだ．", Monnam(mdef));
            mdef->mconf = 1;
        }
        break;
    default:
        tmp = 0;
        break;
    }

    mdef->mstrategy &= ~STRAT_WAITFORU; /* in case player is very fast */
    mdef->mhp -= tmp;
    if (DEADMONSTER(mdef)) {
        if (mdef->mtame && !cansee(mdef->mx, mdef->my)) {
/*JP
            You_feel("embarrassed for a moment.");
*/
            You("しばらく困惑した．");
            if (tmp)
                xkilled(mdef, XKILL_NOMSG); /* !tmp but hp<1: already killed */
        } else if (!flags.verbose) {
/*JP
            You("destroy it!");
*/
            You("倒した！");
            if (tmp)
                xkilled(mdef, XKILL_NOMSG);
        } else if (tmp)
            killed(mdef);
        return 2;
    }
    return 1;
}

STATIC_OVL int
explum(mdef, mattk)
register struct monst *mdef;
register struct attack *mattk;
{
    boolean resistance; /* only for cold/fire/elec */
    register int tmp = d((int) mattk->damn, (int) mattk->damd);

/*JP
    You("explode!");
*/
    You("爆発した！");
    switch (mattk->adtyp) {
    case AD_BLND:
        if (!resists_blnd(mdef)) {
/*JP
            pline("%s is blinded by your flash of light!", Monnam(mdef));
*/
            pline("%sはまばゆい光で目がくらんだ！", Monnam(mdef));
            mdef->mblinded = min((int) mdef->mblinded + tmp, 127);
            mdef->mcansee = 0;
        }
        break;
    case AD_HALU:
        if (haseyes(mdef->data) && mdef->mcansee) {
/*JP
            pline("%s is affected by your flash of light!", Monnam(mdef));
*/
            pline("%sはまばゆい光で影響を受けた！", Monnam(mdef));
            mdef->mconf = 1;
        }
        break;
    case AD_COLD:
        resistance = resists_cold(mdef);
        goto common;
    case AD_FIRE:
        resistance = resists_fire(mdef);
        goto common;
    case AD_ELEC:
        resistance = resists_elec(mdef);
 common:
        if (!resistance) {
/*JP
            pline("%s gets blasted!", Monnam(mdef));
*/
            pline("%sは爆発を浴びた！", Monnam(mdef));
            mdef->mhp -= tmp;
            if (DEADMONSTER(mdef)) {
                killed(mdef);
                return 2;
            }
        } else {
            shieldeff(mdef->mx, mdef->my);
            if (is_golem(mdef->data))
                golemeffects(mdef, (int) mattk->adtyp, tmp);
            else
/*JP
                pline_The("blast doesn't seem to affect %s.", mon_nam(mdef));
*/
                pline("爆発は%sに影響を与えなかったようだ．", mon_nam(mdef));
        }
        break;
    default:
        break;
    }
    return 1;
}

STATIC_OVL void
start_engulf(mdef)
struct monst *mdef;
{
    if (!Invisible) {
        map_location(u.ux, u.uy, TRUE);
        tmp_at(DISP_ALWAYS, mon_to_glyph(&youmonst, rn2_on_display_rng));
        tmp_at(mdef->mx, mdef->my);
    }
/*JP
    You("engulf %s!", mon_nam(mdef));
*/
    You("%sを飲み込んだ！", mon_nam(mdef));
    delay_output();
    delay_output();
}

STATIC_OVL void
end_engulf()
{
    if (!Invisible) {
        tmp_at(DISP_END, 0);
        newsym(u.ux, u.uy);
    }
}

STATIC_OVL int
gulpum(mdef, mattk)
register struct monst *mdef;
register struct attack *mattk;
{
#ifdef LINT /* static char msgbuf[BUFSZ]; */
    char msgbuf[BUFSZ];
#else
    static char msgbuf[BUFSZ]; /* for nomovemsg */
#endif
    register int tmp;
    register int dam = d((int) mattk->damn, (int) mattk->damd);
    boolean fatal_gulp;
    struct obj *otmp;
    struct permonst *pd = mdef->data;

    /* Not totally the same as for real monsters.  Specifically, these
     * don't take multiple moves.  (It's just too hard, for too little
     * result, to program monsters which attack from inside you, which
     * would be necessary if done accurately.)  Instead, we arbitrarily
     * kill the monster immediately for AD_DGST and we regurgitate them
     * after exactly 1 round of attack otherwise.  -KAA
     */

    if (!engulf_target(&youmonst, mdef))
        return 0;

    if (u.uhunger < 1500 && !u.uswallow) {
        for (otmp = mdef->minvent; otmp; otmp = otmp->nobj)
            (void) snuff_lit(otmp);

        /* force vampire in bat, cloud, or wolf form to revert back to
           vampire form now instead of dealing with that when it dies */
        if (is_vampshifter(mdef)
            && newcham(mdef, &mons[mdef->cham], FALSE, FALSE)) {
/*JP
            You("engulf it, then expel it.");
*/
            You("飲み込んで，吐き出した．");
            if (canspotmon(mdef))
/*JP
                pline("It turns into %s.", a_monnam(mdef));
*/
                pline("それは%sになった．", a_monnam(mdef));
            else
                map_invisible(mdef->mx, mdef->my);
            return 1;
        }

        /* engulfing a cockatrice or digesting a Rider or Medusa */
        fatal_gulp = (touch_petrifies(pd) && !Stone_resistance)
                     || (mattk->adtyp == AD_DGST
                         && (is_rider(pd) || (pd == &mons[PM_MEDUSA]
                                              && !Stone_resistance)));

        if ((mattk->adtyp == AD_DGST && !Slow_digestion) || fatal_gulp)
            eating_conducts(pd);

        if (fatal_gulp && !is_rider(pd)) { /* petrification */
            char kbuf[BUFSZ];
            const char *mname = pd->mname;

            if (!type_is_pname(pd))
                mname = an(mname);
/*JP
            You("englut %s.", mon_nam(mdef));
*/
            You("%sを飲み込んだ．", mon_nam(mdef));
/*JP
            Sprintf(kbuf, "swallowing %s whole", mname);
*/
            Sprintf(kbuf, "%sを飲み込んで", mname);
            instapetrify(kbuf);
        } else {
            start_engulf(mdef);
            switch (mattk->adtyp) {
            case AD_DGST:
                /* eating a Rider or its corpse is fatal */
                if (is_rider(pd)) {
/*JP
                    pline("Unfortunately, digesting any of it is fatal.");
*/
                    pline("残念ながら，それを食べるのは致命的な間違いだ．");
                    end_engulf();
#if 0 /*JP*/
                    Sprintf(killer.name, "unwisely tried to eat %s",
                            pd->mname);
                    killer.format = NO_KILLER_PREFIX;
#else
                    Sprintf(killer.name, "愚かにも%sを食べようとして",
                            pd->mname);
                    killer.format = KILLED_BY;
#endif
                    done(DIED);
                    return 0; /* lifesaved */
                }

                if (Slow_digestion) {
                    dam = 0;
                    break;
                }

