summaryrefslogtreecommitdiff
path: root/src/monster2.cc
blob: ab60a9e30364c0fa2e1dce631dd53d898d527bb4 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
3502
3503
3504
3505
3506
3507
3508
3509
3510
3511
3512
3513
3514
3515
3516
3517
3518
3519
3520
3521
3522
3523
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
3544
3545
3546
3547
3548
3549
3550
3551
3552
3553
3554
3555
3556
3557
3558
3559
3560
3561
3562
3563
3564
3565
3566
3567
3568
3569
3570
3571
3572
3573
3574
3575
3576
3577
3578
3579
3580
3581
3582
3583
3584
3585
3586
3587
3588
3589
3590
3591
3592
3593
3594
3595
3596
3597
3598
3599
3600
3601
3602
3603
3604
3605
3606
3607
3608
3609
3610
3611
3612
3613
3614
3615
3616
3617
3618
3619
3620
3621
3622
3623
3624
3625
3626
3627
3628
3629
3630
3631
3632
3633
3634
3635
3636
3637
3638
3639
3640
3641
3642
3643
3644
3645
3646
3647
3648
3649
3650
3651
3652
3653
3654
3655
3656
3657
3658
3659
3660
3661
3662
3663
3664
3665
3666
3667
3668
3669
3670
3671
3672
3673
3674
3675
3676
3677
3678
3679
3680
3681
3682
3683
3684
3685
3686
3687
3688
3689
3690
3691
3692
3693
3694
3695
3696
3697
3698
3699
3700
3701
3702
3703
3704
3705
3706
3707
3708
3709
3710
3711
3712
3713
3714
3715
3716
3717
3718
3719
3720
3721
3722
3723
3724
3725
3726
3727
3728
3729
3730
3731
3732
3733
3734
3735
3736
3737
3738
3739
3740
3741
3742
3743
3744
3745
3746
3747
3748
3749
3750
3751
3752
3753
3754
3755
3756
3757
3758
3759
3760
3761
3762
3763
3764
3765
3766
3767
3768
3769
3770
3771
3772
3773
3774
3775
3776
3777
3778
3779
3780
3781
3782
3783
3784
3785
3786
3787
3788
3789
3790
3791
3792
3793
3794
3795
3796
3797
3798
3799
3800
3801
3802
3803
3804
3805
3806
3807
3808
3809
3810
3811
3812
3813
3814
3815
3816
3817
3818
3819
3820
3821
3822
3823
3824
3825
3826
3827
3828
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
/*
 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
 *
 * This software may be copied and distributed for educational, research, and
 * not for profit purposes provided that this copyright and statement are
 * included in all such copies.
 */
#include "monster2.hpp"

#include "alloc_entry.hpp"
#include "artifact_type.hpp"
#include "cave.hpp"
#include "cave_type.hpp"
#include "dungeon_flag.hpp"
#include "dungeon_info_type.hpp"
#include "files.hpp"
#include "game.hpp"
#include "hook_new_monster_in.hpp"
#include "hook_new_monster_end_in.hpp"
#include "hooks.hpp"
#include "levels.hpp"
#include "mimic.hpp"
#include "monster3.hpp"
#include "monster_ego.hpp"
#include "monster_race.hpp"
#include "monster_race_flag.hpp"
#include "monster_spell_flag.hpp"
#include "monster_type.hpp"
#include "object1.hpp"
#include "object2.hpp"
#include "object_flag.hpp"
#include "object_kind.hpp"
#include "object_type.hpp"
#include "options.hpp"
#include "player_race_flag.hpp"
#include "player_type.hpp"
#include "randart.hpp"
#include "spells1.hpp"
#include "spells2.hpp"
#include "stats.hpp"
#include "tables.hpp"
#include "util.hpp"
#include "variable.hpp"
#include "wilderness_map.hpp"
#include "xtra1.hpp"
#include "xtra2.hpp"
#include "z-rand.hpp"

#include <algorithm>
#include <string>

#define MAX_HORROR 20
#define MAX_FUNNY 22
#define MAX_COMMENT 5

#define MODIFY_AUX(o, n) ((o) = modify_aux((o), (n) >> 2, (n) & 3))
#define MODIFY(o, n, min) MODIFY_AUX(o, n); (o) = ((o) < (min))?(min):(o)

s32b monster_exp(s16b level)
{
	s32b capped_level = std::min(level, static_cast<s16b>(MONSTER_LEVEL_MAX));
	return (capped_level * capped_level * capped_level * 6);
}

/* Monster gain a few levels ? */
void monster_check_experience(int m_idx, bool_ silent)
{
	auto const &r_info = game->edit_data.r_info;

	monster_type *m_ptr = &m_list[m_idx];
	auto r_ptr = &r_info[m_ptr->r_idx];
	char m_name[80];

	/* Get the name */
	monster_desc(m_name, m_ptr, 0);

	/* Gain levels while possible */
	while ((m_ptr->level < MONSTER_LEVEL_MAX) &&
	                (m_ptr->exp >= monster_exp(m_ptr->level + 1)))
	{
		/* Gain a level */
		m_ptr->level++;

		if (m_ptr->ml && (!silent)) cmsg_format(TERM_L_BLUE, "%^s gains a level.", m_name);

		/* Gain hp */
		if (magik(80))
		{
			m_ptr->maxhp += r_ptr->hside;
			m_ptr->hp += r_ptr->hside;
		}

		/* Gain speed */
		if (magik(40))
		{
			int speed = randint(2);
			m_ptr->speed += speed;
			m_ptr->mspeed += speed;
		}

		/* Gain ac */
		if (magik(50))
		{
			m_ptr->ac += (r_ptr->ac / 10) ? r_ptr->ac / 10 : 1;
		}

		/* Gain melee power */
		if (magik(30))
		{
			int i = rand_int(3), tries = 20;

			while ((tries--) && !m_ptr->blow[i].d_dice) i = rand_int(3);

			m_ptr->blow[i].d_dice++;
		}
	}
}

/* Monster gain some xp */
void monster_gain_exp(int m_idx, u32b exp, bool_ silent)
{
	monster_type *m_ptr = &m_list[m_idx];

	m_ptr->exp += exp;
	if (wizard)
	{
		char m_name[80];

		/* Get the name */
		monster_desc(m_name, m_ptr, 0);

		if (!silent) msg_format("%^s gains %ld exp.", m_name, exp);
	}

	monster_check_experience(m_idx, silent);
}

void monster_set_level(int m_idx, int level)
{
	monster_type *m_ptr = &m_list[m_idx];

	if (level > 150) level = 150;

	if (m_ptr->level < level)
	{
		m_ptr->exp = monster_exp(level);
		monster_check_experience(m_idx, TRUE);
	}
}

/* Will add, sub, .. */
s32b modify_aux(s32b a, s32b b, char mod)
{
	switch (mod)
	{
	case MEGO_ADD:
		return (a + b);
		break;
	case MEGO_SUB:
		return (a - b);
		break;
	case MEGO_FIX:
		return (b);
		break;
	case MEGO_PRC:
		return (a * b / 100);
		break;
	default:
		msg_format("WARNING, unmatching MEGO(%d).", mod);
		return (0);
	}
}

/* Is this ego ok for this monster ? */
bool_ mego_ok(monster_race const *r_ptr, int ego)
{
	const auto &re_info = game->edit_data.re_info;

	auto re_ptr = &re_info[ego];
	bool_ ok = FALSE;
	int i;

	/* needed flags */
	if (re_ptr->flags && ((re_ptr->flags & r_ptr->flags) != re_ptr->flags)) return FALSE;

	/* unwanted flags */
	if (re_ptr->hflags && (re_ptr->hflags & r_ptr->flags)) return FALSE;

	/* Need good race -- IF races are specified */
	if (re_ptr->r_char[0])
	{
		for (i = 0; i < 5; i++)
		{
			if (r_ptr->d_char == re_ptr->r_char[i]) ok = TRUE;
		}
		if (!ok) return FALSE;
	}
	if (re_ptr->nr_char[0])
	{
		for (i = 0; i < 5; i++)
		{
			if (r_ptr->d_char == re_ptr->nr_char[i]) return (FALSE);
		}
	}

	/* Passed all tests ? */
	return TRUE;
}

/* Choose an ego type */
static int pick_ego_monster(monster_race const *r_ptr)
{
	const auto &re_info = game->edit_data.re_info;

	/* Assume no ego */
	int ego = 0, lvl;
	int tries = re_info.size() + 10;

	if ((!(dungeon_flags & DF_ELVEN)) && (!(dungeon_flags & DF_DWARVEN)))
	{
		/* No townspeople ego */
		if (!r_ptr->level) return 0;

		/* First are we allowed to find an ego */
		if (!magik(MEGO_CHANCE)) return 0;

		/* Lets look for one */
		while (tries--)
		{
			/* Pick one */
			ego = rand_range(1, re_info.size() - 1);
			auto re_ptr = &re_info[ego];

			/*  No hope so far */
			if (!mego_ok(r_ptr, ego)) continue;

			/* Not too much OoD */
			lvl = r_ptr->level;
			MODIFY(lvl, re_ptr->level, 0);
			lvl -= ((dun_level / 2) + (rand_int(dun_level / 2)));
			if (lvl < 1) lvl = 1;
			if (rand_int(lvl)) continue;

			/* Each ego types have a rarity */
			if (rand_int(re_ptr->rarity)) continue;

			/* We finally got one ? GREAT */
			return ego;
		}
	}
	/* Bypass restrictions for themed townspeople */
	else
	{
		if (dungeon_flags & DF_ELVEN)
			ego = test_mego_name("Elven");
		else if (dungeon_flags & DF_DWARVEN)
			ego = test_mego_name("Dwarven");

		if (mego_ok(r_ptr, ego))
			return ego;
	}

	/* Found none ? so sad, well no ego for the time being */
	return 0;
}

/*
 * Return a (monster_race*) with the combination of the monster
 * properties and the ego type
 */
std::shared_ptr<monster_race> race_info_idx(int r_idx, int ego)
{
	auto const &re_info = game->edit_data.re_info;
	auto &r_info = game->edit_data.r_info;

	auto r_ptr = &r_info[r_idx];

	/* We don't need to allocate anything if it's an ordinary monster. */
	if (!ego) {
		return std::shared_ptr<monster_race>(r_ptr, [](monster_race *) {
			// No need to delete -- will be freed when the r_info array is freed.
		});
	}

	/* We allocate a copy of the "base" monster race to refer to. */
	auto nr_ptr = std::make_shared<monster_race>();
	*nr_ptr = *r_ptr;

	/* Get a reference to the ego monster modifiers */
	auto re_ptr = &re_info[ego];

	/* Adjust the values */
	for (int i = 0; i < 4; i++)
	{
		s32b j = modify_aux(nr_ptr->blow[i].d_dice, re_ptr->blow[i].d_dice, re_ptr->blowm[i][0]);
		if (j < 0) j = 0;

		s32b k = modify_aux(nr_ptr->blow[i].d_side, re_ptr->blow[i].d_side, re_ptr->blowm[i][1]);
		if (k < 0) k = 0;

		nr_ptr->blow[i].d_dice = j;
		nr_ptr->blow[i].d_side = k;

		if (re_ptr->blow[i].method)
		{
			nr_ptr->blow[i].method = re_ptr->blow[i].method;
		}

		if (re_ptr->blow[i].effect)
		{
			nr_ptr->blow[i].effect = re_ptr->blow[i].effect;
		}
	}

	MODIFY(nr_ptr->hdice, re_ptr->hdice, 1);
	MODIFY(nr_ptr->hside, re_ptr->hside, 1);

	MODIFY(nr_ptr->ac, re_ptr->ac, 0);

	MODIFY(nr_ptr->sleep, re_ptr->sleep, 0);

	MODIFY(nr_ptr->aaf, re_ptr->aaf, 1);
	MODIFY(nr_ptr->speed, re_ptr->speed, 50);
	MODIFY(nr_ptr->mexp, re_ptr->mexp, 0);

	MODIFY(nr_ptr->weight, re_ptr->weight, 10);

	nr_ptr->freq_inate = (nr_ptr->freq_inate > re_ptr->freq_inate)
	                     ? nr_ptr->freq_inate : re_ptr->freq_inate;
	nr_ptr->freq_spell = (nr_ptr->freq_spell > re_ptr->freq_spell)
	                     ? nr_ptr->freq_spell : re_ptr->freq_spell;

	MODIFY(nr_ptr->level, re_ptr->level, 1);

	/* Take off some flags */
	nr_ptr->flags &= ~re_ptr->nflags;
	nr_ptr->spells &= ~(re_ptr->nspells);

	/* Add some flags */
	nr_ptr->flags |= re_ptr->mflags;
	nr_ptr->spells |= re_ptr->mspells;

	/* Change the char/attr is needed */
	if (re_ptr->d_char != MEGO_CHAR_ANY)
	{
		nr_ptr->d_char = re_ptr->d_char;
		nr_ptr->x_char = re_ptr->d_char;
	}
	if (re_ptr->d_attr != MEGO_CHAR_ANY)
	{
		nr_ptr->d_attr = re_ptr->d_attr;
		nr_ptr->x_attr = re_ptr->d_attr;
	}

	/* And finanly return a pointer to a fully working monster race */
	return nr_ptr;
}

static cptr horror_desc[MAX_HORROR] =
{
	"abominable",
	"abysmal",
	"appalling",
	"baleful",
	"blasphemous",

