/*	SCCS Id: @(#)artifact.c 3.4	2003/08/11	*/
/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
/* NetHack may be freely redistributed.  See license for details. */

/*
**	Japanese version Copyright
**	(c) Issei Numata, Naoki Hamada, Shigehiro Miyashita, 1994-2000
**	For 3.4, Copyright (c) Kentaro Shirakata, 2002-2003
**	For UnNetHack 3.5 Copyright (c) Masaki Miyaso, 2009
**	JNetHack may be freely redistributed.  See license for details. 
*/

#include "hack.h"
#include "artifact.h"
#ifdef OVLB
#include "artilist.h"
#else
STATIC_DCL struct artifact artilist[];
#endif
/*
 * Note:  both artilist[] and artiexist[] have a dummy element #0,
 *	  so loops over them should normally start at #1.  The primary
 *	  exception is the save & restore code, which doesn't care about
 *	  the contents, just the total size.
 */

extern boolean notonhead;	/* for long worms */

#define get_artifact(o) \
		(((o)&&(o)->oartifact) ? &artilist[(int) (o)->oartifact] : 0)

STATIC_DCL int FDECL(spec_applies, (const struct artifact *,struct monst *));
STATIC_DCL int FDECL(arti_invoke, (struct obj*));
STATIC_DCL boolean FDECL(Mb_hit, (struct monst *magr,struct monst *mdef,
				  struct obj *,int *,int,BOOLEAN_P,char *));

/* The amount added to the victim's total hit points to insure that the
   victim will be killed even after damage bonus/penalty adjustments.
   Most such penalties are small, and 200 is plenty; the exception is
   half physical damage.  3.3.1 and previous versions tried to use a very
   large number to account for this case; now, we just compute the fatal
   damage by adding it to 2 times the total hit points instead of 1 time.
   Note: this will still break if they have more than about half the number
   of hit points that will fit in a 15 bit integer. */
#define FATAL_DAMAGE_MODIFIER 200

#ifndef OVLB
STATIC_DCL int spec_dbon_applies;
STATIC_DCL xchar artidisco[NROFARTIFACTS];
#else	/* OVLB */
/* coordinate effects from spec_dbon() with messages in artifact_hit() */
STATIC_OVL int spec_dbon_applies = 0;

/* flags including which artifacts have already been created */
static boolean artiexist[1+NROFARTIFACTS+1];
/* and a discovery list for them (no dummy first entry here) */
STATIC_OVL xchar artidisco[NROFARTIFACTS];

STATIC_DCL void NDECL(hack_artifacts);
STATIC_DCL boolean FDECL(attacks, (int,struct obj *));

/* handle some special cases; must be called after u_init() */
STATIC_OVL void
hack_artifacts()
{
	struct artifact *art;
	int alignmnt = aligns[flags.initalign].value;

	/* Fix up the alignments of "gift" artifacts */
	for (art = artilist+1; art->otyp; art++)
	    if (art->role == Role_switch && art->alignment != A_NONE)
		art->alignment = alignmnt;

	/* Excalibur can be used by any lawful character, not just knights */
	if (!Role_if(PM_KNIGHT))
	    artilist[ART_EXCALIBUR].role = NON_PM;

	/* Fix up the quest artifact */
	if (urole.questarti) {
	    artilist[urole.questarti].alignment = alignmnt;
	    artilist[urole.questarti].role = Role_switch;
	}
	return;
}

/* zero out the artifact existence list */
void
init_artifacts()
{
	(void) memset((genericptr_t) artiexist, 0, sizeof artiexist);
	(void) memset((genericptr_t) artidisco, 0, sizeof artidisco);
	hack_artifacts();
}

void
save_artifacts(fd)
int fd;
{
	bwrite(fd, (genericptr_t) artiexist, sizeof artiexist);
	bwrite(fd, (genericptr_t) artidisco, sizeof artidisco);
}

void
restore_artifacts(fd)
int fd;
{
	mread(fd, (genericptr_t) artiexist, sizeof artiexist);
	mread(fd, (genericptr_t) artidisco, sizeof artidisco);
	hack_artifacts();	/* redo non-saved special cases */
}

const char *
artiname(artinum)
int artinum;
{
	if (artinum <= 0 || artinum > NROFARTIFACTS) return("");
	return(artilist[artinum].name);
}

/*
   Make an artifact.  If a specific alignment is specified, then an object of
   the appropriate alignment is created from scratch, or 0 is returned if
   none is available.  (If at least one aligned artifact has already been
   given, then unaligned ones also become eligible for this.)
   If no alignment is given, then 'otmp' is converted
   into an artifact of matching type, or returned as-is if that's not possible.
   For the 2nd case, caller should use ``obj = mk_artifact(obj, A_NONE);''
   for the 1st, ``obj = mk_artifact((struct obj *)0, some_alignment);''.
 */
struct obj *
mk_artifact(otmp, alignment)
struct obj *otmp;	/* existing object; ignored if alignment specified */
aligntyp alignment;	/* target alignment, or A_NONE */
{
	const struct artifact *a;
	int n, m;
	boolean by_align = (alignment != A_NONE);
	short o_typ = (by_align || !otmp) ? 0 : otmp->otyp;
	boolean unique = !by_align && otmp && objects[o_typ].oc_unique;
	short eligible[NROFARTIFACTS];

	/* gather eligible artifacts */
	for (n = 0, a = artilist+1, m = 1; a->otyp; a++, m++)
	    if ((!by_align ? a->otyp == o_typ :
		    (a->alignment == alignment ||
			(a->alignment == A_NONE && u.ugifts > 0))) &&
		(!(a->spfx & SPFX_NOGEN) || unique) && !artiexist[m]) {
		if (by_align && a->race != NON_PM && race_hostile(&mons[a->race]))
		    continue;	/* skip enemies' equipment */
		else if (by_align && Role_if(a->role))
		    goto make_artif;	/* 'a' points to the desired one */
		else
		    eligible[n++] = m;
	    }

	if (n) {		/* found at least one candidate */
	    m = eligible[rn2(n)];	/* [0..n-1] */
	    a = &artilist[m];

	    /* make an appropriate object if necessary, then christen it */
make_artif: if (by_align) otmp = mksobj((int)a->otyp, TRUE, FALSE);
	    otmp = oname(otmp, a->name);
	    otmp->oartifact = m;
	    artiexist[m] = TRUE;
	} else {
	    /* nothing appropriate could be found; return the original object */
	    if (by_align) otmp = 0;	/* (there was no original object) */
	}
	return otmp;
}

/*
 * Returns the full name (with articles and correct capitalization) of an
 * artifact named "name" if one exists, or NULL, it not.
 * The given name must be rather close to the real name for it to match.
 * The object type of the artifact is returned in otyp if the return value
 * is non-NULL.
 */
const char*
artifact_name(name, otyp)
const char *name;
short *otyp;
{
    register const struct artifact *a;
    register const char *aname;

    if(!strncmpi(name, "the ", 4)) name += 4;

    for (a = artilist+1; a->otyp; a++) {
	aname = a->name;
	if(!strncmpi(aname, "the ", 4)) aname += 4;
	if(!strcmpi(name, aname)) {
	    *otyp = a->otyp;
	    return a->name;
	}
    }

    return (char *)0;
}

boolean
exist_artifact(otyp, name)
register int otyp;
register const char *name;
{
	register const struct artifact *a;
	register boolean *arex;

	if (otyp && *name)
	    for (a = artilist+1,arex = artiexist+1; a->otyp; a++,arex++)
		if ((int) a->otyp == otyp && !strcmp(a->name, name))
		    return *arex;
	return FALSE;
}

void
artifact_exists(otmp, name, mod)
register struct obj *otmp;
register const char *name;
register boolean mod;
{
	register const struct artifact *a;

