#include "angband.h"
#include "monster.h"
#include "monster-status.h"
#include "spells-summon.h"
#include "monsterrace-hook.h"
#include "object-curse.h"
#include "artifact.h"
#include "avatar.h"



/*!
 * @brief モンスターに与えたダメージの修正処理 /
 * Modify the physical damage done to the monster.
 * @param m_ptr ダメージを受けるモンスターの構造体参照ポインタ
 * @param dam ダメージ基本値
 * @param is_psy_spear 攻撃手段が光の剣ならばTRUE
 * @return 修正を行った結果のダメージ量
 * @details
 * <pre>
 * (for example when it's invulnerable or shielded)
 * ToDo: Accept a damage-type to calculate the modified damage from
 * things like fire, frost, lightning, poison, ... attacks.
 * "type" is not yet used and should be 0.
 * </pre>
 */
HIT_POINT mon_damage_mod(monster_type *m_ptr, HIT_POINT dam, bool is_psy_spear)
{
	monster_race *r_ptr = &r_info[m_ptr->r_idx];

	if ((r_ptr->flagsr & RFR_RES_ALL) && dam > 0)
	{
		dam /= 100;
		if ((dam == 0) && one_in_(3)) dam = 1;
	}

	if (MON_INVULNER(m_ptr))
	{
		if (is_psy_spear)
		{
			if (!p_ptr->blind && is_seen(m_ptr))
			{
				msg_print(_("バリアを切り裂いた！", "The barrier is penetrated!"));
			}
		}
		else if (!one_in_(PENETRATE_INVULNERABILITY))
		{
			return (0);
		}
	}
	return (dam);
}



/*!
 * @brief モンスターに与えたダメージを元に経験値を加算する /
 * Calculate experience point to be get
 * @param dam 与えたダメージ量
 * @param m_ptr ダメージを与えたモンスターの構造体参照ポインタ
 * @return なし
 * @details
 * <pre>
 * Even the 64 bit operation is not big enough to avoid overflaw
 * unless we carefully choose orders of multiplication and division.
 * Get the coefficient first, and multiply (potentially huge) base
 * experience point of a monster later.
 * </pre>
 */
static void get_exp_from_mon(HIT_POINT dam, monster_type *m_ptr)
{
	monster_race *r_ptr = &r_info[m_ptr->r_idx];

	s32b new_exp;
	u32b new_exp_frac;
	s32b div_h;
	u32b div_l;

	if (!m_ptr->r_idx) return;
	if (is_pet(m_ptr) || p_ptr->inside_battle) return;

	/*
	 * - Ratio of monster's level to player's level effects
	 * - Varying speed effects
	 * - Get a fraction in proportion of damage point
	 */
	new_exp = r_ptr->level * SPEED_TO_ENERGY(m_ptr->mspeed) * dam;
	new_exp_frac = 0;
	div_h = 0L;
	div_l = (p_ptr->max_plv + 2) * SPEED_TO_ENERGY(r_ptr->speed);

	/* Use (average maxhp * 2) as a denominator */
	if (!(r_ptr->flags1 & RF1_FORCE_MAXHP))
		s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * (r_ptr->hside + 1));
	else
		s64b_mul(&div_h, &div_l, 0, r_ptr->hdice * (ironman_nightmare ? 2 : 1) * r_ptr->hside * 2);

	/* Special penalty in the wilderness */
	if (!dun_level && (!(r_ptr->flags8 & RF8_WILD_ONLY) || !(r_ptr->flags1 & RF1_UNIQUE)))
		s64b_mul(&div_h, &div_l, 0, 5);

	/* Do division first to prevent overflaw */
	s64b_div(&new_exp, &new_exp_frac, div_h, div_l);

	/* Special penalty for mutiply-monster */
	if ((r_ptr->flags2 & RF2_MULTIPLY) || (m_ptr->r_idx == MON_DAWN))
	{
		int monnum_penarty = r_ptr->r_akills / 400;
		if (monnum_penarty > 8) monnum_penarty = 8;

		while (monnum_penarty--)
		{
			/* Divide by 4 */
			s64b_RSHIFT(new_exp, new_exp_frac, 2);
		}
	}

	/* Special penalty for rest_and_shoot exp scum */
	if ((m_ptr->dealt_damage > m_ptr->max_maxhp) && (m_ptr->hp >= 0))
	{
		int over_damage = m_ptr->dealt_damage / m_ptr->max_maxhp;
		if (over_damage > 32) over_damage = 32;

		while (over_damage--)
		{
			/* 9/10 for once */
			s64b_mul(&new_exp, &new_exp_frac, 0, 9);
			s64b_div(&new_exp, &new_exp_frac, 0, 10);
		}
	}

	/* Finally multiply base experience point of the monster */
	s64b_mul(&new_exp, &new_exp_frac, 0, r_ptr->mexp);

	/* Gain experience */
	gain_exp_64(new_exp, new_exp_frac);
}



/*!
* @brief モンスターの時限ステータスを取得する
* @return m_idx モンスターの参照ID
* @return mproc_type モンスターの時限ステータスID
* @return 残りターン値
*/
int get_mproc_idx(MONSTER_IDX m_idx, int mproc_type)
{
	s16b *cur_mproc_list = mproc_list[mproc_type];
	int i;

	for (i = mproc_max[mproc_type] - 1; i >= 0; i--)
	{
		if (cur_mproc_list[i] == m_idx) return i;
	}

	return -1;
}

/*!
* @brief モンスターの時限ステータスリストを追加する
* @return m_idx モンスターの参照ID
* @return mproc_type 追加したいモンスターの時限ステータスID
* @return なし
*/
static void mproc_add(MONSTER_IDX m_idx, int mproc_type)
{
	if (mproc_max[mproc_type] < max_m_idx) mproc_list[mproc_type][mproc_max[mproc_type]++] = (s16b)m_idx;
}


