/*!
 * @file monster-process.c
 * @brief モンスターの特殊技能とターン経過処理 (移動等)/ Monster spells and movement for passaging a turn
 * @date 2014/01/17
 * @author
 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
 * This software may be copied and distributed for educational, research,\n
 * and not for profit purposes provided that this copyright and statement\n
 * are included in all such copies.  Other copyrights may also apply.\n
 * 2014 Deskull rearranged comment for Doxygen.\n
 * @details
 * This file has several additions to it by Keldon Jones (keldon@umr.edu)
 * to improve the general quality of the AI (version 0.1.1).
 */

#include "angband.h"
#include "util.h"

#include "cmd-dump.h"
#include "cmd-pet.h"
#include "creature.h"
#include "melee.h"
#include "spells.h"
#include "spells-floor.h"
#include "spells-summon.h"
#include "quest.h"
#include "avatar.h"
#include "realm-hex.h"
#include "object-flavor.h"
#include "object-hook.h"
#include "feature.h"
#include "grid.h"
#include "player-move.h"
#include "monster-status.h"
#include "monster-spell.h"
#include "monster-process.h"
#include "monsterrace-hook.h"
#include "dungeon.h"
#include "floor.h"
#include "files.h"
#include "view-mainwindow.h"

typedef struct {
	bool see_m;
	bool aware;
	bool is_riding_mon;
	bool do_turn;
	bool do_move;
	bool do_view;
	bool do_take;
	bool must_alter_to_move;

	bool did_open_door;
	bool did_bash_door;
	bool did_take_item;
	bool did_kill_item;
	bool did_move_body;
	bool did_pass_wall;
	bool did_kill_wall;
} turn_flags;

typedef struct {
	BIT_FLAGS old_r_flags1;
	BIT_FLAGS old_r_flags2;
	BIT_FLAGS old_r_flags3;
	BIT_FLAGS old_r_flags4;
	BIT_FLAGS old_r_flags5;
	BIT_FLAGS old_r_flags6;
	BIT_FLAGS old_r_flagsr;

	byte old_r_blows0;
	byte old_r_blows1;
	byte old_r_blows2;
	byte old_r_blows3;

	byte old_r_cast_spell;
} old_race_flags;

turn_flags *init_turn_flags(player_type *target_ptr, MONSTER_IDX m_idx, turn_flags *turn_flags_ptr);
old_race_flags *init_old_race_flags(old_race_flags *old_race_flags_ptr);

void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon);
bool process_stealth(player_type *target_ptr, MONSTER_IDX m_idx);
bool vanish_summoned_children(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
void awake_monster(player_type *target_ptr, MONSTER_IDX m_idx);
void process_angar(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
bool process_quantum_effect(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
void vanish_nonunique(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
void produce_quantum_effect(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m);
bool explode_monster(player_type *target_ptr, MONSTER_IDX m_idx);
bool decide_monster_multiplication(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox);
bool decide_monster_movement_direction(player_type *target_ptr, DIRECTION *mm, MONSTER_IDX m_idx, bool aware);
bool random_walk(player_type *target_ptr, DIRECTION *mm, monster_type *m_ptr);
bool decide_pet_movement_direction(player_type *target_ptr, DIRECTION *mm, MONSTER_IDX m_idx);
bool runaway_monster(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx);
void escape_monster(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, GAME_TEXT *m_name);
void process_special(player_type *target_ptr, MONSTER_IDX m_idx);
void process_speak_sound(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox, bool aware);
bool cast_spell(player_type *target_ptr, MONSTER_IDX m_idx, bool aware);

bool process_wall(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx, bool can_cross);
bool process_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
bool bash_normal_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
void bash_glass_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, feature_type *f_ptr, bool may_bash);
bool process_protection_rune(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
bool process_explosive_rune(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);

void exe_monster_attack_to_player(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION ny, POSITION nx);
bool process_monster_attack_to_monster(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, grid_type *g_ptr, bool can_cross);
bool exe_monster_attack_to_monster(player_type *target_ptr, MONSTER_IDX m_idx, grid_type *g_ptr);

bool process_monster_movement(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, DIRECTION *mm, POSITION oy, POSITION ox, int *count);
bool process_post_dig_wall(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx);
bool update_riding_monster(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox, POSITION ny, POSITION nx);

void update_object_by_monster_movement(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION ny, POSITION nx);

void update_player_type(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_race *r_ptr);
void update_monster_race_flags(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr);
void update_object_flags(BIT_FLAGS *flgs, BIT_FLAGS *flg2, BIT_FLAGS *flg3, BIT_FLAGS *flgr);
void monster_pickup_object(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, object_type *o_ptr, bool is_special_object, POSITION ny, POSITION nx, GAME_TEXT *m_name, GAME_TEXT *o_name, OBJECT_IDX this_o_idx);
bool process_monster_fear(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx);

void save_old_race_flags(player_type *target_ptr, old_race_flags *old_race_flags_ptr);
void sweep_monster_process(player_type *target_ptr);
bool decide_process_continue(player_type *target_ptr, monster_type *m_ptr);
SPEED decide_monster_speed(player_type *target_ptr, monster_type *m_ptr, int monster_number);
void update_player_window(player_type *target_ptr, old_race_flags *old_race_flags_ptr);

 /*!
  * @brief モンスターが敵に接近するための方向を決める /
  * Calculate the direction to the next enemy
  * @param target_ptr プレーヤーへの参照ポインタ
  * @param m_idx モンスターの参照ID
  * @param mm 移動するべき方角IDを返す参照ポインタ
  * @return 方向が確定した場合TRUE、接近する敵がそもそもいない場合FALSEを返す
  */
static bool get_enemy_dir(player_type *target_ptr, MONSTER_IDX m_idx, int *mm)
{
	floor_type *floor_ptr = target_ptr->current_floor_ptr;
	monster_type *m_ptr = &floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];

	POSITION x = 0, y = 0;
	if (target_ptr->riding_t_m_idx && player_bold(target_ptr, m_ptr->fy, m_ptr->fx))
	{
		y = floor_ptr->m_list[target_ptr->riding_t_m_idx].fy;
		x = floor_ptr->m_list[target_ptr->riding_t_m_idx].fx;
	}
	else if (is_pet(m_ptr) && target_ptr->pet_t_m_idx)
	{
		y = floor_ptr->m_list[target_ptr->pet_t_m_idx].fy;
		x = floor_ptr->m_list[target_ptr->pet_t_m_idx].fx;
	}
	else
	{
		int start;
		int plus = 1;
		if (target_ptr->phase_out)
		{
			start = randint1(floor_ptr->m_max - 1) + floor_ptr->m_max;
			if (randint0(2)) plus = -1;
		}
		else
		{
			start = floor_ptr->m_max + 1;
		}

		for (int i = start; ((i < start + floor_ptr->m_max) && (i > start - floor_ptr->m_max)); i += plus)
		{
			MONSTER_IDX dummy = (i % floor_ptr->m_max);
			if (!dummy) continue;

			MONSTER_IDX t_idx = dummy;
			monster_type *t_ptr;
			t_ptr = &floor_ptr->m_list[t_idx];

			if (t_ptr == m_ptr) continue;
			if (!monster_is_valid(t_ptr)) continue;

			if (is_pet(m_ptr))
			{
				if (target_ptr->pet_follow_distance < 0)
				{
					if (t_ptr->cdis <= (0 - target_ptr->pet_follow_distance))
					{
						continue;
					}
				}
				else if ((m_ptr->cdis < t_ptr->cdis) && (t_ptr->cdis > target_ptr->pet_follow_distance))
				{
					continue;
				}

				if (r_ptr->aaf < t_ptr->cdis) continue;
			}

			if (!are_enemies(target_ptr, m_ptr, t_ptr)) continue;

			if (((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) ||
				((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding)))
			{
				if (!in_disintegration_range(floor_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
			}
			else
			{
				if (!projectable(target_ptr, m_ptr->fy, m_ptr->fx, t_ptr->fy, t_ptr->fx)) continue;
			}

			y = t_ptr->fy;
			x = t_ptr->fx;

			break;
		}

		if (!x && !y) return FALSE;
	}

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

	/* North, South, East, West, North-West, North-East, South-West, South-East */
	if ((y < 0) && (x == 0))
	{
		mm[0] = 8;
		mm[1] = 7;
		mm[2] = 9;
	}
	else if ((y > 0) && (x == 0))
	{
		mm[0] = 2;
		mm[1] = 1;
		mm[2] = 3;
	}
	else if ((x > 0) && (y == 0))
	{
		mm[0] = 6;
		mm[1] = 9;
		mm[2] = 3;
	}
	else if ((x < 0) && (y == 0))
	{
		mm[0] = 4;
		mm[1] = 7;
		mm[2] = 1;
	}
	else if ((y < 0) && (x < 0))
	{
		mm[0] = 7;
		mm[1] = 4;
		mm[2] = 8;
	}
	else if ((y < 0) && (x > 0))
	{
		mm[0] = 9;
		mm[1] = 6;
		mm[2] = 8;
	}
	else if ((y > 0) && (x < 0))
	{
		mm[0] = 1;
		mm[1] = 4;
		mm[2] = 2;
	}
	else if ((y > 0) && (x > 0))
	{
		mm[0] = 3;
		mm[1] = 6;
		mm[2] = 2;
	}