	"disgusting",
	"dreadful",
	"filthy",
	"grisly",
	"hideous",

	"hellish",
	"horrible",
	"infernal",
	"loathsome",
	"nightmarish",

	"repulsive",
	"sacrilegious",
	"terrible",
	"unclean",
	"unspeakable",
};

static cptr funny_desc[MAX_FUNNY] =
{
	"silly",
	"hilarious",
	"absurd",
	"insipid",
	"ridiculous",

	"laughable",
	"ludicrous",
	"far-out",
	"groovy",
	"postmodern",

	"fantastic",
	"dadaistic",
	"cubistic",
	"cosmic",
	"awesome",

	"incomprehensible",
	"fabulous",
	"amazing",
	"incredible",
	"chaotic",

	"wild",
	"preposterous",
};

static cptr funny_comments[MAX_COMMENT] =
{
	"Wow, cosmic, man!",
	"Rad!",
	"Groovy!",
	"Cool!",
	"Far out!"
};


/*
 * Delete a monster by index.
 *
 * When a monster is deleted, all of its objects are deleted.
 */
void delete_monster_idx(int i)
{
	auto &k_info = game->edit_data.k_info;
	auto &a_info = game->edit_data.a_info;

	/* Get location */
	monster_type *m_ptr = &m_list[i];
	int y = m_ptr->fy;
	int x = m_ptr->fx;

	/* Hack -- Reduce the racial counter */
	auto const r_ptr = m_ptr->race();
	r_ptr->cur_num--;
	r_ptr->on_saved = FALSE;

	/* Hack -- count the number of "reproducers" */
	if (r_ptr->spells & SF_MULTIPLY) num_repro--;

	/* XXX XXX XXX remove monster light source */
	bool_ had_lite = FALSE;
	if (r_ptr->flags & RF_HAS_LITE) had_lite = TRUE;


	/* Hack -- remove target monster */
	if (i == target_who) target_who = 0;

	/* Hack -- remove tracked monster */
	if (i == health_who) health_track(0);

	/* Hack -- remove tracked monster */
	if (i == p_ptr->control) p_ptr->control = 0;


	for (int j = m_max - 1; j >= 1; j--)
	{
		/* Access the monster */
		monster_type *t_ptr = &m_list[j];

		/* Ignore "dead" monsters */
		if (!t_ptr->r_idx) continue;

		if (t_ptr->target == i) t_ptr->target = -1;
	}

	/* Monster is gone */
	cave[y][x].m_idx = 0;

	/* Copy list of objects; need a copy since we're
	 * manipulating the list itself below. */
	auto const object_idxs(m_ptr->hold_o_idxs);

	/* Delete objects */
	for (auto const this_o_idx: object_idxs)
	{
		/* Acquire object */
		object_type *o_ptr = &o_list[this_o_idx];

		/* Hack -- efficiency */
		o_ptr->held_m_idx = 0;

		if (options->preserve)
		{
			/* Hack -- Preserve unknown artifacts */
			if (artifact_p(o_ptr) && !object_known_p(o_ptr))
			{
				/* Mega-Hack -- Preserve the artifact */
				if (o_ptr->tval == TV_RANDART)
				{
					random_artifacts[o_ptr->sval].generated = FALSE;
				}
				else if (k_info[o_ptr->k_idx].flags & TR_NORM_ART)
				{
					k_info[o_ptr->k_idx].artifact = FALSE;
				}
				else
				{
					a_info[o_ptr->name1].cur_num = 0;
				}
			}
		}

		/* Delete the object */
		delete_object_idx(this_o_idx);
	}

	/* Wipe the Monster */
	m_ptr->wipe();

	/* Count monsters */
	m_cnt--;

	/* Do we survided our fate ? */
	if ((dungeon_type == DUNGEON_DEATH) && (!m_cnt))
	{
		msg_print("You overcome your fate, mortal!");

		dungeon_type = DUNGEON_WILDERNESS;
		dun_level = 0;

		p_ptr->leaving = TRUE;
	}

	/* Update monster light */
	if (had_lite) p_ptr->update |= (PU_MON_LITE);

	/* Update monster list window */
	p_ptr->window |= (PW_M_LIST);

	/* Visual update */
	lite_spot(y, x);
}


/*
 * Delete the monster, if any, at a given location
 */
void delete_monster(int y, int x)
{
	cave_type *c_ptr;

	/* Paranoia */
	if (!in_bounds(y, x)) return;

	/* Check the grid */
	c_ptr = &cave[y][x];

	/* Delete the monster (if any) */
	if (c_ptr->m_idx) delete_monster_idx(c_ptr->m_idx);
}


/*
 * Move an object from index i1 to index i2 in the object list
 */
static void compact_monsters_aux(int i1, int i2)
{
	/* Do nothing */
	if (i1 == i2) return;

	/* Old monster */
	monster_type *m_ptr = &m_list[i1];

	/* Location */
	int y = m_ptr->fy;
	int x = m_ptr->fx;

	/* Cave grid */
	cave_type *c_ptr = &cave[y][x];

	/* Update the cave */
	c_ptr->m_idx = i2;

	/* Repair objects being carried by monster */
	for (auto const this_o_idx: m_ptr->hold_o_idxs)
	{
		/* Acquire object */
		object_type *o_ptr = &o_list[this_o_idx];

		/* Reset monster pointer */
		o_ptr->held_m_idx = i2;
	}

	/* Hack -- Update the control */
	if (p_ptr->control == i1) p_ptr->control = i2;

	/* Hack -- Update the doppleganger */
	if (doppleganger == i1) doppleganger = i2;

	/* Hack -- Update the target */
	if (target_who == i1) target_who = i2;

	/* Hack -- Update the health bar */
	if (health_who == i1) health_track(i2);

	for (int j = m_max - 1; j >= 1; j--)
	{
		/* Access the monster */
		monster_type *t_ptr = &m_list[j];

		/* Ignore "dead" monsters */
		if (!t_ptr->r_idx) continue;

		if (t_ptr->target == i1) t_ptr->target = i2;
	}

	/* Structure copy */
	m_list[i2] = m_list[i1];

	/* Wipe the hole */
	m_list[i1].wipe();
}


/*
 * Compact and Reorder the monster list
 *
 * This function can be very dangerous, use with caution!
 *
 * When actually "compacting" monsters, we base the saving throw
 * on a combination of monster level, distance from player, and
 * current "desperation".
 *
 * After "compacting" (if needed), we "reorder" the monsters into a more
 * compact order, and we reset the allocation info, and the "live" array.
 */
void compact_monsters(int size)
{
	int	i, num, cnt;
	int	cur_lev, cur_dis, chance;


	/* Message (only if compacting) */
	if (size) msg_print("Compacting monsters...");


	/* Compact at least 'size' objects */
	for (num = 0, cnt = 1; num < size; cnt++)
	{
		/* Get more vicious each iteration */
		cur_lev = 5 * cnt;

		/* Get closer each iteration */
		cur_dis = 5 * (20 - cnt);

		/* Check all the monsters */
		for (i = 1; i < m_max; i++)
		{
			monster_type *m_ptr = &m_list[i];
			auto const r_ptr = m_ptr->race();

			/* Paranoia -- skip "dead" monsters */
			if (!m_ptr->r_idx) continue;

			/* Hack -- High level monsters start out "immune" */
			if (m_ptr->level > cur_lev) continue;

			/* Ignore nearby monsters */
			if ((cur_dis > 0) && (m_ptr->cdis < cur_dis)) continue;

			/* Saving throw chance */
			chance = 90;

			/* Only compact "Quest" Monsters in emergencies */
			if ((m_ptr->mflag & MFLAG_QUEST) && (cnt < 1000)) chance = 100;

			/* Try not to compact Unique Monsters */
			if (r_ptr->flags & RF_UNIQUE) chance = 99;

			/* All monsters get a saving throw */
			if (rand_int(100) < chance) continue;

			/* Delete the monster */
			delete_monster_idx(i);

			/* Count the monster */
			num++;
		}
	}


	/* Excise dead monsters (backwards!) */
	for (i = m_max - 1; i >= 1; i--)
	{
		/* Get the i'th monster */
		monster_type *m_ptr = &m_list[i];

		/* Skip real monsters */
		if (m_ptr->r_idx) continue;

		/* Move last monster into open hole */
		compact_monsters_aux(m_max - 1, i);

		/* Compress "m_max" */
		m_max--;
	}
}

/*
 * Delete/Remove all the monsters when the player leaves the level
 *
 * This is an efficient method of simulating multiple calls to the
 * "delete_monster()" function, with no visual effects.
 */
void wipe_m_list()
{
	int i;

	/* Delete all the monsters */
	for (i = m_max - 1; i >= 1; i--)
	{
		monster_type *m_ptr = &m_list[i];

		/* Skip dead monsters */
		if (!m_ptr->r_idx) continue;

		/* Hack -- Reduce the racial counter */
		auto r_ptr = m_ptr->race();
		r_ptr->cur_num--;

		/* Monster is gone */
		cave[m_ptr->fy][m_ptr->fx].m_idx = 0;

		/* Wipe the Monster */
		m_ptr->wipe();
	}

	/* Reset "m_max" */
	m_max = 1;

	/* Reset "m_cnt" */
	m_cnt = 0;

	/* Hack -- reset "reproducer" count */
	num_repro = 0;

	/* Hack -- no more target */
	target_who = 0;

	/* Reset control */
	p_ptr->control = 0;

	/* Hack -- no more tracking */
	health_track(0);
}


/*
 * Acquires and returns the index of a "free" monster.
 *
 * This routine should almost never fail, but it *can* happen.
 */
s16b m_pop()
{
	int i;


	/* Normal allocation */
	if (m_max < max_m_idx)
	{
		/* Access the next hole */
		i = m_max;

		/* Expand the array */
		m_max++;

		/* Count monsters */
		m_cnt++;

		/* Return the index */
		return (i);
	}


	/* Recycle dead monsters */
	for (i = 1; i < m_max; i++)
	{
		monster_type *m_ptr;

		/* Acquire monster */
		m_ptr = &m_list[i];

		/* Skip live monsters */
		if (m_ptr->r_idx) continue;

		/* Count monsters */
		m_cnt++;

		/* Use this monster */
		return (i);
	}


	/* Warn the player (except during dungeon creation) */
	if (character_dungeon) msg_print("Too many monsters!");

	/* Try not to crash */
	return (0);
}




/*
 * Apply a "monster restriction function" to the "monster allocation table"
 */
errr get_mon_num_prep()
{
	int i;

	/* Scan the allocation table */
	for (i = 0; i < alloc_race_size; i++)
	{
		/* Get the entry */
		alloc_entry *entry = &alloc_race_table[i];

		/* Accept monsters which pass the restriction, if any */
		if ((!get_mon_num_hook || (*get_mon_num_hook)(entry->index)) &&
		                (!get_mon_num2_hook || (*get_mon_num2_hook)(entry->index)))
		{
			/* Accept this monster */
			entry->prob2 = entry->prob1;
		}

		/* Do not use this monster */
		else
		{
			/* Decline this monster */
			entry->prob2 = 0;
		}
	}

	/* Success */
	return (0);
}

/*
 * Some dungeon types restrict the possible monsters.
 * Return TRUE is the monster is OK and FALSE otherwise
 */
static bool_ apply_rule(monster_race const *r_ptr, byte rule)
{
	auto const &d_info = game->edit_data.d_info;

	auto d_ptr = &d_info[dungeon_type];

	if (d_ptr->rules[rule].mode == DUNGEON_MODE_NONE)
	{
		return TRUE;
	}
	else if ((d_ptr->rules[rule].mode == DUNGEON_MODE_AND) || (d_ptr->rules[rule].mode == DUNGEON_MODE_NAND))
	{
		int a;

		if (d_ptr->rules[rule].mflags)
		{
			if ((d_ptr->rules[rule].mflags & r_ptr->flags) != d_ptr->rules[rule].mflags)
				return FALSE;
		}
		if (d_ptr->rules[rule].mspells)
		{
			if ((d_ptr->rules[rule].mspells & r_ptr->spells) != d_ptr->rules[rule].mspells)
				return FALSE;
		}
		for (a = 0; a < 5; a++)
		{
			if (d_ptr->rules[rule].r_char[a] && (d_ptr->rules[rule].r_char[a] != r_ptr->d_char)) return FALSE;
		}

		/* All checks passed ? lets go ! */
		return TRUE;
	}
	else if ((d_ptr->rules[rule].mode == DUNGEON_MODE_OR) || (d_ptr->rules[rule].mode == DUNGEON_MODE_NOR))
	{
		int a;

		if (d_ptr->rules[rule].mflags && (r_ptr->flags & d_ptr->rules[rule].mflags)) return TRUE;
		if (d_ptr->rules[rule].mspells && (r_ptr->spells & d_ptr->rules[rule].mspells)) return TRUE;

		for (a = 0; a < 5; a++)
			if (d_ptr->rules[rule].r_char[a] == r_ptr->d_char) return TRUE;

		/* All checks failled ? Sorry ... */
		return FALSE;
	}

	/* Should NEVER happen */
	return FALSE;
}

bool_ restrict_monster_to_dungeon(int r_idx)
{
	auto const &d_info = game->edit_data.d_info;
	auto const &r_info = game->edit_data.r_info;

	auto d_ptr = &d_info[dungeon_type];
	auto r_ptr = &r_info[r_idx];