	if (otmp && *name)
	    for (a = artilist+1; a->otyp; a++)
		if (a->otyp == otmp->otyp && !strcmp(a->name, name)) {
		    register int m = a - artilist;
		    otmp->oartifact = (char)(mod ? m : 0);
		    otmp->age = 0;
		    if(otmp->otyp == RIN_INCREASE_DAMAGE)
			otmp->spe = 0;
		    artiexist[m] = mod;
		    break;
		}
	return;
}

int
nartifact_exist()
{
    int a = 0;
    int n = SIZE(artiexist);

    while(n > 1)
	if(artiexist[--n]) a++;

    return a;
}
#endif /* OVLB */
#ifdef OVL0

boolean
spec_ability(otmp, abil)
struct obj *otmp;
unsigned long abil;
{
	const struct artifact *arti = get_artifact(otmp);

	return((boolean)(arti && (arti->spfx & abil)));
}

/* used so that callers don't need to known about SPFX_ codes */
boolean
confers_luck(obj)
struct obj *obj;
{
    /* might as well check for this too */
    if (obj->otyp == LUCKSTONE) return TRUE;

    return (obj->oartifact && spec_ability(obj, SPFX_LUCK));
}

/* used to check whether a monster is getting reflection from an artifact */
boolean
arti_reflects(obj)
struct obj *obj;
{
    const struct artifact *arti = get_artifact(obj);

    if (arti) {      
	/* while being worn */
	if ((obj->owornmask & ~W_ART) && (arti->spfx & SPFX_REFLECT))
	    return TRUE;
	/* just being carried */
	if (arti->cspfx & SPFX_REFLECT) return TRUE;
    }
    return FALSE;
}

#endif /* OVL0 */
#ifdef OVLB

boolean
restrict_name(otmp, name, restrict_typ)  /* returns 1 if name is restricted */
register struct obj *otmp;
register const char *name;
register boolean restrict_typ; /* restrict for otmp->otyp? */
{
	register const struct artifact *a;
	register const char *aname;

	if (!*name) return FALSE;
	if (!strncmpi(name, "the ", 4)) name += 4;

		/* Since almost every artifact is SPFX_RESTR, it doesn't cost
		   us much to do the string comparison before the spfx check.
		   Bug fix:  don't name multiple elven daggers "Sting".
		 */
	for (a = artilist+1; a->otyp; a++) {
	    if (restrict_typ && a->otyp != otmp->otyp) continue;
	    aname = a->name;
	    if (!strncmpi(aname, "the ", 4)) aname += 4;
	    if (!strcmp(aname, name))
		return ((boolean)((a->spfx & (SPFX_NOGEN|SPFX_RESTR)) != 0 ||
			otmp->quan > 1L));
	}

	return FALSE;
}

STATIC_OVL boolean
attacks(adtyp, otmp)
register int adtyp;
register struct obj *otmp;
{
	register const struct artifact *weap;

	if ((weap = get_artifact(otmp)) != 0)
		return((boolean)(weap->attk.adtyp == adtyp));
	return FALSE;
}

boolean
defends(adtyp, otmp)
register int adtyp;
register struct obj *otmp;
{
	register const struct artifact *weap;

	if ((weap = get_artifact(otmp)) != 0)
		return((boolean)(weap->defn.adtyp == adtyp));
	return FALSE;
}

/* used for monsters */
boolean
protects(adtyp, otmp)
int adtyp;
struct obj *otmp;
{
	register const struct artifact *weap;

	if ((weap = get_artifact(otmp)) != 0)
		return (boolean)(weap->cary.adtyp == adtyp);
	return FALSE;
}

/*
 * a potential artifact has just been worn/wielded/picked-up or
 * unworn/unwielded/dropped.  Pickup/drop only set/reset the W_ART mask.
 */
void
set_artifact_intrinsic(otmp,on,wp_mask)
register struct obj *otmp;
boolean on;
long wp_mask;
{
	long *mask = 0;
	register const struct artifact *oart = get_artifact(otmp);
	uchar dtyp;
	long spfx;

	if (!oart) return;

	/* effects from the defn field */
	dtyp = (wp_mask != W_ART) ? oart->defn.adtyp : oart->cary.adtyp;

	if (dtyp == AD_FIRE)
	    mask = &EFire_resistance;
	else if (dtyp == AD_COLD)
	    mask = &ECold_resistance;
	else if (dtyp == AD_ELEC)
	    mask = &EShock_resistance;
	else if (dtyp == AD_MAGM)
	    mask = &EAntimagic;
	else if (dtyp == AD_DISN)
	    mask = &EDisint_resistance;
	else if (dtyp == AD_DRST)
	    mask = &EPoison_resistance;

	if (mask && wp_mask == W_ART && !on) {
	    /* find out if some other artifact also confers this intrinsic */
	    /* if so, leave the mask alone */
	    register struct obj* obj;
	    for(obj = invent; obj; obj = obj->nobj)
		if(obj != otmp && obj->oartifact) {
		    register const struct artifact *art = get_artifact(obj);
		    if(art->cary.adtyp == dtyp) {
			mask = (long *) 0;
			break;
		    }
		}
	}
	if (mask) {
	    if (on) *mask |= wp_mask;
	    else *mask &= ~wp_mask;
	}

	/* intrinsics from the spfx field; there could be more than one */
	spfx = (wp_mask != W_ART) ? oart->spfx : oart->cspfx;
	if(spfx && wp_mask == W_ART && !on) {
	    /* don't change any spfx also conferred by other artifacts */
	    register struct obj* obj;
	    for(obj = invent; obj; obj = obj->nobj)
		if(obj != otmp && obj->oartifact) {
		    register const struct artifact *art = get_artifact(obj);
		    spfx &= ~art->cspfx;
		}
	}

	if (spfx & SPFX_SEARCH) {
	    if(on) ESearching |= wp_mask;
	    else ESearching &= ~wp_mask;
	}
	if (spfx & SPFX_HALRES) {
	    /* make_hallucinated must (re)set the mask itself to get
	     * the display right */
	    /* restoring needed because this is the only artifact intrinsic
	     * that can print a message--need to guard against being printed
	     * when restoring a game
	     */
	    (void) make_hallucinated((long)!on, restoring ? FALSE : TRUE, wp_mask);
	}
	if (spfx & SPFX_ESP) {
	    if(on) ETelepat |= wp_mask;
	    else ETelepat &= ~wp_mask;
	    see_monsters();
	}
	if (spfx & SPFX_DISPL) {
	    if (on) EDisplaced |= wp_mask;
	    else EDisplaced &= ~wp_mask;
	}
	if (spfx & SPFX_REGEN) {
	    if (on) ERegeneration |= wp_mask;
	    else ERegeneration &= ~wp_mask;
	}
	if (spfx & SPFX_TCTRL) {
	    if (on) ETeleport_control |= wp_mask;
	    else ETeleport_control &= ~wp_mask;
	}
	if (spfx & SPFX_WARN) {
	    if (spec_m2(otmp)) {
	    	if (on) {
			EWarn_of_mon |= wp_mask;
			flags.warntype |= spec_m2(otmp);
	    	} else {
			EWarn_of_mon &= ~wp_mask;
	    		flags.warntype &= ~spec_m2(otmp);
		}
		see_monsters();
	    } else {
		if (on) EWarning |= wp_mask;
	    	else EWarning &= ~wp_mask;
	    }
	}
	if (spfx & SPFX_WARN_S) {
	    if (oart->mtype) {
	    	if (on) {
			EWarn_of_mon |= wp_mask;
	    	} else {
			EWarn_of_mon &= ~wp_mask;
		}
		see_monsters();
	    } else {
		if (on) EWarning |= wp_mask;
	    	else EWarning &= ~wp_mask;
	    }
	}
	if (spfx & SPFX_EREGEN) {
	    if (on) EEnergy_regeneration |= wp_mask;
	    else EEnergy_regeneration &= ~wp_mask;
	}
	if (spfx & SPFX_HSPDAM) {
	    if (on) EHalf_spell_damage |= wp_mask;
	    else EHalf_spell_damage &= ~wp_mask;
	}
	if (spfx & SPFX_HPHDAM) {
	    if (on) EHalf_physical_damage |= wp_mask;
	    else EHalf_physical_damage &= ~wp_mask;
	}
	if (spfx & SPFX_XRAY) {
	    /* this assumes that no one else is using xray_range */
	    if (on) u.xray_range = 3;
	    else u.xray_range = -1;
	    vision_full_recalc = 1;
	}
	if ((spfx & SPFX_REFLECT) && (wp_mask & W_WEP)) {
	    if (on) EReflecting |= wp_mask;
	    else EReflecting &= ~wp_mask;
	}

