text: /*
   * File: monster2.c
   * Purpose: Low-level monster manipulation
   *
   * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
   *
   * This work is free software; you can redistribute it and/or modify it
   * under the terms of either:
   *
   * a) the GNU General Public License as published by the Free Software
   *    Foundation, version 2, or
   *
   * b) the "Angband licence":
   *    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.  Other copyrights may also apply.
   */
  
  #include "angband.h"
  #include "cave.h"
  #include "generate.h"
  #include "history.h"
  #include "object/tvalsval.h"
  #include "object/object.h"
  #include "target.h"
  
  /*
   * Delete a monster by index.
   *
   * When a monster is deleted, all of its objects are deleted.
   */
  void delete_monster_idx(int i)
  {
  	int x, y;
  
  	monster_type *m_ptr = &mon_list[i];
  
  	monster_race *r_ptr = &r_info[m_ptr->r_idx];
  
  	s16b this_o_idx, next_o_idx = 0;
  
  
  	/* Get location */
  	y = m_ptr->fy;
  	x = m_ptr->fx;
  
  
  	/* Hack -- Reduce the racial counter */
  	r_ptr->cur_num--;
  
  	/* Hack -- count the number of "reproducers" */
  	if (rf_has(r_ptr->flags, RF_MULTIPLY)) num_repro--;
  
  
  	/* Hack -- remove target monster */
  	if (target_get_monster() == i) target_set_monster(0);
  
  	/* Hack -- remove tracked monster */
  	if (p_ptr->health_who == i) health_track(0);
  
  
  	/* Monster is gone */
  	cave_m_idx[y][x] = 0;
  
  
  	/* Delete objects */
  	for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
  	{
  		object_type *o_ptr;
  
  		/* Get the object */
  		o_ptr = &o_list[this_o_idx];
  
  		/* Get the next object */
  		next_o_idx = o_ptr->next_o_idx;
  
  		/* Hack -- efficiency */
  		o_ptr->held_m_idx = 0;
  
  		/* Delete the object */
  		delete_object_idx(this_o_idx);
  	}
  
  
  	/* Wipe the Monster */
  	(void)WIPE(m_ptr, monster_type);
  
  	/* Count monsters */
  	mon_cnt--;
  
  	/* Visual update */
  	light_spot(y, x);
  }
  
  
  /*
   * Delete the monster, if any, at a given location
   */
  void delete_monster(int y, int x)
  {
  	/* Paranoia */
  	if (!in_bounds(y, x)) return;
  
  	/* Delete the monster (if any) */
  	if (cave_m_idx[y][x] > 0) delete_monster_idx(cave_m_idx[y][x]);
  }
  
  
  /*
   * Move an object from index i1 to index i2 in the object list
   */
  static void compact_monsters_aux(int i1, int i2)
  {
  	int y, x;
  
  	monster_type *m_ptr;
  
  	s16b this_o_idx, next_o_idx = 0;
  
  
  	/* Do nothing */
  	if (i1 == i2) return;
  
  
  	/* Old monster */
  	m_ptr = &mon_list[i1];
  
  	/* Location */
  	y = m_ptr->fy;
  	x = m_ptr->fx;
  
  	/* Update the cave */
  	cave_m_idx[y][x] = i2;
  
  	/* Repair objects being carried by monster */
  	for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
  	{
  		object_type *o_ptr;
  
  		/* Get the object */
  		o_ptr = &o_list[this_o_idx];
  
  		/* Get the next object */
  		next_o_idx = o_ptr->next_o_idx;
  
  		/* Reset monster pointer */
  		o_ptr->held_m_idx = i2;
  	}
  
  	/* Hack -- Update the target */
  	if (target_get_monster() == i1) target_set_monster(i2);
  
  	/* Hack -- Update the health bar */
  	if (p_ptr->health_who == i1) p_ptr->health_who = i2;
  
  	/* Hack -- move monster */
  	COPY(&mon_list[i2], &mon_list[i1], monster_type);
  
  	/* Hack -- wipe hole */
  	(void)WIPE(&mon_list[i1], monster_type);
  }
  
  
  /*
   * 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 < mon_max; i++)
  		{
  			monster_type *m_ptr = &mon_list[i];
  
  			monster_race *r_ptr = &r_info[m_ptr->r_idx];
  
  			/* Paranoia -- skip "dead" monsters */
  			if (!m_ptr->r_idx) continue;
  
  			/* Hack -- High level monsters start out "immune" */
  			if (r_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 (rf_has(r_ptr->flags, RF_QUESTOR) && (cnt < 1000)) chance = 100;
  
  			/* Try not to compact Unique Monsters */
  			if (rf_has(r_ptr->flags, RF_UNIQUE)) chance = 99;
  
  			/* All monsters get a saving throw */
  			if (randint0(100) < chance) continue;
  
  			/* Delete the monster */
  			delete_monster_idx(i);
  
  			/* Count the monster */
  			num++;
  		}
  	}
  
  
  	/* Excise dead monsters (backwards!) */
  	for (i = mon_max - 1; i >= 1; i--)
  	{
  		/* Get the i'th monster */
  		monster_type *m_ptr = &mon_list[i];
  
  		/* Skip real monsters */
  		if (m_ptr->r_idx) continue;
  
  		/* Move last monster into open hole */
  		compact_monsters_aux(mon_max - 1, i);
  
  		/* Compress "mon_max" */
  		mon_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_mon_list(void)
  {
  	int i;
  
  	/* Delete all the monsters */
  	for (i = mon_max - 1; i >= 1; i--)
  	{
  		monster_type *m_ptr = &mon_list[i];
  
  		monster_race *r_ptr = &r_info[m_ptr->r_idx];
  
  		/* Skip dead monsters */
  		if (!m_ptr->r_idx) continue;
  
  		/* Mega-Hack -- preserve Unique's XXX XXX XXX */
  
  		/* Hack -- Reduce the racial counter */
  		r_ptr->cur_num--;
  
  		/* Monster is gone */
  		cave_m_idx[m_ptr->fy][m_ptr->fx] = 0;
  
  		/* Wipe the Monster */
  		(void)WIPE(m_ptr, monster_type);
  	}
  
  	/* Reset "mon_max" */
  	mon_max = 1;
  
  	/* Reset "mon_cnt" */
  	mon_cnt = 0;
  
  	/* Hack -- reset "reproducer" count */
  	num_repro = 0;
  
  	/* Hack -- no more target */
  	target_set_monster(0);
  
  	/* Hack -- no more tracking */
  	health_track(0);
  }
  
  
  /*
   * Get and return the index of a "free" monster.
   *
   * This routine should almost never fail, but it *can* happen.
   */
  s16b mon_pop(void)
  {
  	int i;
  
  
  	/* Normal allocation */
  	if (mon_max < z_info->m_max)
  	{
  		/* Get the next hole */
  		i = mon_max;
  
  		/* Expand the array */
  		mon_max++;
  
  		/* Count monsters */
  		mon_cnt++;
  
  		/* Return the index */
  		return (i);
  	}
  
  
  	/* Recycle dead monsters */
  	for (i = 1; i < mon_max; i++)
  	{
  		monster_type *m_ptr;
  
  		/* Get the monster */
  		m_ptr = &mon_list[i];
  
  		/* Skip live monsters */
  		if (m_ptr->r_idx) continue;
  
  		/* Count monsters */
  		mon_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"
   */
  void get_mon_num_prep(void)
  {
  	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))
  		{
  			/* Accept this monster */
  			entry->prob2 = entry->prob1;
  		}
  
  		/* Do not use this monster */
  		else
  		{
  			/* Decline this monster */
  			entry->prob2 = 0;
  		}
  	}
  
  	/* Success */
  	return;
  }
  
  
  
  /*
   * 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)
  {
  	int i, j, p;
  
  	int r_idx;
  
  	long value, total;
  
  	monster_race *r_ptr;
  
  	alloc_entry *table = alloc_race_table;
  
  	/* Occasionally produce a nastier monster in the dungeon */
  	if (level > 0 && one_in_(NASTY_MON))
  		level += MIN(level / 4 + 2, MON_OOD_MAX);
  
  	/* Reset total */
  	total = 0L;
  
  	/* 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;
  
  		/* Hack -- No town monsters in dungeon */
  		if ((level > 0) && (table[i].level <= 0)) continue;
  
  		/* Get the "r_idx" of the chosen monster */
  		r_idx = table[i].index;
  
  		/* Get the actual race */
  		r_ptr = &r_info[r_idx];
  
  		/* Hack -- "unique" monsters must be "unique" */
  		if (rf_has(r_ptr->flags, RF_UNIQUE) &&
  		    r_ptr->cur_num >= r_ptr->max_num)
  		{
  			continue;
  		}
  
  		/* Depth Monsters never appear out of depth */
  		if (rf_has(r_ptr->flags, RF_FORCE_DEPTH) && r_ptr->level > p_ptr->depth)
  		{
  			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 = randint0(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 = randint0(100);
  
  	/* Try for a "harder" monster once (50%) or twice (10%) */
  	if (p < 60)
  	{
  		/* Save old */
  		j = i;
  
  		/* Pick a monster */
  		value = randint0(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 = randint0(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);
  }
  
  
  /*
   * Display visible monsters in a window
   */
  void display_monlist(void)
  {
  	size_t i, j, k;
  	int max;
  	int line = 1, x = 0;
  	int cur_x;
  	unsigned total_count = 0, disp_count = 0, type_count = 0, los_count = 0;
  
  	byte attr;
  
  	char *m_name;
  	char buf[80];
  
  	monster_type *m_ptr;
  	monster_race *r_ptr;
  	monster_race *r2_ptr;
  
  	monster_vis *list;
  
  	u16b *order;
  
  	bool in_term = (Term != angband_term[0]);
  
  	/* Hallucination is weird */
  	if (p_ptr->timed[TMD_IMAGE])
  	{
  		if (in_term)
  			clear_from(0);
  		Term_gotoxy(0, 0);
  		text_out_to_screen(TERM_ORANGE,
  			"Your hallucinations are too wild to see things clearly.");
  
  		return;
  	}
  
  
  	/* Clear the term if in a subwindow, set x otherwise */
  	if (in_term)
  	{
  		clear_from(0);
  		max = Term->hgt - 1;
  	}
  	else
  	{
  		x = 13;
  		max = Term->hgt - 2;
  	}
  
  	/* Allocate the primary array */
  	list = C_ZNEW(z_info->r_max, monster_vis);
  
  	/* Scan the list of monsters on the level */
  	for (i = 1; i < (size_t)mon_max; i++)
  	{
  		monster_vis *v;
  
  		m_ptr = &mon_list[i];
  		r_ptr = &r_info[m_ptr->r_idx];
  