	return TRUE;
}


/*!
 * @brief モンスターがプレイヤーから逃走するかどうかを返す /
 * Returns whether a given monster will try to run from the player.
 * @param m_idx 逃走するモンスターの参照ID
 * @return モンスターがプレイヤーから逃走するならばTRUEを返す。
 * @details
 * Monsters will attempt to avoid very powerful players.  See below.\n
 *\n
 * Because this function is called so often, little details are important\n
 * for efficiency.  Like not using "mod" or "div" when possible.  And\n
 * attempting to check the conditions in an optimal order.  Note that\n
 * "(x << 2) == (x * 4)" if "x" has enough bits to hold the result.\n
 *\n
 * Note that this function is responsible for about one to five percent\n
 * of the processor use in normal conditions...\n
 */
static bool mon_will_run(player_type *target_ptr, MONSTER_IDX m_idx)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];

	if (is_pet(m_ptr))
	{
		return ((target_ptr->pet_follow_distance < 0) &&
			(m_ptr->cdis <= (0 - target_ptr->pet_follow_distance)));
	}

	if (m_ptr->cdis > MAX_SIGHT + 5) return FALSE;
	if (MON_MONFEAR(m_ptr)) return TRUE;
	if (m_ptr->cdis <= 5) return FALSE;

	PLAYER_LEVEL p_lev = target_ptr->lev;
	DEPTH m_lev = r_ptr->level + (m_idx & 0x08) + 25;
	if (m_lev > p_lev + 4) return FALSE;
	if (m_lev + 4 <= p_lev) return TRUE;

	HIT_POINT p_chp = target_ptr->chp;
	HIT_POINT p_mhp = target_ptr->mhp;
	HIT_POINT m_chp = m_ptr->hp;
	HIT_POINT m_mhp = m_ptr->maxhp;
	u32b p_val = (p_lev * p_mhp) + (p_chp << 2);
	u32b m_val = (m_lev * m_mhp) + (m_chp << 2);
	if (p_val * m_mhp > m_val * p_mhp) return TRUE;

	return FALSE;
}


/*!
 * @brief モンスターがプレイヤーに向けて遠距離攻撃を行うことが可能なマスを走査する /
 * Search spell castable grid
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_idx モンスターの参照ID
 * @param yp 適したマスのY座標を返す参照ポインタ
 * @param xp 適したマスのX座標を返す参照ポインタ
 * @return 有効なマスがあった場合TRUEを返す
 */
static bool get_moves_aux2(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
{
	floor_type *floor_ptr = target_ptr->current_floor_ptr;
	monster_type *m_ptr = &floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];

	POSITION y1 = m_ptr->fy;
	POSITION x1 = m_ptr->fx;

	if (projectable(target_ptr, y1, x1, target_ptr->y, target_ptr->x)) return FALSE;

	int now_cost = floor_ptr->grid_array[y1][x1].cost;
	if (now_cost == 0) now_cost = 999;

	bool can_open_door = FALSE;
	if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
	{
		can_open_door = TRUE;
	}

	int best = 999;
	for (int i = 7; i >= 0; i--)
	{
		POSITION y = y1 + ddy_ddd[i];
		POSITION x = x1 + ddx_ddd[i];
		if (!in_bounds2(floor_ptr, y, x)) continue;
		if (player_bold(target_ptr, y, x)) return FALSE;

		grid_type *g_ptr;
		g_ptr = &floor_ptr->grid_array[y][x];
		int cost = g_ptr->cost;
		if (!(((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) || ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding))))
		{
			if (cost == 0) continue;
			if (!can_open_door && is_closed_door(target_ptr, g_ptr->feat)) continue;
		}

		if (cost == 0) cost = 998;

		if (now_cost < cost) continue;
		if (!projectable(target_ptr, y, x, target_ptr->y, target_ptr->x)) continue;
		if (best < cost) continue;

		best = cost;
		*yp = y1 + ddy_ddd[i];
		*xp = x1 + ddx_ddd[i];
	}

	if (best == 999) return FALSE;

	return TRUE;
}


/*!
 * @brief モンスターがプレイヤーに向けて接近することが可能なマスを走査する /
 * Choose the "best" direction for "flowing"
 * @param m_idx モンスターの参照ID
 * @param yp 移動先のマスのY座標を返す参照ポインタ
 * @param xp 移動先のマスのX座標を返す参照ポインタ
 * @param no_flow モンスターにFLOWフラグが経っていない状態でTRUE
 * @return 有効なマスがあった場合TRUEを返す
 * @details
 * Note that ghosts and rock-eaters are never allowed to "flow",\n
 * since they should move directly towards the player.\n
 *\n
 * Prefer "non-diagonal" directions, but twiddle them a little\n
 * to angle slightly towards the player's actual location.\n
 *\n
 * Allow very perceptive monsters to track old "spoor" left by\n
 * previous locations occupied by the player.  This will tend\n
 * to have monsters end up either near the player or on a grid\n
 * recently occupied by the player (and left via "teleport").\n
 *\n
 * Note that if "smell" is turned on, all monsters get vicious.\n
 *\n
 * Also note that teleporting away from a location will cause\n
 * the monsters who were chasing you to converge on that location\n
 * as long as you are still near enough to "annoy" them without\n
 * being close enough to chase directly.  I have no idea what will\n
 * happen if you combine "smell" with low "aaf" values.\n
 */
static bool get_moves_aux(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp, bool no_flow)
{
	grid_type *g_ptr;
	floor_type *floor_ptr = target_ptr->current_floor_ptr;
	monster_type *m_ptr = &floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];

	if (r_ptr->flags4 & (RF4_ATTACK_MASK) ||
		r_ptr->a_ability_flags1 & (RF5_ATTACK_MASK) ||
		r_ptr->a_ability_flags2 & (RF6_ATTACK_MASK))
	{
		if (get_moves_aux2(target_ptr, m_idx, yp, xp)) return TRUE;
	}

	if (no_flow) return FALSE;
	if ((r_ptr->flags2 & RF2_PASS_WALL) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall)) return FALSE;
	if ((r_ptr->flags2 & RF2_KILL_WALL) && (m_idx != target_ptr->riding)) return FALSE;

	POSITION y1 = m_ptr->fy;
	POSITION x1 = m_ptr->fx;
	if (player_has_los_bold(target_ptr, y1, x1) && projectable(target_ptr, target_ptr->y, target_ptr->x, y1, x1)) return FALSE;

	g_ptr = &floor_ptr->grid_array[y1][x1];

	int best;
	bool use_scent = FALSE;
	if (g_ptr->cost)
	{
		best = 999;
	}
	else if (g_ptr->when)
	{
		if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].when - g_ptr->when > 127) return FALSE;

		use_scent = TRUE;
		best = 0;
	}
	else
	{
		return FALSE;
	}

	for (int i = 7; i >= 0; i--)
	{
		POSITION y = y1 + ddy_ddd[i];
		POSITION x = x1 + ddx_ddd[i];

		if (!in_bounds2(floor_ptr, y, x)) continue;

		g_ptr = &floor_ptr->grid_array[y][x];
		if (use_scent)
		{
			int when = g_ptr->when;
			if (best > when) continue;

			best = when;
		}
		else
		{
			int cost;
			if (r_ptr->flags2 & (RF2_BASH_DOOR | RF2_OPEN_DOOR))
			{
				cost = g_ptr->dist;
			}
			else
			{
				cost = g_ptr->cost;
			}

			if ((cost == 0) || (best < cost)) continue;

			best = cost;
		}

		*yp = target_ptr->y + 16 * ddy_ddd[i];
		*xp = target_ptr->x + 16 * ddx_ddd[i];
	}

	if (best == 999 || best == 0) return FALSE;

	return TRUE;
}


/*!
 * @brief モンスターがプレイヤーから逃走することが可能なマスを走査する /
 * Provide a location to flee to, but give the player a wide berth.
 * @param m_idx モンスターの参照ID
 * @param yp 移動先のマスのY座標を返す参照ポインタ
 * @param xp 移動先のマスのX座標を返す参照ポインタ
 * @return 有効なマスがあった場合TRUEを返す
 * @details
 * A monster may wish to flee to a location that is behind the player,\n
 * but instead of heading directly for it, the monster should "swerve"\n
 * around the player so that he has a smaller chance of getting hit.\n
 */
static bool get_fear_moves_aux(floor_type *floor_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
{
	POSITION gy = 0, gx = 0;

	monster_type *m_ptr = &floor_ptr->m_list[m_idx];
	POSITION fy = m_ptr->fy;
	POSITION fx = m_ptr->fx;

	POSITION y1 = fy - (*yp);
	POSITION x1 = fx - (*xp);

	int score = -1;
	for (int i = 7; i >= 0; i--)
	{
		POSITION y = fy + ddy_ddd[i];
		POSITION x = fx + ddx_ddd[i];
		if (!in_bounds2(floor_ptr, y, x)) continue;