	if(wp_mask == W_ART && !on && oart->inv_prop) {
	    /* might have to turn off invoked power too */
	    if (oart->inv_prop <= LAST_PROP &&
		(u.uprops[oart->inv_prop].extrinsic & W_ARTI))
		(void) arti_invoke(otmp);
	}
}

/*
 * creature (usually player) tries to touch (pick up or wield) an artifact obj.
 * Returns 0 if the object refuses to be touched.
 * This routine does not change any object chains.
 * Ignores such things as gauntlets, assuming the artifact is not
 * fooled by such trappings.
 */
int
touch_artifact(obj,mon)
    struct obj *obj;
    struct monst *mon;
{
    register const struct artifact *oart = get_artifact(obj);
    boolean badclass, badalign, self_willed, yours;

    if(!oart) return 1;

    yours = (mon == &youmonst);
    /* all quest artifacts are self-willed; it this ever changes, `badclass'
       will have to be extended to explicitly include quest artifacts */
    self_willed = ((oart->spfx & SPFX_INTEL) != 0);
    if (yours) {
	badclass = self_willed &&
		   ((oart->role != NON_PM && !Role_if(oart->role)) ||
		    (oart->race != NON_PM && !Race_if(oart->race)));
	badalign = (oart->spfx & SPFX_RESTR) && oart->alignment != A_NONE &&
		   (oart->alignment != u.ualign.type || u.ualign.record < 0);
    } else if (!is_covetous(mon->data) && !is_mplayer(mon->data)) {
	badclass = self_willed &&
		   oart->role != NON_PM && oart != &artilist[ART_EXCALIBUR];
	badalign = (oart->spfx & SPFX_RESTR) && oart->alignment != A_NONE &&
		   (oart->alignment != sgn(mon->data->maligntyp));
    } else {    /* an M3_WANTSxxx monster or a fake player */
	/* special monsters trying to take the Amulet, invocation tools or
	   quest item can touch anything except for `spec_applies' artifacts */
	badclass = badalign = FALSE;
    }
    /* weapons which attack specific categories of monsters are
       bad for them even if their alignments happen to match */
    if (!badalign && (oart->spfx & SPFX_DBONUS) != 0) {
	struct artifact tmp;

	tmp = *oart;
	tmp.spfx &= SPFX_DBONUS;
	badalign = !!spec_applies(&tmp, mon);
    }

    if (((badclass || badalign) && self_willed) ||
       (badalign && (!yours || !rn2(4))))  {
	int dmg;
	char buf[BUFSZ];

	if (!yours) return 0;
/*JP
	You("are blasted by %s power!", s_suffix(the(xname(obj))));
*/
	You("%sの力を浴びた！", xname(obj));
	dmg = d((Antimagic ? 2 : 4), (self_willed ? 10 : 4));
/*JP
	Sprintf(buf, "touching %s", oart->name);
*/
	Sprintf(buf, "%sに触れて", jtrns_obj('A', oart->name));
	losehp(dmg, buf, KILLED_BY);
	exercise(A_WIS, FALSE);
    }

    /* can pick it up unless you're totally non-synch'd with the artifact */
    if (badclass && badalign && self_willed) {
/*JP
	if (yours) pline("%s your grasp!", Tobjnam(obj, "evade"));
*/
	if (yours) pline("%sは握ろうとするとするりと抜けた！", xname(obj));
	return 0;
    }

    return 1;
}

#endif /* OVLB */
#ifdef OVL1

/* decide whether an artifact's special attacks apply against mtmp */
STATIC_OVL int
spec_applies(weap, mtmp)
register const struct artifact *weap;
struct monst *mtmp;
{
	struct permonst *ptr;
	boolean yours;

	if(!(weap->spfx & (SPFX_DBONUS | SPFX_ATTK)))
	    return(weap->attk.adtyp == AD_PHYS);

	yours = (mtmp == &youmonst);
	ptr = mtmp->data;

	if (weap->spfx & SPFX_DMONS) {
	    return (ptr == &mons[(int)weap->mtype]);
	} else if (weap->spfx & SPFX_DCLAS) {
	    return (weap->mtype == (unsigned long)ptr->mlet);
	} else if (weap->spfx & SPFX_DFLAG1) {
	    return ((ptr->mflags1 & weap->mtype) != 0L);
	} else if (weap->spfx & SPFX_DFLAG2) {
	    return ((ptr->mflags2 & weap->mtype) || (yours &&
			((!Upolyd && (urace.selfmask & weap->mtype)) ||
			 ((weap->mtype & M2_WERE) && u.ulycn >= LOW_PM))));
	} else if (weap->spfx & SPFX_DALIGN) {
	    return yours ? (u.ualign.type != weap->alignment) :
			   (ptr->maligntyp == A_NONE ||
				sgn(ptr->maligntyp) != weap->alignment);
	} else if (weap->spfx & SPFX_ATTK) {
	    struct obj *defending_weapon = (yours ? uwep : MON_WEP(mtmp));

	    if (defending_weapon && defending_weapon->oartifact &&
		    defends((int)weap->attk.adtyp, defending_weapon))
		return FALSE;
	    switch(weap->attk.adtyp) {
		case AD_FIRE:
			return !(yours ? Fire_resistance : resists_fire(mtmp));
		case AD_COLD:
			return !(yours ? Cold_resistance : resists_cold(mtmp));
		case AD_ELEC:
			return !(yours ? Shock_resistance : resists_elec(mtmp));
		case AD_MAGM:
		case AD_STUN:
			return !(yours ? Antimagic : (rn2(100) < ptr->mr));
		case AD_DRST:
			return !(yours ? Poison_resistance : resists_poison(mtmp));
		case AD_DRLI:
			return !(yours ? Drain_resistance : resists_drli(mtmp));
		case AD_STON:
			return !(yours ? Stone_resistance : resists_ston(mtmp));
		default:	impossible("Weird weapon special attack.");
	    }
	}
	return(0);
}

/* return the M2 flags of monster that an artifact's special attacks apply against */
long
spec_m2(otmp)
struct obj *otmp;
{
	register const struct artifact *artifact = get_artifact(otmp);
	if (artifact)
		return artifact->mtype;
	return 0L;
}

/* special attack bonus */
int
spec_abon(otmp, mon)
struct obj *otmp;
struct monst *mon;
{
	register const struct artifact *weap = get_artifact(otmp);

	/* no need for an extra check for `NO_ATTK' because this will
	   always return 0 for any artifact which has that attribute */

	if (weap && weap->attk.damn && spec_applies(weap, mon))
	    return rnd((int)weap->attk.damn);
	return 0;
}