  		/* Only consider visible monsters */
  		if (!m_ptr->ml) continue;
  
  		/* Take a pointer to this monster visibility entry */
  		v = &list[m_ptr->r_idx];
  
  		/* Note each monster type and save its display attr (color) */
  		if (!v->count) type_count++;
  		if (!v->attr) v->attr = m_ptr->attr ? m_ptr->attr : r_ptr->x_attr;
  		
  		/* Check for LOS
  		 * Hack - we should use (m_ptr->mflag & (MFLAG_VIEW)) here,
  		 * but this does not catch monsters detected by ESP which are
  		 * targetable, so we cheat and use projectable() instead 
  		 */
  		if (projectable(p_ptr->py, p_ptr->px, m_ptr->fy, m_ptr->fx,
  			PROJECT_NONE))
  		{
  			/* Increment the total number of in-LOS monsters */
  			los_count++;
  
  			/* Increment the LOS count for this monster type */
  			v->los++;
  			
  			/* Check if asleep and increment accordingly */
  			if (m_ptr->csleep) v->los_asleep++;
  		}
  		/* Not in LOS so increment if asleep */
  		else if (m_ptr->csleep) v->asleep++;
  
  		/* Bump the count for this race, and the total count */
  		v->count++;
  		total_count++;
  	}
  
  	/* Note no visible monsters at all */
  	if (!total_count)
  	{
  		/* Clear display and print note */
  		c_prt(TERM_SLATE, "You see no monsters.", 0, 0);
  		if (!in_term)
  		    Term_addstr(-1, TERM_WHITE, "  (Press any key to continue.)");
  
  		/* Free up memory */
  		FREE(list);
  
  		/* Done */
  		return;
  	}
  
  	/* Allocate the secondary array */
  	order = C_ZNEW(type_count, u16b);
  
  	/* Sort, because we cannot rely on monster.txt being ordered */
  
  	/* Populate the ordered array, starting at 1 to ignore @ */
  	for (i = 1; i < z_info->r_max; i++)
  	{
  		/* No monsters of this race are visible */
  		if (!list[i].count) continue;
  
  		/* Get the monster info */
  		r_ptr = &r_info[i];
  
  		/* Fit this monster into the sorted array */
  		for (j = 0; j < type_count; j++)
  		{
  			/* If we get to the end of the list, put this one in */
  			if (!order[j])
  			{
  				order[j] = i;
  				break;
  			}
  
  			/* Get the monster info for comparison */
  			r2_ptr = &r_info[order[j]];
  
  			/* Monsters are sorted by depth */
  			/* Monsters of same depth are sorted by power */
  			if ((r_ptr->level > r2_ptr->level) ||
  				((r_ptr->level == r2_ptr->level) &&
  				(r_ptr->power > r2_ptr->power)))
  			{
  				/* Move weaker monsters down the array */
  				for (k = type_count - 1; k > j; k--)
  				{
  					order[k] = order[k - 1];
  				}
  
  				/* Put current monster in the right place */
  				order[j] = i;
  				break;
  			}
  		}
  	}
  
  	/* Message for monsters in LOS - even if there are none */
  	if (!los_count) prt(format("You can see no monsters."), 0, 0);
  	else prt(format("You can see %d monster%s", los_count, (los_count == 1
  		? ":" : "s:")), 0, 0);
  
  	/* Print out in-LOS monsters in descending order */
  	for (i = 0; (i < type_count) && (line < max); i++)
  	{
  		/* Skip if there are none of these in LOS */
  		if (!list[order[i]].los) continue;
  
  		/* Reset position */
  		cur_x = x;
  
  		/* Note that these have been displayed */
  		disp_count += list[order[i]].los;
  
  		/* Get monster race and name */
  		r_ptr = &r_info[order[i]];
  		m_name = r_ptr->name;
  
  		/* Display uniques in a special colour */
  		if (rf_has(r_ptr->flags, RF_UNIQUE))
  			attr = TERM_VIOLET;
  		else if (r_ptr->level > p_ptr->depth)
  			attr = TERM_RED;
  		else
  			attr = TERM_WHITE;
  
  		/* Build the monster name */
  		if (list[order[i]].los == 1)
  			strnfmt(buf, sizeof(buf), (list[order[i]].los_asleep ==
  			1 ? "%s (asleep) " : "%s "), m_name);
  		else strnfmt(buf, sizeof(buf), (list[order[i]].los_asleep > 0 ?
  			"%s (x%d, %d asleep) " : "%s (x%d)"), m_name, 
  			list[order[i]].los, list[order[i]].los_asleep);
  
  		/* Display the pict */
  		if ((tile_width == 1) && (tile_height == 1))
  		{
  		        Term_putch(cur_x++, line, list[order[i]].attr, r_ptr->x_char);
  			Term_putch(cur_x++, line, TERM_WHITE, ' ');
  		}
  
  		/* Print and bump line counter */
  		c_prt(attr, buf, line, cur_x);
  		line++;
  
  		/* Page wrap */
  		if (!in_term && (line == max) && disp_count != total_count)
  		{
  			prt("-- more --", line, x);
  			anykey();
  
  			/* Clear the screen */
  			for (line = 1; line <= max; line++)
  				prt("", line, 0);
  
  			/* Reprint Message */
  			prt(format("You can see %d monster%s",
  				los_count, (los_count > 0 ? (los_count == 1 ?
  				":" : "s:") : "s.")), 0, 0);
  
  			/* Reset */
  			line = 1;
  		}
  	}
  
  	/* Message for monsters outside LOS, if there are any */
  	if (total_count > los_count)
  	{
  		/* Leave a blank line */
  		line++;
  		
  		prt(format("You are aware of %d %smonster%s", 
  		(total_count - los_count), (los_count > 0 ? "other " : ""), 
  		((total_count - los_count) == 1 ? ":" : "s:")), line++, 0);
  	}
  
  	/* Print out non-LOS monsters in descending order */
  	for (i = 0; (i < type_count) && (line < max); i++)
  	{
  		/* Skip if there are none of these out of LOS */
  		if (list[order[i]].count == list[order[i]].los) continue;
  
  		/* Reset position */
  		cur_x = x;
  
  		/* Note that these have been displayed */
  		disp_count += (list[order[i]].count - list[order[i]].los);
  
  		/* Get monster race and name */
  		r_ptr = &r_info[order[i]];
  		m_name = r_ptr->name;
  
  		/* Display uniques in a special colour */
  		if (rf_has(r_ptr->flags, RF_UNIQUE))
  			attr = TERM_VIOLET;
  		else if (r_ptr->level > p_ptr->depth)
  			attr = TERM_RED;
  		else
  			attr = TERM_WHITE;
  
  		/* Build the monster name */
  		if ((list[order[i]].count - list[order[i]].los) == 1)
  			strnfmt(buf, sizeof(buf), (list[order[i]].asleep ==
  			1 ? "%s (asleep) " : "%s "), m_name);
  		else strnfmt(buf, sizeof(buf), (list[order[i]].asleep > 0 ? 
  			"%s (x%d, %d asleep) " : "%s (x%d) "), m_name, 
  			(list[order[i]].count - list[order[i]].los),
  			list[order[i]].asleep);
  
  		/* Display the pict */
  		if ((tile_width == 1) && (tile_height == 1))
  		{
  		        Term_putch(cur_x++, line, list[order[i]].attr, r_ptr->x_char);
  			Term_putch(cur_x++, line, TERM_WHITE, ' ');
  		}
  
  		/* Print and bump line counter */
  		c_prt(attr, buf, line, cur_x);
  		line++;
  
  		/* Page wrap */
  		if (!in_term && (line == max) && disp_count != total_count)
  		{
  			prt("-- more --", line, x);
  			anykey();
  
  			/* Clear the screen */
  			for (line = 1; line <= max; line++)
  				prt("", line, 0);
  
  			/* Reprint Message */
  			prt(format("You are aware of %d %smonster%s",
  				(total_count - los_count), (los_count > 0 ?
  				"other " : ""), ((total_count - los_count) > 0
  				? ((total_count - los_count) == 1 ? ":" : "s:")
  				: "s.")), 0, 0);
  
  			/* Reset */
  			line = 1;
  		}
  	}
  
  
  	/* Print "and others" message if we've run out of space */
  	if (disp_count != total_count)
  	{
  		strnfmt(buf, sizeof buf, "  ...and %d others.", total_count - disp_count);
  		c_prt(TERM_WHITE, buf, line, x);
  	}
  
  	/* Otherwise clear a line at the end, for main-term display */
  	else
  	{
  		prt("", line, x);
  	}
  
  	if (!in_term)
  		Term_addstr(-1, TERM_WHITE, "  (Press any key to continue.)");
  
  	/* Free the arrays */
  	FREE(list);
  	FREE(order);
  }
  
  
  /*
   * 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.
   *
   * I am assuming that no monster name is more than 65 characters long,
   * so that "char desc[80];" is sufficiently large for any result, even
   * when the "offscreen" notation is added.
   *
   * Note that the "possessive" for certain unique monsters will look
   * really silly, as in "Morgoth, King of Darkness's".  We should
   * perhaps add a flag to "remove" any "descriptives" in the name.
   *
   * Note that "offscreen" monsters will get a special "(offscreen)"
   * notation in their name if they are visible but offscreen.  This
   * may look silly with possessives, as in "the rat's (offscreen)".
   * Perhaps the "offscreen" descriptor should be abbreviated.
   *
   * 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
   *
   * Useful Modes:
   *   0x00 --> Full nominative name ("the kobold") or "it"
   *   0x04 --> Full nominative name ("the kobold") or "something"
   *   0x80 --> Banishment resistance name ("the kobold")
   *   0x88 --> Killing name ("a kobold")
   *   0x22 --> Possessive, genderized if visable ("his") or "its"
   *   0x23 --> Reflexive, genderized if visable ("himself") or "itself"
   */
  void monster_desc(char *desc, size_t max, const monster_type *m_ptr, int mode)
  {
  	cptr res;
  
  	monster_race *r_ptr = &r_info[m_ptr->r_idx];
  
  	cptr name = r_ptr->name;
  
  	bool seen, pron;
  
  
  	/* Can we "see" it (forced, or not hidden + visible) */
  	seen = ((mode & (0x80)) || (!(mode & (0x40)) && m_ptr->ml));
  
  	/* Sexed Pronouns (seen and forced, or unseen and allowed) */
  	pron = ((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 (rf_has(r_ptr->flags, RF_FEMALE)) kind = 0x20;
  		else if (rf_has(r_ptr->flags, RF_MALE)) kind = 0x10;
  