/*!
* @brief モンスターの時限ステータスリストを削除
* @return m_idx モンスターの参照ID
* @return mproc_type 削除したいモンスターの時限ステータスID
* @return なし
*/
static void mproc_remove(MONSTER_IDX m_idx, int mproc_type)
{
	int mproc_idx = get_mproc_idx(m_idx, mproc_type);
	if (mproc_idx >= 0) mproc_list[mproc_type][mproc_idx] = mproc_list[mproc_type][--mproc_max[mproc_type]];
}


/*!
* @brief モンスターの時限ステータスリストを初期化する / Initialize monster process
* @return なし
*/
void mproc_init(void)
{
	monster_type *m_ptr;
	MONSTER_IDX i;
	int cmi;

	/* Reset "mproc_max[]" */
	for (cmi = 0; cmi < MAX_MTIMED; cmi++) mproc_max[cmi] = 0;

	/* Process the monsters (backwards) */
	for (i = m_max - 1; i >= 1; i--)
	{
		/* Access the monster */
		m_ptr = &m_list[i];

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

		for (cmi = 0; cmi < MAX_MTIMED; cmi++)
		{
			if (m_ptr->mtimed[cmi]) mproc_add(i, cmi);
		}
	}
}


/*!
* @brief モンスターの睡眠状態値をセットする /
* Set "m_ptr->mtimed[MTIMED_CSLEEP]", notice observable changes
* @param m_idx モンスター参照ID
* @param v セットする値
* @return 別途更新処理が必要な場合TRUEを返す
*/
bool set_monster_csleep(MONSTER_IDX m_idx, int v)
{
	monster_type *m_ptr = &m_list[m_idx];
	bool notice = FALSE;
	v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;

	/* Open */
	if (v)
	{
		if (!MON_CSLEEP(m_ptr))
		{
			mproc_add(m_idx, MTIMED_CSLEEP);
			notice = TRUE;
		}
	}

	/* Shut */
	else
	{
		if (MON_CSLEEP(m_ptr))
		{
			mproc_remove(m_idx, MTIMED_CSLEEP);
			notice = TRUE;
		}
	}

	/* Use the value */
	m_ptr->mtimed[MTIMED_CSLEEP] = (s16b)v;

	if (!notice) return FALSE;

	if (m_ptr->ml)
	{
		/* Update health bar as needed */
		if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
		if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
	}

	if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);

	return TRUE;
}


/*!
* @brief モンスターの加速状態値をセット /
* Set "m_ptr->mtimed[MTIMED_FAST]", notice observable changes
* @param m_idx モンスター参照ID
* @param v セットする値
* @return 別途更新処理が必要な場合TRUEを返す
*/
bool set_monster_fast(MONSTER_IDX m_idx, int v)
{
	monster_type *m_ptr = &m_list[m_idx];
	bool notice = FALSE;
	v = (v > 200) ? 200 : (v < 0) ? 0 : v;

	/* Open */
	if (v)
	{
		if (!MON_FAST(m_ptr))
		{
			mproc_add(m_idx, MTIMED_FAST);
			notice = TRUE;
		}
	}

	/* Shut */
	else
	{
		if (MON_FAST(m_ptr))
		{
			mproc_remove(m_idx, MTIMED_FAST);
			notice = TRUE;
		}
	}

	/* Use the value */
	m_ptr->mtimed[MTIMED_FAST] = (s16b)v;

	if (!notice) return FALSE;

	if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);

	return TRUE;
}


/*
* Set "m_ptr->mtimed[MTIMED_SLOW]", notice observable changes
*/
bool set_monster_slow(MONSTER_IDX m_idx, int v)
{
	monster_type *m_ptr = &m_list[m_idx];
	bool notice = FALSE;
	v = (v > 200) ? 200 : (v < 0) ? 0 : v;

	/* Open */
	if (v)
	{
		if (!MON_SLOW(m_ptr))
		{
			mproc_add(m_idx, MTIMED_SLOW);
			notice = TRUE;
		}
	}

	/* Shut */
	else
	{
		if (MON_SLOW(m_ptr))
		{
			mproc_remove(m_idx, MTIMED_SLOW);
			notice = TRUE;
		}
	}

	/* Use the value */
	m_ptr->mtimed[MTIMED_SLOW] = (s16b)v;

	if (!notice) return FALSE;

	if ((p_ptr->riding == m_idx) && !p_ptr->leaving) p_ptr->update |= (PU_BONUS);

	return TRUE;
}


/*!
* @brief モンスターの朦朧状態値をセット /
* Set "m_ptr->mtimed[MTIMED_STUNNED]", notice observable changes
* @param m_idx モンスター参照ID
* @param v セットする値
* @return 別途更新処理が必要な場合TRUEを返す
*/
bool set_monster_stunned(MONSTER_IDX m_idx, int v)
{
	monster_type *m_ptr = &m_list[m_idx];
	bool notice = FALSE;
	v = (v > 200) ? 200 : (v < 0) ? 0 : v;

	/* Open */
	if (v)
	{
		if (!MON_STUNNED(m_ptr))
		{
			mproc_add(m_idx, MTIMED_STUNNED);
			notice = TRUE;
		}
	}

	/* Shut */
	else
	{
		if (MON_STUNNED(m_ptr))
		{
			mproc_remove(m_idx, MTIMED_STUNNED);
			notice = TRUE;
		}
	}