/* special damage bonus */
int
spec_dbon(otmp, mon, tmp)
struct obj *otmp;
struct monst *mon;
int tmp;
{
	register const struct artifact *weap = get_artifact(otmp);

	if (!weap || (weap->attk.adtyp == AD_PHYS && /* check for `NO_ATTK' */
			weap->attk.damn == 0 && weap->attk.damd == 0))
	    spec_dbon_applies = FALSE;
	else
	    spec_dbon_applies = spec_applies(weap, mon);

	if (spec_dbon_applies)
	    return weap->attk.damd ? rnd((int)weap->attk.damd) : max(tmp,1);
	return 0;
}

/* add identified artifact to discoveries list */
void
discover_artifact(m)
xchar m;
{
    int i;

    /* look for this artifact in the discoveries list;
       if we hit an empty slot then it's not present, so add it */
    for (i = 0; i < NROFARTIFACTS; i++)
	if (artidisco[i] == 0 || artidisco[i] == m) {
	    artidisco[i] = m;
	    return;
	}
    /* there is one slot per artifact, so we should never reach the
       end without either finding the artifact or an empty slot... */
    impossible("couldn't discover artifact (%d)", (int)m);
}

/* used to decide whether an artifact has been fully identified */
boolean
undiscovered_artifact(m)
xchar m;
{
    int i;

    /* look for this artifact in the discoveries list;
       if we hit an empty slot then it's undiscovered */
    for (i = 0; i < NROFARTIFACTS; i++)
	if (artidisco[i] == m)
	    return FALSE;
	else if (artidisco[i] == 0)
	    break;
    return TRUE;
}

/* display a list of discovered artifacts; return their count */
int
disp_artifact_discoveries(tmpwin)
winid tmpwin;		/* supplied by dodiscover() */
{
    int i, m, otyp;
    char buf[BUFSZ];

    for (i = 0; i < NROFARTIFACTS; i++) {
	if (artidisco[i] == 0) break;	/* empty slot implies end of list */
/*JP
	if (i == 0) putstr(tmpwin, iflags.menu_headings, "Artifacts");
*/
	if (i == 0) putstr(tmpwin, iflags.menu_headings, "聖器");
	m = artidisco[i];
	otyp = artilist[m].otyp;
#if 0 /*JP*/
	Sprintf(buf, "  %s [%s %s]", artiname(m),
		align_str(artilist[m].alignment), simple_typename(otyp));
#else
	Sprintf(buf, "  %s [%s %s]", jtrns_obj('A', artiname(m)),
		align_str(artilist[m].alignment), simple_typename(otyp));
#endif
	putstr(tmpwin, 0, buf);
    }
    return i;
}

#endif /* OVL1 */

#ifdef OVLB


	/*
	 * Magicbane's intrinsic magic is incompatible with normal
	 * enchantment magic.  Thus, its effects have a negative
	 * dependence on spe.  Against low mr victims, it typically
	 * does "double athame" damage, 2d4.  Occasionally, it will
	 * cast unbalancing magic which effectively averages out to
	 * 4d4 damage (3d4 against high mr victims), for spe = 0.
	 *
	 * Prior to 3.4.1, the cancel (aka purge) effect always
	 * included the scare effect too; now it's one or the other.
	 * Likewise, the stun effect won't be combined with either
	 * of those two; it will be chosen separately or possibly
	 * used as a fallback when scare or cancel fails.
	 *
	 * [Historical note: a change to artifact_hit() for 3.4.0
	 * unintentionally made all of Magicbane's special effects
	 * be blocked if the defender successfully saved against a
	 * stun attack.  As of 3.4.1, those effects can occur but
	 * will be slightly less likely than they were in 3.3.x.]
	 */
#define MB_MAX_DIEROLL		8	/* rolls above this aren't magical */
static const char * const mb_verb[2][4] = {
#if 0 /*JP*/
	{ "probe", "stun", "scare", "cancel" },
	{ "prod", "amaze", "tickle", "purge" },
#else
	/* Mb_hit() で "%sた"の形で利用 */
	{"調べ", "くらくらさせ", "怯えさせ", "浄化し"},
	{ "励まし", "驚かせ", "くすぐっ", "清め" },
#endif
};
#define MB_INDEX_PROBE		0
#define MB_INDEX_STUN		1
#define MB_INDEX_SCARE		2
#define MB_INDEX_CANCEL		3

/* called when someone is being hit by Magicbane */
STATIC_OVL boolean
Mb_hit(magr, mdef, mb, dmgptr, dieroll, vis, hittee)
struct monst *magr, *mdef;	/* attacker and defender */
struct obj *mb;			/* Magicbane */
int *dmgptr;			/* extra damage target will suffer */
int dieroll;			/* d20 that has already scored a hit */
boolean vis;			/* whether the action can be seen */
char *hittee;			/* target's name: "you" or mon_nam(mdef) */
{
    struct permonst *old_uasmon;
    const char *verb;
    boolean youattack = (magr == &youmonst),
	    youdefend = (mdef == &youmonst),
	    resisted = FALSE, do_stun, do_confuse, result;
    int attack_indx, scare_dieroll = MB_MAX_DIEROLL / 2;

    result = FALSE;		/* no message given yet */
    /* the most severe effects are less likely at higher enchantment */
    if (mb->spe >= 3)
	scare_dieroll /= (1 << (mb->spe / 3));
    /* if target successfully resisted the artifact damage bonus,
       reduce overall likelihood of the assorted special effects */
    if (!spec_dbon_applies) dieroll += 1;

    /* might stun even when attempting a more severe effect, but
       in that case it will only happen if the other effect fails;
       extra damage will apply regardless; 3.4.1: sometimes might
       just probe even when it hasn't been enchanted */
    do_stun = (max(mb->spe,0) < rn2(spec_dbon_applies ? 11 : 7));

    /* the special effects also boost physical damage; increments are
       generally cumulative, but since the stun effect is based on a
       different criterium its damage might not be included; the base
       damage is either 1d4 (athame) or 2d4 (athame+spec_dbon) depending
       on target's resistance check against AD_STUN (handled by caller)
       [note that a successful save against AD_STUN doesn't actually
       prevent the target from ending up stunned] */
    attack_indx = MB_INDEX_PROBE;
    *dmgptr += rnd(4);			/* (2..3)d4 */
    if (do_stun) {
	attack_indx = MB_INDEX_STUN;
	*dmgptr += rnd(4);		/* (3..4)d4 */
    }
    if (dieroll <= scare_dieroll) {
	attack_indx = MB_INDEX_SCARE;
	*dmgptr += rnd(4);		/* (3..5)d4 */
    }
    if (dieroll <= (scare_dieroll / 2)) {
	attack_indx = MB_INDEX_CANCEL;
	*dmgptr += rnd(4);		/* (4..6)d4 */
    }

    /* give the hit message prior to inflicting the effects */
    verb = mb_verb[!!Hallucination][attack_indx];
    if (youattack || youdefend || vis) {
	result = TRUE;
#if 0 /*JP*/
	pline_The("magic-absorbing blade %s %s!",
		  vtense((const char *)0, verb), hittee);
#else
	pline("魔力を吸いとる刃が%sを%sた！",
		  hittee, verb);
#endif
	/* assume probing has some sort of noticeable feedback
	   even if it is being done by one monster to another */
	if (attack_indx == MB_INDEX_PROBE && !canspotmon(mdef))
	    map_invisible(mdef->mx, mdef->my);
    }