  		/* Ignore the gender (if desired) */
  		if (!m_ptr || !pron) kind = 0x00;
  
  
  		/* Assume simple result */
  		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 */
  		my_strcpy(desc, res, max);
  	}
  
  
  	/* Handle visible monsters, "reflexive" request */
  	else if ((mode & 0x02) && (mode & 0x01))
  	{
  		/* The monster is visible, so use its gender */
  		if (rf_has(r_ptr->flags, RF_FEMALE)) my_strcpy(desc, "herself", max);
  		else if (rf_has(r_ptr->flags, RF_MALE)) my_strcpy(desc, "himself", max);
  		else my_strcpy(desc, "itself", max);
  	}
  
  
  	/* Handle all other visible monster requests */
  	else
  	{
  		/* It could be a Unique */
  		if (rf_has(r_ptr->flags, RF_UNIQUE))
  		{
  			/* Start with the name (thus nominative and objective) */
  			my_strcpy(desc, name, max);
  		}
  
  		/* It could be an indefinite monster */
  		else if (mode & 0x08)
  		{
  			/* XXX Check plurality for "some" */
  
  			/* Indefinite monsters need an indefinite article */
  			my_strcpy(desc, is_a_vowel(name[0]) ? "an " : "a ", max);
  			my_strcat(desc, name, max);
  		}
  
  		/* It could be a normal, definite, monster */
  		else
  		{
  			/* Definite monsters need a definite article */
  			my_strcpy(desc, "the ", max);
  			my_strcat(desc, name, max);
  		}
  
  		/* Handle the Possessive as a special afterthought */
  		if (mode & 0x02)
  		{
  			/* XXX Check for trailing "s" */
  
  			/* Simply append "apostrophe" and "s" */
  			my_strcat(desc, "'s", max);
  		}
  
  		/* Mention "offscreen" monsters XXX XXX */
  		if (!panel_contains(m_ptr->fy, m_ptr->fx))
  		{
  			/* Append special notation */
  			my_strcat(desc, " (offscreen)", max);
  		}
  	}
  }
  
  
  
  
  /*
   * Learn about a monster (by "probing" it)
   */
  void lore_do_probe(int m_idx)
  {
  	monster_type *m_ptr = &mon_list[m_idx];
  	monster_race *r_ptr = &r_info[m_ptr->r_idx];
  	monster_lore *l_ptr = &l_list[m_ptr->r_idx];
  
  	unsigned i;
  
  	/* Know various things */
  	rsf_setall(l_ptr->flags);
  	rsf_copy(l_ptr->spell_flags, r_ptr->spell_flags);
  	for (i = 0; i < MONSTER_BLOW_MAX; i++)
  		l_ptr->blows[i] = MAX_UCHAR;
  
  	/* Update monster recall window */
  	if (p_ptr->monster_race_idx == m_ptr->r_idx)
  		p_ptr->redraw |= (PR_MONSTER);
  }
  
  
  /*
   * Take note that the given monster just dropped some treasure
   *
   * Note that learning the "GOOD"/"GREAT" flags gives information
   * about the treasure (even when the monster is killed for the first
   * time, such as uniques, and the treasure has not been examined yet).
   *
   * This "indirect" method is used to prevent the player from learning
   * exactly how much treasure a monster can drop from observing only
   * a single example of a drop.  This method actually observes how much
   * gold and items are dropped, and remembers that information to be
   * described later by the monster recall code.
   */
  void lore_treasure(int m_idx, int num_item, int num_gold)
  {
  	monster_type *m_ptr = &mon_list[m_idx];
  	monster_lore *l_ptr = &l_list[m_ptr->r_idx];
  
  
  	/* Note the number of things dropped */
  	if (num_item > l_ptr->drop_item) l_ptr->drop_item = num_item;
  	if (num_gold > l_ptr->drop_gold) l_ptr->drop_gold = num_gold;
  
  	/* Learn about drop quality */
  	rf_on(l_ptr->flags, RF_DROP_GOOD);
  	rf_on(l_ptr->flags, RF_DROP_GREAT);
  
  	/* Update monster recall window */
  	if (p_ptr->monster_race_idx == m_ptr->r_idx)
  	{
  		/* Window stuff */
  		p_ptr->redraw |= (PR_MONSTER);
  	}
  }
  
  
  
  /*
   * This function updates the monster record of the given monster
   *
   * This involves extracting the distance to the player (if requested),
   * and then checking for visibility (natural, infravision, see-invis,
   * telepathy), updating the monster visibility flag, redrawing (or
   * erasing) the monster when its visibility changes, and taking note
   * of any interesting monster flags (cold-blooded, invisible, etc).
   *
   * Note the new "mflag" field which encodes several monster state flags,
   * including "view" for when the monster is currently in line of sight,
   * and "mark" for when the monster is currently visible via detection.
   *
   * The only monster fields that are changed here are "cdis" (the
   * distance from the player), "ml" (visible to the player), and
   * "mflag" (to maintain the "MFLAG_VIEW" flag).
   *
   * Note the special "update_monsters()" function which can be used to
   * call this function once for every monster.
   *
   * Note the "full" flag which requests that the "cdis" field be updated,
   * this is only needed when the monster (or the player) has moved.
   *
   * Every time a monster moves, we must call this function for that
   * monster, and update the distance, and the visibility.  Every time
   * the player moves, we must call this function for every monster, and
   * update the distance, and the visibility.  Whenever the player "state"
   * changes in certain ways ("blindness", "infravision", "telepathy",
   * and "see invisible"), we must call this function for every monster,
   * and update the visibility.
   *
   * Routines that change the "illumination" of a grid must also call this
   * function for any monster in that grid, 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.  When the player is running, this function is one
   * of the primary bottlenecks, along with "update_view()" and the
   * "process_monsters()" code, so efficiency is important.
   *
   * Note the optimized "inline" version of the "distance()" function.
   *
   * A monster is "visible" to the player if (1) it has been detected
   * by the player, (2) it is close to the player and the player has
   * telepathy, or (3) it is close to the player, and in line of sight
   * of the player, and it is "illuminated" by some combination of
   * infravision, torch light, or permanent light (invisible monsters
   * are only affected by "light" if the player can see invisible).
   *
   * Monsters which are not on the current panel may be "visible" to
   * the player, and their descriptions will include an "offscreen"
   * reference.  Currently, offscreen monsters cannot be targeted
   * or viewed directly, but old targets will remain set.  XXX XXX
   *
   * The player can choose to be disturbed by several things, including
   * "OPT(disturb_move)" (monster which is viewable moves in some way), and
   * "OPT(disturb_near)" (monster which is "easily" viewable moves in some
   * way).  Note that "moves" includes "appears" and "disappears".
   */
  void update_mon(int m_idx, bool full)
  {
  	monster_type *m_ptr = &mon_list[m_idx];
  
  	monster_race *r_ptr = &r_info[m_ptr->r_idx];
  
  	monster_lore *l_ptr = &l_list[m_ptr->r_idx];
  
  	int d;
  
  	/* Current location */
  	int fy = m_ptr->fy;
  	int fx = m_ptr->fx;
  
  	/* Seen at all */
  	bool flag = FALSE;
  
  	/* Seen by vision */
  	bool easy = FALSE;
  
  
  	/* Compute distance */
  	if (full)
  	{
  		int py = p_ptr->py;
  		int px = p_ptr->px;
  
  		/* Distance components */
  		int dy = (py > fy) ? (py - fy) : (fy - py);
  		int dx = (px > fx) ? (px - fx) : (fx - px);
  
  		/* Approximate distance */
  		d = (dy > dx) ? (dy + (dx>>1)) : (dx + (dy>>1));
  
  		/* Restrict distance */
  		if (d > 255) d = 255;
  
  		/* Save the distance */
  		m_ptr->cdis = d;
  	}
  
  	/* Extract distance */
  	else
  	{
  		/* Extract the distance */
  		d = m_ptr->cdis;
  	}
  
  
  	/* Detected */
  	if (m_ptr->mflag & (MFLAG_MARK)) flag = TRUE;
  
  
  	/* Nearby */
  	if (d <= MAX_SIGHT)
  	{
  		/* Basic telepathy */
  		if (p_ptr->state.telepathy)
  		{
  			/* Empty mind, no telepathy */
  			if (rf_has(r_ptr->flags, RF_EMPTY_MIND))
  			{
  				/* Nothing! */
  			}
  
  			/* Weird mind, occasional telepathy */
  			else if (rf_has(r_ptr->flags, RF_WEIRD_MIND))
  			{
  				/* One in ten individuals are detectable */
  				if ((m_idx % 10) == 5)
  				{
  					/* Detectable */
  					flag = TRUE;
  
  					/* Check for LOS so that MFLAG_VIEW is set later */
  					if (player_has_los_bold(fy, fx)) easy = TRUE;
  				}
  			}
  
  			/* Normal mind, allow telepathy */
  			else
  			{
  				/* Detectable */
  				flag = TRUE;
  
  				/* Check for LOS to that MFLAG_VIEW is set later */
  				if (player_has_los_bold(fy, fx)) easy = TRUE;
  			}
  		}
  
  		/* Normal line of sight, and not blind */
  		if (player_has_los_bold(fy, fx) && !p_ptr->timed[TMD_BLIND])
  		{
  			/* Use "infravision" */
  			if (d <= p_ptr->state.see_infra)
  			{
  				/* Learn about warm/cold blood */
  				rf_on(l_ptr->flags, RF_COLD_BLOOD);
  				
  				/* Handle "warm blooded" monsters */
  				if (!rf_has(r_ptr->flags, RF_COLD_BLOOD))
  				{
  					/* Easy to see */
  					easy = flag = TRUE;
  				}
  			}
  
  			/* See if the monster is emitting lite */
  			/*if (rf_has(r_ptr->flags, RF_HAS_LITE)) easy = flag = TRUE;*/
  
  			/* Use "illumination" */
  			if (player_can_see_bold(fy, fx))
  			{
  				/* Learn it emits light */
  				rf_on(l_ptr->flags, RF_HAS_LITE);
  
  				/* Learn about invisibility */
  				rf_on(l_ptr->flags, RF_INVISIBLE);
  				
  				/* Handle "invisible" monsters */
  				if (rf_has(r_ptr->flags, RF_INVISIBLE))
  				{
  					/* See invisible */
  					if (p_ptr->state.see_inv)
  					{
  						/* Easy to see */
  						easy = flag = TRUE;
  					}
  				}
  