	/* Use the value */
	m_ptr->mtimed[MTIMED_STUNNED] = (s16b)v;

	return notice;
}


/*!
* @brief モンスターの混乱状態値をセット /
* Set "m_ptr->mtimed[MTIMED_CONFUSED]", notice observable changes
* @param m_idx モンスター参照ID
* @param v セットする値
* @return 別途更新処理が必要な場合TRUEを返す
*/
bool set_monster_confused(MONSTER_IDX m_idx, int v)
{
	monster_type *m_ptr = &m_list[m_idx];
	bool notice = FALSE;
	v = (v > 200) ? 200 : (v < 0) ? 0 : v;

	/* Open */
	if (v)
	{
		if (!MON_CONFUSED(m_ptr))
		{
			mproc_add(m_idx, MTIMED_CONFUSED);
			notice = TRUE;
		}
	}

	/* Shut */
	else
	{
		if (MON_CONFUSED(m_ptr))
		{
			mproc_remove(m_idx, MTIMED_CONFUSED);
			notice = TRUE;
		}
	}

	/* Use the value */
	m_ptr->mtimed[MTIMED_CONFUSED] = (s16b)v;

	return notice;
}


/*!
* @brief モンスターの恐慌状態値をセット /
* Set "m_ptr->mtimed[MTIMED_MONFEAR]", notice observable changes
* @param m_idx モンスター参照ID
* @param v セットする値
* @return 別途更新処理が必要な場合TRUEを返す
*/
bool set_monster_monfear(MONSTER_IDX m_idx, int v)
{
	monster_type *m_ptr = &m_list[m_idx];
	bool notice = FALSE;
	v = (v > 200) ? 200 : (v < 0) ? 0 : v;

	/* Open */
	if (v)
	{
		if (!MON_MONFEAR(m_ptr))
		{
			mproc_add(m_idx, MTIMED_MONFEAR);
			notice = TRUE;
		}
	}

	/* Shut */
	else
	{
		if (MON_MONFEAR(m_ptr))
		{
			mproc_remove(m_idx, MTIMED_MONFEAR);
			notice = TRUE;
		}
	}

	/* Use the value */
	m_ptr->mtimed[MTIMED_MONFEAR] = (s16b)v;

	if (!notice) return FALSE;

	if (m_ptr->ml)
	{
		/* Update health bar as needed */
		if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
		if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
	}

	return TRUE;
}


/*!
* @brief モンスターの無敵状態値をセット /
* Set "m_ptr->mtimed[MTIMED_INVULNER]", notice observable changes
* @param m_idx モンスター参照ID
* @param v セットする値
* @param energy_need TRUEならば無敵解除時に行動ターン消費を行う
* @return 別途更新処理が必要な場合TRUEを返す
*/
bool set_monster_invulner(MONSTER_IDX m_idx, int v, bool energy_need)
{
	monster_type *m_ptr = &m_list[m_idx];
	bool notice = FALSE;
	v = (v > 200) ? 200 : (v < 0) ? 0 : v;

	/* Open */
	if (v)
	{
		if (!MON_INVULNER(m_ptr))
		{
			mproc_add(m_idx, MTIMED_INVULNER);
			notice = TRUE;
		}
	}

	/* Shut */
	else
	{
		if (MON_INVULNER(m_ptr))
		{
			mproc_remove(m_idx, MTIMED_INVULNER);
			if (energy_need && !p_ptr->wild_mode) m_ptr->energy_need += ENERGY_NEED();
			notice = TRUE;
		}
	}

	/* Use the value */
	m_ptr->mtimed[MTIMED_INVULNER] = (s16b)v;

	if (!notice) return FALSE;

	if (m_ptr->ml)
	{
		/* Update health bar as needed */
		if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
		if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
	}

	return TRUE;
}


static u32b csleep_noise;

/*!
* @brief モンスターの各種状態値を時間経過により更新するサブルーチン
* @param m_idx モンスター参照ID
* @param mtimed_idx 更新するモンスターの時限ステータスID
* @return なし
*/
static void process_monsters_mtimed_aux(MONSTER_IDX m_idx, int mtimed_idx)
{
	monster_type *m_ptr = &m_list[m_idx];

	switch (mtimed_idx)
	{
	case MTIMED_CSLEEP:
	{
		monster_race *r_ptr = &r_info[m_ptr->r_idx];

		/* Assume does not wake up */
		bool test = FALSE;

		/* Hack -- Require proximity */
		if (m_ptr->cdis < AAF_LIMIT)
		{
			/* Handle "sensing radius" */
			if (m_ptr->cdis <= (is_pet(m_ptr) ? ((r_ptr->aaf > MAX_SIGHT) ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
			{
				/* We may wake up */
				test = TRUE;
			}

			/* Handle "sight" and "aggravation" */
			else if ((m_ptr->cdis <= MAX_SIGHT) && (player_has_los_bold(m_ptr->fy, m_ptr->fx)))
			{
				/* We may wake up */
				test = TRUE;
			}
		}

		if (test)
		{
			u32b notice = randint0(1024);

			/* Nightmare monsters are more alert */
			if (ironman_nightmare) notice /= 2;

			/* Hack -- See if monster "notices" player */
			if ((notice * notice * notice) <= csleep_noise)
			{
				/* Hack -- amount of "waking" */
				/* Wake up faster near the player */
				int d = (m_ptr->cdis < AAF_LIMIT / 2) ? (AAF_LIMIT / m_ptr->cdis) : 1;