    /* now perform special effects */
    switch (attack_indx) {
    case MB_INDEX_CANCEL:
	old_uasmon = youmonst.data;
	/* No mdef->mcan check: even a cancelled monster can be polymorphed
	 * into a golem, and the "cancel" effect acts as if some magical
	 * energy remains in spellcasting defenders to be absorbed later.
	 */
	if (!cancel_monst(mdef, mb, youattack, FALSE, FALSE)) {
	    resisted = TRUE;
	} else {
	    do_stun = FALSE;
	    if (youdefend) {
		if (youmonst.data != old_uasmon)
		    *dmgptr = 0;    /* rehumanized, so no more damage */
		if (u.uenmax > 0) {
/*JP
		    You("lose magical energy!");
*/
		    You("魔法のエネルギーを失った！");
		    u.uenmax--;
		    if (u.uen > 0) u.uen--;
		    flags.botl = 1;
		}
	    } else {
		if (mdef->data == &mons[PM_CLAY_GOLEM])
		    mdef->mhp = 1;	/* cancelled clay golems will die */
		if (youattack && attacktype(mdef->data, AT_MAGC)) {
/*JP
		    You("absorb magical energy!");
*/
		    You("魔法のエネルギーを吸いとった！");
		    u.uenmax++;
		    u.uen++;
		    flags.botl = 1;
		}
	    }
	}
	break;

    case MB_INDEX_SCARE:
	if (youdefend) {
	    if (Antimagic) {
		resisted = TRUE;
	    } else {
		nomul(-3);
		nomovemsg = "";
		if (magr && magr == u.ustuck && sticks(youmonst.data)) {
		    u.ustuck = (struct monst *)0;
/*JP
		    You("release %s!", mon_nam(magr));
*/
		    You("%sを解放した！", mon_nam(magr));
		}
	    }
	} else {
	    if (rn2(2) && resist(mdef, WEAPON_CLASS, 0, NOTELL))
		resisted = TRUE;
	    else
		monflee(mdef, 3, FALSE, (mdef->mhp > *dmgptr));
	}
	if (!resisted) do_stun = FALSE;
	break;

    case MB_INDEX_STUN:
	do_stun = TRUE;		/* (this is redundant...) */
	break;

    case MB_INDEX_PROBE:
	if (youattack && (mb->spe == 0 || !rn2(3 * abs(mb->spe)))) {
/*JP
	    pline_The("%s is insightful.", verb);
*/
	    pline("識別できた。");
	    /* pre-damage status */
	    probe_monster(mdef);
	}
	break;
    }
    /* stun if that was selected and a worse effect didn't occur */
    if (do_stun) {
	if (youdefend)
	    make_stunned((HStun + 3), FALSE);
	else
	    mdef->mstun = 1;
	/* avoid extra stun message below if we used mb_verb["stun"] above */
	if (attack_indx == MB_INDEX_STUN) do_stun = FALSE;
    }
    /* lastly, all this magic can be confusing... */
    do_confuse = !rn2(12);
    if (do_confuse) {
	if (youdefend)
	    make_confused(HConfusion + 4, FALSE);
	else
	    mdef->mconf = 1;
    }

    if (youattack || youdefend || vis) {
	(void) upstart(hittee);	/* capitalize */
	if (resisted) {
/*JP
	    pline("%s %s!", hittee, vtense(hittee, "resist"));
*/
	    pline("%sは防いだ！", hittee);
	    shieldeff(youdefend ? u.ux : mdef->mx,
		      youdefend ? u.uy : mdef->my);
	}
	if ((do_stun || do_confuse) && flags.verbose) {
	    char buf[BUFSZ];

	    buf[0] = '\0';
#if 0 /*JP:T*/
	    if (do_stun) Strcat(buf, "stunned");
	    if (do_stun && do_confuse) Strcat(buf, " and ");
	    if (do_confuse) Strcat(buf, "confused");
	    pline("%s %s %s%c", hittee, vtense(hittee, "are"),
		  buf, (do_stun && do_confuse) ? '!' : '.');
#else
	    if (do_stun && do_confuse) Strcat(buf, "よろめいて");
	    else if (do_stun) Strcat(buf, "よろめいた");
	    if (do_confuse) Strcat(buf, "混乱した");
	    pline("%sは%s%s", hittee,
		  buf, (do_stun && do_confuse) ? "！" : "。");
#endif
	}
    }

    return result;
}
  
/* Function used when someone attacks someone else with an artifact
 * weapon.  Only adds the special (artifact) damage, and returns a 1 if it
 * did something special (in which case the caller won't print the normal
 * hit message).  This should be called once upon every artifact attack;
 * dmgval() no longer takes artifact bonuses into account.  Possible
 * extension: change the killer so that when an orc kills you with
 * Stormbringer it's "killed by Stormbringer" instead of "killed by an orc".
 */
boolean
artifact_hit(magr, mdef, otmp, dmgptr, dieroll)
struct monst *magr, *mdef;
struct obj *otmp;
int *dmgptr;
int dieroll; /* needed for Magicbane and vorpal blades */
{
	boolean youattack = (magr == &youmonst);
	boolean youdefend = (mdef == &youmonst);
	boolean vis = (!youattack && magr && cansee(magr->mx, magr->my))
	    || (!youdefend && cansee(mdef->mx, mdef->my))
	    || (youattack && u.uswallow && mdef == u.ustuck && !Blind);
	boolean realizes_damage;
	const char *wepdesc;
/*JP
	static const char you[] = "you";
*/
	static const char you[] = "あなた";
	char hittee[BUFSZ];

	Strcpy(hittee, youdefend ? you : mon_nam(mdef));

	/* The following takes care of most of the damage, but not all--
	 * the exception being for level draining, which is specially
	 * handled.  Messages are done in this function, however.
	 */
	*dmgptr += spec_dbon(otmp, mdef, *dmgptr);

	if (youattack && youdefend) {
	    impossible("attacking yourself with weapon?");
	    return FALSE;
	}

	realizes_damage = (youdefend || vis || 
			   /* feel the effect even if not seen */
			   (youattack && mdef == u.ustuck));

	/* the four basic attacks: fire, cold, shock and missiles */
	if (attacks(AD_FIRE, otmp)) {
	    if (realizes_damage)
#if 0 /*JP*/
		pline_The("fiery blade %s %s%c",
			!spec_dbon_applies ? "hits" :
			(mdef->data == &mons[PM_WATER_ELEMENTAL]) ?
			"vaporizes part of" : "burns",
			hittee, !spec_dbon_applies ? '.' : '!');
#else
		pline_The("灼熱の刃が%s%s",
			hittee,
			!spec_dbon_applies ? "に命中した。" :
			(mdef->data == &mons[PM_WATER_ELEMENTAL]) ?
			"の一部を消滅させた！" : "を焼いた！");
#endif
	    if (!rn2(4)) (void) destroy_mitem(mdef, POTION_CLASS, AD_FIRE);
	    if (!rn2(4)) (void) destroy_mitem(mdef, SCROLL_CLASS, AD_FIRE);
	    if (!rn2(7)) (void) destroy_mitem(mdef, SPBOOK_CLASS, AD_FIRE);
	    if (youdefend && Slimed) burn_away_slime();
	    return realizes_damage;
	}
	if (attacks(AD_COLD, otmp)) {
	    if (realizes_damage)
#if 0 /*JP*/
		pline_The("ice-cold blade %s %s%c",
			!spec_dbon_applies ? "hits" : "freezes",
			hittee, !spec_dbon_applies ? '.' : '!');
#else
		pline_The("氷結の刃が%s%s",
			hittee,
			!spec_dbon_applies ? "に命中した。" : "を襲った！");
#endif
	    if (!rn2(4)) (void) destroy_mitem(mdef, POTION_CLASS, AD_COLD);
	    return realizes_damage;
	}
	if (attacks(AD_ELEC, otmp)) {
	    if (realizes_damage)
#if 0 /*JP*/
		pline_The("massive hammer hits%s %s%c",
			  !spec_dbon_applies ? "" : "!  Lightning strikes",
			  hittee, !spec_dbon_applies ? '.' : '!');
#else
		    pline("巨大なハンマーは%sに命中した%s", hittee,
			  !spec_dbon_applies ? "。" : "！電撃が襲った！");
#endif
	    if (!rn2(5)) (void) destroy_mitem(mdef, RING_CLASS, AD_ELEC);
	    if (!rn2(5)) (void) destroy_mitem(mdef, WAND_CLASS, AD_ELEC);
	    return realizes_damage;
	}
	if (attacks(AD_MAGM, otmp)) {
	    if (realizes_damage)
#if 0 /*JP*/
		pline_The("imaginary widget hits%s %s%c",
			  !spec_dbon_applies ? "" :
				"!  A hail of magic missiles strikes",
			  hittee, !spec_dbon_applies ? '.' : '!');
#else
		pline("概念の物体が%sを攻撃した%s",
			  hittee,
			  !spec_dbon_applies ? "。" :
				"！魔法の矢が雨あられと命中した！");
#endif
	    return realizes_damage;
	}