  				/* Handle "normal" monsters */
  				else
  				{
  					/* Easy to see */
  					easy = flag = TRUE;
  				}
  			}
  		}
  	}
  
  
  	/* The monster is now visible */
  	if (flag)
  	{
  		/* Learn about the monster's mind */
  		if (p_ptr->state.telepathy)
  		{
  			flags_set(l_ptr->flags, RF_SIZE, RF_EMPTY_MIND, RF_WEIRD_MIND, RF_SMART, RF_STUPID, FLAG_END);
  		}
  
  		/* It was previously unseen */
  		if (!m_ptr->ml)
  		{
  			/* Mark as visible */
  			m_ptr->ml = TRUE;
  
  			/* Draw the monster */
  			light_spot(fy, fx);
  
  			/* Update health bar as needed */
  			if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
  
  			/* Hack -- Count "fresh" sightings */
  			if (l_ptr->sights < MAX_SHORT) l_ptr->sights++;
  
  			/* Disturb on appearance */
  			if (OPT(disturb_move)) disturb(1, 0);
  
  			/* Window stuff */
  			p_ptr->redraw |= PR_MONLIST;
  		}
  	}
  
  	/* 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 */
  			light_spot(fy, fx);
  
  			/* Update health bar as needed */
  			if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
  
  			/* Disturb on disappearance */
  			if (OPT(disturb_move)) disturb(1, 0);
  
  			/* Window stuff */
  			p_ptr->redraw |= PR_MONLIST;
  		}
  	}
  
  
  	/* The monster is now easily visible */
  	if (easy)
  	{
  		/* Change */
  		if (!(m_ptr->mflag & (MFLAG_VIEW)))
  		{
  			/* Mark as easily visible */
  			m_ptr->mflag |= (MFLAG_VIEW);
  
  			/* Disturb on appearance */
  			if (OPT(disturb_near)) disturb(1, 0);
  
  			/* Re-draw monster window */
  			p_ptr->redraw |= PR_MONLIST;
  		}
  	}
  
  	/* The monster is not easily visible */
  	else
  	{
  		/* Change */
  		if (m_ptr->mflag & (MFLAG_VIEW))
  		{
  			/* Mark as not easily visible */
  			m_ptr->mflag &= ~(MFLAG_VIEW);
  
  			/* Disturb on disappearance */
  			if (OPT(disturb_near)) disturb(1, 0);
  
  			/* Re-draw monster list window */
  			p_ptr->redraw |= PR_MONLIST;
  		}
  	}
  }
  
  
  
  
  /*
   * 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 < mon_max; i++)
  	{
  		monster_type *m_ptr = &mon_list[i];
  
  		/* Skip dead monsters */
  		if (!m_ptr->r_idx) continue;
  
  		/* Update the monster */
  		update_mon(i, full);
  	}
  }
  
  
  
  
  /*
   * Make a monster carry an object
   */
  s16b monster_carry(int m_idx, object_type *j_ptr)
  {
  	s16b o_idx;
  
  	s16b this_o_idx, next_o_idx = 0;
  
  	monster_type *m_ptr = &mon_list[m_idx];
  
  
  	/* Scan objects already being held for combination */
  	for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
  	{
  		object_type *o_ptr;
  
  		/* Get the object */
  		o_ptr = &o_list[this_o_idx];
  
  		/* Get the next object */
  		next_o_idx = o_ptr->next_o_idx;
  
  		/* Check for combination */
  		if (object_similar(o_ptr, j_ptr, OSTACK_MONSTER))
  		{
  			/* Combine the items */
  			object_absorb(o_ptr, j_ptr);
  
  			/* Result */
  			return (this_o_idx);
  		}
  	}
  
  
  	/* Make an object */
  	o_idx = o_pop();
  
  	/* Success */
  	if (o_idx)
  	{
  		object_type *o_ptr;
  
  		/* Get new object */
  		o_ptr = &o_list[o_idx];
  
  		/* Copy object */
  		object_copy(o_ptr, j_ptr);
  
  		/* Forget mark */
  		o_ptr->marked = FALSE;
  
  		/* Forget location */
  		o_ptr->iy = o_ptr->ix = 0;
  
  		/* Link the object to the monster */
  		o_ptr->held_m_idx = m_idx;
  
  		/* Link the object to the pile */
  		o_ptr->next_o_idx = m_ptr->hold_o_idx;
  
  		/* Link the monster to the object */
  		m_ptr->hold_o_idx = o_idx;
  	}
  
  	/* Result */
  	return (o_idx);
  }
  
  
  /*
   * 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;
  
  	monster_race *r_ptr;
  
  	/* Monsters */
  	m1 = cave_m_idx[y1][x1];
  	m2 = cave_m_idx[y2][x2];
  
  
  	/* Update grids */
  	cave_m_idx[y1][x1] = m2;
  	cave_m_idx[y2][x2] = m1;
  
  
  	/* Monster 1 */
  	if (m1 > 0)
  	{
  		m_ptr = &mon_list[m1];
  
  		/* Move monster */
  		m_ptr->fy = y2;
  		m_ptr->fx = x2;
  
  		/* Update monster */
  		update_mon(m1, TRUE);
  
  		/* Radiate light? */
  		r_ptr = &r_info[m_ptr->r_idx];
  		if (rf_has(r_ptr->flags, RF_HAS_LITE)) p_ptr->redraw |= PU_UPDATE_VIEW;
  
  		/* Redraw monster list */
  		p_ptr->redraw |= (PR_MONLIST);
  	}
  
  	/* Player 1 */
  	else if (m1 < 0)
  	{
  		/* Move player */
  		p_ptr->py = y2;
  		p_ptr->px = x2;
  
  		/* Update the trap detection status */
  		p_ptr->redraw |= (PR_DTRAP);
  
  		/* Update the panel */
  		p_ptr->update |= (PU_PANEL);
  
  		/* Update the visuals (and monster distances) */
  		p_ptr->update |= (PU_UPDATE_VIEW | PU_DISTANCE);
  
  		/* Update the flow */
  		p_ptr->update |= (PU_UPDATE_FLOW);
  
  		/* Redraw monster list */
  		p_ptr->redraw |= (PR_MONLIST);
  	}
  
  	/* Monster 2 */
  	if (m2 > 0)
  	{
  		m_ptr = &mon_list[m2];
  
  		/* Move monster */
  		m_ptr->fy = y1;
  		m_ptr->fx = x1;
  
  		/* Update monster */
  		update_mon(m2, TRUE);
  
  		/* Radiate light? */
  		r_ptr = &r_info[m_ptr->r_idx];
  		if (rf_has(r_ptr->flags, RF_HAS_LITE)) p_ptr->update |= PU_UPDATE_VIEW;
  
  		/* Redraw monster list */
  		p_ptr->redraw |= (PR_MONLIST);
  	}
  
  	/* Player 2 */
  	else if (m2 < 0)
  	{
  		/* Move player */
  		p_ptr->py = y1;
  		p_ptr->px = x1;
  
  		/* Update the trap detection status */
  		p_ptr->redraw |= (PR_DTRAP);
  
  		/* Update the panel */
  		p_ptr->update |= (PU_PANEL);
  
  		/* Update the visuals (and monster distances) */
  		p_ptr->update |= (PU_UPDATE_VIEW | PU_DISTANCE);
  
  		/* Update the flow */
  		p_ptr->update |= (PU_UPDATE_FLOW);
  
  		/* Redraw monster list */
  		p_ptr->redraw |= (PR_MONLIST);
  	}
  
  
  	/* Redraw */
  	light_spot(y1, x1);
  	light_spot(y2, x2);
  }
  
  
  /*
   * Place the player in the dungeon XXX XXX
   */
  s16b player_place(int y, int x)
  {
  	/* Paranoia XXX XXX */
  	if (cave_m_idx[y][x] != 0) return (0);
  
  
  	/* Save player location */
  	p_ptr->py = y;
  	p_ptr->px = x;
  
  	/* Mark cave grid */
  	cave_m_idx[y][x] = -1;
  
  	/* Success */
  	return (-1);
  }
  
  
  /*
   * Place a copy of a monster in the dungeon XXX XXX
   */
  s16b monster_place(int y, int x, monster_type *n_ptr)
  {
  	s16b m_idx;
  
  	monster_type *m_ptr;
  	monster_race *r_ptr;
  
  
  	/* Paranoia XXX XXX */
  	if (cave_m_idx[y][x] != 0) return (0);
  
  
  	/* Get a new record */
  	m_idx = mon_pop();
  
  	/* Oops */
  	if (m_idx)
  	{
  		/* Make a new monster */
  		cave_m_idx[y][x] = m_idx;
  
  		/* Get the new monster */
  		m_ptr = &mon_list[m_idx];
  
  		/* Copy the monster XXX */
  		COPY(m_ptr, n_ptr, monster_type);
  
  		/* Location */
  		m_ptr->fy = y;
  		m_ptr->fx = x;
  
  		/* Update the monster */
  		update_mon(m_idx, TRUE);
  
  		/* Get the new race */
  		r_ptr = &r_info[m_ptr->r_idx];
  
  		/* Hack -- Notice new multi-hued monsters */
  		if (rf_has(r_ptr->flags, RF_ATTR_MULTI)) shimmer_monsters = TRUE;
  
  		/* Hack -- Count the number of "reproducers" */
  		if (rf_has(r_ptr->flags, RF_MULTIPLY)) num_repro++;
  
  		/* Count racial occurances */
  		r_ptr->cur_num++;
  	}
  
  	/* Result */
  	return (m_idx);
  }
  
  
  
  /*
   * 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.
   */
  static bool place_monster_one(int y, int x, int r_idx, bool slp)
  {
  	int i;
  
  	monster_race *r_ptr;
  
  	monster_type *n_ptr;
  	monster_type monster_type_body;
  
  	cptr name;
  
  
  	/* Paranoia */
  	if (!in_bounds(y, x)) return (FALSE);
  
  	/* Require empty space */
  	if (!cave_empty_bold(y, x)) return (FALSE);
  
  	/* Hack -- no creation on glyph of warding */
  	if (cave_feat[y][x] == FEAT_GLYPH) return (FALSE);
  
  
  	/* Paranoia */
  	if (!r_idx) return (FALSE);
  
  	/* Race */
  	r_ptr = &r_info[r_idx];
  
  	/* Paranoia */
  	if (!r_ptr->name) return (FALSE);
  
  	/* Name */
  	name = r_ptr->name;
  
  
  	/* Hack -- "unique" monsters must be "unique" */
  	if (rf_has(r_ptr->flags, RF_UNIQUE) && r_ptr->cur_num >= r_ptr->max_num)
  	{
  		/* Cannot create */
  		return (FALSE);
  	}
  