				/* Hack -- amount of "waking" is affected by speed of player */
				d = (d * SPEED_TO_ENERGY(p_ptr->pspeed)) / 10;
				if (d < 0) d = 1;

				/* Monster wakes up "a little bit" */

				/* Still asleep */
				if (!set_monster_csleep(m_idx, MON_CSLEEP(m_ptr) - d))
				{
					/* Notice the "not waking up" */
					if (is_original_ap_and_seen(m_ptr))
					{
						/* Hack -- Count the ignores */
						if (r_ptr->r_ignore < MAX_UCHAR) r_ptr->r_ignore++;
					}
				}

				/* Just woke up */
				else
				{
					/* Notice the "waking up" */
					if (m_ptr->ml)
					{
						GAME_TEXT m_name[MAX_NLEN];
						monster_desc(m_name, m_ptr, 0);
						msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
					}

					if (is_original_ap_and_seen(m_ptr))
					{
						/* Hack -- Count the wakings */
						if (r_ptr->r_wake < MAX_UCHAR) r_ptr->r_wake++;
					}
				}
			}
		}
		break;
	}

	case MTIMED_FAST:
		/* Reduce by one, note if expires */
		if (set_monster_fast(m_idx, MON_FAST(m_ptr) - 1))
		{
			if (is_seen(m_ptr))
			{
				GAME_TEXT m_name[MAX_NLEN];
				monster_desc(m_name, m_ptr, 0);
				msg_format(_("%^sはもう加速されていない。", "%^s is no longer fast."), m_name);
			}
		}
		break;

	case MTIMED_SLOW:
		/* Reduce by one, note if expires */
		if (set_monster_slow(m_idx, MON_SLOW(m_ptr) - 1))
		{
			if (is_seen(m_ptr))
			{
				GAME_TEXT m_name[MAX_NLEN];
				monster_desc(m_name, m_ptr, 0);
				msg_format(_("%^sはもう減速されていない。", "%^s is no longer slow."), m_name);
			}
		}
		break;

	case MTIMED_STUNNED:
	{
		int rlev = r_info[m_ptr->r_idx].level;

		/* Recover from stun */
		if (set_monster_stunned(m_idx, (randint0(10000) <= rlev * rlev) ? 0 : (MON_STUNNED(m_ptr) - 1)))
		{
			/* Message if visible */
			if (is_seen(m_ptr))
			{
				GAME_TEXT m_name[MAX_NLEN];
				monster_desc(m_name, m_ptr, 0);
				msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
			}
		}
		break;
	}

	case MTIMED_CONFUSED:
		/* Reduce the confusion */
		if (set_monster_confused(m_idx, MON_CONFUSED(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
		{
			/* Message if visible */
			if (is_seen(m_ptr))
			{
				GAME_TEXT m_name[MAX_NLEN];
				monster_desc(m_name, m_ptr, 0);
				msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
			}
		}
		break;

	case MTIMED_MONFEAR:
		/* Reduce the fear */
		if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(r_info[m_ptr->r_idx].level / 20 + 1)))
		{
			/* Visual note */
			if (is_seen(m_ptr))
			{
				GAME_TEXT m_name[MAX_NLEN];
#ifndef JP
				char m_poss[80];

				/* Acquire the monster possessive */
				monster_desc(m_poss, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE);
#endif
				monster_desc(m_name, m_ptr, 0);
#ifdef JP
				msg_format("%^sは勇気を取り戻した。", m_name);
#else
				msg_format("%^s recovers %s courage.", m_name, m_poss);
#endif
			}
		}
		break;

	case MTIMED_INVULNER:
		/* Reduce by one, note if expires */
		if (set_monster_invulner(m_idx, MON_INVULNER(m_ptr) - 1, TRUE))
		{
			if (is_seen(m_ptr))
			{
				GAME_TEXT m_name[MAX_NLEN];
				monster_desc(m_name, m_ptr, 0);
				msg_format(_("%^sはもう無敵でない。", "%^s is no longer invulnerable."), m_name);
			}
		}
		break;
	}
}


/*!
* @brief 全モンスターの各種状態値を時間経過により更新するメインルーチン
* @param mtimed_idx 更新するモンスターの時限ステータスID
* @return なし
* @details
* Process the counters of monsters (once per 10 game turns)\n
* These functions are to process monsters' counters same as player's.
*/
void process_monsters_mtimed(int mtimed_idx)
{
	int  i;
	s16b *cur_mproc_list = mproc_list[mtimed_idx];

	/* Hack -- calculate the "player noise" */
	if (mtimed_idx == MTIMED_CSLEEP) csleep_noise = (1L << (30 - p_ptr->skill_stl));

	/* Process the monsters (backwards) */
	for (i = mproc_max[mtimed_idx] - 1; i >= 0; i--)
	{
		/* Access the monster */
		process_monsters_mtimed_aux(cur_mproc_list[i], mtimed_idx);
	}
}

/*!
* @brief モンスターへの魔力消去処理
* @param m_idx 魔力消去を受けるモンスターの参照ID
* @return なし
*/
void dispel_monster_status(MONSTER_IDX m_idx)
{
	monster_type *m_ptr = &m_list[m_idx];
	GAME_TEXT m_name[MAX_NLEN];

	monster_desc(m_name, m_ptr, 0);
	if (set_monster_invulner(m_idx, 0, TRUE))
	{
		if (m_ptr->ml) msg_format(_("%sはもう無敵ではない。", "%^s is no longer invulnerable."), m_name);
	}
	if (set_monster_fast(m_idx, 0))
	{
		if (m_ptr->ml) msg_format(_("%sはもう加速されていない。", "%^s is no longer fast."), m_name);
	}
	if (set_monster_slow(m_idx, 0))
	{
		if (m_ptr->ml) msg_format(_("%sはもう減速されていない。", "%^s is no longer slow."), m_name);
	}
}