	if (attacks(AD_STUN, otmp) && dieroll <= MB_MAX_DIEROLL) {
	    /* Magicbane's special attacks (possibly modifies hittee[]) */
	    return Mb_hit(magr, mdef, otmp, dmgptr, dieroll, vis, hittee);
	}

	if (!spec_dbon_applies) {
	    /* since damage bonus didn't apply, nothing more to do;  
	       no further attacks have side-effects on inventory */
	    return FALSE;
	}

	/* We really want "on a natural 20" but Nethack does it in */
	/* reverse from AD&D. */
	if (spec_ability(otmp, SPFX_BEHEAD)) {
	    if (otmp->oartifact == ART_TSURUGI_OF_MURAMASA && dieroll == 1) {
/*JP
		wepdesc = "The razor-sharp blade";
*/
		wepdesc = "斬鉄剣";
		/* not really beheading, but so close, why add another SPFX */
		if (youattack && u.uswallow && mdef == u.ustuck) {
/*JP
		    You("slice %s wide open!", mon_nam(mdef));
*/
		    You("%sを輪切りにした！", mon_nam(mdef));
		    *dmgptr = 2 * mdef->mhp + FATAL_DAMAGE_MODIFIER;
		    return TRUE;
		}
		if (!youdefend) {
			/* allow normal cutworm() call to add extra damage */
			if(notonhead)
			    return FALSE;

			if (bigmonst(mdef->data)) {
				if (youattack)
/*JP
					You("slice deeply into %s!",
*/
					You("%sに深く斬りつけた！",
						mon_nam(mdef));
				else if (vis)
/*JP
					pline("%s cuts deeply into %s!",
*/
					pline("%sは%sに深く斬りつけた！",
					      Monnam(magr), hittee);
				*dmgptr *= 2;
				return TRUE;
			}
			*dmgptr = 2 * mdef->mhp + FATAL_DAMAGE_MODIFIER;
/*JP
			pline("%s cuts %s in half!", wepdesc, mon_nam(mdef));
*/
			pline("%sが%sを真っ二つにした！", wepdesc, mon_nam(mdef));
			otmp->dknown = TRUE;
			return TRUE;
		} else {
			if (bigmonst(youmonst.data)) {
/*JP
				pline("%s cuts deeply into you!",
*/
				pline("%sはあなたに深く斬りつけた！",
				      magr ? Monnam(magr) : wepdesc);
				*dmgptr *= 2;
				return TRUE;
			}

			/* Players with negative AC's take less damage instead
			 * of just not getting hit.  We must add a large enough
			 * value to the damage so that this reduction in
			 * damage does not prevent death.
			 */
			*dmgptr = 2 * (Upolyd ? u.mh : u.uhp) + FATAL_DAMAGE_MODIFIER;
/*JP
			pline("%s cuts you in half!", wepdesc);
*/
			pline("%sがあなたを真っ二つにした！", wepdesc);
			otmp->dknown = TRUE;
			return TRUE;
		}
	    } else if (otmp->oartifact == ART_VORPAL_BLADE &&
		       (dieroll == 1 || mdef->data->mlet == S_JABBERWOCK)) {
		static const char * const behead_msg[2] = {
#if 0 /*JP*/
		     "%s beheads %s!",
		     "%s decapitates %s!"
#else
		     "%sは%sの首を切った！",
		     "%sは%sの首を切り落した！"
#endif
		};

		if (youattack && u.uswallow && mdef == u.ustuck)
			return FALSE;
/*JP
		wepdesc = artilist[ART_VORPAL_BLADE].name;
*/
		wepdesc = jtrns_obj('A', artilist[ART_VORPAL_BLADE].name);
		if (!youdefend) {
			if (!has_head(mdef->data) || notonhead || u.uswallow) {
				if (youattack)
/*JP
					pline("Somehow, you miss %s wildly.",
*/
					pline("なぜか、%sへの攻撃は大きくはずれた。",
						mon_nam(mdef));
				else if (vis)
/*JP
					pline("Somehow, %s misses wildly.",
*/
					pline("なぜか、%sの攻撃は大きくはずれた。",
						mon_nam(magr));
				*dmgptr = 0;
				return ((boolean)(youattack || vis));
			}
			if (noncorporeal(mdef->data) || amorphous(mdef->data)) {
/*JP
				pline("%s slices through %s %s.", wepdesc,
*/
				pline("%sは%sの%sを切り落した。", wepdesc,
				      s_suffix(mon_nam(mdef)),
				      mbodypart(mdef,NECK));
				return TRUE;
			}
			*dmgptr = 2 * mdef->mhp + FATAL_DAMAGE_MODIFIER;
			pline(behead_msg[rn2(SIZE(behead_msg))],
			      wepdesc, mon_nam(mdef));
			otmp->dknown = TRUE;
			return TRUE;
		} else {
			if (!has_head(youmonst.data)) {
/*JP
				pline("Somehow, %s misses you wildly.",
*/
				pline("なぜか、%sの攻撃は大きくはずれた。",
				      magr ? mon_nam(magr) : wepdesc);
				*dmgptr = 0;
				return TRUE;
			}
			if (noncorporeal(youmonst.data) || amorphous(youmonst.data)) {
/*JP
				pline("%s slices through your %s.",
*/
				pline("%sはあなたの%sを切り落した。",
				      wepdesc, body_part(NECK));
				return TRUE;
			}
			*dmgptr = 2 * (Upolyd ? u.mh : u.uhp)
				  + FATAL_DAMAGE_MODIFIER;
			pline(behead_msg[rn2(SIZE(behead_msg))],
/*JP
			      wepdesc, "you");
*/
			      wepdesc, "あなた");
			otmp->dknown = TRUE;
			/* Should amulets fall off? */
			return TRUE;
		}
	    }
	}
	if (spec_ability(otmp, SPFX_DRLI)) {
		if (!youdefend) {
			if (vis) {
			    if(otmp->oartifact == ART_STORMBRINGER)
/*JP
				pline_The("%s blade draws the life from %s!",
*/
				pline("%s刃が%sの生命力を奪った！",
				      hcolor(NH_BLACK),
				      mon_nam(mdef));
			    else
/*JP
				pline("%s draws the life from %s!",
*/
				pline("%sは%sの生命力を奪った！",
				      The(distant_name(otmp, xname)),
				      mon_nam(mdef));
			}
			if (mdef->m_lev == 0) {
			    *dmgptr = 2 * mdef->mhp + FATAL_DAMAGE_MODIFIER;
			} else {
			    int drain = rnd(8);
			    *dmgptr += drain;
			    mdef->mhpmax -= drain;
			    mdef->m_lev--;
			    drain /= 2;
			    if (drain) healup(drain, 0, FALSE, FALSE);
			}
			return vis;
		} else { /* youdefend */
			int oldhpmax = u.uhpmax;