                /* Use up amulet of life saving */
                if ((otmp = mlifesaver(mdef)) != 0)
                    m_useup(mdef, otmp);

                newuhs(FALSE);
                /* start_engulf() issues "you engulf <mdef>" above; this
                   used to specify XKILL_NOMSG but we need "you kill <mdef>"
                   in case we're also going to get "welcome to level N+1";
                   "you totally digest <mdef>" will be coming soon (after
                   several turns) but the level-gain message seems out of
                   order if the kill message is left implicit */
                xkilled(mdef, XKILL_GIVEMSG | XKILL_NOCORPSE);
                if (!DEADMONSTER(mdef)) { /* monster lifesaved */
/*JP
                    You("hurriedly regurgitate the sizzling in your %s.",
*/
                    You("%sの中でシューシューという音を立てているものを大急ぎで吐き戻した．",
                        body_part(STOMACH));
                } else {
                    tmp = 1 + (pd->cwt >> 8);
                    if (corpse_chance(mdef, &youmonst, TRUE)
                        && !(mvitals[monsndx(pd)].mvflags & G_NOCORPSE)) {
                        /* nutrition only if there can be a corpse */
                        u.uhunger += (pd->cnutrit + 1) / 2;
                    } else
                        tmp = 0;
/*JP
                    Sprintf(msgbuf, "You totally digest %s.", mon_nam(mdef));
*/
                    Sprintf(msgbuf, "あなたは%sを完全に消化した．", mon_nam(mdef));
                    if (tmp != 0) {
                        /* setting afternmv = end_engulf is tempting,
                         * but will cause problems if the player is
                         * attacked (which uses his real location) or
                         * if his See_invisible wears off
                         */
/*JP
                        You("digest %s.", mon_nam(mdef));
*/
                        You("%sを消化している．", mon_nam(mdef));
                        if (Slow_digestion)
                            tmp *= 2;
                        nomul(-tmp);
/*JP
                        multi_reason = "digesting something";
*/
                        multi_reason = "消化中に";
                        nomovemsg = msgbuf;
                    } else
                        pline1(msgbuf);
                    if (pd == &mons[PM_GREEN_SLIME]) {
/*JP
                        Sprintf(msgbuf, "%s isn't sitting well with you.",
*/
                        Sprintf(msgbuf, "%sはあなたとうまく折り合いをつけられないようだ．",
                                The(pd->mname));
                        if (!Unchanging) {
                            make_slimed(5L, (char *) 0);
                        }
                    } else
                        exercise(A_CON, TRUE);
                }
                end_engulf();
                return 2;
            case AD_PHYS:
                if (youmonst.data == &mons[PM_FOG_CLOUD]) {
/*JP
                    pline("%s is laden with your moisture.", Monnam(mdef));
*/
                    pline("%sはあなたの湿気に苦しめられている．", Monnam(mdef));
                    if (amphibious(pd) && !flaming(pd)) {
                        dam = 0;
/*JP
                        pline("%s seems unharmed.", Monnam(mdef));
*/
                        pline("%sは傷ついていないようだ．", Monnam(mdef));
                    }
                } else
/*JP
                    pline("%s is pummeled with your debris!", Monnam(mdef));
*/
                    pline("%sは瓦礫で痛めつけられた！", Monnam(mdef));
                break;
            case AD_ACID:
/*JP
                pline("%s is covered with your goo!", Monnam(mdef));
*/
                pline("%sはねばつくもので覆われた！", Monnam(mdef));
                if (resists_acid(mdef)) {
/*JP
                    pline("It seems harmless to %s.", mon_nam(mdef));
*/
                    pline("しかし，%sはなんともない．", mon_nam(mdef));
                    dam = 0;
                }
                break;
            case AD_BLND:
                if (can_blnd(&youmonst, mdef, mattk->aatyp,
                             (struct obj *) 0)) {
                    if (mdef->mcansee)
/*JP
                        pline("%s can't see in there!", Monnam(mdef));
*/
                        pline("%sは目が見えなくなった！", mon_nam(mdef));
                    mdef->mcansee = 0;
                    dam += mdef->mblinded;
                    if (dam > 127)
                        dam = 127;
                    mdef->mblinded = dam;
                }
                dam = 0;
                break;
            case AD_ELEC:
                if (rn2(2)) {
/*JP
                    pline_The("air around %s crackles with electricity.",
*/
                    pline("%sの回りの空気は電気でピリピリしている．",
                              mon_nam(mdef));
                    if (resists_elec(mdef)) {
/*JP
                        pline("%s seems unhurt.", Monnam(mdef));
*/
                        pline("しかし，%sは平気なようだ．", Monnam(mdef));
                        dam = 0;
                    }
                    golemeffects(mdef, (int) mattk->adtyp, dam);
                } else
                    dam = 0;
                break;
            case AD_COLD:
                if (rn2(2)) {
                    if (resists_cold(mdef)) {
/*JP
                        pline("%s seems mildly chilly.", Monnam(mdef));
*/
                        pline("%sは冷えたようだ．", Monnam(mdef));
                        dam = 0;
                    } else
/*JP
                        pline("%s is freezing to death!", Monnam(mdef));
*/
                        pline("%sは凍死しそうだ！", Monnam(mdef));
                    golemeffects(mdef, (int) mattk->adtyp, dam);
                } else
                    dam = 0;
                break;
            case AD_FIRE:
                if (rn2(2)) {
                    if (resists_fire(mdef)) {
/*JP
                        pline("%s seems mildly hot.", Monnam(mdef));
*/
                        pline("%sは暖かくなったようだ．", Monnam(mdef));
                        dam = 0;
                    } else
/*JP
                        pline("%s is burning to a crisp!", Monnam(mdef));
*/
                        pline("%sは燃えてカラカラになった！", Monnam(mdef));
                    golemeffects(mdef, (int) mattk->adtyp, dam);
                } else
                    dam = 0;
                break;
            case AD_DREN:
                if (!rn2(4))
                    xdrainenergym(mdef, TRUE);
                dam = 0;
                break;
            }
            end_engulf();
            mdef->mhp -= dam;
            if (DEADMONSTER(mdef)) {
                killed(mdef);
                if (DEADMONSTER(mdef)) /* not lifesaved */
                    return 2;
            }
#if 0 /*JP:T*/
            You("%s %s!", is_animal(youmonst.data) ? "regurgitate" : "expel",
                mon_nam(mdef));
#else
            You("%sを%sした！", mon_nam(mdef),
                is_animal(youmonst.data) ? "吐き戻" : "排出");
#endif
            if (Slow_digestion || is_animal(youmonst.data)) {
#if 0 /*JP:T*/
                pline("Obviously, you didn't like %s taste.",
                      s_suffix(mon_nam(mdef)));
#else
                pline("どうも%sの味は好きになれない．",
                      mon_nam(mdef));
#endif
            }
        }
    }
    return 0;
}