  
  	/* Depth monsters may NOT be created out of depth */
  	if (rf_has(r_ptr->flags, RF_FORCE_DEPTH) && p_ptr->depth < r_ptr->level)
  	{
  		/* Cannot create */
  		return (FALSE);
  	}
  
  
  	/* Powerful monster */
  	if (r_ptr->level > p_ptr->depth)
  	{
  		/* Unique monsters */
  		if (rf_has(r_ptr->flags, RF_UNIQUE))
  		{
  			/* Message for cheaters */
  			if (OPT(cheat_hear)) msg_format("Deep Unique (%s).", name);
  
  			/* Boost rating by twice delta-depth */
  			rating += (r_ptr->level - p_ptr->depth) * 2;
  		}
  
  		/* Normal monsters */
  		else
  		{
  			/* Message for cheaters */
  			if (OPT(cheat_hear)) msg_format("Deep Monster (%s).", name);
  
  			/* Boost rating by delta-depth */
  			rating += (r_ptr->level - p_ptr->depth);
  		}
  	}
  
  	/* Note the monster */
  	else if (rf_has(r_ptr->flags, RF_UNIQUE))
  	{
  		/* Unique monsters induce message */
  		if (OPT(cheat_hear)) msg_format("Unique (%s).", name);
  	}
  
  
  	/* Get local monster */
  	n_ptr = &monster_type_body;
  
  	/* Clean out the monster */
  	(void)WIPE(n_ptr, monster_type);
  
  
  	/* Save the race */
  	n_ptr->r_idx = r_idx;
  
  
  	/* Enforce sleeping if needed */
  	if (slp && r_ptr->sleep)
  	{
  		int val = r_ptr->sleep;
  		n_ptr->csleep = ((val * 2) + randint1(val * 10));
  	}
  
  
  	/* Uniques get a fixed amount of HP */
  	if (rf_has(r_ptr->flags, RF_UNIQUE))
  	{
  		n_ptr->maxhp = r_ptr->avg_hp;
  	}
  	else
  	{
  		int std_dev = (((r_ptr->avg_hp * 10) / 8) + 5) / 10;
  		if (r_ptr->avg_hp > 1) std_dev++;
  
  		n_ptr->maxhp = Rand_normal(r_ptr->avg_hp, std_dev);
  		n_ptr->maxhp = MAX(n_ptr->maxhp, 1);
  	}
  
  	/* And start out fully healthy */
  	n_ptr->hp = n_ptr->maxhp;
  
  
  	/* Extract the monster base speed */
  	n_ptr->mspeed = r_ptr->speed;
  
  	/* Hack -- small racial variety */
  	if (!rf_has(r_ptr->flags, RF_UNIQUE))
  	{
  		/* Allow some small variation per monster */
  		i = extract_energy[r_ptr->speed] / 10;
  		if (i) n_ptr->mspeed += rand_spread(0, i);
  	}
  
  
  	/* Give a random starting energy */
  	n_ptr->energy = (byte)randint0(50);
  
  	/* Force monster to wait for player */
  	if (rf_has(r_ptr->flags, RF_FORCE_SLEEP))
  	{
  		/* Monster is still being nice */
  		n_ptr->mflag |= (MFLAG_NICE);
  
  		/* Optimize -- Repair flags */
  		repair_mflag_nice = TRUE;
  	}
  
  	/* Radiate light? */
  	if (rf_has(r_ptr->flags, RF_HAS_LITE)) p_ptr->update |= PU_UPDATE_VIEW;
  
  	/* Place the monster in the dungeon */
  	if (!monster_place(y, x, n_ptr)) return (FALSE);
  
  	/* Success */
  	return (TRUE);
  }
  
  
  /*
   * 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)
  {
  	monster_race *r_ptr = &r_info[r_idx];
  
  	int old, n, i;
  	int total, extra = 0;
  
  	int hack_n;
  
  	byte hack_y[GROUP_MAX];
  	byte hack_x[GROUP_MAX];
  
  
  	/* Pick a group size */
  	total = randint1(13);
  
  	/* Hard monsters, small groups */
  	if (r_ptr->level > p_ptr->depth)
  	{
  		extra = r_ptr->level - p_ptr->depth;
  		extra = 0 - randint1(extra);
  	}
  
  	/* Easy monsters, large groups */
  	else if (r_ptr->level < p_ptr->depth)
  	{
  		extra = p_ptr->depth - r_ptr->level;
  		extra = randint1(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, slp))
  			{
  				/* 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)
  {
  	monster_race *r_ptr = &r_info[place_monster_idx];
  
  	monster_race *z_ptr = &r_info[r_idx];
  
  	/* 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 (rf_has(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 i;
  
  	monster_race *r_ptr = &r_info[r_idx];
  
  
  	/* Place one monster, or fail */
  	if (!place_monster_one(y, x, r_idx, slp)) return (FALSE);
  
  
  	/* Require the "group" flag */
  	if (!grp) return (TRUE);
  
  
  	/* Friends for certain monsters */
  	if (rf_has(r_ptr->flags, RF_FRIENDS))
  	{
  		/* Attempt to place a group */
  		(void)place_monster_group(y, x, r_idx, slp);
  	}
  
  
  	/* Escorts for certain monsters */
  	if (rf_has(r_ptr->flags, RF_ESCORT))
  	{
  		/* 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, 0);
  
  			/* Require empty grids */
  			if (!cave_empty_bold(ny, nx)) continue;
  
  
  			/* 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();
  
  
  			/* Pick a random race */
  			z = get_mon_num(r_ptr->level);
  
  
  			/* Remove restriction */
  			get_mon_num_hook = NULL;
  
  			/* Prepare allocation table */
  			get_mon_num_prep();
  
  
  			/* Handle failure */
  			if (!z) break;
  
  			/* Place a single escort */
  			(void)place_monster_one(ny, nx, z, slp);
  
  			/* Place a "group" of escorts if needed */
  			if (rf_has(r_info[z].flags, RF_FRIENDS) ||
  			    rf_has(r_ptr->flags, RF_ESCORTS))
  			{
  				/* Place a group of monsters */
  				(void)place_monster_group(ny, nx, z, slp);
  			}
  		}
  	}
  
  
  	/* Success */
  	return (TRUE);
  }
  
  
  /*
   * Hack -- attempt to place a monster at the given location
   *
   * Attempt to find a monster appropriate to the given depth
   */
  bool place_monster(int y, int x, int depth, bool slp, bool grp)
  {
  	int r_idx;
  
  	/* Pick a monster */
  	r_idx = get_mon_num(depth);
  
  	/* Handle failure */
  	if (!r_idx) return (FALSE);
  
  	/* Attempt to place the monster */
  	if (place_monster_aux(y, x, r_idx, slp, grp)) return (TRUE);
  
  	/* Oops */
  	return (FALSE);
  }
  
  
  
  
  /*
   * XXX XXX XXX Player Ghosts are such a hack, they have been completely
   * removed.
   *
   * An idea for reintroducing them is to create a small number of
   * "unique" monsters which will serve as the "player ghosts".
   * Each will have a place holder for the "name" of a deceased player,
   * which will be extracted from a "bone" file, or replaced with a
   * "default" name if a real name is not available.  Each ghost will
   * appear exactly once and will not induce a special feeling.
   *
   * Possible methods:
   *   (s) 1 Skeleton
   *   (z) 1 Zombie
   *   (M) 1 Mummy
   *   (G) 1 Polterguiest, 1 Spirit, 1 Ghost, 1 Shadow, 1 Phantom
   *   (W) 1 Wraith
   *   (V) 1 Vampire, 1 Vampire Lord
   *   (L) 1 Lich
   *
   * Possible change: Lose 1 ghost, Add "Master Lich"
   *
   * Possible change: Lose 2 ghosts, Add "Wraith", Add "Master Lich"
   *
   * Possible change: Lose 4 ghosts, lose 1 vampire lord
   *
   * Note that ghosts should never sleep, should be very attentive, should
   * have maximal hitpoints, drop only good (or great) items, should be
   * cold blooded, evil, undead, immune to poison, sleep, confusion, fear.
   *
   * Base monsters:
   *   Skeleton
   *   Zombie
   *   Mummy
   *   Poltergeist
   *   Spirit
   *   Ghost
   *   Vampire
   *   Wraith
   *   Vampire Lord
   *   Shadow
   *   Phantom
   *   Lich
   *
   * This routine will simply extract ghost names from files, and
   * attempt to allocate a player ghost somewhere in the dungeon,
   * note that normal allocation may also attempt to place ghosts,
   * so we must work with some form of default names.
   *
   * XXX XXX XXX
   */
  
  
  
  
  
  /*
   * 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 "depth" for the monster level
   */
  bool alloc_monster(int dis, bool slp, int depth)
  {
  	int py = p_ptr->py;
  	int px = p_ptr->px;
  
  	int y = 0, x = 0;
  	int	attempts_left = 10000;
  
  	/* Find a legal, distant, unoccupied, space */
  	while (--attempts_left)
  	{
  		/* Pick a location */
  		y = randint0(level_hgt);
  		x = randint0(level_wid);
  
  		/* Require "naked" floor grid */
  		if (!cave_naked_bold(y, x)) continue;
  
  		/* Accept far away grids */
  		if (distance(y, x, py, px) > dis) break;
  	}
  
  	if (!attempts_left)
  	{
  		if (OPT(cheat_xtra) || OPT(cheat_hear))
  		{
  			msg_print("Warning! Could not allocate a new monster.");
  		}
  
  		return FALSE;
  	}
  
  	/* Attempt to place the monster, allow groups */
  	if (place_monster(y, x, depth, 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)
  {
  	monster_race *r_ptr = &r_info[r_idx];
  
  	bool okay = FALSE;
  
  	/* Hack -- no specific type specified */
  	if (!summon_specific_type) return (TRUE);
  