		POSITION dis = distance(y, x, y1, x1);
		POSITION s = 5000 / (dis + 3) - 500 / (floor_ptr->grid_array[y][x].dist + 1);
		if (s < 0) s = 0;

		if (s < score) continue;

		score = s;
		gy = y;
		gx = x;
	}

	if (score == -1) return FALSE;

	(*yp) = fy - gy;
	(*xp) = fx - gx;

	return TRUE;
}


/*
 * Hack -- Precompute a bunch of calls to distance() in find_safety() and
 * find_hiding().
 *
 * The pair of arrays dist_offsets_y[n] and dist_offsets_x[n] contain the
 * offsets of all the locations with a distance of n from a central point,
 * with an offset of (0,0) indicating no more offsets at this distance.
 *
 * This is, of course, fairly unreadable, but it eliminates multiple loops
 * from the previous version.
 *
 * It is probably better to replace these arrays with code to compute
 * the relevant arrays, even if the storage is pre-allocated in hard
 * coded sizes.  At the very least, code should be included which is
 * able to generate and dump these arrays (ala "los()").
 *
 * Also, the storage needs could be halved by using bytes.
 *
 * These arrays could be combined into two big arrays, using sub-arrays
 * to hold the offsets and lengths of each portion of the sub-arrays, and
 * this could perhaps also be used somehow in the "look" code.
 */


static POSITION d_off_y_0[] = { 0 };
static POSITION d_off_x_0[] = { 0 };

static POSITION d_off_y_1[] = { -1, -1, -1, 0, 0, 1, 1, 1, 0 };
static POSITION d_off_x_1[] = { -1, 0, 1, -1, 1, -1, 0, 1, 0 };

static POSITION d_off_y_2[] = { -1, -1, -2, -2, -2, 0, 0, 1, 1, 2, 2, 2, 0 };
static POSITION d_off_x_2[] = { -2, 2, -1, 0, 1, -2, 2, -2, 2, -1, 0, 1, 0 };

static POSITION d_off_y_3[] = { -1, -1, -2, -2, -3, -3, -3, 0, 0, 1, 1, 2, 2, 3, 3, 3, 0 };
static POSITION d_off_x_3[] = { -3, 3, -2, 2, -1, 0, 1, -3, 3, -3, 3, -2, 2, -1, 0, 1, 0 };

static POSITION d_off_y_4[] = { -1, -1, -2, -2, -3, -3, -3, -3, -4, -4, -4, 0, 0, 1, 1, 2, 2, 3, 3, 3, 3, 4, 4, 4, 0 };
static POSITION d_off_x_4[] = { -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, -4, 4, -4, 4, -3, 3, -2, -3, 2, 3, -1, 0, 1, 0 };


static POSITION d_off_y_5[] =
{ -1, -1, -2, -2, -3, -3, -4, -4, -4, -4, -5, -5,
  -5, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 4, 4, 5, 5,
  5, 0 };

static POSITION d_off_x_5[] =
{ -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1, 0, 1,
  -5, 5, -5, 5, -4, 4, -4, 4, -2, -3, 2, 3, -1,
  0, 1, 0 };


static POSITION d_off_y_6[] =
{ -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
  -6, -6, -6, 0, 0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5,
  5, 5, 6, 6, 6, 0 };

static POSITION d_off_x_6[] =
{ -6, 6, -5, 5, -5, 5, -4, 4, -2, -3, 2, 3, -1,
  0, 1, -6, 6, -6, 6, -5, 5, -5, 5, -4, 4, -2,
  -3, 2, 3, -1, 0, 1, 0 };


static POSITION d_off_y_7[] =
{ -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -5, -5,
  -6, -6, -6, -6, -7, -7, -7, 0, 0, 1, 1, 2, 2, 3,
  3, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 0 };

static POSITION d_off_x_7[] =
{ -7, 7, -6, 6, -6, 6, -5, 5, -4, -5, 4, 5, -2,
  -3, 2, 3, -1, 0, 1, -7, 7, -7, 7, -6, 6, -6,
  6, -5, 5, -4, -5, 4, 5, -2, -3, 2, 3, -1, 0,
  1, 0 };


static POSITION d_off_y_8[] =
{ -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
  -6, -6, -7, -7, -7, -7, -8, -8, -8, 0, 0, 1, 1,
  2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7,
  8, 8, 8, 0 };

static POSITION d_off_x_8[] =
{ -8, 8, -7, 7, -7, 7, -6, 6, -6, 6, -4, -5, 4,
  5, -2, -3, 2, 3, -1, 0, 1, -8, 8, -8, 8, -7,
  7, -7, 7, -6, 6, -6, 6, -4, -5, 4, 5, -2, -3,
  2, 3, -1, 0, 1, 0 };


static POSITION d_off_y_9[] =
{ -1, -1, -2, -2, -3, -3, -4, -4, -5, -5, -6, -6,
  -7, -7, -7, -7, -8, -8, -8, -8, -9, -9, -9, 0,
  0, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 7,
  7, 8, 8, 8, 8, 9, 9, 9, 0 };

static POSITION d_off_x_9[] =
{ -9, 9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4,
  -5, 4, 5, -2, -3, 2, 3, -1, 0, 1, -9, 9, -9,
  9, -8, 8, -8, 8, -7, 7, -7, 7, -6, 6, -4, -5,
  4, 5, -2, -3, 2, 3, -1, 0, 1, 0 };


static POSITION *dist_offsets_y[10] =
{
	d_off_y_0, d_off_y_1, d_off_y_2, d_off_y_3, d_off_y_4,
	d_off_y_5, d_off_y_6, d_off_y_7, d_off_y_8, d_off_y_9
};

static POSITION *dist_offsets_x[10] =
{
	d_off_x_0, d_off_x_1, d_off_x_2, d_off_x_3, d_off_x_4,
	d_off_x_5, d_off_x_6, d_off_x_7, d_off_x_8, d_off_x_9
};

/*!
 * @brief モンスターが逃げ込める安全な地点を返す /
 * Choose a "safe" location near a monster for it to run toward.
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_idx モンスターの参照ID
 * @param yp 移動先のマスのY座標を返す参照ポインタ
 * @param xp 移動先のマスのX座標を返す参照ポインタ
 * @return 有効なマスがあった場合TRUEを返す
 * @details
 * A location is "safe" if it can be reached quickly and the player\n
 * is not able to fire into it (it isn't a "clean shot").  So, this will\n
 * cause monsters to "duck" behind walls.  Hopefully, monsters will also\n
 * try to run towards corridor openings if they are in a room.\n
 *\n
 * This function may take lots of CPU time if lots of monsters are\n
 * fleeing.\n
 *\n
 * Return TRUE if a safe location is available.\n
 */
static bool find_safety(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
{
	floor_type *floor_ptr = target_ptr->current_floor_ptr;
	monster_type *m_ptr = &floor_ptr->m_list[m_idx];

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

	POSITION gy = 0, gx = 0, gdis = 0;

	for (POSITION d = 1; d < 10; d++)
	{
		POSITION *y_offsets;
		y_offsets = dist_offsets_y[d];

		POSITION *x_offsets;
		x_offsets = dist_offsets_x[d];

		for (POSITION i = 0, dx = x_offsets[0], dy = y_offsets[0];
			dx != 0 || dy != 0;
			i++, dx = x_offsets[i], dy = y_offsets[i])
		{
			POSITION y = fy + dy;
			POSITION x = fx + dx;
			if (!in_bounds(floor_ptr, y, x)) continue;

			grid_type *g_ptr;
			g_ptr = &floor_ptr->grid_array[y][x];

			BIT_FLAGS16 riding_mode = (m_idx == target_ptr->riding) ? CEM_RIDING : 0;
			if (!monster_can_cross_terrain(target_ptr, g_ptr->feat, &r_info[m_ptr->r_idx], riding_mode))
				continue;

			if (!(m_ptr->mflag2 & MFLAG2_NOFLOW))
			{
				if (g_ptr->dist == 0) continue;
				if (g_ptr->dist > floor_ptr->grid_array[fy][fx].dist + 2 * d) continue;
			}

			if (projectable(target_ptr, target_ptr->y, target_ptr->x, y, x)) continue;

			POSITION dis = distance(y, x, target_ptr->y, target_ptr->x);
			if (dis <= gdis) continue;

			gy = y;
			gx = x;
			gdis = dis;
		}

		if (gdis <= 0) continue;

		*yp = fy - gy;
		*xp = fx - gx;

		return TRUE;
	}

	return FALSE;
}


/*!
 * @brief モンスターが隠れ潜める地点を返す /
 * Choose a good hiding place near a monster for it to run toward.
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_idx モンスターの参照ID
 * @param yp 移動先のマスのY座標を返す参照ポインタ
 * @param xp 移動先のマスのX座標を返す参照ポインタ
 * @return 有効なマスがあった場合TRUEを返す
 * @details
 * Pack monsters will use this to "ambush" the player and lure him out\n
 * of corridors into open space so they can swarm him.\n
 *\n
 * Return TRUE if a good location is available.\n
 */
static bool find_hiding(player_type *target_ptr, MONSTER_IDX m_idx, POSITION *yp, POSITION *xp)
{
	floor_type *floor_ptr = target_ptr->current_floor_ptr;
	monster_type *m_ptr = &floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];

