#include "monster/monster-remover.h"
#include "floor/floor-object.h"
#include "floor/floor.h"
#include "io/targeting.h"
#include "monster-race/race-flags2.h"
#include "monster-race/race-flags7.h"
#include "monster-race/race-indice-types.h"
#include "monster/monster-info.h"
#include "monster/monster-status.h"
#include "system/monster-type-definition.h"
#include "view/display-main-window.h"

/*!
 * @brief モンスター配列からモンスターを消去する / Delete a monster by index.
 * @param i 消去するモンスターのID
 * @return なし
 * @details
 * モンスターを削除するとそのモンスターが拾っていたアイテムも同時に削除される。 /
 * When a monster is deleted, all of its objects are deleted.
 */
void delete_monster_idx(player_type *player_ptr, MONSTER_IDX i)
{
    floor_type *floor_ptr = player_ptr->current_floor_ptr;
    monster_type *m_ptr = &floor_ptr->m_list[i];
    monster_race *r_ptr = &r_info[m_ptr->r_idx];

    POSITION y = m_ptr->fy;
    POSITION x = m_ptr->fx;

    real_r_ptr(m_ptr)->cur_num--;
    if (r_ptr->flags2 & (RF2_MULTIPLY))
        floor_ptr->num_repro--;

    if (monster_csleep_remaining(m_ptr))
        (void)set_monster_csleep(player_ptr, i, 0);
    if (monster_fast_remaining(m_ptr))
        (void)set_monster_fast(player_ptr, i, 0);
    if (monster_slow_remaining(m_ptr))
        (void)set_monster_slow(player_ptr, i, 0);
    if (monster_stunned_remaining(m_ptr))
        (void)set_monster_stunned(player_ptr, i, 0);
    if (monster_confused_remaining(m_ptr))
        (void)set_monster_confused(player_ptr, i, 0);
    if (monster_fear_remaining(m_ptr))
        (void)set_monster_monfear(player_ptr, i, 0);
    if (monster_invulner_remaining(m_ptr))
        (void)set_monster_invulner(player_ptr, i, 0, FALSE);

    if (i == target_who)
        target_who = 0;

    if (i == player_ptr->health_who)
        health_track(player_ptr, 0);

    if (player_ptr->pet_t_m_idx == i)
        player_ptr->pet_t_m_idx = 0;
    if (player_ptr->riding_t_m_idx == i)
        player_ptr->riding_t_m_idx = 0;
    if (player_ptr->riding == i)
        player_ptr->riding = 0;

    floor_ptr->grid_array[y][x].m_idx = 0;
    OBJECT_IDX next_o_idx = 0;
    for (OBJECT_IDX this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx) {
        object_type *o_ptr;
        o_ptr = &floor_ptr->o_list[this_o_idx];
        next_o_idx = o_ptr->next_o_idx;
        delete_object_idx(player_ptr, this_o_idx);
    }

    (void)WIPE(m_ptr, monster_type);
    floor_ptr->m_cnt--;
    lite_spot(player_ptr, y, x);
    if (r_ptr->flags7 & (RF7_LITE_MASK | RF7_DARK_MASK)) {
        player_ptr->update |= (PU_MON_LITE);
    }
}

/*!
 * todo ここには本来floor_type*を追加したいが、monster.hにfloor.hの参照を追加するとコンパイルエラーが出るので保留
 * @brief プレイヤーのフロア離脱に伴う全モンスター配列の消去 / Delete/Remove all the monsters when the player leaves the level
 * @param player_ptr プレーヤーへの参照ポインタ
 * @return なし
 * @details
 * This is an efficient method of simulating multiple calls to the
 * "delete_monster()" function, with no visual effects.
 */
void wipe_monsters_list(player_type *player_ptr)
{
    if (!r_info[MON_BANORLUPART].max_num) {
        if (r_info[MON_BANOR].max_num) {
            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++;
        }

        if (r_info[MON_LUPART].max_num) {
            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++;
        }
    }

    floor_type *floor_ptr = player_ptr->current_floor_ptr;
    for (int i = floor_ptr->m_max - 1; i >= 1; i--) {
        monster_type *m_ptr = &floor_ptr->m_list[i];
        if (!monster_is_valid(m_ptr))
            continue;

        floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].m_idx = 0;
        (void)WIPE(m_ptr, monster_type);
    }

    /*
     * Wiping racial counters of all monsters and incrementing of racial
     * counters of monsters in party_mon[] are required to prevent multiple
     * generation of unique monster who is the minion of player.
     */
    for (int i = 1; i < max_r_idx; i++)
        r_info[i].cur_num = 0;

    floor_ptr->m_max = 1;
    floor_ptr->m_cnt = 0;
    for (int i = 0; i < MAX_MTIMED; i++)
        floor_ptr->mproc_max[i] = 0;

    floor_ptr->num_repro = 0;
    target_who = 0;
    player_ptr->pet_t_m_idx = 0;
    player_ptr->riding_t_m_idx = 0;
    health_track(player_ptr, 0);
}