  	/* Check our requirements */
  	switch (summon_specific_type)
  	{
  		case SUMMON_ANIMAL:
  		{
  			okay = (rf_has(r_ptr->flags, RF_ANIMAL) &&
  			        !rf_has(r_ptr->flags, RF_UNIQUE));
  			break;
  		}
  
  		case SUMMON_SPIDER:
  		{
  			okay = (r_ptr->d_char == 'S' &&
  			        !rf_has(r_ptr->flags, RF_UNIQUE));
  			break;
  		}
  
  		case SUMMON_HOUND:
  		{
  			okay = ((r_ptr->d_char == 'c' || r_ptr->d_char == 'Z') &&
  			        !rf_has(r_ptr->flags, RF_UNIQUE));
  			break;
  		}
  
  		case SUMMON_HYDRA:
  		{
  			okay = (r_ptr->d_char == 'H' &&
  			        !rf_has(r_ptr->flags, RF_UNIQUE));
  			break;
  		}
  
  		case SUMMON_ANGEL:
  		{
  			okay = (r_ptr->d_char == 'A' &&
  			        !flags_test_all(r_ptr->flags, RF_SIZE, RF_UNIQUE,
  			                              RF_FRIEND, RF_FRIENDS, RF_ESCORT,
  			                              RF_ESCORTS, FLAG_END));
  			break;
  		}
  
  		case SUMMON_DEMON:
  		{
  			okay = (rf_has(r_ptr->flags, RF_DEMON) &&
  			        !flags_test_all(r_ptr->flags, RF_SIZE, RF_UNIQUE,
  			                              RF_FRIEND, RF_FRIENDS, RF_ESCORT,
  			                              RF_ESCORTS, FLAG_END));
  			break;
  		}
  
  		case SUMMON_UNDEAD:
  		{
  			okay = (rf_has(r_ptr->flags, RF_UNDEAD) &&
  			        !flags_test_all(r_ptr->flags, RF_SIZE, RF_UNIQUE,
  			                              RF_FRIEND, RF_FRIENDS, RF_ESCORT,
  			                              RF_ESCORTS, FLAG_END));
  			break;
  		}
  
  		case SUMMON_DRAGON:
  		{
  			okay = (rf_has(r_ptr->flags, RF_DRAGON) &&
  			        !flags_test_all(r_ptr->flags, RF_SIZE, RF_UNIQUE,
  			                              RF_FRIEND, RF_FRIENDS, RF_ESCORT,
  			                              RF_ESCORTS, FLAG_END));
  			break;
  		}
  
  		case SUMMON_KIN:
  		{
  			okay = (r_ptr->d_char == summon_kin_type &&
  			        !rf_has(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_HI_DEMON:
  		{
  			okay = (r_ptr->d_char == 'U');
  			break;
  		}
  
  		case SUMMON_WRAITH:
  		{
  			okay = (r_ptr->d_char == 'W' &&
  			        rf_has(r_ptr->flags, RF_UNIQUE));
  			break;
  		}
  
  		case SUMMON_UNIQUE:
  		{
  			okay = (rf_has(r_ptr->flags, RF_UNIQUE)) ? TRUE : FALSE;
  			break;
  		}
  
  		case SUMMON_MONSTER:
  		{
  			okay = (!flags_test_all(r_ptr->flags, RF_SIZE, RF_UNIQUE,
  			                              RF_FRIEND, RF_FRIENDS, RF_ESCORT,
  			                              RF_ESCORTS, FLAG_END));
  			break;
  		}
  
  		case SUMMON_MONSTERS:
  		{
  			okay = (!rf_has(r_ptr->flags, RF_UNIQUE));
  			break;
  		}
  	}
  
  	/* Result */
  	return (okay);
  }
  
  
  /*
   * Place a monster (of the specified "type") near the given
   * location.  Return TRUE iff 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 Uniques
   * Note: SUMMON_HI_UNDEAD and SUMMON_HI_DRAGON may summon Uniques
   * Note: None of the other summon codes will ever summon Uniques.
   *
   * 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.
   */
  bool summon_specific(int y1, int x1, int lev, int type, int delay)
  {
  	int i, x = 0, y = 0, 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, 0);
  
  		/* Require "empty" floor grid */
  		if (!cave_empty_bold(y, x)) continue;
  
  		/* Hack -- no summon on glyph of warding */
  		if (cave_feat[y][x] == FEAT_GLYPH) continue;
  
  		/* Okay */
  		break;
  	}
  
  	/* Failure */
  	if (i == 20) return (FALSE);
  
  
  	/* 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((p_ptr->depth + lev) / 2 + 5);
  
  
  	/* Remove restriction */
  	get_mon_num_hook = NULL;
  
  	/* 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, TRUE)) return (FALSE);
  
  	/* If delay, try to let the player act before the summoned monsters. */
  	/* NOTE: should really be -100, but energy is currently 0-255. */
  	if (delay)
  		mon_list[cave_m_idx[y][x]].energy = 0;
  
  	/* Success */
  	return (TRUE);
  }
  
  
  
  
  
  /*
   * Let the given monster attempt to reproduce.
   *
   * Note that "reproduction" REQUIRES empty space.
   */
  bool multiply_monster(int m_idx)
  {
  	monster_type *m_ptr = &mon_list[m_idx];
  
  	int i, y, x;
  
  	bool result = FALSE;
  
  	/* Try up to 18 times */
  	for (i = 0; i < 18; i++)
  	{
  		int d = 1;
  
  		/* Pick a location */
  		scatter(&y, &x, m_ptr->fy, m_ptr->fx, d, 0);
  
  		/* Require an "empty" floor grid */
  		if (!cave_empty_bold(y, x)) continue;
  
  		/* Create a new monster (awake, no groups) */
  		result = place_monster_aux(y, x, m_ptr->r_idx, FALSE, FALSE);
  
  		/* Done */
  		break;
  	}
  
  	/* Result */
  	return (result);
  }
  
  
  
  
  
  /*
   * Dump a message describing a monster's reaction to damage
   *
   * Technically should attempt to treat "Beholder"'s as jelly's
   */
  void message_pain(int m_idx, int dam)
  {
  	long oldhp, newhp, tmp;
  	int percentage;
  
  	monster_type *m_ptr = &mon_list[m_idx];
  	monster_race *r_ptr = &r_info[m_ptr->r_idx];
  
  	char m_name[80];
  
  
  	/* Get the monster name */
  	monster_desc(m_name, sizeof(m_name), m_ptr, 0);
  
  	/* Notice non-damage */
  	if (dam == 0)
  	{
  		msg_format("%^s is unharmed.", m_name);
  		return;
  	}
  
  	/* Note -- subtle fix -CFT */
  	newhp = (long)(m_ptr->hp);
  	oldhp = newhp + (long)(dam);
  	tmp = (newhp * 100L) / oldhp;
  	percentage = (int)(tmp);
  
  
  	/* Jelly's, Mold's, Vortex's, Quthl's */
  	if (strchr("jmvQ", r_ptr->d_char))
  	{
  		if (percentage > 95)
  			msg_format("%^s barely notices.", m_name);
  		else if (percentage > 75)
  			msg_format("%^s flinches.", m_name);
  		else if (percentage > 50)
  			msg_format("%^s squelches.", m_name);
  		else if (percentage > 35)
  			msg_format("%^s quivers in pain.", m_name);
  		else if (percentage > 20)
  			msg_format("%^s writhes about.", m_name);
  		else if (percentage > 10)
  			msg_format("%^s writhes in agony.", m_name);
  		else
  			msg_format("%^s jerks limply.", m_name);
  	}
  
  	/* Dogs and Hounds */
  	else if (strchr("cZ", r_ptr->d_char))
  	{
  		if (percentage > 95)
  			msg_format("%^s shrugs off the attack.", m_name);
  		else if (percentage > 75)
  			msg_format("%^s snarls with pain.", m_name);
  		else if (percentage > 50)
  			msg_format("%^s yelps in pain.", m_name);
  		else if (percentage > 35)
  			msg_format("%^s howls in pain.", m_name);
  		else if (percentage > 20)
  			msg_format("%^s howls in agony.", m_name);
  		else if (percentage > 10)
  			msg_format("%^s writhes in agony.", m_name);
  		else
  			msg_format("%^s yelps feebly.", m_name);
  	}
  
  	/* One type of monsters (ignore,squeal,shriek) */
  	else if (strchr("CFIKHRSXblqrt", r_ptr->d_char))
  	{
  		if (percentage > 95)
  			msg_format("%^s ignores the attack.", m_name);
  		else if (percentage > 75)
  			msg_format("%^s grunts with pain.", m_name);
  		else if (percentage > 50)
  			msg_format("%^s squeals in pain.", m_name);
  		else if (percentage > 35)
  			msg_format("%^s shrieks in pain.", m_name);
  		else if (percentage > 20)
  			msg_format("%^s shrieks in agony.", m_name);
  		else if (percentage > 10)
  			msg_format("%^s writhes in agony.", m_name);
  		else
  			msg_format("%^s cries out feebly.", m_name);
  	}
  
  	/* Another type of monsters (shrug,cry,scream) */
  	else
  	{
  		if (percentage > 95)
  			msg_format("%^s shrugs off the attack.", m_name);
  		else if (percentage > 75)
  			msg_format("%^s grunts with pain.", m_name);
  		else if (percentage > 50)
  			msg_format("%^s cries out in pain.", m_name);
  		else if (percentage > 35)
  			msg_format("%^s screams in pain.", m_name);
  		else if (percentage > 20)
  			msg_format("%^s screams in agony.", m_name);
  		else if (percentage > 10)
  			msg_format("%^s writhes in agony.", m_name);
  		else
  			msg_format("%^s cries out feebly.", m_name);
  	}
  }
  
  
  /* XXX Eddie This is ghastly.  The monster should have known_flags similar to in the object_type structure. */
  typedef struct {
  	int idx;
  	int flag;
  } learn_attack_struct;
  
  static learn_attack_struct attack_table[] = {
  	/* first 14 unused */
  	{ 0, FLAG_END },
  	{ 1, FLAG_END },
  	{ 2, FLAG_END },
  	{ 3, FLAG_END },
  	{ 4, FLAG_END },
  	{ 5, FLAG_END },
  	{ 6, FLAG_END },
  	{ 7, FLAG_END },
  	{ 8, FLAG_END },
  	{ 9, FLAG_END },
  	{ 10, FLAG_END },
  	{ 11, FLAG_END },
  	{ 12, FLAG_END },
  	{ 13, FLAG_END },
  	{ DRS_FREE, OF_FREE_ACT },
  	{ DRS_MANA, FLAG_END },
  	{ DRS_RES_ACID, OF_RES_ACID },
  	{ DRS_RES_ELEC, OF_RES_ELEC },
  	{ DRS_RES_FIRE, OF_RES_FIRE },
  	{ DRS_RES_COLD, OF_RES_COLD },
  	{ DRS_RES_POIS, OF_RES_POIS },
  	{ DRS_RES_FEAR, OF_RES_FEAR },
  	{ DRS_RES_LIGHT, OF_RES_LIGHT },
  	{ DRS_RES_DARK, OF_RES_DARK },
  	{ DRS_RES_BLIND, OF_RES_BLIND },
  	{ DRS_RES_CONFU, OF_RES_CONFU },
  	{ DRS_RES_SOUND, OF_RES_SOUND },
  	{ DRS_RES_SHARD, OF_RES_SHARD },
  	{ DRS_RES_NEXUS, OF_RES_NEXUS },
  	{ DRS_RES_NETHR, OF_RES_NETHR },
  	{ DRS_RES_CHAOS, OF_RES_CHAOS },
  	{ DRS_RES_DISEN, OF_RES_DISEN },
  };
  