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

	POSITION gy = 0, gx = 0, gdis = 999;

	for (POSITION d = 1; d < 10; d++)
	{
		POSITION *y_offsets;
		y_offsets = dist_offsets_y[d];

		POSITION *x_offsets;
		x_offsets = dist_offsets_x[d];

		for (POSITION i = 0, dx = x_offsets[0], dy = y_offsets[0];
			dx != 0 || dy != 0;
			i++, dx = x_offsets[i], dy = y_offsets[i])
		{
			POSITION y = fy + dy;
			POSITION x = fx + dx;

			if (!in_bounds(floor_ptr, y, x)) continue;
			if (!monster_can_enter(target_ptr, y, x, r_ptr, 0)) continue;
			if (projectable(target_ptr, target_ptr->y, target_ptr->x, y, x) && clean_shot(target_ptr, fy, fx, y, x, FALSE))
				continue;

			POSITION dis = distance(y, x, target_ptr->y, target_ptr->x);
			if (dis < gdis && dis >= 2)
			{
				gy = y;
				gx = x;
				gdis = dis;
			}
		}

		if (gdis >= 999) continue;

		*yp = fy - gy;
		*xp = fx - gx;

		return TRUE;
	}

	return FALSE;
}


/*!
 * @brief モンスターの移動方向を返す /
 * Choose "logical" directions for monster movement
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_idx モンスターの参照ID
 * @param mm 移動方向を返す方向IDの参照ポインタ
 * @return 有効方向があった場合TRUEを返す
 */
static bool get_moves(player_type *target_ptr, MONSTER_IDX m_idx, DIRECTION *mm)
{
	floor_type *floor_ptr = target_ptr->current_floor_ptr;
	monster_type *m_ptr = &floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	POSITION y = 0, ay, x = 0, ax;
	POSITION y2 = target_ptr->y;
	POSITION x2 = target_ptr->x;
	bool done = FALSE;
	bool will_run = mon_will_run(target_ptr, m_idx);
	grid_type *g_ptr;
	bool no_flow = ((m_ptr->mflag2 & MFLAG2_NOFLOW) != 0) && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].cost > 2);
	bool can_pass_wall = ((r_ptr->flags2 & RF2_PASS_WALL) != 0) && ((m_idx != target_ptr->riding) || target_ptr->pass_wall);

	if (!will_run && m_ptr->target_y)
	{
		int t_m_idx = floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
		if ((t_m_idx > 0) &&
			are_enemies(target_ptr, m_ptr, &floor_ptr->m_list[t_m_idx]) &&
			los(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x) &&
			projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
		{
			y = m_ptr->fy - m_ptr->target_y;
			x = m_ptr->fx - m_ptr->target_x;
			done = TRUE;
		}
	}

	if (!done && !will_run && is_hostile(m_ptr) &&
		(r_ptr->flags1 & RF1_FRIENDS) &&
		((los(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x) && projectable(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x)) ||
		(floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < MAX_SIGHT / 2)))
	{
		if ((r_ptr->flags3 & RF3_ANIMAL) && !can_pass_wall &&
			!(r_ptr->flags2 & RF2_KILL_WALL))
		{
			int room = 0;
			for (int i = 0; i < 8; i++)
			{
				int xx = target_ptr->x + ddx_ddd[i];
				int yy = target_ptr->y + ddy_ddd[i];

				if (!in_bounds2(floor_ptr, yy, xx)) continue;

				g_ptr = &floor_ptr->grid_array[yy][xx];
				if (monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, 0))
				{
					room++;
				}
			}

			if (floor_ptr->grid_array[target_ptr->y][target_ptr->x].info & CAVE_ROOM) room -= 2;
			if (!r_ptr->flags4 && !r_ptr->a_ability_flags1 && !r_ptr->a_ability_flags2) room -= 2;

			if (room < (8 * (target_ptr->chp + target_ptr->csp)) /
				(target_ptr->mhp + target_ptr->msp))
			{
				if (find_hiding(target_ptr, m_idx, &y, &x)) done = TRUE;
			}
		}

		if (!done && (floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].dist < 3))
		{
			for (int i = 0; i < 8; i++)
			{
				y2 = target_ptr->y + ddy_ddd[(m_idx + i) & 7];
				x2 = target_ptr->x + ddx_ddd[(m_idx + i) & 7];
				if ((m_ptr->fy == y2) && (m_ptr->fx == x2))
				{
					y2 = target_ptr->y;
					x2 = target_ptr->x;
					break;
				}

				if (!in_bounds2(floor_ptr, y2, x2)) continue;
				if (!monster_can_enter(target_ptr, y2, x2, r_ptr, 0)) continue;

				break;
			}

			y = m_ptr->fy - y2;
			x = m_ptr->fx - x2;
			done = TRUE;
		}
	}

	if (!done)
	{
		(void)get_moves_aux(target_ptr, m_idx, &y2, &x2, no_flow);
		y = m_ptr->fy - y2;
		x = m_ptr->fx - x2;
	}

	if (is_pet(m_ptr) && will_run)
	{
		y = (-y), x = (-x);
	}
	else
	{
		if (!done && will_run)
		{
			int tmp_x = (-x);
			int tmp_y = (-y);
			if (find_safety(target_ptr, m_idx, &y, &x) && !no_flow)
			{
				if (get_fear_moves_aux(target_ptr->current_floor_ptr, m_idx, &y, &x))
					done = TRUE;
			}

			if (!done)
			{
				y = tmp_y;
				x = tmp_x;
			}
		}
	}

	if (!x && !y) return FALSE;

	ax = ABS(x);
	ay = ABS(y);

	int move_val = 0;
	if (y < 0) move_val += 8;
	if (x > 0) move_val += 4;

	if (ay > (ax << 1)) move_val += 2;
	else if (ax > (ay << 1)) move_val++;

	switch (move_val)
	{
	case 0:
		mm[0] = 9;
		if (ay > ax)
		{
			mm[1] = 8;
			mm[2] = 6;
			mm[3] = 7;
			mm[4] = 3;
		}
		else
		{
			mm[1] = 6;
			mm[2] = 8;
			mm[3] = 3;
			mm[4] = 7;
		}
		break;
	case 1:
	case 9:
		mm[0] = 6;
		if (y < 0)
		{
			mm[1] = 3;
			mm[2] = 9;
			mm[3] = 2;
			mm[4] = 8;
		}
		else
		{
			mm[1] = 9;
			mm[2] = 3;
			mm[3] = 8;
			mm[4] = 2;
		}
		break;
	case 2:
	case 6:
		mm[0] = 8;
		if (x < 0)
		{
			mm[1] = 9;
			mm[2] = 7;
			mm[3] = 6;
			mm[4] = 4;
		}
		else
		{
			mm[1] = 7;
			mm[2] = 9;
			mm[3] = 4;
			mm[4] = 6;
		}
		break;
	case 4:
		mm[0] = 7;
		if (ay > ax)
		{
			mm[1] = 8;
			mm[2] = 4;
			mm[3] = 9;
			mm[4] = 1;
		}
		else
		{
			mm[1] = 4;
			mm[2] = 8;
			mm[3] = 1;
			mm[4] = 9;
		}
		break;
	case 5:
	case 13:
		mm[0] = 4;
		if (y < 0)
		{
			mm[1] = 1;
			mm[2] = 7;
			mm[3] = 2;
			mm[4] = 8;
		}
		else
		{
			mm[1] = 7;
			mm[2] = 1;
			mm[3] = 8;
			mm[4] = 2;
		}
		break;
	case 8:
		mm[0] = 3;
		if (ay > ax)
		{
			mm[1] = 2;
			mm[2] = 6;
			mm[3] = 1;
			mm[4] = 9;
		}
		else
		{
			mm[1] = 6;
			mm[2] = 2;
			mm[3] = 9;
			mm[4] = 1;
		}
		break;
	case 10:
	case 14:
		mm[0] = 2;
		if (x < 0)
		{
			mm[1] = 3;
			mm[2] = 1;
			mm[3] = 6;
			mm[4] = 4;
		}
		else
		{
			mm[1] = 1;
			mm[2] = 3;
			mm[3] = 4;
			mm[4] = 6;
		}
		break;
	case 12:
		mm[0] = 1;
		if (ay > ax)
		{
			mm[1] = 2;
			mm[2] = 4;
			mm[3] = 3;
			mm[4] = 7;
		}
		else
		{
			mm[1] = 4;
			mm[2] = 2;
			mm[3] = 7;
			mm[4] = 3;
		}
		break;
	}

	return TRUE;
}


static bool check_hp_for_feat_destruction(feature_type *f_ptr, monster_type *m_ptr)
{
	return !have_flag(f_ptr->flags, FF_GLASS) ||
		(r_info[m_ptr->r_idx].flags2 & RF2_STUPID) ||
		(m_ptr->hp >= MAX(m_ptr->maxhp / 3, 200));
}