	/* Select a random rule */
	byte rule = d_ptr->rule_percents[rand_int(100)];

	/* Apply the rule */
	bool_ rule_ret = apply_rule(r_ptr, rule);

	/* Should the rule be right or not ? */
	if ((d_ptr->rules[rule].mode == DUNGEON_MODE_NAND) || (d_ptr->rules[rule].mode == DUNGEON_MODE_NOR)) rule_ret = !rule_ret;

	/* Rule ok ? */
	if (rule_ret) return TRUE;

	/* Not allowed */
	return FALSE;
}

/* Ugly hack, let summon unappropriate monsters */
bool_ summon_hack = FALSE;

/*
 * Choose a monster race that seems "appropriate" to the given level
 *
 * This function uses the "prob2" field of the "monster allocation table",
 * and various local information, to calculate the "prob3" field of the
 * same table, which is then used to choose an "appropriate" monster, in
 * a relatively efficient manner.
 *
 * Note that "town" monsters will *only* be created in the town, and
 * "normal" monsters will *never* be created in the town, unless the
 * "level" is "modified", for example, by polymorph or summoning.
 *
 * There is a small chance (1/50) of "boosting" the given depth by
 * a small amount (up to four levels), except in the town.
 *
 * It is (slightly) more likely to acquire a monster of the given level
 * than one of a lower level.  This is done by choosing several monsters
 * appropriate to the given level and keeping the "hardest" one.
 *
 * Note that if no monsters are "appropriate", then this function will
 * fail, and return zero, but this should *almost* never happen.
 */
s16b get_mon_num(int level)
{
	auto const &r_info = game->edit_data.r_info;

	int	i, j, p;
	int	r_idx;
	long	value, total;

	alloc_entry	*table = alloc_race_table;

	int in_tome;

	/* Boost the level */
	if (level > 0)
	{
		/* Occasional "nasty" monster */
		if (rand_int(NASTY_MON) == 0)
		{
			/* Pick a level bonus */
			int d = level / 4 + 2;

			/* Boost the level */
			level += ((d < 5) ? d : 5);
		}

		/* Occasional "nasty" monster */
		if (rand_int(NASTY_MON) == 0)
		{
			/* Pick a level bonus */
			int d = level / 4 + 2;

			/* Boost the level */
			level += ((d < 5) ? d : 5);
		}
	}


	/* Reset total */
	total = 0L;

	/* Check whether this is ToME or a module */
	in_tome = strcmp(game_module, "ToME") == 0;

	/* Process probabilities */
	for (i = 0; i < alloc_race_size; i++)
	{
		/* Monsters are sorted by depth */
		if (table[i].level > level) break;

		/* Default */
		table[i].prob3 = 0;

		/* Access the "r_idx" of the chosen monster */
		r_idx = table[i].index;

		/* Access the actual race */
		auto r_ptr = &r_info[r_idx];

		/* Hack -- "unique" monsters must be "unique" */
		if ((r_ptr->flags & RF_UNIQUE) &&
		                (r_ptr->cur_num >= r_ptr->max_num))
		{
			continue;
		}

		/* Depth Monsters never appear out of depth */
		if ((r_ptr->flags & RF_FORCE_DEPTH) && (r_ptr->level > dun_level))
		{
			continue;
		}

		/* Depth Monsters never appear out of their depth */
		if ((r_ptr->flags & RF_ONLY_DEPTH) && (r_ptr->level != dun_level))
		{
			continue;
		}

		if(in_tome)
		{
			/* Zangbandish monsters not allowed */
			if (r_ptr->flags & RF_ZANGBAND) continue;

			/* Lovecraftian monsters not allowed */
			if (r_ptr->flags & RF_CTHANGBAND) continue;
		}

		/* Joke monsters allowed ? or not ? */
		if (!options->joke_monsters && (r_ptr->flags & RF_JOKEANGBAND)) continue;

		/* Some dungeon types restrict the possible monsters */
		if (!summon_hack && !restrict_monster_to_dungeon(r_idx) && dun_level) continue;

		/* Accept */
		table[i].prob3 = table[i].prob2;

		/* Total */
		total += table[i].prob3;
	}

	/* No legal monsters */
	if (total <= 0) return (0);


	/* Pick a monster */
	value = rand_int(total);

	/* Find the monster */
	for (i = 0; i < alloc_race_size; i++)
	{
		/* Found the entry */
		if (value < table[i].prob3) break;

		/* Decrement */
		value = value - table[i].prob3;
	}


	/* Power boost */
	p = rand_int(100);

	/* Try for a "harder" monster once (50%) or twice (10%) */
	if (p < 60)
	{
		/* Save old */
		j = i;

		/* Pick a monster */
		value = rand_int(total);

		/* Find the monster */
		for (i = 0; i < alloc_race_size; i++)
		{
			/* Found the entry */
			if (value < table[i].prob3) break;

			/* Decrement */
			value = value - table[i].prob3;
		}

		/* Keep the "best" one */
		if (table[i].level < table[j].level) i = j;
	}

	/* Try for a "harder" monster twice (10%) */
	if (p < 10)
	{
		/* Save old */
		j = i;

		/* Pick a monster */
		value = rand_int(total);

		/* Find the monster */
		for (i = 0; i < alloc_race_size; i++)
		{
			/* Found the entry */
			if (value < table[i].prob3) break;

			/* Decrement */
			value = value - table[i].prob3;
		}

		/* Keep the "best" one */
		if (table[i].level < table[j].level) i = j;
	}


	/* Result */
	return (table[i].index);
}





/*
 * Build a string describing a monster in some way.
 *
 * We can correctly describe monsters based on their visibility.
 * We can force all monsters to be treated as visible or invisible.
 * We can build nominatives, objectives, possessives, or reflexives.
 * We can selectively pronominalize hidden, visible, or all monsters.
 * We can use definite or indefinite descriptions for hidden monsters.
 * We can use definite or indefinite descriptions for visible monsters.
 *
 * Pronominalization involves the gender whenever possible and allowed,
 * so that by cleverly requesting pronominalization / visibility, you
 * can get messages like "You hit someone.  She screams in agony!".
 *
 * Reflexives are acquired by requesting Objective plus Possessive.
 *
 * If no m_ptr arg is given (?), the monster is assumed to be hidden,
 * unless the "Assume Visible" mode is requested.
 *
 * If no r_ptr arg is given, it is extracted from m_ptr and r_info
 * If neither m_ptr nor r_ptr is given, the monster is assumed to
 * be neuter, singular, and hidden (unless "Assume Visible" is set),
 * in which case you may be in trouble... :-)
 *
 * I am assuming that no monster name is more than 70 characters long,
 * so that "char desc[80];" is sufficiently large for any result.
 *
 * Mode Flags:
 *   0x01 --> Objective (or Reflexive)
 *   0x02 --> Possessive (or Reflexive)
 *   0x04 --> Use indefinites for hidden monsters ("something")
 *   0x08 --> Use indefinites for visible monsters ("a kobold")
 *   0x10 --> Pronominalize hidden monsters
 *   0x20 --> Pronominalize visible monsters
 *   0x40 --> Assume the monster is hidden
 *   0x80 --> Assume the monster is visible
 *  0x100 --> Ignore insanity
 *
 * Useful Modes:
 *   0x00 --> Full nominative name ("the kobold") or "it"
 *   0x04 --> Full nominative name ("the kobold") or "something"
 *   0x80 --> Genocide resistance name ("the kobold")
 *   0x88 --> Killing name ("a kobold")
 *   0x22 --> Possessive, genderized if visible ("his") or "its"
 *   0x23 --> Reflexive, genderized if visible ("himself") or "itself"
 */
void monster_desc(char *desc, monster_type *m_ptr, int mode)
{
	auto const &re_info = game->edit_data.re_info;
	auto const &r_info = game->edit_data.r_info;

	auto r_ptr = m_ptr->race();
	char silly_name[80], name[100];
	bool_ seen, pron;
	int insanity = (p_ptr->msane - p_ptr->csane) * 100 / p_ptr->msane;

	if (m_ptr->ego)
	{
		auto const &monster_ego = re_info[m_ptr->ego];

		if (monster_ego.before)
		{
			sprintf(name, "%s %s", monster_ego.name, r_ptr->name);
		}
		else
		{
			sprintf(name, "%s %s", r_ptr->name, monster_ego.name);
		}
	}
	else
	{
		sprintf(name, "%s", r_ptr->name);
	}

	/*
	 * Are we hallucinating? (Idea from Nethack...)
	 * insanity roll added by pelpel
	 */
	if (!(mode & 0x100) && (p_ptr->image || (rand_int(300) < insanity)))
	{
		if (rand_int(2) == 0)
		{
			monster_race const *hallu_race;

			do
			{
				hallu_race = &*uniform_element(r_info);
			}
			while ((!hallu_race->name) || (hallu_race->flags & RF_UNIQUE));

			strcpy(silly_name, hallu_race->name);
		}
		else
		{
			get_rnd_line("silly.txt", silly_name);
		}

		strcpy(name, silly_name);
	}

	/* Can we "see" it (exists + forced, or visible + not unforced) */
	seen = (m_ptr && ((mode & 0x80) || (!(mode & 0x40) && m_ptr->ml)));

	/* Sexed Pronouns (seen and allowed, or unseen and allowed) */
	pron = (m_ptr && ((seen && (mode & 0x20)) || (!seen && (mode & 0x10))));

	/* First, try using pronouns, or describing hidden monsters */
	if (!seen || pron)
	{
		/* an encoding of the monster "sex" */
		int kind = 0x00;

		/* Extract the gender (if applicable) */
		if (r_ptr->flags & RF_FEMALE) kind = 0x20;
		else if (r_ptr->flags & RF_MALE) kind = 0x10;

		/* Ignore the gender (if desired) */
		if (!m_ptr || !pron) kind = 0x00;


		/* Assume simple result */
		cptr res = "it";

		/* Brute force: split on the possibilities */
		switch (kind | (mode & 0x07))
		{
			/* Neuter, or unknown */
		case 0x00:
			res = "it";
			break;
		case 0x01:
			res = "it";
			break;
		case 0x02:
			res = "its";
			break;
		case 0x03:
			res = "itself";
			break;
		case 0x04:
			res = "something";
			break;
		case 0x05:
			res = "something";
			break;
		case 0x06:
			res = "something's";
			break;
		case 0x07:
			res = "itself";
			break;

			/* Male (assume human if vague) */
		case 0x10:
			res = "he";
			break;
		case 0x11:
			res = "him";
			break;
		case 0x12:
			res = "his";
			break;
		case 0x13:
			res = "himself";
			break;
		case 0x14:
			res = "someone";
			break;
		case 0x15:
			res = "someone";
			break;
		case 0x16:
			res = "someone's";
			break;
		case 0x17:
			res = "himself";
			break;

			/* Female (assume human if vague) */
		case 0x20:
			res = "she";
			break;
		case 0x21:
			res = "her";
			break;
		case 0x22:
			res = "her";
			break;
		case 0x23:
			res = "herself";
			break;
		case 0x24:
			res = "someone";
			break;
		case 0x25:
			res = "someone";
			break;
		case 0x26:
			res = "someone's";
			break;
		case 0x27:
			res = "herself";
			break;
		}

		/* Copy the result */
		strcpy(desc, res);
	}


	/* Handle visible monsters, "reflexive" request */
	else if ((mode & 0x02) && (mode & 0x01))
	{
		/* The monster is visible, so use its gender */
		if (r_ptr->flags & RF_FEMALE) strcpy(desc, "herself");
		else if (r_ptr->flags & RF_MALE) strcpy(desc, "himself");
		else strcpy(desc, "itself");
	}


	/* Handle all other visible monster requests */
	else
	{
		/* It could be a Unique */
		if ((r_ptr->flags & RF_UNIQUE) && !(p_ptr->image))
		{
			/* Start with the name (thus nominative and objective) */
			strcpy(desc, name);
		}

		/* It could be an indefinite monster */
		else if (mode & 0x08)
		{
			/* XXX Check plurality for "some" */

			/* Indefinite monsters need an indefinite article */
			strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");
			strcat(desc, name);
		}

		/* It could be a normal, definite, monster */
		else
		{
			/* Definite monsters need a definite article */
			if (m_ptr->status >= MSTATUS_PET)
				strcpy(desc, "your ");
			else
				strcpy(desc, "the ");

			strcat(desc, name);
		}

		/* Handle the Possessive as a special afterthought */
		if (mode & 0x02)
		{
			/* XXX Check for trailing "s" */

			/* Simply append "apostrophe" and "s" */
			strcat(desc, "'s");
		}
	}
}

void monster_race_desc(char *desc, int r_idx, int ego)
{
	auto const &re_info = game->edit_data.re_info;
	auto const &r_info = game->edit_data.r_info;

	auto r_ptr = &r_info[r_idx];
	char name[80];

	if (ego)
	{
		auto const &monster_ego = re_info[ego];

		if (monster_ego.before)
		{
			sprintf(name, "%s %s", monster_ego.name, r_ptr->name);
		}
		else
		{
			sprintf(name, "%s %s", r_ptr->name, monster_ego.name);
		}
	}
	else
	{
		sprintf(name, "%s", r_ptr->name);
	}

	/* It could be a Unique */
	if (r_ptr->flags & RF_UNIQUE)
	{
		/* Start with the name (thus nominative and objective) */
		strcpy(desc, name);
	}