  /* XXX Eddie this ought to be as simple as testing visibility and/or intelligence, then or-ing a flag into m_ptr->known_flags */
  /*
   * Learn about an "observed" resistance.
   */
  void update_smart_learn(int m_idx, int what)
  {
  	monster_type *m_ptr = &mon_list[m_idx];
  
  	monster_race *r_ptr = &r_info[m_ptr->r_idx];
  
  
  	/* anything a monster might learn, the player should learn */
  	assert(what >= 0);
  	assert(what < (int)N_ELEMENTS(attack_table));
  	assert (attack_table[what].idx == what);
  	if (attack_table[what].flag >= FLAG_START)
  		wieldeds_notice_flag(attack_table[what].flag);
  
  	/* Not allowed to learn */
  	if (!OPT(adult_ai_learn)) return;
  
  	/* Too stupid to learn anything */
  	if (rf_has(r_ptr->flags, RF_STUPID)) return;
  
  	/* Not intelligent, only learn sometimes */
  	if (!rf_has(r_ptr->flags, RF_SMART) && (randint0(100) < 50)) return;
  
  
  	/* XXX XXX XXX */
  
  	/* Analyze the knowledge */
  	switch (what)
  	{
  		case DRS_FREE:
  		{
  			if (p_ptr->state.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_RES_ACID:
  		{
  			if (p_ptr->state.resist_acid) m_ptr->smart |= (SM_RES_ACID);
  			if (p_ptr->timed[TMD_OPP_ACID]) m_ptr->smart |= (SM_OPP_ACID);
  			if (p_ptr->state.immune_acid) m_ptr->smart |= (SM_IMM_ACID);
  			break;
  		}
  
  		case DRS_RES_ELEC:
  		{
  			if (p_ptr->state.resist_elec) m_ptr->smart |= (SM_RES_ELEC);
  			if (p_ptr->timed[TMD_OPP_ELEC]) m_ptr->smart |= (SM_OPP_ELEC);
  			if (p_ptr->state.immune_elec) m_ptr->smart |= (SM_IMM_ELEC);
  			break;
  		}
  
  		case DRS_RES_FIRE:
  		{
  			if (p_ptr->state.resist_fire) m_ptr->smart |= (SM_RES_FIRE);
  			if (p_ptr->timed[TMD_OPP_FIRE]) m_ptr->smart |= (SM_OPP_FIRE);
  			if (p_ptr->state.immune_fire) m_ptr->smart |= (SM_IMM_FIRE);
  			break;
  		}
  
  		case DRS_RES_COLD:
  		{
  			if (p_ptr->state.resist_cold) m_ptr->smart |= (SM_RES_COLD);
  			if (p_ptr->timed[TMD_OPP_COLD]) m_ptr->smart |= (SM_OPP_COLD);
  			if (p_ptr->state.immune_cold) m_ptr->smart |= (SM_IMM_COLD);
  			break;
  		}
  
  		case DRS_RES_POIS:
  		{
  			if (p_ptr->state.resist_pois) m_ptr->smart |= (SM_RES_POIS);
  			if (p_ptr->timed[TMD_OPP_POIS]) m_ptr->smart |= (SM_OPP_POIS);
  			break;
  		}
  
  		case DRS_RES_FEAR:
  		{
  			if (p_ptr->state.resist_fear) m_ptr->smart |= (SM_RES_FEAR);
  			break;
  		}
  
  		case DRS_RES_LIGHT:
  		{
  			if (p_ptr->state.resist_light) m_ptr->smart |= (SM_RES_LIGHT);
  			break;
  		}
  
  		case DRS_RES_DARK:
  		{
  			if (p_ptr->state.resist_dark) m_ptr->smart |= (SM_RES_DARK);
  			break;
  		}
  
  		case DRS_RES_BLIND:
  		{
  			if (p_ptr->state.resist_blind) m_ptr->smart |= (SM_RES_BLIND);
  			break;
  		}
  
  		case DRS_RES_CONFU:
  		{
  			if (p_ptr->state.resist_confu) m_ptr->smart |= (SM_RES_CONFU);
  			break;
  		}
  
  		case DRS_RES_SOUND:
  		{
  			if (p_ptr->state.resist_sound) m_ptr->smart |= (SM_RES_SOUND);
  			break;
  		}
  
  		case DRS_RES_SHARD:
  		{
  			if (p_ptr->state.resist_shard) m_ptr->smart |= (SM_RES_SHARD);
  			break;
  		}
  
  		case DRS_RES_NEXUS:
  		{
  			if (p_ptr->state.resist_nexus) m_ptr->smart |= (SM_RES_NEXUS);
  			break;
  		}
  
  		case DRS_RES_NETHR:
  		{
  			if (p_ptr->state.resist_nethr) m_ptr->smart |= (SM_RES_NETHR);
  			break;
  		}
  
  		case DRS_RES_CHAOS:
  		{
  			if (p_ptr->state.resist_chaos) m_ptr->smart |= (SM_RES_CHAOS);
  			break;
  		}
  
  		case DRS_RES_DISEN:
  		{
  			if (p_ptr->state.resist_disen) m_ptr->smart |= (SM_RES_DISEN);
  			break;
  		}
  	}
  }
  
  
  
  /*
   * Return the coin type of a monster race, based on the monster being
   * killed.
   */
  static int get_coin_type(const monster_race *r_ptr)
  {
  	const char *name = r_ptr->name;
  
  	if (!rf_has(r_ptr->flags, RF_METAL)) return SV_GOLD_ANY;
  
  	/* Look for textual clues */
  	if (my_stristr(name, "copper "))	return SV_COPPER;
  	if (my_stristr(name, "silver "))	return SV_SILVER;
  	if (my_stristr(name, "gold "))		return SV_GOLD;
  	if (my_stristr(name, "mithril "))	return SV_MITHRIL;
  	if (my_stristr(name, "adamantite "))	return SV_ADAMANTITE;
  
  	/* Assume nothing */
  	return SV_GOLD_ANY;
  }
  
  
  /*
   * Create magical stairs after finishing a quest monster.
   */
  static void build_quest_stairs(int y, int x)
  {
  	int ny, nx;
  
  
  	/* Stagger around */
  	while (!cave_valid_bold(y, x))
  	{
  		int d = 1;
  
  		/* Pick a location */
  		scatter(&ny, &nx, y, x, d, 0);
  
  		/* Stagger */
  		y = ny; x = nx;
  	}
  
  	/* Destroy any objects */
  	delete_object(y, x);
  
  	/* Explain the staircase */
  	msg_print("A magical staircase appears...");
  
  	/* Create stairs down */
  	cave_set_feat(y, x, FEAT_MORE);
  
  	/* Update the visuals */
  	p_ptr->update |= (PU_UPDATE_VIEW | PU_MONSTERS);
  
  	/* Fully update the flow */
  	p_ptr->update |= (PU_FORGET_FLOW | PU_UPDATE_FLOW);
  }
  
  
  
  /*
   * Handle the "death" of a monster.
   *
   * Disperse treasures centered at the monster location based on the
   * various flags contained in the monster flags fields.
   *
   * Check for "Quest" completion when a quest monster is killed.
   *
   * Note that only the player can induce "monster_death()" on Uniques.
   * Thus (for now) all Quest monsters should be Uniques.
   *
   * Note that monsters can now carry objects, and when a monster dies,
   * it drops all of its objects, which may disappear in crowded rooms.
   */
  void monster_death(int m_idx)
  {
  	int i, j, y, x, level;
  
  	int dump_item = 0;
  	int dump_gold = 0;
  
  	int number = 0;
  	int total = 0;
  
  	s16b this_o_idx, next_o_idx = 0;
  
  	monster_type *m_ptr = &mon_list[m_idx];
  
  	monster_race *r_ptr = &r_info[m_ptr->r_idx];
  
  	bool visible = (m_ptr->ml || rf_has(r_ptr->flags, RF_UNIQUE));
  
  	bool great = (rf_has(r_ptr->flags, RF_DROP_GREAT)) ? TRUE : FALSE;
  	bool good = (rf_has(r_ptr->flags, RF_DROP_GOOD) ? TRUE : FALSE) || great;
  
  	bool gold_ok = (!rf_has(r_ptr->flags, RF_ONLY_ITEM));
  	bool item_ok = (!rf_has(r_ptr->flags, RF_ONLY_GOLD));
  
  	int force_coin = get_coin_type(r_ptr);
  
  	object_type *i_ptr;
  	object_type object_type_body;
  
  
  	/* Get the location */
  	y = m_ptr->fy;
  	x = m_ptr->fx;
  
  
  	/* Drop objects being carried */
  	for (this_o_idx = m_ptr->hold_o_idx; this_o_idx; this_o_idx = next_o_idx)
  	{
  		object_type *o_ptr;
  
  		/* Get the object */
  		o_ptr = &o_list[this_o_idx];
  
  		/* Get the next object */
  		next_o_idx = o_ptr->next_o_idx;
  
  		/* Paranoia */
  		o_ptr->held_m_idx = 0;
  
  		/* Get local object */
  		i_ptr = &object_type_body;
  
  		/* Copy the object */
  		object_copy(i_ptr, o_ptr);
  
  		/* Delete the object */
  		delete_object_idx(this_o_idx);
  
  		/* Drop it */
  		drop_near(i_ptr, 0, y, x, TRUE);
  	}
  
  	/* Forget objects */
  	m_ptr->hold_o_idx = 0;
  
  
  	/* Mega-Hack -- drop "winner" treasures */
  	if (rf_has(r_ptr->flags, RF_DROP_CHOSEN))
  	{
  		/* Get local object */
  		i_ptr = &object_type_body;
  
  		/* Mega-Hack -- Make "Grond" */
  		object_prep(i_ptr, objkind_get(TV_HAFTED, SV_GROND), 0, MAXIMISE);
  		i_ptr->name1 = ART_GROND;
  		apply_magic(i_ptr, 0, TRUE, TRUE, TRUE);
  
  		i_ptr->origin = ORIGIN_DROP;
  		i_ptr->origin_depth = p_ptr->depth;
  		i_ptr->origin_xtra = m_ptr->r_idx;
  