void
missum(mdef, mattk, wouldhavehit)
register struct monst *mdef;
register struct attack *mattk;
boolean wouldhavehit;
{
    if (wouldhavehit) /* monk is missing due to penalty for wearing suit */
/*JP
        Your("armor is rather cumbersome...");
*/
        Your("防具は少し邪魔だ．．．");

    if (could_seduce(&youmonst, mdef, mattk))
/*JP
        You("pretend to be friendly to %s.", mon_nam(mdef));
*/
        You("%sに友好的なふりをした．", mon_nam(mdef));
    else if (canspotmon(mdef) && flags.verbose)
/*JP
        You("miss %s.", mon_nam(mdef));
*/
        Your("%sへの攻撃は外れた．", mon_nam(mdef));
    else
/*JP
        You("miss it.");
*/
        Your("何者かへの攻撃は外れた．");
    if (!mdef->msleeping && mdef->mcanmove)
        wakeup(mdef, TRUE);
}

/* attack monster as a monster; returns True if mon survives */
STATIC_OVL boolean
hmonas(mon)
register struct monst *mon;
{
    struct attack *mattk, alt_attk;
    struct obj *weapon, **originalweapon;
    boolean altwep = FALSE, weapon_used = FALSE, odd_claw = TRUE;
    int i, tmp, armorpenalty, sum[NATTK], nsum = 0, dhit = 0, attknum = 0;
    int dieroll, multi_claw = 0;

    /* with just one touch/claw/weapon attack, both rings matter;
       with more than one, alternate right and left when checking
       whether silver ring causes successful hit */
    for (i = 0; i < NATTK; i++) {
        sum[i] = 0;
        mattk = getmattk(&youmonst, mon, i, sum, &alt_attk);
        if (mattk->aatyp == AT_WEAP
            || mattk->aatyp == AT_CLAW || mattk->aatyp == AT_TUCH)
            ++multi_claw;
    }
    multi_claw = (multi_claw > 1); /* switch from count to yes/no */

    for (i = 0; i < NATTK; i++) {
        /* sum[i] = 0; -- now done above */
        mattk = getmattk(&youmonst, mon, i, sum, &alt_attk);
        weapon = 0;
        switch (mattk->aatyp) {
        case AT_WEAP:
            /* if (!uwep) goto weaponless; */
 use_weapon:
            odd_claw = !odd_claw; /* see case AT_CLAW,AT_TUCH below */
            /* if we've already hit with a two-handed weapon, we don't
               get to make another weapon attack (note:  monsters who
               use weapons do not have this restriction, but they also
               never have the opportunity to use two weapons) */
            if (weapon_used && sum[i - 1] && uwep && bimanual(uwep))
                continue;
            /* Certain monsters don't use weapons when encountered as enemies,
             * but players who polymorph into them have hands or claws and
             * thus should be able to use weapons.  This shouldn't prohibit
             * the use of most special abilities, either.
             * If monster has multiple claw attacks, only one can use weapon.
             */
            weapon_used = TRUE;
            /* Potential problem: if the monster gets multiple weapon attacks,
             * we currently allow the player to get each of these as a weapon
             * attack.  Is this really desirable?
             */
            /* approximate two-weapon mode; known_hitum() -> hmon() -> &c
               might destroy the weapon argument, but it might also already
               be Null, and we want to track that for passive() */
            originalweapon = (altwep && uswapwep) ? &uswapwep : &uwep;
            if (uswapwep /* set up 'altwep' flag for next iteration */
                /* only consider seconary when wielding one-handed primary */
                && uwep && (uwep->oclass == WEAPON_CLASS || is_weptool(uwep))
                && !bimanual(uwep)
                /* only switch if not wearing shield and not at artifact;
                   shield limitation is iffy since still get extra swings
                   if polyform has them, but it matches twoweap behavior;
                   twoweap also only allows primary to be an artifact, so
                   if alternate weapon is one, don't use it */
                && !uarms && !uswapwep->oartifact
                /* only switch to uswapwep if it's a weapon */
                && (uswapwep->oclass == WEAPON_CLASS || is_weptool(uswapwep))
                /* only switch if uswapwep is not bow, arrows, or darts */
                && !(is_launcher(uswapwep) || is_ammo(uswapwep)
                     || is_missile(uswapwep)) /* dart, shuriken, boomerang */
                /* and not two-handed and not incapable of being wielded */
                && !bimanual(uswapwep)
                && !(objects[uswapwep->otyp].oc_material == SILVER
                     && Hate_silver))
                altwep = !altwep; /* toggle for next attack */
            weapon = *originalweapon;
            if (!weapon) /* no need to go beyond no-gloves to rings; not ...*/
                originalweapon = &uarmg; /*... subject to erosion damage */