	/* It could be a normal, definite, monster */
	else
	{
		/* Definite monsters need a definite article */
		strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ");

		strcat(desc, name);
	}
}



static void sanity_blast(monster_type * m_ptr, bool_ necro)
{
	bool_ happened = FALSE;
	int power = 100;

	if (!necro)
	{
		if (m_ptr == nullptr) {
			return;
		}

		auto const r_ptr = m_ptr->race();

		power = (m_ptr->level) + 10;

		if (m_ptr != NULL)
		{
			char m_name[80];
			monster_desc(m_name, m_ptr, 0);

			if (!(r_ptr->flags & RF_UNIQUE))
			{
				if (r_ptr->flags & RF_FRIENDS)
					power /= 2;
			}
			else power *= 2;

			if (!hack_mind)
				return ;  /* No effect yet, just loaded... */

			if (!(m_ptr->ml))
				return ;  /* Cannot see it for some reason */

			if (!(r_ptr->flags & RF_ELDRITCH_HORROR))
				return ;  /* oops */



			if ((is_friend(m_ptr) > 0) && (randint(8) != 1))
				return ;  /* Pet eldritch horrors are safe most of the time */


			if (randint(power) < p_ptr->skill_sav)
			{
				return ;  /* Save, no adverse effects */
			}


			if (p_ptr->image)
			{
				/* Something silly happens... */
				msg_format("You behold the %s visage of %s!",
				           funny_desc[(randint(MAX_FUNNY)) - 1], m_name);
				if (randint(3) == 1)
				{
					msg_print(funny_comments[randint(MAX_COMMENT) - 1]);
					p_ptr->image = (p_ptr->image + randint(m_ptr->level));
				}
				return ;  /* Never mind; we can't see it clearly enough */
			}

			/* Something frightening happens... */
			msg_format("You behold the %s visage of %s!",
			           horror_desc[(randint(MAX_HORROR)) - 1], m_name);
		}

		/* Undead characters are 50% likely to be unaffected */
		if ((race_flags_p(PR_UNDEAD)) || (p_ptr->mimic_form == resolve_mimic_name("Vampire")))
		{
			if (randint(100) < (25 + (p_ptr->lev))) return;
		}
	}
	else
	{
		msg_print("Your sanity is shaken by reading the Necronomicon!");
	}

	if (randint(power) < p_ptr->skill_sav) /* Mind blast */
	{
		if (!p_ptr->resist_conf)
		{
			set_confused(p_ptr->confused + rand_int(4) + 4);
		}
		if ((!p_ptr->resist_chaos) && (randint(3) == 1))
		{
			set_image(p_ptr->image + rand_int(250) + 150);
		}
		return;
	}

	if (randint(power) < p_ptr->skill_sav) /* Lose int & wis */
	{
		do_dec_stat (A_INT, STAT_DEC_NORMAL);
		do_dec_stat (A_WIS, STAT_DEC_NORMAL);
		return;
	}


	if (randint(power) < p_ptr->skill_sav) /* Brain smash */
	{
		if (!p_ptr->resist_conf)
		{
			set_confused(p_ptr->confused + rand_int(4) + 4);
		}
		if (!p_ptr->free_act)
		{
			set_paralyzed(rand_int(4) + 4);
		}
		while (rand_int(100) > p_ptr->skill_sav)
			do_dec_stat(A_INT, STAT_DEC_NORMAL);
		while (rand_int(100) > p_ptr->skill_sav)
			do_dec_stat(A_WIS, STAT_DEC_NORMAL);
		if (!p_ptr->resist_chaos)
		{
			set_image(p_ptr->image + rand_int(250) + 150);
		}
		return;
	}

	if (randint(power) < p_ptr->skill_sav) /* Permanent lose int & wis */
	{
		if (dec_stat(A_INT, 10, TRUE)) happened = TRUE;
		if (dec_stat(A_WIS, 10, TRUE)) happened = TRUE;
		if (happened)
			msg_print("You feel much less sane than before.");
		return;
	}


	if (randint(power) < p_ptr->skill_sav) /* Amnesia */
	{

		if (lose_all_info())
			msg_print("You forget everything in your utmost terror!");
		return;
	}

	p_ptr->update |= PU_BONUS;
	handle_stuff();
}


/*
 * This function updates the monster record of the given monster
 *
 * This involves extracting the distance to the player, checking
 * for visibility (natural, infravision, see-invis, telepathy),
 * updating the monster visibility flag, redrawing or erasing the
 * monster when the visibility changes, and taking note of any
 * "visual" features of the monster (cold-blooded, invisible, etc).
 *
 * The only monster fields that are changed here are "cdis" (the
 * distance from the player), "los" (clearly visible to player),
 * and "ml" (visible to the player in any way).
 *
 * There are a few cases where the calling routine knows that the
 * distance from the player to the monster has not changed, and so
 * we have a special parameter "full" to request distance computation.
 * This lets many calls to this function run very quickly.
 *
 * Note that every time a monster moves, we must call this function
 * for that monster, and update distance.  Note that every time the
 * player moves, we must call this function for every monster, and
 * update distance.  Note that every time the player "state" changes
 * in certain ways (including "blindness", "infravision", "telepathy",
 * and "see invisible"), we must call this function for every monster.
 *
 * The routines that actually move the monsters call this routine
 * directly, and the ones that move the player, or notice changes
 * in the player state, call "update_monsters()".
 *
 * Routines that change the "illumination" of grids must also call
 * this function, since the "visibility" of some monsters may be
 * based on the illumination of their grid.
 *
 * Note that this function is called once per monster every time the
 * player moves, so it is important to optimize it for monsters which
 * are far away.  Note the optimization which skips monsters which
 * are far away and were completely invisible last turn.
 *
 * Note the optimized "inline" version of the "distance()" function.
 *
 * Note that only monsters on the current panel can be "visible",
 * and then only if they are (1) in line of sight and illuminated
 * by light or infravision, or (2) nearby and detected by telepathy.
 *
 * The player can choose to be disturbed by several things, including
 * "disturb_move" (monster which is viewable moves in some way), and
 * "disturb_near" (monster which is "easily" viewable moves in some
 * way).  Note that "moves" includes "appears" and "disappears".
 *
 * Note the new "xtra" field which encodes several state flags such
 * as "detected last turn", and "detected this turn", and "currently
 * in line of sight", all of which are used for visibility testing.
 */
void update_mon(int m_idx, bool_ full)
{
	monster_type *m_ptr = &m_list[m_idx];

	/* The current monster location */
	const int fy = m_ptr->fy;
	const int fx = m_ptr->fx;

	const bool_ old_ml = m_ptr->ml;

	/* Seen at all */
	bool_ flag = FALSE;

	/* Seen by vision */
	bool_ easy = FALSE;

	auto const r_ptr = m_ptr->race();

	/* Calculate distance */
	if (full)
	{
		/* Distance components */
		const int dy = (p_ptr->py > fy) ? (p_ptr->py - fy) : (fy - p_ptr->py);
		const int dx = (p_ptr->px > fx) ? (p_ptr->px - fx) : (fx - p_ptr->px);

		/* Approximate distance */
		const int d = (dy > dx) ? (dy + (dx >> 1)) : (dx + (dy >> 1));

		/* Save the distance (in a byte) */
		m_ptr->cdis = (d < 255) ? d : 255;
	}


	/* Process "distant" monsters */
	if (m_ptr->cdis > MAX_SIGHT)
	{
		/* Ignore unseen monsters */
		if (!m_ptr->ml) return;

		/* Detected */
		if (m_ptr->mflag & (MFLAG_MARK)) flag = TRUE;
	}

	/* Process "nearby" monsters on the current "panel" */
	else if (panel_contains(fy, fx))
	{
		/* Normal line of sight, and player is not blind */
		if (player_has_los_bold(fy, fx) && !p_ptr->blind)
		{
			/* Use "infravision" */
			if (m_ptr->cdis <= (byte)(p_ptr->see_infra))
			{
				/* Infravision only works on "warm" creatures */
				/* Below, we will need to know that infravision failed */
				if (!(r_ptr->flags & RF_COLD_BLOOD))
				{
					/* Infravision works */
					easy = flag = TRUE;
				}
			}

			/* Use "illumination" */
			if (player_can_see_bold(fy, fx))
			{
				/* Visible, or detectable, monsters get seen */
				if (p_ptr->see_inv || !(r_ptr->flags & RF_INVISIBLE))
				{
					easy = flag = TRUE;
				}
			}
		}

		/* Telepathy can see all "nearby" monsters with "minds" */
		{
			/* Assume we cant see */
			bool can_esp = false;

			/* Different ESP */
			can_esp |= ((p_ptr->computed_flags & ESP_ORC) && (r_ptr->flags & RF_ORC));
			can_esp |= ((p_ptr->computed_flags & ESP_SPIDER) && (r_ptr->flags & RF_SPIDER));
			can_esp |= ((p_ptr->computed_flags & ESP_TROLL) && (r_ptr->flags & RF_TROLL));
			can_esp |= ((p_ptr->computed_flags & ESP_DRAGON) && (r_ptr->flags & RF_DRAGON));
			can_esp |= ((p_ptr->computed_flags & ESP_GIANT) && (r_ptr->flags & RF_GIANT));
			can_esp |= ((p_ptr->computed_flags & ESP_DEMON) && (r_ptr->flags & RF_DEMON));
			can_esp |= ((p_ptr->computed_flags & ESP_UNDEAD) && (r_ptr->flags & RF_UNDEAD));
			can_esp |= ((p_ptr->computed_flags & ESP_EVIL) && (r_ptr->flags & RF_EVIL));
			can_esp |= ((p_ptr->computed_flags & ESP_ANIMAL) && (r_ptr->flags & RF_ANIMAL));
			can_esp |= ((p_ptr->computed_flags & ESP_THUNDERLORD) && (r_ptr->flags & RF_THUNDERLORD));
			can_esp |= ((p_ptr->computed_flags & ESP_GOOD) && (r_ptr->flags & RF_GOOD));
			can_esp |= ((p_ptr->computed_flags & ESP_NONLIVING) && (r_ptr->flags & RF_NONLIVING));
			can_esp |= ((p_ptr->computed_flags & ESP_UNIQUE) && ((r_ptr->flags & RF_UNIQUE) || (r_ptr->flags & RF_UNIQUE_4)));
			can_esp |= bool(p_ptr->computed_flags & ESP_ALL);

			/* Only do this when we can really detect monster */
			if (can_esp)
			{
				/* Empty mind, no telepathy */
				if (r_ptr->flags & RF_EMPTY_MIND)
				{
					/* No telepathy */
				}

				/* Weird mind, occasional telepathy */
				else if (r_ptr->flags & RF_WEIRD_MIND)
				{
					if (rand_int(100) < 10)
					{
						flag = TRUE;
					}
				}

				/* Normal mind, allow telepathy */
				else
				{
					flag = TRUE;
				}
			}
		}

		/* Apply "detection" spells */
		if (m_ptr->mflag & (MFLAG_MARK)) flag = TRUE;

		/* Hack -- Wizards have "perfect telepathy" */
		if (wizard) flag = TRUE;
	}


	/* The monster is now visible */
	if (flag)
	{
		/* It was previously unseen */
		if (!m_ptr->ml)
		{
			/* Mark as visible */
			m_ptr->ml = TRUE;

			/* Draw the monster */
			lite_spot(fy, fx);

			/* Update health bar as needed */
			if (health_who == m_idx) p_ptr->redraw |= (PR_FRAME);

			/* Update monster list window */
			p_ptr->window |= (PW_M_LIST);

			/* Disturb on appearance */
			if (options->disturb_move)
			{
				if (options->disturb_pets || (is_friend(m_ptr) <= 0))
				{
					disturb();
				}
			}
		}
	}

	/* The monster is not visible */
	else
	{
		/* It was previously seen */
		if (m_ptr->ml)
		{
			/* Mark as not visible */
			m_ptr->ml = FALSE;

			/* Erase the monster */
			lite_spot(fy, fx);

			/* Update health bar as needed */
			if (health_who == m_idx) p_ptr->redraw |= (PR_FRAME);

			/* Update monster list window */
			p_ptr->window |= (PW_M_LIST);

			/* Disturb on disappearance*/
			if (options->disturb_move)
			{
				if (options->disturb_pets || (is_friend(m_ptr) <= 0))
				{
					disturb();
				}
			}
		}
	}


	/* The monster is now easily visible */
	if (easy)
	{

		if (m_ptr->ml != old_ml)
		{
			if (r_ptr->flags & RF_ELDRITCH_HORROR)
			{
				sanity_blast(m_ptr, FALSE);
			}
		}

		/* Change */
		if (!(m_ptr->mflag & (MFLAG_VIEW)))
		{
			/* Mark as easily visible */
			m_ptr->mflag |= (MFLAG_VIEW);

			/* Disturb on appearance */
			if (options->disturb_near)
			{
				if (options->disturb_pets || (is_friend(m_ptr) <= 0))
				{
					disturb();
				}
			}

		}
	}

	/* The monster is not easily visible */
	else
	{
		/* Change */
		if (m_ptr->mflag & (MFLAG_VIEW))
		{
			/* Mark as not easily visible */
			m_ptr->mflag &= ~(MFLAG_VIEW);

			/* Update monster list window */
			p_ptr->window |= (PW_M_LIST);