  		/* Drop it in the dungeon */
  		drop_near(i_ptr, 0, y, x, TRUE);
  
  
  		/* Get local object */
  		i_ptr = &object_type_body;
  
  		/* Mega-Hack -- Make "Morgoth" */
  		object_prep(i_ptr, objkind_get(TV_CROWN, SV_MORGOTH), 0, MAXIMISE);
  		i_ptr->name1 = ART_MORGOTH;
  		apply_magic(i_ptr, 0, TRUE, TRUE, TRUE);
  
  		i_ptr->origin = ORIGIN_DROP;
  		i_ptr->origin_depth = p_ptr->depth;
  		i_ptr->origin_xtra = m_ptr->r_idx;
  
  		/* Drop it in the dungeon */
  		drop_near(i_ptr, 0, y, x, TRUE);
  	}
  
  
  	/* Determine how much we can drop */
  	if (rf_has(r_ptr->flags, RF_DROP_20) && randint0(100) < 20) number++;
  	if (rf_has(r_ptr->flags, RF_DROP_40) && randint0(100) < 40) number++;
  	if (rf_has(r_ptr->flags, RF_DROP_60) && randint0(100) < 60) number++;
  
  	if (rf_has(r_ptr->flags, RF_DROP_4)) number += rand_range(2, 6);
  	if (rf_has(r_ptr->flags, RF_DROP_3)) number += rand_range(2, 4);
  	if (rf_has(r_ptr->flags, RF_DROP_2)) number += rand_range(1, 3);
  	if (rf_has(r_ptr->flags, RF_DROP_1)) number++;
  
  	/* Take the best of average of monster level and current depth,
  	   and monster level - to reward fighting OOD monsters */
  	level = MAX((r_ptr->level + p_ptr->depth) / 2, r_ptr->level);
  
  	/* Drop some objects */
  	for (j = 0; j < number; j++)
  	{
  		/* Get local object */
  		i_ptr = &object_type_body;
  
  		/* Wipe the object */
  		object_wipe(i_ptr);
  
  		/* Make Gold */
  		if (gold_ok && (!item_ok || (randint0(100) < 50)))
  		{
  			/* Make some gold */
  			make_gold(i_ptr, level, force_coin);
  			dump_gold++;
  		}
  
  		/* Make Object */
  		else
  		{
  			/* Make an object */
  			if (!make_object(i_ptr, level, good, great)) continue;
  			dump_item++;
  		}
  
  		/* Set origin */
  		i_ptr->origin = visible ? ORIGIN_DROP : ORIGIN_DROP_UNKNOWN;
  		i_ptr->origin_depth = p_ptr->depth;
  		i_ptr->origin_xtra = m_ptr->r_idx;
  
  		/* Drop it in the dungeon */
  		drop_near(i_ptr, 0, y, x, TRUE);
  	}
  
  	/* Take note of any dropped treasure */
  	if (visible && (dump_item || dump_gold))
  	{
  		/* Take notes on treasure */
  		lore_treasure(m_idx, dump_item, dump_gold);
  	}
  
  	/* Update monster list window */
  	p_ptr->redraw |= PR_MONLIST;
  
  	/* Only process "Quest Monsters" */
  	if (!rf_has(r_ptr->flags, RF_QUESTOR)) return;
  
  	/* Hack -- Mark quests as complete */
  	for (i = 0; i < MAX_Q_IDX; i++)
  	{
  		/* Hack -- note completed quests */
  		if (q_list[i].level == r_ptr->level) q_list[i].level = 0;
  
  		/* Count incomplete quests */
  		if (q_list[i].level) total++;
  	}
  
  	/* Build magical stairs */
  	build_quest_stairs(y, x);
  
  	/* Nothing left, game over... */
  	if (total == 0)
  	{
  		/* Total winner */
  		p_ptr->total_winner = TRUE;
  
  		/* Redraw the "title" */
  		p_ptr->redraw |= (PR_TITLE);
  
  		/* Congratulations */
  		msg_print("*** CONGRATULATIONS ***");
  		msg_print("You have won the game!");
  		msg_print("You may retire (commit suicide) when you are ready.");
  	}
  }
  
  
  /*
   * If the monster is asleep, then wake it up. Otherwise, do nothing.
   * Returns TRUE if the monster just woke up, or FALSE if it was already awake.
   */
  bool wake_monster(monster_type *m_ptr)
  {
  	if (m_ptr->csleep <= 0)
  		return FALSE;
  
  	m_ptr->csleep = 0;
  
  	/* If it just woke up, update the monster list */
  	p_ptr->redraw |= PR_MONLIST;
  	
  	return TRUE;
  }
  
  
  /*
   * Decrease a monster's hit points, handle monster death.
   *
   * 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".
   *
   * Invisible monsters induce a special "You have killed it." message.
   *
   * 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.  XXX XXX XXX
   */
  bool mon_take_hit(int m_idx, int dam, bool *fear, cptr note)
  {
  	monster_type *m_ptr = &mon_list[m_idx];
  
  	monster_race *r_ptr = &r_info[m_ptr->r_idx];
  
  	monster_lore *l_ptr = &l_list[m_ptr->r_idx];
  
  	s32b div, new_exp, new_exp_frac;
  
  
  	/* Redraw (later) if needed */
  	if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
  
  	/* Wake it up */
  	wake_monster(m_ptr);
  
  	/* Hurt it */
  	m_ptr->hp -= dam;
  
  	/* It is dead now */
  	if (m_ptr->hp < 0)
  	{
  		char m_name[80];
  		char buf[80];
  
  		/* Assume normal death sound */
  		int soundfx = MSG_KILL;
  
  		/* Play a special sound if the monster was unique */
  		if (rf_has(r_ptr->flags, RF_UNIQUE))
  		{
  			/* Mega-Hack -- Morgoth -- see monster_death() */
  			if (rf_has(r_ptr->flags, RF_DROP_CHOSEN))
  				soundfx = MSG_KILL_KING;
  			else
  				soundfx = MSG_KILL_UNIQUE;
  		}
  
  		/* Extract monster name */
  		monster_desc(m_name, sizeof(m_name), m_ptr, 0);
  
  		/* Death by Missile/Spell attack */
  		if (note)
  		{
  			message_format(soundfx, m_ptr->r_idx, "%^s%s", m_name, note);
  		}
  
  		/* Death by physical attack -- invisible monster */
  		else if (!m_ptr->ml)
  		{
  			message_format(soundfx, m_ptr->r_idx, "You have killed %s.", m_name);
  		}
  
  		/* Death by Physical attack -- non-living monster */
  		else if (monster_is_unusual(r_ptr))
  		{
  			message_format(soundfx, m_ptr->r_idx, "You have destroyed %s.", m_name);
  		}
  
  		/* Death by Physical attack -- living monster */
  		else
  		{
  			message_format(soundfx, m_ptr->r_idx, "You have slain %s.", m_name);
  		}
  
  		/* Player level */
  		div = p_ptr->lev;
  
  		/* Give some experience for the kill */
  		new_exp = ((long)r_ptr->mexp * r_ptr->level) / div;
  
  		/* Handle fractional experience */
  		new_exp_frac = ((((long)r_ptr->mexp * r_ptr->level) % div)
  		                * 0x10000L / div) + p_ptr->exp_frac;
  
  		/* Keep track of experience */
  		if (new_exp_frac >= 0x10000L)
  		{
  			new_exp++;
  			p_ptr->exp_frac = (u16b)(new_exp_frac - 0x10000L);
  		}
  		else
  		{
  			p_ptr->exp_frac = (u16b)new_exp_frac;
  		}
  
  		/* When the player kills a Unique, it stays dead */
  		if (rf_has(r_ptr->flags, RF_UNIQUE))
  		{
  			char unique_name[80];
  			r_ptr->max_num = 0;
  
  			/* This gets the correct name if we slay an invisible unique and don't have See Invisible. */
  			monster_desc(unique_name, sizeof(unique_name), m_ptr, MDESC_SHOW | MDESC_IND2);
  
  			/* Log the slaying of a unique */
  			strnfmt(buf, sizeof(buf), "Killed %s", unique_name);
  			history_add(buf, HISTORY_SLAY_UNIQUE, 0);
  		}
  
  		/* Gain experience */
  		gain_exp(new_exp);
  
  		/* Generate treasure */
  		monster_death(m_idx);
  
  		/* Recall even invisible uniques or winners */
  		if (m_ptr->ml || rf_has(r_ptr->flags, RF_UNIQUE))
  		{
  			/* Count kills this life */
  			if (l_ptr->pkills < MAX_SHORT) l_ptr->pkills++;
  
  			/* Count kills in all lives */
  			if (l_ptr->tkills < MAX_SHORT) l_ptr->tkills++;
  
  			/* Hack -- Auto-recall */
  			monster_race_track(m_ptr->r_idx);
  		}
  
  		/* Delete the monster */
  		delete_monster_idx(m_idx);
  
  		/* Not afraid */
  		(*fear) = FALSE;
  
  		/* Monster is dead */
  		return (TRUE);
  	}
  
  
  	/* Mega-Hack -- Pain cancels fear */
  	if (m_ptr->monfear && (dam > 0))
  	{
  		int tmp = randint1(dam);
  
  		/* Cure a little fear */
  		if (tmp < m_ptr->monfear)
  		{
  			/* Reduce fear */
  			m_ptr->monfear -= tmp;
  		}
  
  		/* Cure all the fear */
  		else
  		{
  			/* Cure fear */
  			m_ptr->monfear = 0;
  
  			/* No more fear */
  			(*fear) = FALSE;
  		}
  	}
  
  	/* Sometimes a monster gets scared by damage */
  	if (!m_ptr->monfear && !rf_has(r_ptr->flags, RF_NO_FEAR) && dam > 0)
  	{
  		int percentage;
  
  		/* Percentage of fully healthy */
  		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 */
  			m_ptr->monfear = (randint1(10) +
  			                  (((dam >= m_ptr->hp) && (percentage > 7)) ?
  			                   20 : ((11 - percentage) * 5)));
  		}
  	}
  
  
  	/* Not dead yet */
  	return (FALSE);
  }
  
  /*
   * Obtain the "flags" for a monster race which are known to the monster
   * lore struct.  Known flags will be 1 for present, or 0 for not present.
   * Unknown flags will always be 0.
   */
  void monster_flags_known(const monster_race *r_ptr, const monster_lore *l_ptr, bitflag flags[RF_SIZE])
  {
  	rf_copy(flags, r_ptr->flags);
  	rf_inter(flags, l_ptr->flags);
  }
  