			if (Blind)
/*JP
				You_feel("an %s drain your life!",
*/
				pline("%sに生命力を奪われたような気がした！",
				    otmp->oartifact == ART_STORMBRINGER ?
/*JP
				    "unholy blade" : "object");
*/
				    "不浄な刃" : "何か");
			else if (otmp->oartifact == ART_STORMBRINGER)
/*JP
				pline_The("%s blade drains your life!",
*/
				pline("%s刃があなたの生命力を奪った！",
				      hcolor(NH_BLACK));
			else
/*JP
				pline("%s drains your life!",
*/
				pline("%sがあなたの生命力を奪った！",
				      The(distant_name(otmp, xname)));
/*JP
			losexp("life drainage");
*/
			losexp("生命力を吸収されて");
			if (magr && magr->mhp < magr->mhpmax) {
			    magr->mhp += (oldhpmax - u.uhpmax)/2;
			    if (magr->mhp > magr->mhpmax) magr->mhp = magr->mhpmax;
			}
			return TRUE;
		}
	}
	/* WAC -- 1/6 chance of cancellation with foobane weapons */
#ifdef BLACKMARKET
	if (otmp->oartifact == ART_ORCRIST ||
	    otmp->oartifact == ART_DRAGONBANE ||
	    otmp->oartifact == ART_DEMONBANE ||
	    otmp->oartifact == ART_WEREBANE ||
	    otmp->oartifact == ART_TROLLSBANE ||
	    otmp->oartifact == ART_THIEFBANE ||
	    otmp->oartifact == ART_OGRESMASHER) {
		if (!mdef->mcan && dieroll < 4) {
		    if (realizes_damage) {
#if 0 /*JP*/
			pline("%s %s!", The(distant_name(otmp, xname)), Blind ?
				"roars deafeningly" : "shines brilliantly");
#else
			pline("%sは%s！", distant_name(otmp, xname), Blind ?
				"耳を聾せんばかりの咆哮をあげた" : "眩しいまでに光り輝いた");
#endif
/*JP
			pline("It strikes %s!", hittee);
*/
			pline("%sに命中した！", hittee);
		    }
		    cancel_monst(mdef, otmp, youattack, TRUE, magr == mdef);
		    return TRUE;
		}
	}
#endif
	return FALSE;
}

static NEARDATA const char recharge_type[] = { ALLOW_COUNT, ALL_CLASSES, 0 };
static NEARDATA const char invoke_types[] = { ALL_CLASSES, 0 };
		/* #invoke: an "ugly check" filters out most objects */

int
doinvoke()
{
    register struct obj *obj;

    obj = getobj(invoke_types, "invoke");
    if (!obj) return 0;
    if (obj->oartifact && !touch_artifact(obj, &youmonst)) return 1;
    return arti_invoke(obj);
}

STATIC_OVL int
arti_invoke(obj)
    register struct obj *obj;
{
    register const struct artifact *oart = get_artifact(obj);

    if(!oart || !oart->inv_prop) {
	if(obj->otyp == CRYSTAL_BALL)
	    use_crystal_ball(obj);
#ifdef ASTRAL_ESCAPE
	else if(obj->otyp == AMULET_OF_YENDOR ||
	        obj->otyp == FAKE_AMULET_OF_YENDOR)
			/* The Amulet is not technically an artifact
			 * in the usual sense... */
			return invoke_amulet(obj);
#endif
	else
	    pline(nothing_happens);
	return 1;
    }

    if(oart->inv_prop > LAST_PROP) {
	/* It's a special power, not "just" a property */
	if(obj->age > monstermoves) {
	    /* the artifact is tired :-) */
#if 0 /*JP:T*/
	    You_feel("that %s %s ignoring you.",
		     the(xname(obj)), otense(obj, "are"));
#else
	    You_feel("%sが無視しているように感じた。", xname(obj));
#endif
	    /* and just got more so; patience is essential... */
	    obj->age += (long) d(3,10);
	    return 1;
	}
	obj->age = monstermoves + rnz(100);

	switch(oart->inv_prop) {
	case TAMING: {
	    struct obj pseudo;

	    pseudo = zeroobj;	/* neither cursed nor blessed */
	    pseudo.otyp = SCR_TAMING;
	    (void) seffects(&pseudo);
	    break;
	  }
	case HEALING: {
	    int healamt = (u.uhpmax + 1 - u.uhp) / 2;
	    long creamed = (long)u.ucreamed;

	    if (Upolyd) healamt = (u.mhmax + 1 - u.mh) / 2;
	    if (healamt || Sick || Slimed || Blinded > creamed)
/*JP
		You_feel("better.");
*/
		You_feel("気分がよくなった。");
	    else
		goto nothing_special;
	    if (healamt > 0) {
		if (Upolyd) u.mh += healamt;
		else u.uhp += healamt;
	    }
	    if(Sick) make_sick(0L,(char *)0,FALSE,SICK_ALL);
	    if(Slimed) Slimed = 0L;
	    if (Blinded > creamed) make_blinded(creamed, FALSE);
	    flags.botl = 1;
	    break;
	  }
	case ENERGY_BOOST: {
	    int epboost = (u.uenmax + 1 - u.uen) / 2;
	    if (epboost > 120) epboost = 120;		/* arbitrary */
	    else if (epboost < 12) epboost = u.uenmax - u.uen;
	    if(epboost) {
/*JP
		You_feel("re-energized.");
*/
		You("エネルギーが満たされた。");
		u.uen += epboost;
		flags.botl = 1;
	    } else
		goto nothing_special;
	    break;
	  }
	case UNTRAP: {
	    if(!untrap(TRUE)) {
		obj->age = 0; /* don't charge for changing their mind */
		return 0;
	    }
	    break;
	  }
	case CHARGE_OBJ: {
	    struct obj *otmp = getobj(recharge_type, "charge");
	    boolean b_effect;

	    if (!otmp) {
		obj->age = 0;
		return 0;
	    }
	    b_effect = obj->blessed &&
		(Role_switch == oart->role || !oart->role);
	    recharge(otmp, b_effect ? 1 : obj->cursed ? -1 : 0);
	    update_inventory();
	    break;
	  }
	case LEV_TELE:
	    level_tele();
	    break;
	case CREATE_PORTAL: {
	    int i, num_ok_dungeons, last_ok_dungeon = 0;
	    d_level newlev;
	    extern int n_dgns; /* from dungeon.c */
	    winid tmpwin = create_nhwindow(NHW_MENU);
	    anything any;

	    any.a_void = 0;	/* set all bits to zero */
 #ifdef BLACKMARKET           
	    if (Is_blackmarket(&u.uz) && *u.ushops) {
/*JP
		You("feel very disoriented for a moment.");
*/
		You("一瞬方向感覚を失った。");
		break;
	    }
 #endif
	    start_menu(tmpwin);
	    /* use index+1 (cant use 0) as identifier */
	    for (i = num_ok_dungeons = 0; i < n_dgns; i++) {
		if (!dungeons[i].dunlev_ureached) continue;
		any.a_int = i+1;
		add_menu(tmpwin, NO_GLYPH, &any, 0, 0, ATR_NONE,
/*JP
			 dungeons[i].dname, MENU_UNSELECTED);
*/
			 jtrns_obj('d', dungeons[i].dname), MENU_UNSELECTED);
		num_ok_dungeons++;
		last_ok_dungeon = i;
	    }
/*JP
	    end_menu(tmpwin, "Open a portal to which dungeon?");
*/
	    end_menu(tmpwin, "どの迷宮への魔法の入口を開きますか？");
	    if (num_ok_dungeons > 1) {
		/* more than one entry; display menu for choices */
		menu_item *selected;
		int n;

		n = select_menu(tmpwin, PICK_ONE, &selected);
		if (n <= 0) {
		    destroy_nhwindow(tmpwin);
		    goto nothing_special;
		}
		i = selected[0].item.a_int - 1;
		free((genericptr_t)selected);
	    } else
		i = last_ok_dungeon;	/* also first & only OK dungeon */
	    destroy_nhwindow(tmpwin);