/*!
 * @brief モンスター単体の1ターン行動処理メインルーチン /
 * Process a monster
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_idx 行動モンスターの参照ID
 * @return なし
 * @details
 * The monster is known to be within 100 grids of the player\n
 *\n
 * In several cases, we directly update the monster lore\n
 *\n
 * Note that a monster is only allowed to "reproduce" if there\n
 * are a limited number of "reproducing" monsters on the current\n
 * level.  This should prevent the level from being "swamped" by\n
 * reproducing monsters.  It also allows a large mass of mice to\n
 * prevent a louse from multiplying, but this is a small price to\n
 * pay for a simple multiplication method.\n
 *\n
 * XXX Monster fear is slightly odd, in particular, monsters will\n
 * fixate on opening a door even if they cannot open it.  Actually,\n
 * the same thing happens to normal monsters when they hit a door\n
 *\n
 * In addition, monsters which *cannot* open or bash\n
 * down a door will still stand there trying to open it...\n
 *\n
 * XXX Technically, need to check for monster in the way\n
 * combined with that monster being in a wall (or door?)\n
 *\n
 * A "direction" of "5" means "pick a random direction".\n
 */
void process_monster(player_type *target_ptr, MONSTER_IDX m_idx)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	turn_flags tmp_flags;
	turn_flags *turn_flags_ptr = init_turn_flags(target_ptr, m_idx, &tmp_flags);
	turn_flags_ptr->see_m = is_seen(m_ptr);

	decide_drop_from_monster(target_ptr, m_idx, turn_flags_ptr->is_riding_mon);
	if ((m_ptr->mflag2 & MFLAG2_CHAMELEON) && one_in_(13) && !MON_CSLEEP(m_ptr))
	{
		choose_new_monster(target_ptr, m_idx, FALSE, 0);
		r_ptr = &r_info[m_ptr->r_idx];
	}

	turn_flags_ptr->aware = process_stealth(target_ptr, m_idx);
	if (vanish_summoned_children(target_ptr, m_idx, turn_flags_ptr->see_m)) return;
	if (process_quantum_effect(target_ptr,m_idx, turn_flags_ptr->see_m)) return;
	if (explode_monster(target_ptr, m_idx)) return;
	if (runaway_monster(target_ptr, turn_flags_ptr, m_idx)) return;

	awake_monster(target_ptr, m_idx);
	if (MON_STUNNED(m_ptr))
	{
		if (one_in_(2)) return;
	}

	if (turn_flags_ptr->is_riding_mon)
	{
		target_ptr->update |= (PU_BONUS);
	}

	process_angar(target_ptr, m_idx, turn_flags_ptr->see_m);

	POSITION oy = m_ptr->fy;
	POSITION ox = m_ptr->fx;
	if (decide_monster_multiplication(target_ptr, m_idx, oy, ox)) return;

	process_special(target_ptr, m_idx);
	process_speak_sound(target_ptr, m_idx, oy, ox, turn_flags_ptr->aware);
	if (cast_spell(target_ptr, m_idx, turn_flags_ptr->aware)) return;

	DIRECTION mm[8];
	mm[0] = mm[1] = mm[2] = mm[3] = 0;
	mm[4] = mm[5] = mm[6] = mm[7] = 0;

	if (!decide_monster_movement_direction(target_ptr, mm, m_idx, turn_flags_ptr->aware)) return;

	int count = 0;
	if(!process_monster_movement(target_ptr, turn_flags_ptr, m_idx, mm, oy, ox, &count)) return;

	/*
	 *  Forward movements failed, but now received LOS attack!
	 *  Try to flow by smell.
	 */
	if (target_ptr->no_flowed && count > 2 && m_ptr->target_y)
		m_ptr->mflag2 &= ~MFLAG2_NOFLOW;

	if (!turn_flags_ptr->do_turn && !turn_flags_ptr->do_move && !MON_MONFEAR(m_ptr) && !turn_flags_ptr->is_riding_mon && turn_flags_ptr->aware)
	{
		if (r_ptr->freq_spell && randint1(100) <= r_ptr->freq_spell)
		{
			if (make_attack_spell(m_idx, target_ptr)) return;
		}
	}

	update_player_type(target_ptr, turn_flags_ptr, r_ptr);
	update_monster_race_flags(target_ptr, turn_flags_ptr, m_ptr);

	if (!process_monster_fear(target_ptr, turn_flags_ptr, m_idx)) return;

	if (m_ptr->ml) chg_virtue(target_ptr, V_COMPASSION, -1);
}


/*!
 * @brief ターン経過フラグ構造体の初期化
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_idx モンスターID
 * @return 初期化済のターン経過フラグ
 */
turn_flags *init_turn_flags(player_type *target_ptr, MONSTER_IDX m_idx, turn_flags *turn_flags_ptr)
{
	turn_flags_ptr->is_riding_mon = (m_idx == target_ptr->riding);
	turn_flags_ptr->do_turn = FALSE;
	turn_flags_ptr->do_move = FALSE;
	turn_flags_ptr->do_view = FALSE;
	turn_flags_ptr->must_alter_to_move = FALSE;
	turn_flags_ptr->did_open_door = FALSE;
	turn_flags_ptr->did_bash_door = FALSE;
	turn_flags_ptr->did_take_item = FALSE;
	turn_flags_ptr->did_kill_item = FALSE;
	turn_flags_ptr->did_move_body = FALSE;
	turn_flags_ptr->did_pass_wall = FALSE;
	turn_flags_ptr->did_kill_wall = FALSE;
	return turn_flags_ptr;
}


/*!
 * @brief 超隠密処理
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_idx モンスターID
 * @return モンスターがプレーヤーに気付いているならばTRUE、超隠密状態ならばFALSE
 */
bool process_stealth(player_type *target_ptr, MONSTER_IDX m_idx)
{
	if ((target_ptr->special_defense & NINJA_S_STEALTH) == 0) return TRUE;

	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	int tmp = target_ptr->lev * 6 + (target_ptr->skill_stl + 10) * 4;
	if (target_ptr->monlite) tmp /= 3;
	if (target_ptr->cursed & TRC_AGGRAVATE) tmp /= 2;
	if (r_ptr->level > (target_ptr->lev * target_ptr->lev / 20 + 10)) tmp /= 3;
	return (randint0(tmp) <= (r_ptr->level + 20));
}


/*!
 * @brief 死亡したモンスターが乗馬中のモンスターだった場合に落馬処理を行う
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_idx モンスターID
 * @param is_riding_mon 騎乗中であればTRUE
 * @return なし
 */
void decide_drop_from_monster(player_type *target_ptr, MONSTER_IDX m_idx, bool is_riding_mon)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	if (!is_riding_mon || ((r_ptr->flags7 & RF7_RIDING) != 0)) return;

	if (rakuba(target_ptr, 0, TRUE))
	{
#ifdef JP
		msg_print("地面に落とされた。");
#else
		GAME_TEXT m_name[MAX_NLEN];
		monster_desc(target_ptr, m_name, &target_ptr->current_floor_ptr->m_list[target_ptr->riding], 0);
		msg_format("You have fallen from %s.", m_name);
#endif
	}
}


/*!
 * @brief 召喚の親元が消滅した時、子供も消滅させる
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_idx モンスターID
 * @param see_m モンスターが視界内にいたらTRUE
 * @return 召喚モンスターが消滅したらTRUE
 */
bool vanish_summoned_children(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	if ((m_ptr->parent_m_idx == 0) || (target_ptr->current_floor_ptr->m_list[m_ptr->parent_m_idx].r_idx > 0))
		return FALSE;

	if (see_m)
	{
		GAME_TEXT m_name[MAX_NLEN];
		monster_desc(target_ptr, m_name, m_ptr, 0);
		msg_format(_("%sは消え去った！", "%^s disappears!"), m_name);
	}

	if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
	{
		GAME_TEXT m_name[MAX_NLEN];
		monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_VISIBLE);
		exe_write_diary(target_ptr, DIARY_NAMED_PET, RECORD_NAMED_PET_LOSE_PARENT, m_name);
	}

	delete_monster_idx(target_ptr, m_idx);
	return TRUE;
}


/*!
 * @brief 寝ているモンスターの起床を判定する
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_idx モンスターID
 * @return なし
 */
void awake_monster(player_type *target_ptr, MONSTER_IDX m_idx)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	if (!MON_CSLEEP(m_ptr)) return;
	if (!(target_ptr->cursed & TRC_AGGRAVATE)) return;

	(void)set_monster_csleep(target_ptr, m_idx, 0);
	if (m_ptr->ml)
	{
		GAME_TEXT m_name[MAX_NLEN];
		monster_desc(target_ptr, 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(target_ptr, m_ptr) && (r_ptr->r_wake < MAX_UCHAR))
	{
		r_ptr->r_wake++;
	}
}