            tmp = find_roll_to_hit(mon, AT_WEAP, weapon, &attknum,
                                   &armorpenalty);
            dieroll = rnd(20);
            dhit = (tmp > dieroll || u.uswallow);
            /* caller must set bhitpos */
            if (!known_hitum(mon, weapon, &dhit, tmp,
                             armorpenalty, mattk, dieroll)) {
                /* enemy dead, before any special abilities used */
                sum[i] = 2;
                break;
            } else
                sum[i] = dhit;
            /* originalweapon points to an equipment slot which might
               now be empty if the weapon was destroyed during the hit;
               passive(,weapon,...) won't call passive_obj() in that case */
            weapon = *originalweapon; /* might receive passive erosion */
            /* might be a worm that gets cut in half; if so, early return */
            if (m_at(u.ux + u.dx, u.uy + u.dy) != mon) {
                i = NATTK; /* skip additional attacks */
                /* proceed with uswapwep->cursed check, then exit loop */
                goto passivedone;
            }
            /* Do not print "You hit" message; known_hitum already did it. */
            if (dhit && mattk->adtyp != AD_SPEL && mattk->adtyp != AD_PHYS)
                sum[i] = damageum(mon, mattk, 0);
            break;
        case AT_CLAW:
            if (uwep && !cantwield(youmonst.data) && !weapon_used)
                goto use_weapon;
            /*FALLTHRU*/
        case AT_TUCH:
            if (uwep && youmonst.data->mlet == S_LICH && !weapon_used)
                goto use_weapon;
            /*FALLTHRU*/
        case AT_KICK:
        case AT_BITE:
        case AT_STNG:
        case AT_BUTT:
        case AT_TENT:
        /*weaponless:*/
            tmp = find_roll_to_hit(mon, mattk->aatyp, (struct obj *) 0,
                                   &attknum, &armorpenalty);
            dieroll = rnd(20);
            dhit = (tmp > dieroll || u.uswallow);
            if (dhit) {
                int compat, specialdmg;
                long silverhit = 0L;
#if 0 /*JP*//* すべて「攻撃した」にする */
                const char *verb = 0; /* verb or body part */
#endif

                if (!u.uswallow
                    && (compat = could_seduce(&youmonst, mon, mattk)) != 0) {
#if 0 /*JP:T*/
                    You("%s %s %s.",
                        (mon->mcansee && haseyes(mon->data)) ? "smile at"
                                                             : "talk to",
                        mon_nam(mon),
                        (compat == 2) ? "engagingly" : "seductively");
#else
                    You("%sへ%s%s．",
                        mon_nam(mon),
                        compat == 2 ? "魅力的に" : "誘惑的に",
                        mon->mcansee && haseyes(mon->data) ? "微笑みかけた"
                                                           : "話しかけた");
#endif
                    /* doesn't anger it; no wakeup() */
                    sum[i] = damageum(mon, mattk, 0);
                    break;
                }
                wakeup(mon, TRUE);

                specialdmg = 0; /* blessed and/or silver bonus */
                switch (mattk->aatyp) {
                case AT_CLAW:
                case AT_TUCH:
                    /* verb=="claws" may be overridden below */
#if 0 /*JP*/
                    verb = (mattk->aatyp == AT_TUCH) ? "touch" : "claws";
#endif
                    /* decide if silver-hater will be hit by silver ring(s);
                       for 'multi_claw' where attacks alternate right/left,
                       assume 'even' claw or touch attacks use right hand
                       or paw, 'odd' ones use left for ring interaction;
                       even vs odd is based on actual attacks rather
                       than on index into mon->dat->mattk[] so that {bite,
                       claw,claw} instead of {claw,claw,bite} doesn't
                       make poly'd hero mysteriously become left-handed */
                    odd_claw = !odd_claw;
                    specialdmg = special_dmgval(&youmonst, mon,
                                                W_ARMG
                                                | ((odd_claw || !multi_claw)
                                                   ? W_RINGL : 0L)
                                                | ((!odd_claw || !multi_claw)
                                                   ? W_RINGR : 0L),
                                                &silverhit);
                    break;
                case AT_TENT:
                    /* assumes mind flayer's tentacles-on-head rather
                       than sea monster's tentacle-as-arm */
#if 0 /*JP*/
                    verb = "tentacles";
#endif
                    break;
                case AT_KICK:
#if 0 /*JP*/
                    verb = "kick";
#endif
                    specialdmg = special_dmgval(&youmonst, mon, W_ARMF,
                                                &silverhit);
                    break;
                case AT_BUTT:
#if 0 /*JP*/
                    verb = "head butt"; /* mbodypart(mon,HEAD)=="head" */
                    /* hypothetical; if any form with a head-butt attack
                       could wear a helmet, it would hit shades when
                       wearing a blessed (or silver) one */
#endif
                    specialdmg = special_dmgval(&youmonst, mon, W_ARMH,
                                                &silverhit);
                    break;
                case AT_BITE:
#if 0 /*JP*/
                    verb = "bite";
#endif
                    break;
                case AT_STNG:
#if 0 /*JP*/
                    verb = "sting";
#endif
                    break;
                default:
#if 0 /*JP*/
                    verb = "hit";
#endif
                    break;
                }
                if (mon->data == &mons[PM_SHADE] && !specialdmg) {
#if 0 /*JP*/
                    if (!strcmp(verb, "hit")
                        || (mattk->aatyp == AT_CLAW && humanoid(mon->data)))
                        verb = "attack";
#endif
#if 0 /*JP*/
                    Your("%s %s harmlessly through %s.",
                         verb, vtense(verb, "pass"), mon_nam(mon));
#else
                    Your("攻撃は%sを通りぬけた．",
                         mon_nam(mon));
#endif
                } else {
                    if (mattk->aatyp == AT_TENT) {
/*JP
                        Your("tentacles suck %s.", mon_nam(mon));
*/
                        Your("触手が%sの体液を吸いとった．", mon_nam(mon));
                    } else {
#if 0 /*JP*/
                        if (mattk->aatyp == AT_CLAW)
                            verb = "hit"; /* not "claws" */
#endif
#if 0 /*JP*/
                        You("%s %s.", verb, mon_nam(mon));
#else
                        You("%sを攻撃した．", mon_nam(mon));
#endif
                        if (silverhit && flags.verbose)
                            silver_sears(&youmonst, mon, silverhit);
                    }
                    sum[i] = damageum(mon, mattk, specialdmg);
                }
            } else { /* !dhit */
                missum(mon, mattk, (tmp + armorpenalty > dieroll));
            }
            break;

        case AT_HUGS: {
            int specialdmg;
            long silverhit = 0L;
            boolean byhand = hug_throttles(&mons[u.umonnum]), /* rope golem */
                    unconcerned = (byhand && !can_be_strangled(mon));