/*!
* @brief モンスターの時間停止処理
* @param num 時間停止を行った敵が行動できる回数
* @param who 時間停止処理の主体ID
* @param vs_player TRUEならば時間停止開始処理を行う
* @return 時間停止が行われている状態ならばTRUEを返す
*/
bool process_the_world(int num, MONSTER_IDX who, bool vs_player)
{
	monster_type *m_ptr = &m_list[hack_m_idx];  /* the world monster */

	if (world_monster) return (FALSE);

	if (vs_player)
	{
		GAME_TEXT m_name[MAX_NLEN];
		monster_desc(m_name, m_ptr, 0);

		if (who == 1)
			msg_format(_("「『ザ・ワールド』！時は止まった！」", "%s yells 'The World! Time has stopped!'"), m_name);
		else if (who == 3)
			msg_format(_("「時よ！」", "%s yells 'Time!'"), m_name);
		else msg_print("hek!");

		msg_print(NULL);
	}

	/* This monster cast spells */
	world_monster = hack_m_idx;

	if (vs_player) do_cmd_redraw();

	while (num--)
	{
		if (!m_ptr->r_idx) break;
		process_monster(world_monster);
		reset_target(m_ptr);
		handle_stuff();

		if (vs_player) Term_xtra(TERM_XTRA_DELAY, 500);
	}

	p_ptr->redraw |= (PR_MAP);
	p_ptr->update |= (PU_MONSTERS);
	p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);

	world_monster = 0;
	if (vs_player || (player_has_los_bold(m_ptr->fy, m_ptr->fx) && projectable(p_ptr->y, p_ptr->x, m_ptr->fy, m_ptr->fx)))
	{
		msg_print(_("「時は動きだす…」", "You feel time flowing around you once more."));
		msg_print(NULL);
	}

	handle_stuff();
	return (TRUE);
}

/*!
* @brief モンスターの経験値取得処理
* @param m_idx 経験値を得るモンスターの参照ID
* @param s_idx 撃破されたモンスター種族の参照ID
* @return なし
*/
void monster_gain_exp(MONSTER_IDX m_idx, IDX s_idx)
{
	monster_type *m_ptr;
	monster_race *r_ptr;
	monster_race *s_ptr;
	int new_exp;

	/* Paranoia */
	if (m_idx <= 0 || s_idx <= 0) return;

	m_ptr = &m_list[m_idx];

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

	r_ptr = &r_info[m_ptr->r_idx];
	s_ptr = &r_info[s_idx];

	if (p_ptr->inside_battle) return;

	if (!r_ptr->next_exp) return;

	new_exp = s_ptr->mexp * s_ptr->level / (r_ptr->level + 2);
	if (m_idx == p_ptr->riding) new_exp = (new_exp + 1) / 2;
	if (!dun_level) new_exp /= 5;
	m_ptr->exp += new_exp;
	if (m_ptr->mflag2 & MFLAG2_CHAMELEON) return;

	if (m_ptr->exp >= r_ptr->next_exp)
	{
		GAME_TEXT m_name[MAX_NLEN];
		int old_hp = m_ptr->hp;
		int old_maxhp = m_ptr->max_maxhp;
		int old_r_idx = m_ptr->r_idx;
		byte old_sub_align = m_ptr->sub_align;

		/* Hack -- Reduce the racial counter of previous monster */
		real_r_ptr(m_ptr)->cur_num--;

		monster_desc(m_name, m_ptr, 0);
		m_ptr->r_idx = r_ptr->next_r_idx;

		/* Count the monsters on the level */
		real_r_ptr(m_ptr)->cur_num++;

		m_ptr->ap_r_idx = m_ptr->r_idx;
		r_ptr = &r_info[m_ptr->r_idx];

		if (r_ptr->flags1 & RF1_FORCE_MAXHP)
		{
			m_ptr->max_maxhp = maxroll(r_ptr->hdice, r_ptr->hside);
		}
		else
		{
			m_ptr->max_maxhp = damroll(r_ptr->hdice, r_ptr->hside);
		}
		if (ironman_nightmare)
		{
			HIT_POINT hp = m_ptr->max_maxhp * 2L;
			m_ptr->max_maxhp = MIN(30000, hp);
		}
		m_ptr->maxhp = m_ptr->max_maxhp;
		m_ptr->hp = old_hp * m_ptr->maxhp / old_maxhp;

		/* dealt damage is 0 at initial*/
		m_ptr->dealt_damage = 0;

		/* Extract the monster base speed */
		m_ptr->mspeed = get_mspeed(r_ptr);

		/* Sub-alignment of a monster */
		if (!is_pet(m_ptr) && !(r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)))
			m_ptr->sub_align = old_sub_align;
		else
		{
			m_ptr->sub_align = SUB_ALIGN_NEUTRAL;
			if (r_ptr->flags3 & RF3_EVIL) m_ptr->sub_align |= SUB_ALIGN_EVIL;
			if (r_ptr->flags3 & RF3_GOOD) m_ptr->sub_align |= SUB_ALIGN_GOOD;
		}

		m_ptr->exp = 0;

		if (is_pet(m_ptr) || m_ptr->ml)
		{
			if (!ignore_unview || player_can_see_bold(m_ptr->fy, m_ptr->fx))
			{
				if (p_ptr->image)
				{
					monster_race *hallu_race;

					do
					{
						hallu_race = &r_info[randint1(max_r_idx - 1)];
					} while (!hallu_race->name || (hallu_race->flags1 & RF1_UNIQUE));
					msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + hallu_race->name);
				}
				else
				{
					msg_format(_("%sは%sに進化した。", "%^s evolved into %s."), m_name, r_name + r_ptr->name);
				}
			}

			if (!p_ptr->image) r_info[old_r_idx].r_xtra1 |= MR1_SINKA;