/*!
 * @brief モンスターの怒り状態を判定する (起こっていたら敵に回す)
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_idx モンスターID
 * @param see_m モンスターが視界内にいたらTRUE
 * @return なし
 */
void process_angar(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	bool gets_angry = FALSE;
	if (is_friendly(m_ptr) && (target_ptr->cursed & TRC_AGGRAVATE))
		gets_angry = TRUE;

	if (is_pet(m_ptr) && ((((r_ptr->flags1 & RF1_UNIQUE) || (r_ptr->flags7 & RF7_NAZGUL)) &&
		monster_has_hostile_align(target_ptr, NULL, 10, -10, r_ptr)) || (r_ptr->flagsr & RFR_RES_ALL)))
	{
		gets_angry = TRUE;
	}

	if (target_ptr->phase_out || !gets_angry) return;

	if (is_pet(m_ptr) || see_m)
	{
		GAME_TEXT m_name[MAX_NLEN];
		monster_desc(target_ptr, m_name, m_ptr, is_pet(m_ptr) ? MD_ASSUME_VISIBLE : 0);
		msg_format(_("%^sは突然敵にまわった！", "%^s suddenly becomes hostile!"), m_name);
	}

	set_hostile(target_ptr, m_ptr);
}


/*!
 * @brief 量子生物の量子的効果を実行する
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_idx モンスターID
 * @param see_m モンスターが視界内にいたらTRUE
 * @return モンスターが量子的効果により消滅したらTRUE
 */
bool process_quantum_effect(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	if ((r_ptr->flags2 & RF2_QUANTUM) == 0) return FALSE;
	if (!randint0(2)) return FALSE;
	if (randint0((m_idx % 100) + 10)) return FALSE;

	bool can_disappear = (r_ptr->flags1 & RF1_UNIQUE) == 0;
	can_disappear &= (r_ptr->flags1 & RF1_QUESTOR) == 0;
	if (can_disappear)
	{
		vanish_nonunique(target_ptr, m_idx, see_m);
		return TRUE;
	}
	
	produce_quantum_effect(target_ptr, m_idx, see_m);
	return FALSE;
}


/*!
 * @brief ユニークでない量子生物を消滅させる
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_idx モンスターID
 * @param see_m モンスターが視界内にいたらTRUE
 * @return なし
 */
void vanish_nonunique(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	if (see_m)
	{
		GAME_TEXT m_name[MAX_NLEN];
		monster_desc(target_ptr, m_name, m_ptr, 0);
		msg_format(_("%sは消え去った！", "%^s disappears!"), m_name);
	}

	monster_death(target_ptr, m_idx, FALSE);
	delete_monster_idx(target_ptr, m_idx);
	if (is_pet(m_ptr) && !(m_ptr->ml))
	{
		msg_print(_("少しの間悲しい気分になった。", "You feel sad for a moment."));
	}
}


/*!
 * @brief 量子生物ユニークの量子的効果 (ショート・テレポートまたは距離10のテレポート・アウェイ)を実行する
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_idx モンスターID
 * @param see_m モンスターが視界内にいたらTRUE
 * @return なし
 * @details
 * プレーヤーが量子生物を観測しているか、量子生物がプレーヤーを観測している場合、互いの相対的な位置を確定させる
 * 波動関数の収縮はテレポートではないので反テレポート無効
 * todo パターンは収縮どころか拡散しているが、この際気にしてはいけない
 */
void produce_quantum_effect(player_type *target_ptr, MONSTER_IDX m_idx, bool see_m)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	bool coherent = los(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x);
	if (!see_m && !coherent) return;

	if (see_m)
	{
		GAME_TEXT m_name[MAX_NLEN];
		monster_desc(target_ptr, m_name, m_ptr, 0);
		msg_format(_("%sは量子的効果を起こした！", "%^s produced a decoherence!"), m_name);
	}
	else
	{
		msg_print(_("量子的効果が起こった！", "A decoherence was produced!"));
	}

	bool target = one_in_(2);
	const int blink = 32 * 5 + 4;
	if (target)
	{
		(void)monspell_to_monster(target_ptr, blink, m_ptr->fy, m_ptr->fx, m_idx, m_idx);
	}
	else
	{
		teleport_player_away(m_idx, target_ptr, 10, TRUE);
	}
}


/*!
 * @brief モンスターの爆発処理
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_idx モンスターID
 * @return 爆死したらTRUE
 */
bool explode_monster(player_type *target_ptr, MONSTER_IDX m_idx)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	if (m_ptr->r_idx != MON_SHURYUUDAN) return FALSE;

	bool fear, dead;
	mon_take_hit_mon(target_ptr, m_idx, 1, &dead, &fear, _("は爆発して粉々になった。", " explodes into tiny shreds."), m_idx);
	return dead;
}


/*!
 * @brief モンスター依存の特別な行動を取らせる
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_idx モンスターID
 * @return なし
 */
void process_special(player_type *target_ptr, MONSTER_IDX m_idx)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	if ((r_ptr->a_ability_flags2 & RF6_SPECIAL) == 0) return;
	if (m_ptr->r_idx != MON_OHMU) return;
	if (target_ptr->current_floor_ptr->inside_arena || target_ptr->phase_out) return;
	if ((r_ptr->freq_spell == 0) || !(randint1(100) <= r_ptr->freq_spell)) return;

	int count = 0;
	DEPTH rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
	BIT_FLAGS p_mode = is_pet(m_ptr) ? PM_FORCE_PET : 0L;

	for (int k = 0; k < A_MAX; k++)
	{
		if (summon_specific(target_ptr, m_idx, m_ptr->fy, m_ptr->fx, rlev, SUMMON_MOLD, (PM_ALLOW_GROUP | p_mode)))
		{
			if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml) count++;
		}
	}

	if (count && is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags6 |= (RF6_SPECIAL);
}


/*!
 * @brief モンスターを喋らせたり足音を立てたりする
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_idx モンスターID
 * @param oy モンスターが元々いたY座標
 * @param ox モンスターが元々いたX座標
 * @param aware モンスターがプレーヤーに気付いているならばTRUE、超隠密状態ならばFALSE
 * @return なし
 */
void process_speak_sound(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox, bool aware)
{
	if (target_ptr->phase_out) return;

	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
	if (m_ptr->ap_r_idx == MON_CYBER &&
		one_in_(CYBERNOISE) &&
		!m_ptr->ml && (m_ptr->cdis <= MAX_SIGHT))
	{
		if (disturb_minor) disturb(target_ptr, FALSE, FALSE);
		msg_print(_("重厚な足音が聞こえた。", "You hear heavy steps."));
	}

	if (((ap_r_ptr->flags2 & RF2_CAN_SPEAK) == 0) || !aware ||
		!one_in_(SPEAK_CHANCE) ||
		!player_has_los_bold(target_ptr, oy, ox) ||
		!projectable(target_ptr, oy, ox, target_ptr->y, target_ptr->x))
		return;

	GAME_TEXT m_name[MAX_NLEN];
	char monmessage[1024];
	concptr filename;

	if (m_ptr->ml)
		monster_desc(target_ptr, m_name, m_ptr, 0);
	else
		strcpy(m_name, _("それ", "It"));

	if (MON_MONFEAR(m_ptr))
		filename = _("monfear_j.txt", "monfear.txt");
	else if (is_pet(m_ptr))
		filename = _("monpet_j.txt", "monpet.txt");
	else if (is_friendly(m_ptr))
		filename = _("monfrien_j.txt", "monfrien.txt");
	else
		filename = _("monspeak_j.txt", "monspeak.txt");

	if (get_rnd_line(filename, m_ptr->ap_r_idx, monmessage) == 0)
	{
		msg_format(_("%^s%s", "%^s %s"), m_name, monmessage);
	}
}


/*!
 * @brief モンスターを分裂させるかどうかを決定する (分裂もさせる)
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_idx モンスターID
 * @param oy 分裂元モンスターのY座標
 * @param ox 分裂元モンスターのX座標
 * @return 実際に分裂したらTRUEを返す
 */
bool decide_monster_multiplication(player_type *target_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	if (((r_ptr->flags2 & RF2_MULTIPLY) == 0) || (target_ptr->current_floor_ptr->num_repro >= MAX_REPRO))
		return FALSE;

	int k = 0;
	for (POSITION y = oy - 1; y <= oy + 1; y++)
	{
		for (POSITION x = ox - 1; x <= ox + 1; x++)
		{
			if (!in_bounds2(target_ptr->current_floor_ptr, y, x)) continue;
			if (target_ptr->current_floor_ptr->grid_array[y][x].m_idx) k++;
		}
	}

	if (multiply_barrier(target_ptr, m_idx)) k = 8;

	if ((k < 4) && (!k || !randint0(k * MON_MULT_ADJ)))
	{
		if (multiply_monster(target_ptr, m_idx, FALSE, (is_pet(m_ptr) ? PM_FORCE_PET : 0)))
		{
			if (target_ptr->current_floor_ptr->m_list[hack_m_idx_ii].ml && is_original_ap_and_seen(target_ptr, m_ptr))
			{
				r_ptr->r_flags2 |= (RF2_MULTIPLY);
			}