            if (sticks(mon->data) || u.uswallow || notonhead
                || (byhand && (uwep || !has_head(mon->data)))) {
                /* can't hold a holder due to subsequent ambiguity over
                   who is holding whom; can't hug engulfer from inside;
                   can't hug a worm tail (would immobilize entire worm!);
                   byhand: can't choke something that lacks a head;
                   not allowed to make a choking hug if wielding a weapon
                   (but might have grabbed w/o weapon, then wielded one,
                   and may even be attacking a different monster now) */
                if (byhand && uwep && u.ustuck
                    && !(sticks(u.ustuck->data) || u.uswallow))
                    uunstick();
                continue; /* not 'break'; bypass passive counter-attack */
            }
            /* automatic if prev two attacks succeed, or if
               already grabbed in a previous attack */
            dhit = 1;
            wakeup(mon, TRUE);
            /* choking hug/throttling grab uses hands (gloves or rings);
               normal hug uses outermost of cloak/suit/shirt */
            specialdmg = special_dmgval(&youmonst, mon,
                                        byhand ? (W_ARMG | W_RINGL | W_RINGR)
                                               : (W_ARMC | W_ARM | W_ARMU),
                                        &silverhit);
            if (unconcerned) {
                /* strangling something which can't be strangled */
                if (mattk != &alt_attk) {
                    alt_attk = *mattk;
                    mattk = &alt_attk;
                }
                /* change damage to 1d1; not strangling but still
                   doing [minimal] physical damage to victim's body */
                mattk->damn = mattk->damd = 1;
                /* don't give 'unconcerned' feedback if there is extra damage
                   or if it is nearly destroyed or if creature doesn't have
                   the mental ability to be concerned in the first place */
                if (specialdmg || mindless(mon->data)
                    || mon->mhp <= 1 + max(u.udaminc, 1))
                    unconcerned = FALSE;
            }
            if (mon->data == &mons[PM_SHADE]) {
#if 0 /*JP*/
                const char *verb = byhand ? "grasp" : "hug";
#endif

                /* hugging a shade; successful if blessed outermost armor
                   for normal hug, or blessed gloves or silver ring(s) for
                   choking hug; deals damage but never grabs hold */
                if (specialdmg) {
#if 0 /*JP:T*/
                    You("%s %s%s", verb, mon_nam(mon), exclam(specialdmg));
#else
                    You("%sをつかんだ%s", mon_nam(mon), exclam(specialdmg));
#endif
                    if (silverhit && flags.verbose)
                        silver_sears(&youmonst, mon, silverhit);
                    sum[i] = damageum(mon, mattk, specialdmg);
                } else {
#if 0 /*JP:T*/
                    Your("%s passes harmlessly through %s.",
                         verb, mon_nam(mon));
#else
                    You("%sをつかまえようとしたが通りぬけた．",
                        mon_nam(mon));
#endif
                }
                break;
            }
            /* hug attack against ordinary foe */
            if (mon == u.ustuck) {
#if 0 /*JP:T*/
                pline("%s is being %s%s.", Monnam(mon),
                      byhand ? "throttled" : "crushed",
                      /* extra feedback for non-breather being choked */
                      unconcerned ? " but doesn't seem concerned" : "");
#else
                pline("%sは%s%s．", Monnam(mon),
                      byhand ? "首を絞められている" : "押しつぶされている",
                      /* extra feedback for non-breather being choked */
                      unconcerned ? "が，気にしていないようだ" : "");
#endif
                if (silverhit && flags.verbose)
                    silver_sears(&youmonst, mon, silverhit);
                sum[i] = damageum(mon, mattk, specialdmg);
            } else if (i >= 2 && sum[i - 1] && sum[i - 2]) {
                /* in case we're hugging a new target while already
                   holding something else; yields feedback
                   "<u.ustuck> is no longer in your clutches" */
                if (u.ustuck && u.ustuck != mon)
                    uunstick();
/*JP
                You("grab %s!", mon_nam(mon));
*/
                You("%sをつかまえた！", mon_nam(mon));
                u.ustuck = mon;
                if (silverhit && flags.verbose)
                    silver_sears(&youmonst, mon, silverhit);
                sum[i] = damageum(mon, mattk, specialdmg);
            }
            break; /* AT_HUGS */
        }

        case AT_EXPL: /* automatic hit if next to */
            dhit = -1;
            wakeup(mon, TRUE);
            sum[i] = explum(mon, mattk);
            break;

        case AT_ENGL:
            tmp = find_roll_to_hit(mon, mattk->aatyp, (struct obj *) 0,
                                   &attknum, &armorpenalty);
            if ((dhit = (tmp > rnd(20 + i)))) {
                wakeup(mon, TRUE);
                if (mon->data == &mons[PM_SHADE])
/*JP
                    Your("attempt to surround %s is harmless.", mon_nam(mon));
*/
                    You("%sを飲みこもうとしたが失敗した．", mon_nam(mon));
                else {
                    sum[i] = gulpum(mon, mattk);
                    if (sum[i] == 2 && (mon->data->mlet == S_ZOMBIE
                                        || mon->data->mlet == S_MUMMY)
                        && rn2(5) && !Sick_resistance) {
/*JP
                        You_feel("%ssick.", (Sick) ? "very " : "");
*/
                        You_feel("%s気分が悪い．", (Sick) ? "とても" : "");
                        mdamageu(mon, rnd(8));
                    }
                }
            } else {
                missum(mon, mattk, FALSE);
            }
            break;

        case AT_MAGC:
            /* No check for uwep; if wielding nothing we want to
             * do the normal 1-2 points bare hand damage...
             */
            if ((youmonst.data->mlet == S_KOBOLD
                 || youmonst.data->mlet == S_ORC
                 || youmonst.data->mlet == S_GNOME) && !weapon_used)
                goto use_weapon;
            /*FALLTHRU*/

        case AT_NONE:
        case AT_BOOM:
            continue;
        /* Not break--avoid passive attacks from enemy */

        case AT_BREA:
        case AT_SPIT:
        case AT_GAZE: /* all done using #monster command */
            dhit = 0;
            break;

        default: /* Strange... */
            impossible("strange attack of yours (%d)", mattk->aatyp);
        }
        if (dhit == -1) {
            u.mh = -1; /* dead in the current form */
            rehumanize();
        }
        if (sum[i] == 2) {
            /* defender dead */
            (void) passive(mon, weapon, 1, 0, mattk->aatyp, FALSE);
            nsum = 0; /* return value below used to be 'nsum > 0' */
        } else {
            (void) passive(mon, weapon, sum[i], 1, mattk->aatyp, FALSE);
            nsum |= sum[i];
        }