			/* Now you feel very close to this pet. */
			m_ptr->parent_m_idx = 0;
		}
		update_monster(m_idx, FALSE);
		lite_spot(m_ptr->fy, m_ptr->fx);
	}
	if (m_idx == p_ptr->riding) p_ptr->update |= PU_BONUS;
}

/*!
 * @brief モンスターのHPをダメージに応じて減算する /
 * Decreases monsters hit points, handling monster death.
 * @param dam 与えたダメージ量
 * @param m_idx ダメージを与えたモンスターのID
 * @param fear ダメージによってモンスターが恐慌状態に陥ったならばTRUEを返す
 * @param note モンスターが倒された際の特別なメッセージ述語
 * @return なし
 * @details
 * <pre>
 * We return TRUE if the monster has been killed (and deleted).
 * We announce monster death (using an optional "death message"
 * if given, and a otherwise a generic killed/destroyed message).
 * Only "physical attacks" can induce the "You have slain" message.
 * Missile and Spell attacks will induce the "dies" message, or
 * various "specialized" messages.  Note that "You have destroyed"
 * and "is destroyed" are synonyms for "You have slain" and "dies".
 * Hack -- unseen monsters yield "You have killed it." message.
 * Added fear (DGK) and check whether to print fear messages -CWS
 * Made name, sex, and capitalization generic -BEN-
 * As always, the "ghost" processing is a total hack.
 * Hack -- we "delay" fear messages by passing around a "fear" flag.
 * Consider decreasing monster experience over time, say,
 * by using "(m_exp * m_lev * (m_lev)) / (p_lev * (m_lev + n_killed))"
 * instead of simply "(m_exp * m_lev) / (p_lev)", to make the first
 * monster worth more than subsequent monsters.  This would also need
 * to induce changes in the monster recall code.
 * </pre>
 */
bool mon_take_hit(MONSTER_IDX m_idx, HIT_POINT dam, bool *fear, concptr note)
{
	monster_type *m_ptr = &m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	monster_type exp_mon;

	/* Innocent until proven otherwise */
	bool innocent = TRUE, thief = FALSE;
	int i;
	HIT_POINT expdam;

	(void)COPY(&exp_mon, m_ptr, monster_type);

	expdam = (m_ptr->hp > dam) ? dam : m_ptr->hp;

	get_exp_from_mon(expdam, &exp_mon);

	/* Genocided by chaos patron */
	if (!m_ptr->r_idx) m_idx = 0;

	/* Redraw (later) if needed */
	if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
	if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);

	(void)set_monster_csleep(m_idx, 0);

	/* Hack - Cancel any special player stealth magics. -LM- */
	if (p_ptr->special_defense & NINJA_S_STEALTH)
	{
		set_superstealth(FALSE);
	}

	/* Genocided by chaos patron */
	if (!m_idx) return TRUE;

	m_ptr->hp -= dam;
	m_ptr->dealt_damage += dam;

	if (m_ptr->dealt_damage > m_ptr->max_maxhp * 100) m_ptr->dealt_damage = m_ptr->max_maxhp * 100;

	if (p_ptr->wizard)
	{
		msg_format(_("合計%d/%dのダメージを与えた。", "You do %d (out of %d) damage."), m_ptr->dealt_damage, m_ptr->maxhp);
	}

	/* It is dead now */
	if (m_ptr->hp < 0)
	{
		GAME_TEXT m_name[MAX_NLEN];

		if (r_info[m_ptr->r_idx].flags7 & RF7_TANUKI)
		{
			/* You might have unmasked Tanuki first time */
			r_ptr = &r_info[m_ptr->r_idx];
			m_ptr->ap_r_idx = m_ptr->r_idx;
			if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
		}

		if (m_ptr->mflag2 & MFLAG2_CHAMELEON)
		{
			/* You might have unmasked Chameleon first time */
			r_ptr = real_r_ptr(m_ptr);
			if (r_ptr->r_sights < MAX_SHORT) r_ptr->r_sights++;
		}

		if (!(m_ptr->smart & SM_CLONED))
		{
			/* When the player kills a Unique, it stays dead */
			if (r_ptr->flags1 & RF1_UNIQUE)
			{
				r_ptr->max_num = 0;

				/* Mega-Hack -- Banor & Lupart */
				if ((m_ptr->r_idx == MON_BANOR) || (m_ptr->r_idx == MON_LUPART))
				{
					r_info[MON_BANORLUPART].max_num = 0;
					r_info[MON_BANORLUPART].r_pkills++;
					r_info[MON_BANORLUPART].r_akills++;
					if (r_info[MON_BANORLUPART].r_tkills < MAX_SHORT) r_info[MON_BANORLUPART].r_tkills++;
				}
				else if (m_ptr->r_idx == MON_BANORLUPART)
				{
					r_info[MON_BANOR].max_num = 0;
					r_info[MON_BANOR].r_pkills++;
					r_info[MON_BANOR].r_akills++;
					if (r_info[MON_BANOR].r_tkills < MAX_SHORT) r_info[MON_BANOR].r_tkills++;
					r_info[MON_LUPART].max_num = 0;
					r_info[MON_LUPART].r_pkills++;
					r_info[MON_LUPART].r_akills++;
					if (r_info[MON_LUPART].r_tkills < MAX_SHORT) r_info[MON_LUPART].r_tkills++;
				}
			}