			return TRUE;
		}
	}

	return FALSE;
}


/*!
 * @brief モンスターの移動パターンを決定する
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param mm 移動方向
 * @param m_idx モンスターID
 * @param aware モンスターがプレーヤーに気付いているならばTRUE、超隠密状態ならばFALSE
 * @return 移動先が存在すればTRUE
 */
bool decide_monster_movement_direction(player_type *target_ptr, DIRECTION *mm, MONSTER_IDX m_idx, bool aware)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];

	if (MON_CONFUSED(m_ptr) || !aware)
	{
		mm[0] = mm[1] = mm[2] = mm[3] = 5;
		return TRUE;
	}

	if (random_walk(target_ptr, mm, m_ptr)) return TRUE;

	if ((r_ptr->flags1 & RF1_NEVER_MOVE) && (m_ptr->cdis > 1))
	{
		mm[0] = mm[1] = mm[2] = mm[3] = 5;
		return TRUE;
	}

	if (decide_pet_movement_direction(target_ptr, mm, m_idx)) return TRUE;

	if (!is_hostile(m_ptr))
	{
		mm[0] = mm[1] = mm[2] = mm[3] = 5;
		get_enemy_dir(target_ptr, m_idx, mm);
		return TRUE;
	}

	if (!get_moves(target_ptr, m_idx, mm)) return FALSE;

	return TRUE;
}


/*!
 * todo ↓のように書いたが、"5"とはもしかして「その場に留まる」という意味か？
 * @brief 不規則歩行フラグを持つモンスターの移動方向をその確率に基づいて決定する
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param mm 移動方向
 * @param m_ptr モンスターへの参照ポインタ
 * @return 不規則な方向へ歩くことになったらTRUE
 */
bool random_walk(player_type *target_ptr, DIRECTION *mm, monster_type *m_ptr)
{
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	if (((r_ptr->flags1 & (RF1_RAND_50 | RF1_RAND_25)) == (RF1_RAND_50 | RF1_RAND_25)) && (randint0(100) < 75))
	{
		if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= (RF1_RAND_50 | RF1_RAND_25);

		mm[0] = mm[1] = mm[2] = mm[3] = 5;
		return TRUE;
	}

	if ((r_ptr->flags1 & RF1_RAND_50) && (randint0(100) < 50))
	{
		if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= RF1_RAND_50;

		mm[0] = mm[1] = mm[2] = mm[3] = 5;
		return TRUE;
	}

	if ((r_ptr->flags1 & RF1_RAND_25) && (randint0(100) < 25))
	{
		if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags1 |= RF1_RAND_25;

		mm[0] = mm[1] = mm[2] = mm[3] = 5;
		return TRUE;
	}

	return FALSE;
}


/*!
 * @brief ペットや友好的なモンスターがフロアから逃げる処理を行う
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param mm 移動方向
 * @param m_idx モンスターID
 * @return モンスターがペットであればTRUE
 */
bool decide_pet_movement_direction(player_type *target_ptr, DIRECTION *mm, MONSTER_IDX m_idx)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	if (!is_pet(m_ptr)) return FALSE;

	bool avoid = ((target_ptr->pet_follow_distance < 0) && (m_ptr->cdis <= (0 - target_ptr->pet_follow_distance)));
	bool lonely = (!avoid && (m_ptr->cdis > target_ptr->pet_follow_distance));
	bool distant = (m_ptr->cdis > PET_SEEK_DIST);
	mm[0] = mm[1] = mm[2] = mm[3] = 5;
	if (get_enemy_dir(target_ptr, m_idx, mm)) return TRUE;
	if (!avoid && !lonely && !distant) return TRUE;

	POSITION dis = target_ptr->pet_follow_distance;
	if (target_ptr->pet_follow_distance > PET_SEEK_DIST)
	{
		target_ptr->pet_follow_distance = PET_SEEK_DIST;
	}

	(void)get_moves(target_ptr, m_idx, mm);
	target_ptr->pet_follow_distance = (s16b)dis;
	return TRUE;
}


/*!
 * @brief ペットや友好的なモンスターがフロアから逃げる処理を行う
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_idx モンスターID
 * @param is_riding_mon 騎乗状態ならばTRUE
 * @param see_m モンスターが視界内にいたらTRUE
 * @return モンスターがフロアから消えたらTRUE
 */
bool runaway_monster(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	bool can_runaway = is_pet(m_ptr) || is_friendly(m_ptr);
	can_runaway &= ((r_ptr->flags1 & RF1_UNIQUE) != 0) || ((r_ptr->flags7 & RF7_NAZGUL) != 0);
	can_runaway &= !target_ptr->phase_out;
	if (!can_runaway) return FALSE;

	static int riding_pinch = 0;

	if (m_ptr->hp >= m_ptr->maxhp / 3)
	{
		/* Reset the counter */
		if (turn_flags_ptr->is_riding_mon) riding_pinch = 0;
		
		return FALSE;
	}

	GAME_TEXT m_name[MAX_NLEN];
	monster_desc(target_ptr, m_name, m_ptr, 0);
	if (turn_flags_ptr->is_riding_mon && riding_pinch < 2)
	{
		msg_format(_("%sは傷の痛さの余りあなたの束縛から逃れようとしている。",
			"%^s seems to be in so much pain and tries to escape from your restriction."), m_name);
		riding_pinch++;
		disturb(target_ptr, TRUE, TRUE);
		return FALSE;
	}

	escape_monster(target_ptr, turn_flags_ptr, m_ptr, m_name);
	check_quest_completion(target_ptr, m_ptr);
	delete_monster_idx(target_ptr, m_idx);
	return TRUE;
}


/*!
 * @brief HPが1/3未満になった有効的なユニークモンスターの逃走処理を行う
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param is_riding_mon 騎乗状態ならばTRUE
 * @param m_ptr モンスターへの参照ポインタ
 * @param m_name モンスター名称
 * @param see_m モンスターが視界内にいたらTRUE
 * @return なし
 */
void escape_monster(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, GAME_TEXT *m_name)
{
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	if (turn_flags_ptr->is_riding_mon)
	{
		msg_format(_("%sはあなたの束縛から脱出した。", "%^s succeeded to escape from your restriction!"), m_name);
		if (rakuba(target_ptr, -1, FALSE))
		{
			msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
		}
	}

	if (turn_flags_ptr->see_m)
	{
		if ((r_ptr->flags2 & RF2_CAN_SPEAK) && (m_ptr->r_idx != MON_GRIP) && (m_ptr->r_idx != MON_WOLF) && (m_ptr->r_idx != MON_FANG) &&
			player_has_los_bold(target_ptr, m_ptr->fy, m_ptr->fx) && projectable(target_ptr, m_ptr->fy, m_ptr->fx, target_ptr->y, target_ptr->x))
		{
			msg_format(_("%^s「ピンチだ！退却させてもらう！」", "%^s says 'It is the pinch! I will retreat'."), m_name);
		}

		msg_format(_("%^sがテレポート・レベルの巻物を読んだ。", "%^s reads a scroll of teleport level."), m_name);
		msg_format(_("%^sが消え去った。", "%^s disappears."), m_name);
	}

	if (turn_flags_ptr->is_riding_mon && rakuba(target_ptr, -1, FALSE))
	{
		msg_print(_("地面に落とされた。", "You have fallen from the pet you were riding."));
	}
}


/*!
 * @brief モンスターに魔法を試行させる
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_idx モンスターID
 * @param aware モンスターがプレーヤーに気付いているならばTRUE、超隠密状態ならばFALSE
 * @return 魔法を唱えられなければ強制的にFALSE、その後モンスターが実際に魔法を唱えればTRUE
 */
bool cast_spell(player_type *target_ptr, MONSTER_IDX m_idx, bool aware)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	if ((r_ptr->freq_spell == 0) || (randint1(100) > r_ptr->freq_spell))
		return FALSE;

	bool counterattack = FALSE;
	if (m_ptr->target_y)
	{
		MONSTER_IDX t_m_idx = target_ptr->current_floor_ptr->grid_array[m_ptr->target_y][m_ptr->target_x].m_idx;
		if (t_m_idx && are_enemies(target_ptr, m_ptr, &target_ptr->current_floor_ptr->m_list[t_m_idx]) &&
			projectable(target_ptr, m_ptr->fy, m_ptr->fx, m_ptr->target_y, m_ptr->target_x))
		{
			counterattack = TRUE;
		}
	}

	if (counterattack)
	{
		if (monst_spell_monst(target_ptr, m_idx)) return TRUE;
		if (aware && make_attack_spell(m_idx, target_ptr)) return TRUE;
	}
	else
	{
		if (aware && make_attack_spell(m_idx, target_ptr)) return TRUE;
		if (monst_spell_monst(target_ptr, m_idx)) return TRUE;
	}

	return FALSE;
}


/*!
 * todo 少し長いが、これといってブロックとしてまとまった部分もないので暫定でこのままとする
 * @brief モンスターの移動に関するメインルーチン
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
 * @param m_idx モンスターID
 * @param mm モンスターの移動方向
 * @param oy 移動前の、モンスターのY座標
 * @param ox 移動前の、モンスターのX座標
 * @param count 移動回数 (のはず todo)
 * @return 移動が阻害される何か (ドア等)があったらFALSE
 */
bool process_monster_movement(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, DIRECTION *mm, POSITION oy, POSITION ox, int *count)
{
	for (int i = 0; mm[i]; i++)
	{
		int d = mm[i];
		if (d == 5) d = ddd[randint0(8)];