			/* Disturb on disappearance */
			if (options->disturb_near)
			{
				if (options->disturb_pets || (is_friend(m_ptr) <= 0))
				{
					disturb();
				}
			}
		}
	}
}




/*
 * This function simply updates all the (non-dead) monsters (see above).
 */
void update_monsters(bool_ full)
{
	int i;

	/* Update each (live) monster */
	for (i = 1; i < m_max; i++)
	{
		monster_type *m_ptr = &m_list[i];

		/* Skip dead monsters */
		if (!m_ptr->r_idx) continue;

		/* Update the monster */
		update_mon(i, full);
	}
}


void monster_carry(monster_type *m_ptr, int m_idx, object_type *q_ptr)
{
	auto &k_info = game->edit_data.k_info;
	auto &a_info = game->edit_data.a_info;

	object_type *o_ptr;

	/* Get new object */
	int o_idx = o_pop();

	if (o_idx)
	{
		/* Get the item */
		o_ptr = &o_list[o_idx];

		/* Structure copy */
		object_copy(o_ptr, q_ptr);

		/* Build a stack */
		o_ptr->held_m_idx = m_idx;
		o_ptr->ix = 0;
		o_ptr->iy = 0;

		m_ptr->hold_o_idxs.push_back(o_idx);
	}

	else
	{
		/* Hack -- Preserve artifacts */
		if (q_ptr->name1)
		{
			a_info[q_ptr->name1].cur_num = 0;
		}
		else if (k_info[q_ptr->k_idx].flags & TR_NORM_ART)
		{
			k_info[q_ptr->k_idx].artifact = 0;
		}
		else if (q_ptr->tval == TV_RANDART)
		{
			random_artifacts[q_ptr->sval].generated = FALSE;
		}
	}
}


static int possible_randart[] =
{
	TV_MSTAFF,
	TV_BOOMERANG,
	TV_DIGGING,
	TV_HAFTED,
	TV_POLEARM,
	TV_AXE,
	TV_SWORD,
	TV_BOOTS,
	TV_GLOVES,
	TV_HELM,
	TV_CROWN,
	TV_SHIELD,
	TV_CLOAK,
	TV_SOFT_ARMOR,
	TV_HARD_ARMOR,
	TV_LITE,
	TV_AMULET,
	TV_RING,
	-1,
};


bool_ kind_is_randart(int k_idx)
{
	auto const &k_info = game->edit_data.k_info;

	int max;
	auto k_ptr = &k_info[k_idx];

	if (!kind_is_legal(k_idx)) return (FALSE);

	for (max = 0; possible_randart[max] != -1; max++)
	{
		if (k_ptr->tval == possible_randart[max]) return (TRUE);
	}
	return (FALSE);
}

/*
 * Attempt to place a monster of the given race at the given location.
 *
 * To give the player a sporting chance, any monster that appears in
 * line-of-sight and is extremely dangerous can be marked as
 * "FORCE_SLEEP", which will cause them to be placed with low energy,
 * which often (but not always) lets the player move before they do.
 *
 * This routine refuses to place out-of-depth "FORCE_DEPTH" monsters.
 *
 * XXX XXX XXX Use special "here" and "dead" flags for unique monsters,
 * remove old "cur_num" and "max_num" fields.
 *
 * XXX XXX XXX Actually, do something similar for artifacts, to simplify
 * the "preserve" mode, and to make the "what artifacts" flag more useful.
 *
 * This is the only function which may place a monster in the dungeon,
 * except for the savefile loading code.
 */
bool_ bypass_r_ptr_max_num = FALSE;
static int place_monster_result = 0;
bool_ place_monster_one_no_drop = FALSE;
static s16b hack_m_idx_ii = 0;
s16b place_monster_one(int y, int x, int r_idx, int ego, bool_ slp, int status)
{
	auto &r_info = game->edit_data.r_info;

	int i;
	char dummy[5];
	bool_ add_level = FALSE;
	int min_level = 0, max_level = 0;

	/* DO NOT PLACE A MONSTER IN THE SMALL SCALE WILDERNESS !!! */
	if (p_ptr->wild_mode)
	{
		return 0;
	}

	/* Verify location */
	if (!in_bounds(y, x))
	{
		return 0;
	}

	/* Require empty space */
	if (!cave_empty_bold(y, x))
	{
		if (wizard) cmsg_format(TERM_L_RED, "WARNING: Refused monster(%d): EMPTY BOLD", r_idx);
		return 0;
	}

	/* Require no monster free grid, or special permission */
	if ((cave[y][x].info & CAVE_FREE) && (!m_allow_special[r_idx]))
	{
		if (wizard) cmsg_format(TERM_L_RED, "WARNING: Refused monster(%d): CAVE_FREE", r_idx);
		return 0;
	}

	/* Hack -- no creation on glyph of warding */
	if (cave[y][x].feat == FEAT_GLYPH)
	{
		return 0;
	}
	if (cave[y][x].feat == FEAT_MINOR_GLYPH)
	{
		return 0;
	}

	/* Nor on the between */
	if (cave[y][x].feat == FEAT_BETWEEN)
	{
		return 0;
	}

	/* Nor on the altars */
	if ((cave[y][x].feat >= FEAT_ALTAR_HEAD)
	                && (cave[y][x].feat <= FEAT_ALTAR_TAIL))
	{
		return 0;
	}

	/* Nor on the Pattern */
	if ((cave[y][x].feat >= FEAT_PATTERN_START)
	                && (cave[y][x].feat <= FEAT_PATTERN_XTRA2))
	{
		return 0;
	}

	/* Paranoia */
	if (!r_idx)
	{
		return 0;
	}

	/* Check for original monster race flags */
	{
		auto r_ptr = &r_info[r_idx];

		/* Paranoia */
		if (!r_ptr->name)
		{
			return 0;
		}

		/* Are we allowed to continue ? */
		{
			struct hook_new_monster_in in = { r_idx };
			if (process_hooks_new(HOOK_NEW_MONSTER, &in, NULL))
			{
				return 0;
			}
		}

		/* Ego Uniques are NOT to be created */
		if ((r_ptr->flags & RF_UNIQUE) && ego)
		{
			return 0;
		}
	}

	/* Now could we generate an Ego Monster */
	/* Grab the special race if needed */
	auto r_ptr = race_info_idx(r_idx, ego);

	if (!monster_can_cross_terrain(cave[y][x].feat, r_ptr))
	{
		if (wizard) cmsg_print(TERM_L_RED, "WARNING: Refused monster: cannot cross terrain");
		return 0;
	}

	/* Unallow some uniques to be generated outside of their quests/special levels/dungeons */
	if ((r_ptr->flags & RF_SPECIAL_GENE) && (!m_allow_special[r_idx]))
	{
		if (wizard) cmsg_format(TERM_L_RED, "WARNING: Refused monster(%d): SPECIAL_GENE", r_idx);
		return 0;
	}

	/* Disallow Spirits in The Void, now this *IS* an ugly hack, I hate to do it ... */
	if ((r_ptr->flags & RF_SPIRIT) && (dungeon_type != DUNGEON_VOID))
	{
		if (wizard) cmsg_format(TERM_L_RED, "WARNING: Refused monster(%d): SPIRIT in non VOID", r_idx);
		return 0;
	}

	/* Fully forbid it */
	if (r_ptr->flags & RF_NEVER_GENE)
	{
		if (wizard) cmsg_print(TERM_L_RED, "WARNING: Refused monster: NEVER_GENE");
		return 0;
	}

	/* Hack -- "unique" monsters must be "unique" */
	if ((r_ptr->flags & RF_UNIQUE) && (r_ptr->max_num == -1) && (!m_allow_special[r_idx]))
	{
		/* Cannot create */
		if (wizard) cmsg_format(TERM_L_RED, "WARNING: Refused monster %d: unique not unique", r_idx);
		return 0;
	}

	/* The monster is already on an unique level */
	if (r_ptr->on_saved)
	{
		if (wizard) cmsg_print(TERM_L_RED, "WARNING: Refused monster: unique already on saved level");
		return 0;
	}

	/* Hack -- "unique" monsters must be "unique" */
	if ((r_ptr->flags & RF_UNIQUE) && (r_ptr->cur_num >= r_ptr->max_num) && (r_ptr->max_num != -1) && (!bypass_r_ptr_max_num))
	{
		/* Cannot create */
		if (wizard) cmsg_format(TERM_L_RED, "WARNING: Refused monster %d: cur_num >= max_num", r_idx);
		return 0;
	}

	/* Depth monsters may NOT be created out of depth */
	if ((r_ptr->flags & RF_FORCE_DEPTH) && (dun_level < r_ptr->level))
	{
		/* Cannot create */
		if (wizard) cmsg_print(TERM_L_RED, "WARNING: FORCE_DEPTH");
		return 0;
	}

	/* Powerful monster */
	if (r_ptr->level > dun_level)
	{
		/* Unique monsters */
		if (r_ptr->flags & RF_UNIQUE)
		{
			/* Message for cheaters */
			if (options->cheat_hear || p_ptr->precognition)
			{
				msg_format("Deep Unique (%s).", r_ptr->name);
			}

			/* Boost rating by twice delta-depth */
			rating += (r_ptr->level - dun_level) * 2;
		}

		/* Normal monsters */
		else
		{
			/* Message for cheaters */
			if (options->cheat_hear || p_ptr->precognition)
			{
				msg_format("Deep Monster (%s).", r_ptr->name);
			}

			/* Boost rating by delta-depth */
			rating += (r_ptr->level - dun_level);
		}
	}

	/* Note the monster */
	else if (r_ptr->flags & RF_UNIQUE)
	{
		/* Unique monsters induce message */
		if (options->cheat_hear || p_ptr->precognition)
		{
			msg_format("Unique (%s).", r_ptr->name);
		}
	}


	/* Access the location */
	cave_type *c_ptr = &cave[y][x];

	/* Make a new monster */
	c_ptr->m_idx = m_pop();
	hack_m_idx_ii = c_ptr->m_idx;

	/* Mega-Hack -- catch "failure" */
	if (!c_ptr->m_idx)
	{
		return 0;
	}


	/* Get a new monster record */
	monster_type *m_ptr = &m_list[c_ptr->m_idx];

	/* Save the race */
	m_ptr->r_idx = r_idx;
	m_ptr->ego = ego;

	/* Place the monster at the location */
	m_ptr->fy = y;
	m_ptr->fx = x;

	/* No "damage" yet */
	m_ptr->stunned = 0;
	m_ptr->confused = 0;
	m_ptr->monfear = 0;

	/* No target yet */
	m_ptr->target = -1;

	/* Unknown distance */
	m_ptr->cdis = 0;

	/* No flags */
	m_ptr->mflag = 0;

	/* Not visible */
	m_ptr->ml = FALSE;

	/* No objects yet */
	m_ptr->hold_o_idxs.clear();

	m_ptr->status = status;

	/* Friendly? */
	if (m_ptr->status < MSTATUS_FRIEND && r_ptr->flags & RF_PET)
	{
		m_ptr->status = MSTATUS_FRIEND;
	}
	if (m_ptr->status < MSTATUS_NEUTRAL && r_ptr->flags & RF_NEUTRAL)
	{
		m_ptr->status = MSTATUS_NEUTRAL;
	}

	/* Assume no sleeping */
	m_ptr->csleep = 0;

	/* Enforce sleeping if needed */
	if (slp && r_ptr->sleep)
	{
		int val = r_ptr->sleep;
		m_ptr->csleep = ((val * 2) + randint(val * 10));
	}

	/* Generate the monster's inventory(if any) */
	/* Only if not fated to die */
	if ((dungeon_type != DUNGEON_DEATH) && (!place_monster_one_no_drop))
	{
		const bool_ good = (r_ptr->flags & RF_DROP_GOOD) ? TRUE : FALSE;
		const bool_ great = (r_ptr->flags & RF_DROP_GREAT) ? TRUE : FALSE;

		auto const do_gold = (r_ptr->flags & RF_ONLY_ITEM).empty();
		auto const do_item = (r_ptr->flags & RF_ONLY_GOLD).empty();
		auto const do_mimic = bool(r_ptr->flags & RF_MIMIC);

		const int force_coin = get_coin_type(r_ptr);

		int dump_item = 0;
		int dump_gold = 0;
		object_type forge;
		object_type *q_ptr;

		int number = 0;

		/* Average dungeon and monster levels */
		object_level = (dun_level + r_ptr->level) / 2;

		/* Determine how much we can drop */
		if ((r_ptr->flags & RF_DROP_60) && (rand_int(100) < 60)) number++;
		if ((r_ptr->flags & RF_DROP_90) && (rand_int(100) < 90)) number++;
		if (r_ptr->flags & RF_DROP_1D2) number += damroll(1, 2);
		if (r_ptr->flags & RF_DROP_2D2) number += damroll(2, 2);
		if (r_ptr->flags & RF_DROP_3D2) number += damroll(3, 2);
		if (r_ptr->flags & RF_DROP_4D2) number += damroll(4, 2);
		if (r_ptr->flags & RF_MIMIC) number = 1;

		/* Hack -- handle creeping coins */
		coin_type = force_coin;

		if (r_ptr->flags & RF_DROP_RANDART)
		{
			int tries = 1000;
			/* Get local object */
			q_ptr = &forge;

			/* No theme */
			init_match_theme(obj_theme::no_theme());

			/* Apply restriction */
			get_obj_num_hook = kind_is_legal;