	    /*
	     * i is now index into dungeon structure for the new dungeon.
	     * Find the closest level in the given dungeon, open
	     * a use-once portal to that dungeon and go there.
	     * The closest level is either the entry or dunlev_ureached.
	     */
	    newlev.dnum = i;
	    if(dungeons[i].depth_start >= depth(&u.uz))
		newlev.dlevel = dungeons[i].entry_lev;
	    else
		newlev.dlevel = dungeons[i].dunlev_ureached;
	    if(u.uhave.amulet || In_endgame(&u.uz) || In_endgame(&newlev) ||
	       newlev.dnum == u.uz.dnum) {
/*JP
		You_feel("very disoriented for a moment.");
*/
		You("一瞬方向感覚を失った。");
	    } else {
/*JP
		if(!Blind) You("are surrounded by a shimmering sphere!");
*/
		if(!Blind) You("チカチカ光る球体に覆われた！");
/*JP
		else You_feel("weightless for a moment.");
*/
		else You_feel("一瞬、無重力感を感じた！");
		goto_level(&newlev, FALSE, FALSE, FALSE);
	    }
	    break;
	  }
	case ENLIGHTENING:
	    enlightenment(0);
	    break;
	case CREATE_AMMO: {
	    struct obj *otmp = mksobj(ARROW, TRUE, FALSE);

	    if (!otmp) goto nothing_special;
	    otmp->blessed = obj->blessed;
	    otmp->cursed = obj->cursed;
	    otmp->bknown = obj->bknown;
	    if (obj->blessed) {
		if (otmp->spe < 0) otmp->spe = 0;
		otmp->quan += rnd(10);
	    } else if (obj->cursed) {
		if (otmp->spe > 0) otmp->spe = 0;
	    } else
		otmp->quan += rnd(5);
	    otmp->owt = weight(otmp);
#if 0 /*JP*/
	    otmp = hold_another_object(otmp, "Suddenly %s out.",
				       aobjnam(otmp, "fall"), (const char *)0);
#else
	    otmp = hold_another_object(otmp, "突然%sが落ちた。",
				       xname(otmp), 0);
#endif
	    break;
	  }
	}
    } else {
	long eprop = (u.uprops[oart->inv_prop].extrinsic ^= W_ARTI),
	     iprop = u.uprops[oart->inv_prop].intrinsic;
	boolean on = (eprop & W_ARTI) != 0; /* true if invoked prop just set */

	if(on && obj->age > monstermoves) {
	    /* the artifact is tired :-) */
	    u.uprops[oart->inv_prop].extrinsic ^= W_ARTI;
#if 0 /*JP:T*/
	    You_feel("that %s %s ignoring you.",
		     the(xname(obj)), otense(obj, "are"));
#else
	    You_feel("%sが無視しているように感じた。", xname(obj));
#endif
	    /* can't just keep repeatedly trying */
	    obj->age += (long) d(3,10);
	    return 1;
	} else if(!on) {
	    /* when turning off property, determine downtime */
	    /* arbitrary for now until we can tune this -dlc */
	    obj->age = monstermoves + rnz(100);
	}

	if ((eprop & ~W_ARTI) || iprop) {
nothing_special:
	    /* you had the property from some other source too */
	    if (carried(obj))
/*JP
		You_feel("a surge of power, but nothing seems to happen.");
*/
		You("力が渦巻いたような気がした、しかし何も起きなかった。");
	    return 1;
	}
	switch(oart->inv_prop) {
	case CONFLICT:
/*JP
	    if(on) You_feel("like a rabble-rouser.");
*/
	    if(on) You("民衆扇動家のような気がした。");
/*JP
	    else You_feel("the tension decrease around you.");
*/
	    else pline("まわりの緊張感がなくなったような気がした。");
	    break;
	case LEVITATION:
	    if(on) {
		float_up();
		spoteffects(FALSE);
	    } else (void) float_down(I_SPECIAL|TIMEOUT, W_ARTI);
	    break;
	case INVIS:
	    if (BInvis || Blind) goto nothing_special;
	    newsym(u.ux, u.uy);
	    if (on)
#if 0 /*JP*/
		Your("body takes on a %s transparency...",
		     Hallucination ? "normal" : "strange");
#else
		pline("%s、体は透過性をもった．．．",
		      Hallucination ? "あたりまえのことだが" : "奇妙なことに");
#endif
	    else
/*JP
		Your("body seems to unfade...");
*/
		Your("体は次第に見えるようになってきた．．．");
	    break;
	}
    }

    return 1;
}


/* WAC return TRUE if artifact is always lit */
boolean
artifact_light(obj)
    struct obj *obj;
{
    return (get_artifact(obj) && obj->oartifact == ART_SUNSWORD);
}

/* KMH -- Talking artifacts are finally implemented */
void
arti_speak(obj)
    struct obj *obj;
{
	register const struct artifact *oart = get_artifact(obj);
	const char *line;
	char buf[BUFSZ];


	/* Is this a speaking artifact? */
	if (!oart || !(oart->spfx & SPFX_SPEAK))
		return;

	line = getrumor(bcsign(obj), buf, TRUE);
	if (!*line)
/*JP
		line = "UnNetHack rumors file closed for renovation.";
*/
		line = "噂の真相は新装のため一時閉店。";
/*JP
	pline("%s:", Tobjnam(obj, "whisper"));
*/
	pline("%sはささやいた：", xname(obj));
	verbalize("%s", line);
	return;
}

boolean
artifact_has_invprop(otmp, inv_prop)
struct obj *otmp;
uchar inv_prop;
{
	const struct artifact *arti = get_artifact(otmp);

	return((boolean)(arti && (arti->inv_prop == inv_prop)));
}

/* Return the price sold to the hero of a given artifact or unique item */
long
arti_cost(otmp)
struct obj *otmp;
{
	if (!otmp->oartifact)
	    return ((long)objects[otmp->otyp].oc_cost);
	else if (artilist[(int) otmp->oartifact].cost)
	    return (artilist[(int) otmp->oartifact].cost);
	else
	    return (100L * (long)objects[otmp->otyp].oc_cost);
}

#endif /* OVLB */

boolean
MATCH_WARN_OF_MON(mon)
struct monst *mon;
{
	/* warned of S_MONSTER? */
	if (uwep && uwep->oartifact) {
		const struct artifact *arti = get_artifact(uwep);
		if (arti->spfx & SPFX_WARN_S &&
		    arti->mtype && arti->mtype == mon->data->mlet) {
			return TRUE;
		}
	}

	return (Warn_of_mon && flags.warntype &&
			(flags.warntype & (mon)->data->mflags2));
}

/**
 * Returns the plural name of the monster the player is warned
 * about with SPFX_WARN_S */
const char *
get_warned_of_monster(otmp)
struct obj *otmp;
{
	if (otmp && otmp->oartifact) {
		const struct artifact *arti = get_artifact(otmp);
		if (arti->spfx & SPFX_WARN_S && arti->mtype) {
			switch (arti->mtype) {
				case S_TROLL: return "trolls"; break;
				case S_DRAGON: return "dragons"; break;
				case S_OGRE: return "ogres"; break;
				case S_JABBERWOCK: return "jabberwocks"; break;
				default: return something; break;
			}
		}
	}

	return NULL;
}

/*artifact.c*/