        /* don't use sum[i] beyond this point;
           'i' will be out of bounds if we get here via 'goto' */
 passivedone:
        /* when using dual weapons, cursed secondary weapon doesn't weld,
           it gets dropped; do the same when multiple AT_WEAP attacks
           simulate twoweap */
        if (uswapwep && weapon == uswapwep && weapon->cursed) {
            drop_uswapwep();
            break; /* don't proceed with additional attacks */
        }
        /* stop attacking if defender has died;
           needed to defer this until after uswapwep->cursed check */
        if (DEADMONSTER(mon))
            break;
        if (!Upolyd)
            break; /* No extra attacks if no longer a monster */
        if (multi < 0)
            break; /* If paralyzed while attacking, i.e. floating eye */
    }
    /* return value isn't used, but make it match hitum()'s */
    return !DEADMONSTER(mon);
}

/*      Special (passive) attacks on you by monsters done here.
 */
int
passive(mon, weapon, mhit, malive, aatyp, wep_was_destroyed)
struct monst *mon;
struct obj *weapon; /* uwep or uswapwep or uarmg or uarmf or Null */
boolean mhit;
int malive;
uchar aatyp;
boolean wep_was_destroyed;
{
    register struct permonst *ptr = mon->data;
    register int i, tmp;

    for (i = 0;; i++) {
        if (i >= NATTK)
            return (malive | mhit); /* no passive attacks */
        if (ptr->mattk[i].aatyp == AT_NONE)
            break; /* try this one */
    }
    /* Note: tmp not always used */
    if (ptr->mattk[i].damn)
        tmp = d((int) ptr->mattk[i].damn, (int) ptr->mattk[i].damd);
    else if (ptr->mattk[i].damd)
        tmp = d((int) mon->m_lev + 1, (int) ptr->mattk[i].damd);
    else
        tmp = 0;

    /*  These affect you even if they just died.
     */
    switch (ptr->mattk[i].adtyp) {
    case AD_FIRE:
        if (mhit && !mon->mcan && weapon) {
            if (aatyp == AT_KICK) {
                if (uarmf && !rn2(6))
                    (void) erode_obj(uarmf, xname(uarmf), ERODE_BURN,
                                     EF_GREASE | EF_VERBOSE);
            } else if (aatyp == AT_WEAP || aatyp == AT_CLAW
                       || aatyp == AT_MAGC || aatyp == AT_TUCH)
                passive_obj(mon, weapon, &(ptr->mattk[i]));
        }
        break;
    case AD_ACID:
        if (mhit && rn2(2)) {
            if (Blind || !flags.verbose)
/*JP
                You("are splashed!");
*/
                You("何かを浴びせられた！");
            else
#if 0 /*JP:T*/
                You("are splashed by %s %s!", s_suffix(mon_nam(mon)),
                    hliquid("acid"));
#else
                You("%sの%sを浴びせられた！", mon_nam(mon),
                    hliquid("酸"));
#endif

            if (!Acid_resistance)
                mdamageu(mon, tmp);
            if (!rn2(30))
                erode_armor(&youmonst, ERODE_CORRODE);
        }
        if (mhit && weapon) {
            if (aatyp == AT_KICK) {
                if (uarmf && !rn2(6))
                    (void) erode_obj(uarmf, xname(uarmf), ERODE_CORRODE,
                                     EF_GREASE | EF_VERBOSE);
            } else if (aatyp == AT_WEAP || aatyp == AT_CLAW
                       || aatyp == AT_MAGC || aatyp == AT_TUCH)
                passive_obj(mon, weapon, &(ptr->mattk[i]));
        }
        exercise(A_STR, FALSE);
        break;
    case AD_STON:
        if (mhit) { /* successful attack */
            long protector = attk_protection((int) aatyp);

            /* hero using monsters' AT_MAGC attack is hitting hand to
               hand rather than casting a spell */
            if (aatyp == AT_MAGC)
                protector = W_ARMG;

            if (protector == 0L /* no protection */
                || (protector == W_ARMG && !uarmg
                    && !uwep && !wep_was_destroyed)
                || (protector == W_ARMF && !uarmf)
                || (protector == W_ARMH && !uarmh)
                || (protector == (W_ARMC | W_ARMG) && (!uarmc || !uarmg))) {
                if (!Stone_resistance
                    && !(poly_when_stoned(youmonst.data)
                         && polymon(PM_STONE_GOLEM))) {
                    done_in_by(mon, STONING); /* "You turn to stone..." */
                    return 2;
                }
            }
        }
        break;
    case AD_RUST:
        if (mhit && !mon->mcan && weapon) {
            if (aatyp == AT_KICK) {
                if (uarmf)
                    (void) erode_obj(uarmf, xname(uarmf), ERODE_RUST,
                                     EF_GREASE | EF_VERBOSE);
            } else if (aatyp == AT_WEAP || aatyp == AT_CLAW
                       || aatyp == AT_MAGC || aatyp == AT_TUCH)
                passive_obj(mon, weapon, &(ptr->mattk[i]));
        }
        break;
    case AD_CORR:
        if (mhit && !mon->mcan && weapon) {
            if (aatyp == AT_KICK) {
                if (uarmf)
                    (void) erode_obj(uarmf, xname(uarmf), ERODE_CORRODE,
                                     EF_GREASE | EF_VERBOSE);
            } else if (aatyp == AT_WEAP || aatyp == AT_CLAW
                       || aatyp == AT_MAGC || aatyp == AT_TUCH)
                passive_obj(mon, weapon, &(ptr->mattk[i]));
        }
        break;
    case AD_MAGM:
        /* wrath of gods for attacking Oracle */
        if (Antimagic) {
            shieldeff(u.ux, u.uy);
/*JP
            pline("A hail of magic missiles narrowly misses you!");
*/
            pline("魔法の矢の雨がかすめていった！");
        } else {
/*JP
            You("are hit by magic missiles appearing from thin air!");
*/
            pline("突如空中に現われた魔法の矢が命中した！");
            mdamageu(mon, tmp);
        }
        break;
    case AD_ENCH: /* KMH -- remove enchantment (disenchanter) */
        if (mhit) {
            if (aatyp == AT_KICK) {
                if (!weapon)
                    break;
            } else if (aatyp == AT_BITE || aatyp == AT_BUTT
                       || (aatyp >= AT_STNG && aatyp < AT_WEAP)) {
                break; /* no object involved */
            }
            passive_obj(mon, weapon, &(ptr->mattk[i]));
        }
        break;
    default:
        break;
    }