			/* Rebuild allocation table */
			get_obj_num_prep();

			int i = 0;
			while (tries)
			{
				tries--;
				i = get_obj_num(dun_level);
				if (!i) continue;

				if (!kind_is_randart(i)) continue;
				break;
			}

			/* Invalidate the cached allocation table */
			alloc_kind_table_valid = FALSE;

			if (tries)
			{
				object_prep(q_ptr, i);
				create_artifact(q_ptr, FALSE, TRUE);
				q_ptr->found = OBJ_FOUND_MONSTER;
				q_ptr->found_aux1 = m_ptr->r_idx;
				q_ptr->found_aux2 = m_ptr->ego;
				q_ptr->found_aux3 = dungeon_type;
				q_ptr->found_aux4 = level_or_feat(dungeon_type, dun_level);

				monster_carry(m_ptr, c_ptr->m_idx, q_ptr);
			}
		}

		/* Drop some objects */
		for (int j = 0; j < number; j++)
		{
			/* Get local object */
			q_ptr = &forge;

			/* Wipe the object */
			object_wipe(q_ptr);

			/* Make Gold */
			if ((!do_mimic) && do_gold && (!do_item || (rand_int(100) < 50)))
			{
				/* Make some gold */
				if (!make_gold(q_ptr)) continue;

				/* XXX XXX XXX */
				dump_gold++;
			}

			/* Make Object */
			else
			{
				/* Make an object */
				if (!do_mimic)
				{
					if (!make_object(q_ptr, good, great, r_ptr->drops)) continue;
				}
				else
				{
					/* Try hard for mimics */
					int tries = 1000;

					while (tries--)
					{
						if (make_object(q_ptr, good, great, r_ptr->drops)) break;
					}
					/* BAD */
					if (!tries) continue;
				}

				/* XXX XXX XXX */
				dump_item++;
			}

			q_ptr->found = OBJ_FOUND_MONSTER;
			q_ptr->found_aux1 = m_ptr->r_idx;
			q_ptr->found_aux2 = m_ptr->ego;
			q_ptr->found_aux3 = dungeon_type;
			q_ptr->found_aux4 = level_or_feat(dungeon_type, dun_level);
			monster_carry(m_ptr, c_ptr->m_idx, q_ptr);
		}

		/* Reset the object level */
		object_level = dun_level;

		/* Reset "coin" type */
		coin_type = 0;
	}
	place_monster_one_no_drop = FALSE;


	/* Assign maximal hitpoints */
	if (r_ptr->flags & RF_FORCE_MAXHP)
	{
		m_ptr->maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
	}
	else
	{
		m_ptr->maxhp = damroll(r_ptr->hdice, r_ptr->hside);
	}

	/* And start out fully healthy */
	m_ptr->hp = m_ptr->maxhp;

	/* Some basic info */
	for (i = 0; i < 4; i++)
	{
		m_ptr->blow[i].method = r_ptr->blow[i].method;
		m_ptr->blow[i].effect = r_ptr->blow[i].effect;
		m_ptr->blow[i].d_dice = r_ptr->blow[i].d_dice;
		m_ptr->blow[i].d_side = r_ptr->blow[i].d_side;
	}
	m_ptr->ac = r_ptr->ac;
	m_ptr->level = r_ptr->level;
	m_ptr->speed = r_ptr->speed;
	m_ptr->exp = monster_exp(m_ptr->level);

	/* Extract the monster base speed */
	m_ptr->mspeed = m_ptr->speed;

	/* Hack -- small racial variety */
	if (!(r_ptr->flags & RF_UNIQUE))
	{
		/* Allow some small variation per monster */
		i = extract_energy[m_ptr->speed] / 10;
		if (i) m_ptr->mspeed += rand_spread(0, i);
	}


	if (dungeon_flags & DF_ADJUST_LEVEL_1_2)
	{
		min_level = max_level = dun_level / 2;
		add_level = TRUE;
	}
	if (dungeon_flags & DF_ADJUST_LEVEL_1)
	{
		if (!min_level) min_level = dun_level;
		max_level = dun_level;
		add_level = TRUE;
	}
	if (dungeon_flags & DF_ADJUST_LEVEL_2)
	{
		if (!min_level) min_level = dun_level * 2;
		max_level = dun_level * 2;
		add_level = TRUE;
	}
	if (add_level) monster_set_level(c_ptr->m_idx, rand_range(min_level, max_level));

	/* Give a random starting energy */
	m_ptr->energy = (byte)rand_int(100);

	/* Force monster to wait for player */
	if (r_ptr->flags & RF_FORCE_SLEEP)
	{
		/* Monster is still being nice */
		m_ptr->mflag |= (MFLAG_NICE);

		/* Must repair monsters */
		repair_monsters = TRUE;
	}

	/* Hack -- see "process_monsters()" */
	if (c_ptr->m_idx < hack_m_idx)
	{
		/* Monster is still being born */
		m_ptr->mflag |= (MFLAG_BORN);
	}


	/* Update the monster */
	update_mon(c_ptr->m_idx, TRUE);


	/* Hack -- Count the number of "reproducers" */
	if (r_ptr->spells & SF_MULTIPLY) num_repro++;


	/* Hack -- Notice new multi-hued monsters */
	if (r_ptr->flags & RF_ATTR_MULTI) shimmer_monsters = TRUE;

	/* Count monsters on the level */
	{
		/* Hack -- we need to modify the REAL r_info, not the fake one */
		auto r_ptr = &r_info[r_idx];

		/* Hack -- Count the monsters on the level */
		r_ptr->cur_num++;
	}

	/* Unique monsters on saved levels should be "marked" */
	if ((r_ptr->flags & RF_UNIQUE) && get_dungeon_save(dummy))
	{
		r_ptr->on_saved = TRUE;
	}

	/* Processs hooks */
	{
		hook_new_monster_end_in in = { m_ptr };
		process_hooks_new(HOOK_NEW_MONSTER_END, &in, NULL);
	}

	/* Success */
	place_monster_result = c_ptr->m_idx;
	return c_ptr->m_idx;
}

/*
 * Maximum size of a group of monsters
 */
#define GROUP_MAX	32


/*
 * Attempt to place a "group" of monsters around the given location
 */
static bool_ place_monster_group(int y, int x, int r_idx, bool_ slp, int status)
{
	auto const &r_info = game->edit_data.r_info;

	auto r_ptr = &r_info[r_idx];

	int old, n, i;
	int total = 0, extra = 0;

	int hack_n = 0;

	byte hack_y[GROUP_MAX];
	byte hack_x[GROUP_MAX];


	/* Pick a group size */
	total = randint(13);

	/* Hard monsters, small groups */
	if (r_ptr->level > dun_level)
	{
		extra = r_ptr->level - dun_level;
		extra = 0 - randint(extra);
	}

	/* Easy monsters, large groups */
	else if (r_ptr->level < dun_level)
	{
		extra = dun_level - r_ptr->level;
		extra = randint(extra);
	}

	/* Hack -- limit group reduction */
	if (extra > 12) extra = 12;

	/* Modify the group size */
	total += extra;

	/* Minimum size */
	if (total < 1) total = 1;

	/* Maximum size */
	if (total > GROUP_MAX) total = GROUP_MAX;


	/* Save the rating */
	old = rating;

	/* Start on the monster */
	hack_n = 1;
	hack_x[0] = x;
	hack_y[0] = y;

	/* Puddle monsters, breadth first, up to total */
	for (n = 0; (n < hack_n) && (hack_n < total); n++)
	{
		/* Grab the location */
		int hx = hack_x[n];
		int hy = hack_y[n];

		/* Check each direction, up to total */
		for (i = 0; (i < 8) && (hack_n < total); i++)
		{
			int mx = hx + ddx_ddd[i];
			int my = hy + ddy_ddd[i];

			/* Walls and Monsters block flow */
			if (!cave_empty_bold(my, mx)) continue;

			/* Attempt to place another monster */
			if (place_monster_one(my, mx, r_idx, pick_ego_monster(r_ptr), slp, status))
			{
				/* Add it to the "hack" set */
				hack_y[hack_n] = my;
				hack_x[hack_n] = mx;
				hack_n++;
			}
		}
	}

	/* Hack -- restore the rating */
	rating = old;


	/* Success */
	return (TRUE);
}


/*
 * Hack -- help pick an escort type
 */
static int place_monster_idx = 0;

/*
 * Hack -- help pick an escort type
 */
static bool_ place_monster_okay(int r_idx)
{
	auto const &r_info = game->edit_data.r_info;

	auto r_ptr = &r_info[place_monster_idx];
	auto z_ptr = &r_info[r_idx];

	/* Hack - Escorts have to have the same dungeon flag */
	if (monster_dungeon(place_monster_idx) != monster_dungeon(r_idx)) return (FALSE);

	/* Require similar "race" */
	if (z_ptr->d_char != r_ptr->d_char) return (FALSE);

	/* Skip more advanced monsters */
	if (z_ptr->level > r_ptr->level) return (FALSE);

	/* Skip unique monsters */
	if (z_ptr->flags & RF_UNIQUE) return (FALSE);

	/* Paranoia -- Skip identical monsters */
	if (place_monster_idx == r_idx) return (FALSE);

	/* Okay */
	return (TRUE);
}


/*
 * Attempt to place a monster of the given race at the given location
 *
 * Note that certain monsters are now marked as requiring "friends".
 * These monsters, if successfully placed, and if the "grp" parameter
 * is TRUE, will be surrounded by a "group" of identical monsters.
 *
 * Note that certain monsters are now marked as requiring an "escort",
 * which is a collection of monsters with similar "race" but lower level.
 *
 * Some monsters induce a fake "group" flag on their escorts.
 *
 * Note the "bizarre" use of non-recursion to prevent annoying output
 * when running a code profiler.
 *
 * Note the use of the new "monster allocation table" code to restrict
 * the "get_mon_num()" function to "legal" escort types.
 */
bool_ place_monster_aux(int y, int x, int r_idx, bool_ slp, bool_ grp, int status)
{
	auto const &r_info = game->edit_data.r_info;

	int i;
	auto r_ptr = &r_info[r_idx];
	bool_ (*old_get_mon_num_hook)(int r_idx);


	/* Place one monster, or fail */
	if (!place_monster_one(y, x, r_idx, pick_ego_monster(r_ptr), slp, status)) return (FALSE);


	/* Require the "group" flag */
	if (!grp) return (TRUE);


	/* Friends for certain monsters */
	if (r_ptr->flags & RF_FRIENDS)
	{
		/* Attempt to place a group */
		place_monster_group(y, x, r_idx, slp, status);
	}


	/* Escorts for certain monsters */
	if (r_ptr->flags & RF_ESCORT)
	{
		old_get_mon_num_hook = get_mon_num_hook;

		/* Set the escort index */
		place_monster_idx = r_idx;

		/* Set the escort hook */
		get_mon_num_hook = place_monster_okay;

		/* Prepare allocation table */
		get_mon_num_prep();

		/* Try to place several "escorts" */
		for (i = 0; i < 50; i++)
		{
			int nx, ny, z, d = 3;

			/* Pick a location */
			scatter(&ny, &nx, y, x, d);

			/* Require empty grids */
			if (!cave_empty_bold(ny, nx)) continue;

			set_mon_num2_hook(ny, nx);

			/* Prepare allocation table */
			get_mon_num_prep();

			/* Pick a random race */
			z = get_mon_num(r_ptr->level);

			/* Reset restriction */
			get_mon_num2_hook = NULL;

			/* Prepare allocation table */
			get_mon_num_prep();

			/* Handle failure */
			if (!z) break;

			/* Place a single escort */
			place_monster_one(ny, nx, z, pick_ego_monster(&r_info[z]), slp, status);

			/* Place a "group" of escorts if needed */
			if ((r_info[z].flags & RF_FRIENDS) ||
			                (r_ptr->flags & RF_ESCORTS))
			{
				/* Place a group of monsters */
				place_monster_group(ny, nx, z, slp, status);
			}
		}

		/* Reset restriction */
		get_mon_num_hook = old_get_mon_num_hook;

		/* Prepare allocation table */
		get_mon_num_prep();
	}

	/* Success */
	return (TRUE);
}


/*
 * Hack -- attempt to place a monster at the given location
 *
 * Attempt to find a monster appropriate to the "monster_level"
 */
bool_ place_monster(int y, int x, bool_ slp, bool_ grp)
{
	int r_idx;

	/* Set monster restriction */
	set_mon_num2_hook(y, x);

	/* Prepare allocation table */
	get_mon_num_prep();

	/* Pick a monster */
	r_idx = get_mon_num(monster_level);

	/* Reset restriction */
	get_mon_num2_hook = NULL;

	/* Prepare allocation table */
	get_mon_num_prep();

	/* Handle failure */
	if (!r_idx) return (FALSE);

	/* Attempt to place the monster */
	if (place_monster_aux(y, x, r_idx, slp, grp, MSTATUS_ENEMY)) return (TRUE);

	/* Oops */
	return (FALSE);
}


bool_ alloc_horde(int y, int x)
{
	auto const &r_info = game->edit_data.r_info;

	int r_idx = 0;
	monster_race const *r_ptr = NULL;
	monster_type *m_ptr;
	int attempts = 1000;

	set_mon_num2_hook(y, x);

	/* Prepare allocation table */
	get_mon_num_prep();

	while (--attempts)
	{
		/* Pick a monster */
		r_idx = get_mon_num(monster_level);