			/* When the player kills a Nazgul, it stays dead */
			else if (r_ptr->flags7 & RF7_NAZGUL) r_ptr->max_num--;
		}

		/* Count all monsters killed */
		if (r_ptr->r_akills < MAX_SHORT) r_ptr->r_akills++;

		/* Recall even invisible uniques or winners */
		if ((m_ptr->ml && !p_ptr->image) || (r_ptr->flags1 & RF1_UNIQUE))
		{
			/* Count kills this life */
			if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_pkills < MAX_SHORT)) r_info[MON_KAGE].r_pkills++;
			else if (r_ptr->r_pkills < MAX_SHORT) r_ptr->r_pkills++;

			/* Count kills in all lives */
			if ((m_ptr->mflag2 & MFLAG2_KAGE) && (r_info[MON_KAGE].r_tkills < MAX_SHORT)) r_info[MON_KAGE].r_tkills++;
			else if (r_ptr->r_tkills < MAX_SHORT) r_ptr->r_tkills++;

			/* Hack -- Auto-recall */
			monster_race_track(m_ptr->ap_r_idx);
		}

		/* Extract monster name */
		monster_desc(m_name, m_ptr, MD_TRUE_NAME);

		/* Don't kill Amberites */
		if ((r_ptr->flags3 & RF3_AMBERITE) && one_in_(2))
		{
			int curses = 1 + randint1(3);
			bool stop_ty = FALSE;
			int count = 0;

			msg_format(_("%^sは恐ろしい血の呪いをあなたにかけた！", "%^s puts a terrible blood curse on you!"), m_name);
			curse_equipment(100, 50);

			do
			{
				stop_ty = activate_ty_curse(stop_ty, &count);
			} while (--curses);
		}

		if (r_ptr->flags2 & RF2_CAN_SPEAK)
		{
			char line_got[1024];
			if (!get_rnd_line(_("mondeath_j.txt", "mondeath.txt"), m_ptr->r_idx, line_got))
			{
				msg_format("%^s %s", m_name, line_got);
			}

#ifdef WORLD_SCORE
			if (m_ptr->r_idx == MON_SERPENT)
			{
				screen_dump = make_screen_dump();
			}
#endif
		}

		if (!(d_info[dungeon_type].flags1 & DF1_BEGINNER))
		{
			if (!dun_level && !ambush_flag && !p_ptr->inside_arena)
			{
				chg_virtue(V_VALOUR, -1);
			}
			else if (r_ptr->level > dun_level)
			{
				if (randint1(10) <= (r_ptr->level - dun_level))
					chg_virtue(V_VALOUR, 1);
			}
			if (r_ptr->level > 60)
			{
				chg_virtue(V_VALOUR, 1);
			}
			if (r_ptr->level >= 2 * (p_ptr->lev + 1))
				chg_virtue(V_VALOUR, 2);
		}

		if (r_ptr->flags1 & RF1_UNIQUE)
		{
			if (r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) chg_virtue(V_HARMONY, 2);

			if (r_ptr->flags3 & RF3_GOOD)
			{
				chg_virtue(V_UNLIFE, 2);
				chg_virtue(V_VITALITY, -2);
			}

			if (one_in_(3)) chg_virtue(V_INDIVIDUALISM, -1);
		}

		if (m_ptr->r_idx == MON_BEGGAR || m_ptr->r_idx == MON_LEPER)
		{
			chg_virtue(V_COMPASSION, -1);
		}

		if ((r_ptr->flags3 & RF3_GOOD) && ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100)))
			chg_virtue(V_UNLIFE, 1);

		if (r_ptr->d_char == 'A')
		{
			if (r_ptr->flags1 & RF1_UNIQUE)
				chg_virtue(V_FAITH, -2);
			else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
			{
				if (r_ptr->flags3 & RF3_GOOD) chg_virtue(V_FAITH, -1);
				else chg_virtue(V_FAITH, 1);
			}
		}
		else if (r_ptr->flags3 & RF3_DEMON)
		{
			if (r_ptr->flags1 & RF1_UNIQUE)
				chg_virtue(V_FAITH, 2);
			else if ((r_ptr->level) / 10 + (3 * dun_level) >= randint1(100))
				chg_virtue(V_FAITH, 1);
		}

		if ((r_ptr->flags3 & RF3_UNDEAD) && (r_ptr->flags1 & RF1_UNIQUE))
			chg_virtue(V_VITALITY, 2);

		if (r_ptr->r_deaths)
		{
			if (r_ptr->flags1 & RF1_UNIQUE)
			{
				chg_virtue(V_HONOUR, 10);
			}
			else if ((r_ptr->level) / 10 + (2 * dun_level) >= randint1(100))
			{
				chg_virtue(V_HONOUR, 1);
			}
		}
		if ((r_ptr->flags2 & RF2_MULTIPLY) && (r_ptr->r_akills > 1000) && one_in_(10))
		{
			chg_virtue(V_VALOUR, -1);
		}

		for (i = 0; i < 4; i++)
		{
			if (r_ptr->blow[i].d_dice != 0) innocent = FALSE; /* Murderer! */

			if ((r_ptr->blow[i].effect == RBE_EAT_ITEM)
				|| (r_ptr->blow[i].effect == RBE_EAT_GOLD))