    /*  These only affect you if they still live.
     */
    if (malive && !mon->mcan && rn2(3)) {
        switch (ptr->mattk[i].adtyp) {
        case AD_PLYS:
            if (ptr == &mons[PM_FLOATING_EYE]) {
                if (!canseemon(mon)) {
                    break;
                }
                if (mon->mcansee) {
#if 0 /*JP:T*/
                    if (ureflects("%s gaze is reflected by your %s.",
                                  s_suffix(Monnam(mon)))) {
#else
                    if (ureflects("%sのにらみは%sによって反射された．",
                                  Monnam(mon))) {
#endif
                        ;
                    } else if (Hallucination && rn2(4)) {
                        /* [it's the hero who should be getting paralyzed
                           and isn't; this message describes the monster's
                           reaction rather than the hero's escape] */
#if 0 /*JP:T*/
                        pline("%s looks %s%s.", Monnam(mon),
                              !rn2(2) ? "" : "rather ",
                              !rn2(2) ? "numb" : "stupefied");
#else
                        pline("%sは%sばかになったようだ．", Monnam(mon),
                              !rn2(2) ? "" : "少し");
#endif
                    } else if (Free_action) {
#if 0 /*JP:T*/
                        You("momentarily stiffen under %s gaze!",
                            s_suffix(mon_nam(mon)));
#else
                        You("%sのにらみで一瞬硬直した！",
                            mon_nam(mon));
#endif
                    } else {
/*JP
                        You("are frozen by %s gaze!", s_suffix(mon_nam(mon)));
*/
                        You("%sのにらみで動けなくなった！", mon_nam(mon));
                        nomul((ACURR(A_WIS) > 12 || rn2(4)) ? -tmp : -127);
/*JP
                        multi_reason = "frozen by a monster's gaze";
*/
                        multi_reason = "怪物のにらみで硬直している時に";
                        nomovemsg = 0;
                    }
                } else {
#if 0 /*JP:T*/
                    pline("%s cannot defend itself.",
                          Adjmonnam(mon, "blind"));
#else
                    pline("%sは防御できない．",
                          Adjmonnam(mon,"目の見えない"));
#endif
                    if (!rn2(500))
                        change_luck(-1);
                }
            } else if (Free_action) {
/*JP
                You("momentarily stiffen.");
*/
                You("一瞬硬直した．");
            } else { /* gelatinous cube */
/*JP
                You("are frozen by %s!", mon_nam(mon));
*/
                You("%sによって動けなくなった！", mon_nam(mon));
                nomovemsg = You_can_move_again;
                nomul(-tmp);
/*JP
                multi_reason = "frozen by a monster";
*/
                multi_reason = "怪物によって硬直している時に";
                exercise(A_DEX, FALSE);
            }
            break;
        case AD_COLD: /* brown mold or blue jelly */
            if (monnear(mon, u.ux, u.uy)) {
                if (Cold_resistance) {
                    shieldeff(u.ux, u.uy);
/*JP
                    You_feel("a mild chill.");
*/
                    You("寒さを感じた．");
                    ugolemeffects(AD_COLD, tmp);
                    break;
                }
/*JP
                You("are suddenly very cold!");
*/
                You("突然，猛烈に寒くなった！");
                mdamageu(mon, tmp);
                /* monster gets stronger with your heat! */
                mon->mhp += tmp / 2;
                if (mon->mhpmax < mon->mhp)
                    mon->mhpmax = mon->mhp;
                /* at a certain point, the monster will reproduce! */
                if (mon->mhpmax > ((int) (mon->m_lev + 1) * 8))
                    (void) split_mon(mon, &youmonst);
            }
            break;
        case AD_STUN: /* specifically yellow mold */
            if (!Stunned)
                make_stunned((long) tmp, TRUE);
            break;
        case AD_FIRE:
            if (monnear(mon, u.ux, u.uy)) {
                if (Fire_resistance) {
                    shieldeff(u.ux, u.uy);
/*JP
                    You_feel("mildly warm.");
*/
                    You("暖かさを感じた．");
                    ugolemeffects(AD_FIRE, tmp);
                    break;
                }
/*JP
                You("are suddenly very hot!");
*/
                You("突然，猛烈に熱くなった！");
                mdamageu(mon, tmp); /* fire damage */
            }
            break;
        case AD_ELEC:
            if (Shock_resistance) {
                shieldeff(u.ux, u.uy);
/*JP
                You_feel("a mild tingle.");
*/
                You("ピリピリと痺れを感じた．");
                ugolemeffects(AD_ELEC, tmp);
                break;
            }
/*JP
            You("are jolted with electricity!");
*/
            You("電気ショックをうけた！");
            mdamageu(mon, tmp);
            break;
        default:
            break;
        }
    }
    return (malive | mhit);
}

/*
 * Special (passive) attacks on an attacking object by monsters done here.
 * Assumes the attack was successful.
 */
void
passive_obj(mon, obj, mattk)
struct monst *mon;
struct obj *obj;          /* null means pick uwep, uswapwep or uarmg */
struct attack *mattk;     /* null means we find one internally */
{
    struct permonst *ptr = mon->data;
    int i;

    /* [this first bit is obsolete; we're not called with Null anymore] */
    /* if caller hasn't specified an object, use uwep, uswapwep or uarmg */
    if (!obj) {
        obj = (u.twoweap && uswapwep && !rn2(2)) ? uswapwep : uwep;
        if (!obj && mattk->adtyp == AD_ENCH)
            obj = uarmg; /* no weapon? then must be gloves */
        if (!obj)
            return; /* no object to affect */
    }