		/* Handle failure */
		if (!r_idx) return (FALSE);

		r_ptr = &r_info[r_idx];

		if (!(r_ptr->flags & RF_UNIQUE)
		                && !(r_ptr->flags & RF_ESCORTS))
			break;
	}

	get_mon_num2_hook = NULL;

	/* Prepare allocation table */
	get_mon_num_prep();

	if (attempts < 1) return FALSE;

	attempts = 1000;

	while (--attempts)
	{
		/* Attempt to place the monster */
		if (place_monster_aux(y, x, r_idx, FALSE, FALSE, MSTATUS_ENEMY)) break;
	}

	if (attempts < 1) return FALSE;


	m_ptr = &m_list[hack_m_idx_ii];

	summon_kin_type = r_ptr->d_char;

	for (attempts = randint(10) + 5; attempts; attempts--)
	{
		summon_specific(m_ptr->fy, m_ptr->fx, dun_level, SUMMON_KIN);
	}

	return TRUE;
}

/*
 * Attempt to allocate a random monster in the dungeon.
 *
 * Place the monster at least "dis" distance from the player.
 *
 * Use "slp" to choose the initial "sleep" status
 *
 * Use "monster_level" for the monster level
 */
bool_ alloc_monster(int dis, bool_ slp)
{
	int	y, x;
	int attempts_left = 10000;

	/* Find a legal, distant, unoccupied, space */
	while (attempts_left--)
	{
		/* Pick a location */
		y = rand_int(cur_hgt);
		x = rand_int(cur_wid);

		/* Require empty floor grid (was "naked") */
		if (!cave_empty_bold(y, x)) continue;

		/* Accept far away grids */
		if (distance(y, x, p_ptr->py, p_ptr->px) > dis) break;
	}

	if (!attempts_left)
	{
		if (options->cheat_xtra || options->cheat_hear)
		{
			msg_print("Warning! Could not allocate a new monster. Small level?");
		}

		return (FALSE);
	}


	if (randint(5000) <= dun_level)
	{
		if (alloc_horde(y, x))
		{
			if (options->cheat_hear || p_ptr->precognition)
			{
				msg_print("Monster horde.");
			}
			return (TRUE);
		}
	}
	else
	{

		/* Attempt to place the monster, allow groups */
		if (place_monster(y, x, slp, TRUE)) return (TRUE);

	}

	/* Nope */
	return (FALSE);
}




/*
 * Hack -- the "type" of the current "summon specific"
 */
static int summon_specific_type = 0;


/*
 * Hack -- help decide if a monster race is "okay" to summon
 */
static bool_ summon_specific_okay(int r_idx)
{
	auto const &r_info = game->edit_data.r_info;

	auto r_ptr = &r_info[r_idx];

	bool_ okay = FALSE;

	/* Hack - Only summon dungeon monsters */
	if (!monster_dungeon(r_idx)) return (FALSE);

	/* Hack -- no specific type specified */
	if (!summon_specific_type) return (TRUE);

	/* Check our requirements */
	switch (summon_specific_type)
	{
	case SUMMON_ANT:
		{
			okay = ((r_ptr->d_char == 'a') &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_SPIDER:
		{
			okay = ((r_ptr->d_char == 'S') &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_HOUND:
		{
			okay = (((r_ptr->d_char == 'C') || (r_ptr->d_char == 'Z')) &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_HYDRA:
		{
			okay = ((r_ptr->d_char == 'M') &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_ANGEL:
		{
			okay = ((r_ptr->d_char == 'A') &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_DEMON:
		{
			okay = ((r_ptr->flags & RF_DEMON) &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_UNDEAD:
		{
			okay = ((r_ptr->flags & RF_UNDEAD) &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_DRAGON:
		{
			okay = ((r_ptr->flags & RF_DRAGON) &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_HI_UNDEAD:
		{
			okay = ((r_ptr->d_char == 'L') ||
			        (r_ptr->d_char == 'V') ||
			        (r_ptr->d_char == 'W'));
			break;
		}

	case SUMMON_HI_DRAGON:
		{
			okay = (r_ptr->d_char == 'D');
			break;
		}

	case SUMMON_WRAITH:
		{
			okay = (r_ptr->d_char == 'W');
			break;
		}

	case SUMMON_GHOST:
		{
			okay = (r_ptr->d_char == 'G');
			break;
		}

	case SUMMON_UNIQUE:
		{
			okay = (r_ptr->flags & RF_UNIQUE) ? TRUE : FALSE;
			break;
		}

	case SUMMON_BIZARRE1:
		{
			okay = ((r_ptr->d_char == 'm') &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}
	case SUMMON_BIZARRE2:
		{
			okay = ((r_ptr->d_char == 'b') &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}
	case SUMMON_BIZARRE3:
		{
			okay = ((r_ptr->d_char == 'Q') &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_BIZARRE4:
		{
			okay = ((r_ptr->d_char == 'v') &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_BIZARRE5:
		{
			okay = ((r_ptr->d_char == '$') &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_BIZARRE6:
		{
			okay = (((r_ptr->d_char == '!') ||
			         (r_ptr->d_char == '?') ||
			         (r_ptr->d_char == '=') ||
			         (r_ptr->d_char == '$') ||
			         (r_ptr->d_char == '|')) &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_HI_DEMON:
		{
			okay = ((r_ptr->flags & RF_DEMON) &&
			        (r_ptr->d_char == 'U') &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}


	case SUMMON_KIN:
		{
			okay = ((r_ptr->d_char == summon_kin_type) &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_DAWN:
		{
			okay = ((strstr(r_ptr->name, "the Dawn")) &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_ANIMAL:
		{
			okay = ((r_ptr->flags & RF_ANIMAL) &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_ANIMAL_RANGER:
		{
			okay = ((r_ptr->flags & RF_ANIMAL) &&
			        (strchr("abcflqrwBCIJKMRS", r_ptr->d_char)) &&
			        !(r_ptr->flags & RF_DRAGON) &&
			        !(r_ptr->flags & RF_EVIL) &&
			        !(r_ptr->flags & RF_UNDEAD) &&
			        !(r_ptr->flags & RF_DEMON) &&
				!r_ptr->spells &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_HI_UNDEAD_NO_UNIQUES:
		{
			okay = (((r_ptr->d_char == 'L') ||
			         (r_ptr->d_char == 'V') ||
			         (r_ptr->d_char == 'W')) &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_HI_DRAGON_NO_UNIQUES:
		{
			okay = ((r_ptr->d_char == 'D') &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_NO_UNIQUES:
		{
			okay = (!(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_PHANTOM:
		{
			okay = ((strstr(r_ptr->name, "Phantom")) &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_ELEMENTAL:
		{
			okay = ((strstr(r_ptr->name, "lemental")) &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_THUNDERLORD:
		{
			okay = (r_ptr->flags & RF_THUNDERLORD) ? TRUE : FALSE;
			break;
		}

	case SUMMON_BLUE_HORROR:
		{
			okay = ((strstr(r_ptr->name, "lue horror")) &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_BUG:
		{
			okay = ((strstr(r_ptr->name, "Software bug")) &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_RNG:
		{
			okay = ((strstr(r_ptr->name, "Random Number Generator")) &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}
	case SUMMON_MINE:
		{
			okay = (r_ptr->flags & RF_NEVER_MOVE) ? TRUE : FALSE;
			break;
		}

	case SUMMON_HUMAN:
		{
			okay = ((r_ptr->d_char == 'p') &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_SHADOWS:
		{
			okay = ((r_ptr->d_char == 'G') &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	case SUMMON_QUYLTHULG:
		{
			okay = ((r_ptr->d_char == 'Q') &&
			        !(r_ptr->flags & RF_UNIQUE));
			break;
		}

	}

	/* Result */
	return (okay);
}


/*
 * Place a monster (of the specified "type") near the given
 * location.  Return TRUE if a monster was actually summoned.
 *
 * We will attempt to place the monster up to 10 times before giving up.
 *
 * Note: SUMMON_UNIQUE and SUMMON_WRAITH (XXX) will summon Unique's
 * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Unique's
 * Note: None of the other summon codes will ever summon Unique's.
 *
 * This function has been changed.  We now take the "monster level"
 * of the summoning monster as a parameter, and use that, along with
 * the current dungeon level, to help determine the level of the
 * desired monster.  Note that this is an upper bound, and also
 * tends to "prefer" monsters of that level.  Currently, we use
 * the average of the dungeon and monster levels, and then add
 * five to allow slight increases in monster power.
 *
 * Note that we use the new "monster allocation table" creation code
 * to restrict the "get_mon_num()" function to the set of "legal"
 * monsters, making this function much faster and more reliable.
 *
 * Note that this function may not succeed, though this is very rare.
 */
int summon_specific_level = 0;
bool_ summon_specific(int y1, int x1, int lev, int type)
{
	int i, x, y, r_idx;
	bool_ Group_ok = TRUE;
	bool_ (*old_get_mon_num_hook)(int r_idx);

	/* Look for a location */
	for (i = 0; i < 20; ++i)
	{
		/* Pick a distance */
		int d = (i / 15) + 1;

		/* Pick a location */
		scatter(&y, &x, y1, x1, d);

		/* Require "empty" floor grid */
		if (!cave_empty_bold(y, x)) continue;

		/* Hack -- no summon on glyph of warding */
		if (cave[y][x].feat == FEAT_GLYPH) continue;
		if (cave[y][x].feat == FEAT_MINOR_GLYPH) continue;

		/* Nor on the between */
		if (cave[y][x].feat == FEAT_BETWEEN) return (FALSE);

		/* ... nor on the Pattern */
		if ((cave[y][x].feat >= FEAT_PATTERN_START) &&
		                (cave[y][x].feat <= FEAT_PATTERN_XTRA2))
			continue;

		/* Okay */
		break;
	}

	/* Failure */
	if (i == 20) return (FALSE);

	/* Save the "summon" type */
	summon_specific_type = type;

	/* Backup the old hook */
	old_get_mon_num_hook = get_mon_num_hook;

	/* Require "okay" monsters */
	get_mon_num_hook = summon_specific_okay;

	/* Prepare allocation table */
	get_mon_num_prep();


	/* Pick a monster, using the level calculation */
	summon_hack = TRUE;
	r_idx = get_mon_num((dun_level + lev) / 2 + 5);
	summon_hack = FALSE;

	/* Reset restriction */
	get_mon_num_hook = old_get_mon_num_hook;

	/* Prepare allocation table */
	get_mon_num_prep();


	/* Handle failure */
	if (!r_idx) return (FALSE);


	if ((type == SUMMON_DAWN) || (type == SUMMON_BLUE_HORROR))
	{
		Group_ok = FALSE;
	}

	/* Attempt to place the monster (awake, allow groups) */
	if (!place_monster_aux(y, x, r_idx, FALSE, Group_ok, MSTATUS_ENEMY)) return (FALSE);
	if (summon_specific_level)
	{
		monster_set_level(place_monster_result, summon_specific_level);
		summon_specific_level = 0;
	}

	/* Success */
	return (TRUE);
}



bool_ summon_specific_friendly(int y1, int x1, int lev, int type, bool_ Group_ok)
{
	int i, x, y, r_idx;
	bool_ (*old_get_mon_num_hook)(int r_idx);

	/* Look for a location */
	for (i = 0; i < 20; ++i)
	{
		/* Pick a distance */
		int d = (i / 15) + 1;

		/* Pick a location */
		scatter(&y, &x, y1, x1, d);

		/* Require "empty" floor grid */
		if (!cave_empty_bold(y, x)) continue;

		/* Hack -- no summon on glyph of warding */
		if (cave[y][x].feat == FEAT_GLYPH) continue;
		if (cave[y][x].feat == FEAT_MINOR_GLYPH) continue;

		/* Nor on the between */
		if (cave[y][x].feat == FEAT_BETWEEN) return (FALSE);

		/* ... nor on the Pattern */
		if ((cave[y][x].feat >= FEAT_PATTERN_START) &&
		                (cave[y][x].feat <= FEAT_PATTERN_XTRA2))
			continue;

		/* Okay */
		break;
	}

	/* Failure */
	if (i == 20) return (FALSE);

	old_get_mon_num_hook = get_mon_num_hook;

	/* Save the "summon" type */
	summon_specific_type = type;

	/* Require "okay" monsters */
	get_mon_num_hook = summon_specific_okay;

	/* Prepare allocation table */
	get_mon_num_prep();

	/* Pick a monster, using the level calculation */
	r_idx = get_mon_num((dun_level + lev) / 2 + 5);

	/* Reset restriction */
	get_mon_num_hook = old_get_mon_num_hook;

	/* Prepare allocation table */
	get_mon_num_prep();

	/* Handle failure */
	if (!r_idx) return (FALSE);

	/* Attempt to place the monster (awake, allow groups) */
	if (!place_monster_aux(y, x, r_idx, FALSE, Group_ok, MSTATUS_PET)) return (FALSE);
	if (summon_specific_level)
	{
		monster_set_level(place_monster_result, summon_specific_level);
		summon_specific_level = 0;
	}

	/* Success */
	return (TRUE);
}


/*
 * Swap the players/monsters (if any) at two locations XXX XXX XXX
 */
void monster_swap(int y1, int x1, int y2, int x2)
{
	int m1, m2;

	monster_type *m_ptr;
	cave_type *c_ptr1, *c_ptr2;

	c_ptr1 = &cave[y1][x1];
	c_ptr2 = &cave[y2][x2];