				thief = TRUE; /* Thief! */
		}

		/* The new law says it is illegal to live in the dungeon */
		if (r_ptr->level != 0) innocent = FALSE;

		if (thief)
		{
			if (r_ptr->flags1 & RF1_UNIQUE)
				chg_virtue(V_JUSTICE, 3);
			else if (1 + ((r_ptr->level) / 10 + (2 * dun_level)) >= randint1(100))
				chg_virtue(V_JUSTICE, 1);
		}
		else if (innocent)
		{
			chg_virtue(V_JUSTICE, -1);
		}

		if ((r_ptr->flags3 & RF3_ANIMAL) && !(r_ptr->flags3 & RF3_EVIL) && !(r_ptr->flags4 & ~(RF4_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags1 & ~(RF5_NOMAGIC_MASK)) && !(r_ptr->a_ability_flags2 & ~(RF6_NOMAGIC_MASK)))
		{
			if (one_in_(4)) chg_virtue(V_NATURE, -1);
		}

		if ((r_ptr->flags1 & RF1_UNIQUE) && record_destroy_uniq)
		{
			char note_buf[160];
			sprintf(note_buf, "%s%s", r_name + r_ptr->name, (m_ptr->smart & SM_CLONED) ? _("(クローン)", "(Clone)") : "");
			do_cmd_write_nikki(NIKKI_UNIQUE, 0, note_buf);
		}

		/* Make a sound */
		sound(SOUND_KILL);

		/* Death by Missile/Spell attack */
		if (note)
		{
			msg_format("%^s%s", m_name, note);
		}

		/* Death by physical attack -- invisible monster */
		else if (!m_ptr->ml)
		{
#ifdef JP
			if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
				msg_format("せっかくだから%sを殺した。", m_name);
			else
				msg_format("%sを殺した。", m_name);
#else
			msg_format("You have killed %s.", m_name);
#endif

		}

		/* Death by Physical attack -- non-living monster */
		else if (!monster_living(m_ptr->r_idx))
		{
			bool explode = FALSE;

			for (i = 0; i < 4; i++)
			{
				if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
			}

			/* Special note at death */
			if (explode)
				msg_format(_("%sは爆発して粉々になった。", "%^s explodes into tiny shreds."), m_name);
			else
			{
#ifdef JP
				if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
					msg_format("せっかくだから%sを倒した。", m_name);
				else
					msg_format("%sを倒した。", m_name);
#else
				msg_format("You have destroyed %s.", m_name);
#endif
			}
		}

		/* Death by Physical attack -- living monster */
		else
		{
#ifdef JP
			if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
				msg_format("せっかくだから%sを葬り去った。", m_name);
			else
				msg_format("%sを葬り去った。", m_name);
#else
			msg_format("You have slain %s.", m_name);
#endif

		}
		if ((r_ptr->flags1 & RF1_UNIQUE) && !(m_ptr->smart & SM_CLONED) && !vanilla_town)
		{
			for (i = 0; i < MAX_KUBI; i++)
			{
				if ((kubi_r_idx[i] == m_ptr->r_idx) && !(m_ptr->mflag2 & MFLAG2_CHAMELEON))
				{
					msg_format(_("%sの首には賞金がかかっている。", "There is a price on %s's head."), m_name);
					break;
				}
			}
		}

		/* Generate treasure */
		monster_death(m_idx, TRUE);

		/* Mega hack : replace IKETA to BIKETAL */
		if ((m_ptr->r_idx == MON_IKETA) && !(p_ptr->inside_arena || p_ptr->inside_battle))
		{
			POSITION dummy_y = m_ptr->fy;
			POSITION dummy_x = m_ptr->fx;
			BIT_FLAGS mode = 0L;
			if (is_pet(m_ptr)) mode |= PM_FORCE_PET;
			delete_monster_idx(m_idx);
			if (summon_named_creature(0, dummy_y, dummy_x, MON_BIKETAL, mode))
			{
				msg_print(_("「ハァッハッハッハ！！私がバイケタルだ！！」", "Uwa-hahaha!  *I* am Biketal!"));
			}
		}
		else
		{
			delete_monster_idx(m_idx);
		}

		get_exp_from_mon((long)exp_mon.max_maxhp * 2, &exp_mon);

		/* Not afraid */
		(*fear) = FALSE;

		/* Monster is dead */
		return (TRUE);
	}


#ifdef ALLOW_FEAR

	/* Mega-Hack -- Pain cancels fear */
	if (MON_MONFEAR(m_ptr) && (dam > 0))
	{
		/* Cure fear */
		if (set_monster_monfear(m_idx, MON_MONFEAR(m_ptr) - randint1(dam)))
		{
			/* No more fear */
			(*fear) = FALSE;
		}
	}

	/* Sometimes a monster gets scared by damage */
	if (!MON_MONFEAR(m_ptr) && !(r_ptr->flags3 & (RF3_NO_FEAR)))
	{
		/* Percentage of fully healthy */
		int percentage = (100L * m_ptr->hp) / m_ptr->maxhp;

		/*
		 * Run (sometimes) if at 10% or less of max hit points,
		 * or (usually) when hit for half its current hit points
		 */
		if ((randint1(10) >= percentage) || ((dam >= m_ptr->hp) && (randint0(100) < 80)))
		{
			/* Hack -- note fear */
			(*fear) = TRUE;

			/* Hack -- Add some timed fear */
			(void)set_monster_monfear(m_idx, (randint1(10) +
				(((dam >= m_ptr->hp) && (percentage > 7)) ?
					20 : ((11 - percentage) * 5))));
		}
	}

#endif

	/* Not dead yet */
	return (FALSE);
}