    /* if caller hasn't specified an attack, find one */
    if (!mattk) {
        for (i = 0;; i++) {
            if (i >= NATTK)
                return; /* no passive attacks */
            if (ptr->mattk[i].aatyp == AT_NONE)
                break; /* try this one */
        }
        mattk = &(ptr->mattk[i]);
    }

    switch (mattk->adtyp) {
    case AD_FIRE:
        if (!rn2(6) && !mon->mcan
            /* steam vortex: fire resist applies, fire damage doesn't */
            && mon->data != &mons[PM_STEAM_VORTEX]) {
            (void) erode_obj(obj, NULL, ERODE_BURN, EF_NONE);
        }
        break;
    case AD_ACID:
        if (!rn2(6)) {
            (void) erode_obj(obj, NULL, ERODE_CORRODE, EF_GREASE);
        }
        break;
    case AD_RUST:
        if (!mon->mcan) {
            (void) erode_obj(obj, (char *) 0, ERODE_RUST, EF_GREASE);
        }
        break;
    case AD_CORR:
        if (!mon->mcan) {
            (void) erode_obj(obj, (char *) 0, ERODE_CORRODE, EF_GREASE);
        }
        break;
    case AD_ENCH:
        if (!mon->mcan) {
            if (drain_item(obj, TRUE) && carried(obj)
                && (obj->known || obj->oclass == ARMOR_CLASS)) {
/*JP
                pline("%s less effective.", Yobjnam2(obj, "seem"));
*/
                Your("%sから魔力が消えたようだ．", xname(obj));
            }
            break;
        }
    default:
        break;
    }

    if (carried(obj))
        update_inventory();
}

/* Note: caller must ascertain mtmp is mimicking... */
void
stumble_onto_mimic(mtmp)
struct monst *mtmp;
{
/*JP
    const char *fmt = "Wait!  That's %s!", *generic = "a monster", *what = 0;
*/
    const char *fmt = "ちょっとまった！%sだ！", *generic = "怪物", *what = 0;

    if (!u.ustuck && !mtmp->mflee && dmgtype(mtmp->data, AD_STCK))
        u.ustuck = mtmp;

    if (Blind) {
        if (!Blind_telepat)
            what = generic; /* with default fmt */
        else if (M_AP_TYPE(mtmp) == M_AP_MONSTER)
            what = a_monnam(mtmp); /* differs from what was sensed */
    } else {
        int glyph = levl[u.ux + u.dx][u.uy + u.dy].glyph;

        if (glyph_is_cmap(glyph) && (glyph_to_cmap(glyph) == S_hcdoor
                                     || glyph_to_cmap(glyph) == S_vcdoor))
/*JP
            fmt = "The door actually was %s!";
*/
            fmt = "扉は実際には%sだった！";
        else if (glyph_is_object(glyph) && glyph_to_obj(glyph) == GOLD_PIECE)
/*JP
            fmt = "That gold was %s!";
*/
            fmt = "金貨は%sだった！";

        /* cloned Wiz starts out mimicking some other monster and
           might make himself invisible before being revealed */
        if (mtmp->minvis && !See_invisible)
            what = generic;
        else
            what = a_monnam(mtmp);
    }
    if (what)
        pline(fmt, what);

    wakeup(mtmp, FALSE); /* clears mimicking */
    /* if hero is blind, wakeup() won't display the monster even though
       it's no longer concealed */
    if (!canspotmon(mtmp)
        && !glyph_is_invisible(levl[mtmp->mx][mtmp->my].glyph))
        map_invisible(mtmp->mx, mtmp->my);
}

STATIC_OVL void
nohandglow(mon)
struct monst *mon;
{
    char *hands = makeplural(body_part(HAND));

    if (!u.umconf || mon->mconf)
        return;
    if (u.umconf == 1) {
        if (Blind)
/*JP
            Your("%s stop tingling.", hands);
*/
            Your("%sの痺れがとれた．", hands);
        else
/*JP
            Your("%s stop glowing %s.", hands, hcolor(NH_RED));
*/
            Your("%sの%s輝きはなくなった．", hands, hcolor(NH_RED));
    } else {
        if (Blind)
/*JP
            pline_The("tingling in your %s lessens.", hands);
*/
            pline("%sの痺れがとれてきた．",hands);
        else
/*JP
            Your("%s no longer glow so brightly %s.", hands, hcolor(NH_RED));
*/
            Your("%sの%s輝きがなくなってきた．",hands, hcolor(NH_RED));
    }
    u.umconf--;
}

int
flash_hits_mon(mtmp, otmp)
struct monst *mtmp;
struct obj *otmp; /* source of flash */
{
    int tmp, amt, res = 0, useeit = canseemon(mtmp);

    if (mtmp->msleeping) {
        mtmp->msleeping = 0;
        if (useeit) {
/*JP
            pline_The("flash awakens %s.", mon_nam(mtmp));
*/
            pline("閃光で%sが目を覚ました．", mon_nam(mtmp));
            res = 1;
        }
    } else if (mtmp->data->mlet != S_LIGHT) {
        if (!resists_blnd(mtmp)) {
            tmp = dist2(otmp->ox, otmp->oy, mtmp->mx, mtmp->my);
            if (useeit) {
/*JP
                pline("%s is blinded by the flash!", Monnam(mtmp));
*/
                pline("%sは閃光で目が見えなくなった！", Monnam(mtmp));
                res = 1;
            }
            if (mtmp->data == &mons[PM_GREMLIN]) {
                /* Rule #1: Keep them out of the light. */
                amt = otmp->otyp == WAN_LIGHT ? d(1 + otmp->spe, 4)
                                              : rn2(min(mtmp->mhp, 4));
                light_hits_gremlin(mtmp, amt);
            }
            if (!DEADMONSTER(mtmp)) {
                if (!context.mon_moving)
                    setmangry(mtmp, TRUE);
                if (tmp < 9 && !mtmp->isshk && rn2(4))
                    monflee(mtmp, rn2(4) ? rnd(100) : 0, FALSE, TRUE);
                mtmp->mcansee = 0;
                mtmp->mblinded = (tmp < 3) ? 0 : rnd(1 + 50 / tmp);
            }
        }
    }
    return res;
}

void
light_hits_gremlin(mon, dmg)
struct monst *mon;
int dmg;
{
#if 0 /*JP:T*/
    pline("%s %s!", Monnam(mon),
          (dmg > mon->mhp / 2) ? "wails in agony" : "cries out in pain");
#else
    pline("%sは%s！", Monnam(mon),
          (dmg > mon->mhp / 2) ? "苦痛の声をあげた" : "激痛で叫んだ");
#endif
    mon->mhp -= dmg;
    wake_nearto(mon->mx, mon->my, 30);
    if (DEADMONSTER(mon)) {
        if (context.mon_moving)
            monkilled(mon, (char *) 0, AD_BLND);
        else
            killed(mon);
    } else if (cansee(mon->mx, mon->my) && !canspotmon(mon)) {
        map_invisible(mon->mx, mon->my);
    }
}

/*uhitm.c*/