	/* Monsters */
	m1 = c_ptr1->m_idx;
	m2 = c_ptr2->m_idx;


	/* Update grids */
	c_ptr1->m_idx = m2;
	c_ptr2->m_idx = m1;


	/* Monster 1 */
	if (m1 > 0)
	{
		m_ptr = &m_list[m1];

		/* Move monster */
		m_ptr->fy = y2;
		m_ptr->fx = x2;

		/* Update monster */
		update_mon(m1, TRUE);
	}

	/* Player 1 */
	else if (m1 < 0)
	{
		/* Move player */
		p_ptr->py = y2;
		p_ptr->px = x2;

		/* Check for new panel (redraw map) */
		verify_panel();

		/* Update stuff */
		p_ptr->update |= (PU_VIEW | PU_FLOW | PU_MON_LITE);

		/* Update the monsters */
		p_ptr->update |= (PU_DISTANCE);

		/* Window stuff */
		/* It's probably not a good idea to recalculate the
		 * overhead view each turn.

		 p_ptr->window |= (PW_OVERHEAD);
		*/
	}

	/* Monster 2 */
	if (m2 > 0)
	{
		m_ptr = &m_list[m2];

		/* Move monster */
		m_ptr->fy = y1;
		m_ptr->fx = x1;

		/* Update monster */
		update_mon(m2, TRUE);
	}

	/* Player 2 */
	else if (m2 > 0)
	{
		/* Move player */
		p_ptr->py = y1;
		p_ptr->px = x1;

		/* Check for new panel (redraw map) */
		verify_panel();

		/* Update stuff */
		p_ptr->update |= (PU_VIEW | PU_FLOW | PU_MON_LITE);

		/* Update the monsters */
		p_ptr->update |= (PU_DISTANCE);

		/* Window stuff */
		/* It's probably not a good idea to recalculate the
		 * overhead view each turn.

		 p_ptr->window |= (PW_OVERHEAD);
		*/
	}


	/* Redraw */
	lite_spot(y1, x1);
	lite_spot(y2, x2);
}


/*
 * Hack -- help decide if a monster race is "okay" to summon
 */
static bool_ mutate_monster_okay(int r_idx)
{
	auto const &r_info = game->edit_data.r_info;

	auto r_ptr = &r_info[r_idx];

	bool_ okay = FALSE;

	/* Hack - Only summon dungeon monsters */
	if (!monster_dungeon(r_idx)) return (FALSE);

	okay = ((r_ptr->d_char == summon_kin_type) && !(r_ptr->flags & RF_UNIQUE)
	        && (r_ptr->level >= dun_level));

	return okay;
}


/*
 * Let the given monster attempt to reproduce.
 *
 * Note that "reproduction" REQUIRES empty space.
 */
bool_ multiply_monster(int m_idx, bool_ charm, bool_ clone)
{
	monster_type *m_ptr = &m_list[m_idx];
	auto const r_ptr = m_ptr->race();

	bool_ result = FALSE;

	if (no_breeds)
	{
		msg_print("It tries to breed but it fails!");
		return FALSE;
	}

	/* Try up to 18 times */
	for (int i = 0; i < 18; i++)
	{
		/* Pick a location */
		int x;
		int y;
		scatter(&y, &x, m_ptr->fy, m_ptr->fx, 1);

		/* Require an "empty" floor grid */
		if (!cave_empty_bold(y, x)) continue;

		int new_race = m_ptr->r_idx;

		/* It can mutate into a nastier monster */
		if ((rand_int(100) < 3) && (!clone))
		{
			bool_ (*old_get_mon_num_hook)(int r_idx);

			/* Backup the old hook */
			old_get_mon_num_hook = get_mon_num_hook;

			/* Require "okay" monsters */
			get_mon_num_hook = mutate_monster_okay;

			/* Prepare allocation table */
			get_mon_num_prep();

			summon_kin_type = r_ptr->d_char;

			/* Pick a monster, using the level calculation */
			new_race = get_mon_num(dun_level + 5);

			/* Reset restriction */
			get_mon_num_hook = old_get_mon_num_hook;

			/* Prepare allocation table */
			get_mon_num_prep();
		}

		/* Create a new monster (awake, no groups) */
		result = place_monster_aux(y, x, new_race, FALSE, FALSE, (charm) ? MSTATUS_PET : MSTATUS_ENEMY);

		/* Done */
		break;
	}

	if (clone && result) m_list[hack_m_idx_ii].smart |= SM_CLONED;

	/* Result */
	return (result);
}





/*
 * Dump a message describing a monster's reaction to damage
 *
 * Technically should attempt to treat "Beholder"'s as jelly's
 */
bool_ hack_message_pain_may_silent = FALSE;
void message_pain_hook(cptr message, cptr name)
{
	std::string buf;
	buf += name;
	buf += " ";
	buf += message;

	if (hack_message_pain_may_silent)
	{
		monster_msg_simple(buf.c_str());
	}
	else
	{
		msg_print(buf.c_str());
	}
}

void message_pain(int m_idx, int dam)
{
	monster_type *m_ptr = &m_list[m_idx];

	/* Get the monster name */
	char m_name[80];
	monster_desc(m_name, m_ptr, 0);
	capitalize(m_name);

	/* Notice non-damage */
	if (dam == 0)
	{
		message_pain_hook("is unharmed.", m_name);
		return;
	}

	/* Note -- subtle fix -CFT */
	long newhp = (long)(m_ptr->hp);
	long oldhp = newhp + (long)(dam);
	long tmp = (newhp * 100L) / oldhp;
	int percentage = (int)(tmp);

	/* Get racial information */
	auto const r_ptr = m_ptr->race();

	/* Jelly's, Mold's, Vortex's, Quthl's */
	if (strchr("jmvQ", r_ptr->d_char))
	{
		if (percentage > 95)
			message_pain_hook("barely notices.", m_name);
		else if (percentage > 75)
			message_pain_hook("flinches.", m_name);
		else if (percentage > 50)
			message_pain_hook("squelches.", m_name);
		else if (percentage > 35)
			message_pain_hook("quivers in pain.", m_name);
		else if (percentage > 20)
			message_pain_hook("writhes about.", m_name);
		else if (percentage > 10)
			message_pain_hook("writhes in agony.", m_name);
		else
			message_pain_hook("jerks limply.", m_name);
	}

	/* Dogs and Hounds */
	else if (strchr("CZ", r_ptr->d_char))
	{
		if (percentage > 95)
			message_pain_hook("shrugs off the attack.", m_name);
		else if (percentage > 75)
			message_pain_hook("snarls with pain.", m_name);
		else if (percentage > 50)
			message_pain_hook("yelps in pain.", m_name);
		else if (percentage > 35)
			message_pain_hook("howls in pain.", m_name);
		else if (percentage > 20)
			message_pain_hook("howls in agony.", m_name);
		else if (percentage > 10)
			message_pain_hook("writhes in agony.", m_name);
		else
			message_pain_hook("yelps feebly.", m_name);
	}

	/* One type of monsters (ignore,squeal,shriek) */
	else if (strchr("FIKMRSXabclqrst", r_ptr->d_char))
	{
		if (percentage > 95)
			message_pain_hook("ignores the attack.", m_name);
		else if (percentage > 75)
			message_pain_hook("grunts with pain.", m_name);
		else if (percentage > 50)
			message_pain_hook("squeals in pain.", m_name);
		else if (percentage > 35)
			message_pain_hook("shrieks in pain.", m_name);
		else if (percentage > 20)
			message_pain_hook("shrieks in agony.", m_name);
		else if (percentage > 10)
			message_pain_hook("writhes in agony.", m_name);
		else
			message_pain_hook("cries out feebly.", m_name);
	}

	/* Another type of monsters (shrug,cry,scream) */
	else
	{
		if (percentage > 95)
			message_pain_hook("shrugs off the attack.", m_name);
		else if (percentage > 75)
			message_pain_hook("grunts with pain.", m_name);
		else if (percentage > 50)
			message_pain_hook("cries out in pain.", m_name);
		else if (percentage > 35)
			message_pain_hook("screams in pain.", m_name);
		else if (percentage > 20)
			message_pain_hook("screams in agony.", m_name);
		else if (percentage > 10)
			message_pain_hook("writhes in agony.", m_name);
		else
			message_pain_hook("cries out feebly.", m_name);
	}
}



/*
 * Learn about an "observed" resistance.
 */
void update_smart_learn(int m_idx, int what)
{
	/* Not allowed to learn */
	if (!options->smart_learn)
	{
		return;
	}

	/* Fast path for DRS_NONE */
	if (what == DRS_NONE)
	{
		return;
	}

	/* Get racial flags */
	auto m_ptr = &m_list[m_idx];
	auto const r_ptr = m_ptr->race();

	/* Too stupid to learn anything */
	if (r_ptr->flags & RF_STUPID)
	{
		return;
	}

	/* Not intelligent, only learn sometimes */
	if (!(r_ptr->flags & RF_SMART) && magik(50))
	{
		return;
	}

	/* Analyze the knowledge */
	switch (what)
	{
	case DRS_ACID:
		if (p_ptr->resist_acid) m_ptr->smart |= (SM_RES_ACID);
		if (p_ptr->oppose_acid) m_ptr->smart |= (SM_OPP_ACID);
		if (p_ptr->immune_acid) m_ptr->smart |= (SM_IMM_ACID);
		break;

	case DRS_ELEC:
		if (p_ptr->resist_elec) m_ptr->smart |= (SM_RES_ELEC);
		if (p_ptr->oppose_elec) m_ptr->smart |= (SM_OPP_ELEC);
		if (p_ptr->immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
		break;

	case DRS_FIRE:
		if (p_ptr->resist_fire) m_ptr->smart |= (SM_RES_FIRE);
		if (p_ptr->oppose_fire) m_ptr->smart |= (SM_OPP_FIRE);
		if (p_ptr->immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
		break;

	case DRS_COLD:
		if (p_ptr->resist_cold) m_ptr->smart |= (SM_RES_COLD);
		if (p_ptr->oppose_cold) m_ptr->smart |= (SM_OPP_COLD);
		if (p_ptr->immune_cold) m_ptr->smart |= (SM_IMM_COLD);
		break;

	case DRS_POIS:
		if (p_ptr->resist_pois) m_ptr->smart |= (SM_RES_POIS);
		if (p_ptr->oppose_pois) m_ptr->smart |= (SM_OPP_POIS);
		break;


	case DRS_NETH:
		if (p_ptr->resist_neth) m_ptr->smart |= (SM_RES_NETH);
		break;

	case DRS_LITE:
		if (p_ptr->resist_lite) m_ptr->smart |= (SM_RES_LITE);
		break;

	case DRS_DARK:
		if (p_ptr->resist_dark) m_ptr->smart |= (SM_RES_DARK);
		break;

	case DRS_FEAR:
		if (p_ptr->resist_fear) m_ptr->smart |= (SM_RES_FEAR);
		break;

	case DRS_CONF:
		if (p_ptr->resist_conf) m_ptr->smart |= (SM_RES_CONF);
		break;

	case DRS_CHAOS:
		if (p_ptr->resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
		break;

	case DRS_DISEN:
		if (p_ptr->resist_disen) m_ptr->smart |= (SM_RES_DISEN);
		break;

	case DRS_BLIND:
		if (p_ptr->resist_blind) m_ptr->smart |= (SM_RES_BLIND);
		break;

	case DRS_NEXUS:
		if (p_ptr->resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
		break;

	case DRS_SOUND:
		if (p_ptr->resist_sound) m_ptr->smart |= (SM_RES_SOUND);
		break;

	case DRS_SHARD:
		if (p_ptr->resist_shard) m_ptr->smart |= (SM_RES_SHARD);
		break;


	case DRS_FREE:
		if (p_ptr->free_act) m_ptr->smart |= (SM_IMM_FREE);
		break;

	case DRS_MANA:
		if (!p_ptr->msp) m_ptr->smart |= (SM_IMM_MANA);
		break;

	case DRS_REFLECT:
		if (p_ptr->reflect) m_ptr-> smart |= (SM_IMM_REFLECT);
		break;
	}
}


/*
 * Place the player in the dungeon XXX XXX
 */
s16b player_place(int y, int x)
{
	/* Paranoia XXX XXX */
	if (cave[y][x].m_idx != 0) return (0);

	/* Save player location */
	p_ptr->py = y;
	p_ptr->px = x;

	/* Success */
	return ( -1);
}

/*
 * Drop all items carried by a monster
 */
void monster_drop_carried_objects(monster_type *m_ptr)
{
	/* Copy list of objects; we need a copy since
	   we're manipulating the list itself below. */
	auto const object_idxs(m_ptr->hold_o_idxs);

	/* Drop objects being carried */
	for (auto const this_o_idx: object_idxs)
	{
		/* Acquire object */
		object_type *o_ptr = &o_list[this_o_idx];

		/* Paranoia */
		o_ptr->held_m_idx = 0;

		/* Get local object */
		object_type forge;
		object_type *q_ptr = &forge;

		/* Copy the object */
		object_copy(q_ptr, o_ptr);

		/* Delete the object */
		delete_object_idx(this_o_idx);

		/* Drop it */
		drop_near(q_ptr, -1, m_ptr->fy, m_ptr->fx);
	}

	/* Forget objects */
	m_ptr->hold_o_idxs.clear();
}