		POSITION ny = oy + ddy[d];
		POSITION nx = ox + ddx[d];
		if (!in_bounds2(target_ptr->current_floor_ptr, ny, nx)) continue;

		grid_type *g_ptr;
		g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
		monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
		monster_race *r_ptr = &r_info[m_ptr->r_idx];
		bool can_cross = monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, turn_flags_ptr->is_riding_mon ? CEM_RIDING : 0);

		if (!process_wall(target_ptr, turn_flags_ptr, m_ptr, ny, nx, can_cross))
		{
			if (!process_door(target_ptr, turn_flags_ptr, m_ptr, ny, nx))
				return FALSE;
		}

		if (!process_protection_rune(target_ptr, turn_flags_ptr, m_ptr, ny, nx))
		{
			if (!process_explosive_rune(target_ptr, turn_flags_ptr, m_ptr, ny, nx))
				return FALSE;
		}

		exe_monster_attack_to_player(target_ptr, turn_flags_ptr, m_idx, ny, nx);
		if (process_monster_attack_to_monster(target_ptr, turn_flags_ptr, m_idx, g_ptr, can_cross)) return FALSE;

		if (turn_flags_ptr->is_riding_mon)
		{
			if (!target_ptr->riding_ryoute && !MON_MONFEAR(&target_ptr->current_floor_ptr->m_list[target_ptr->riding])) turn_flags_ptr->do_move = FALSE;
		}

		if (!process_post_dig_wall(target_ptr, turn_flags_ptr, m_ptr, ny, nx)) return FALSE;

		if (turn_flags_ptr->must_alter_to_move && (r_ptr->flags7 & RF7_AQUATIC))
		{
			if (!monster_can_cross_terrain(target_ptr, g_ptr->feat, r_ptr, turn_flags_ptr->is_riding_mon ? CEM_RIDING : 0))
				turn_flags_ptr->do_move = FALSE;
		}

		if (turn_flags_ptr->do_move && !can_cross && !turn_flags_ptr->did_kill_wall && !turn_flags_ptr->did_bash_door)
			turn_flags_ptr->do_move = FALSE;

		if (turn_flags_ptr->do_move && (r_ptr->flags1 & RF1_NEVER_MOVE))
		{
			if (is_original_ap_and_seen(target_ptr, m_ptr))
				r_ptr->r_flags1 |= (RF1_NEVER_MOVE);

			turn_flags_ptr->do_move = FALSE;
		}

		if (!turn_flags_ptr->do_move)
		{
			if (turn_flags_ptr->do_turn) break;

			continue;
		}

		turn_flags_ptr->do_turn = TRUE;
		feature_type *f_ptr;
		f_ptr = &f_info[g_ptr->feat];
		if (have_flag(f_ptr->flags, FF_TREE))
		{
			if (!(r_ptr->flags7 & RF7_CAN_FLY) && !(r_ptr->flags8 & RF8_WILD_WOOD))
			{
				m_ptr->energy_need += ENERGY_NEED();
			}
		}

		if (!update_riding_monster(target_ptr, turn_flags_ptr, m_idx, oy, ox, ny, nx)) break;

		monster_race *ap_r_ptr = &r_info[m_ptr->ap_r_idx];
		if (m_ptr->ml &&
			(disturb_move ||
			(disturb_near && (m_ptr->mflag & MFLAG_VIEW) && projectable(target_ptr, target_ptr->y, target_ptr->x, m_ptr->fy, m_ptr->fx)) ||
				(disturb_high && ap_r_ptr->r_tkills && ap_r_ptr->level >= target_ptr->lev)))
		{
			if (is_hostile(m_ptr))
				disturb(target_ptr, FALSE, TRUE);
		}

		bool is_takable_or_killable = g_ptr->o_idx > 0;
		is_takable_or_killable &= (r_ptr->flags2 & (RF2_TAKE_ITEM | RF2_KILL_ITEM)) != 0;

		bool is_pickup_items = (target_ptr->pet_extra_flags & PF_PICKUP_ITEMS) != 0;
		is_pickup_items &= (r_ptr->flags2 & RF2_TAKE_ITEM) != 0;

		is_takable_or_killable &= !is_pet(m_ptr) || is_pickup_items;
		if (!is_takable_or_killable)
		{
			if (turn_flags_ptr->do_turn) break;

			continue;
		}

		update_object_by_monster_movement(target_ptr, turn_flags_ptr, m_idx, ny, nx);
		if (turn_flags_ptr->do_turn) break;

		*count++;
	}

	return TRUE;
}


/*!
 * @brief モンスターによる壁の透過・破壊を行う
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_ptr モンスターへの参照ポインタ
 * @param ny モンスターのY座標
 * @param nx モンスターのX座標
 * @param can_cross モンスターが地形を踏破できるならばTRUE
 * @return 透過も破壊もしなかった場合はFALSE、それ以外はTRUE
 */
bool process_wall(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx, bool can_cross)
{
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	grid_type *g_ptr;
	g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
	feature_type *f_ptr;
	f_ptr = &f_info[g_ptr->feat];
	if (player_bold(target_ptr, ny, nx))
	{
		turn_flags_ptr->do_move = TRUE;
		return TRUE;
	}

	if (g_ptr->m_idx > 0)
	{
		turn_flags_ptr->do_move = TRUE;
		return TRUE;
	}
	
	if (((r_ptr->flags2 & RF2_KILL_WALL) != 0) &&
		(can_cross ? !have_flag(f_ptr->flags, FF_LOS) : !turn_flags_ptr->is_riding_mon) &&
		have_flag(f_ptr->flags, FF_HURT_DISI) && !have_flag(f_ptr->flags, FF_PERMANENT) &&
		check_hp_for_feat_destruction(f_ptr, m_ptr))
	{
		turn_flags_ptr->do_move = TRUE;
		if (!can_cross) turn_flags_ptr->must_alter_to_move = TRUE;

		turn_flags_ptr->did_kill_wall = TRUE;
		return TRUE;
	}
	
	if (!can_cross) return FALSE;

	turn_flags_ptr->do_move = TRUE;
	if (((r_ptr->flags2 & RF2_PASS_WALL) != 0) && (!turn_flags_ptr->is_riding_mon || target_ptr->pass_wall) &&
		have_flag(f_ptr->flags, FF_CAN_PASS))
	{
		turn_flags_ptr->did_pass_wall = TRUE;
	}

	return TRUE;
}


/*!
 * @brief モンスターによるドアの開放・破壊を行う
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
 * @param m_ptr モンスターへの参照ポインタ
 * @param ny モンスターのY座標
 * @param nx モンスターのX座標
 * @return モンスターが死亡した場合のみFALSE
 */
bool process_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx)
{
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	grid_type *g_ptr;
	g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
	if (!is_closed_door(target_ptr, g_ptr->feat)) return TRUE;

	feature_type *f_ptr;
	f_ptr = &f_info[g_ptr->feat];
	bool may_bash = bash_normal_door(target_ptr, turn_flags_ptr, m_ptr, ny, nx);
	bash_glass_door(target_ptr, turn_flags_ptr, m_ptr, f_ptr, may_bash);

	if (!turn_flags_ptr->did_open_door && !turn_flags_ptr->did_bash_door) return TRUE;

	if (turn_flags_ptr->did_bash_door && 
		((randint0(100) < 50) || (feat_state(target_ptr, g_ptr->feat, FF_OPEN) == g_ptr->feat) || have_flag(f_ptr->flags, FF_GLASS)))
	{
		cave_alter_feat(target_ptr, ny, nx, FF_BASH);
		if (!monster_is_valid(m_ptr))
		{
			target_ptr->update |= (PU_FLOW);
			target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
			if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_BASH_DOOR);

			return FALSE;
		}
	}
	else
	{
		cave_alter_feat(target_ptr, ny, nx, FF_OPEN);
	}

	f_ptr = &f_info[g_ptr->feat];
	turn_flags_ptr->do_view = TRUE;
	return TRUE;
}


/*!
 * @brief モンスターが普通のドアを開ける処理
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
 * @param m_ptr モンスターへの参照ポインタ
 * @param ny モンスターのY座標
 * @param nx モンスターのX座標
 * @return ここではドアを開けず、ガラスのドアを開ける可能性があるならTRUE
 */
bool bash_normal_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx)
{
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	grid_type *g_ptr;
	g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
	feature_type *f_ptr;
	f_ptr = &f_info[g_ptr->feat];
	turn_flags_ptr->do_move = FALSE;
	if (((r_ptr->flags2 & RF2_OPEN_DOOR) == 0) || !have_flag(f_ptr->flags, FF_OPEN) ||
		(is_pet(m_ptr) && ((target_ptr->pet_extra_flags & PF_OPEN_DOORS) == 0)))
		return TRUE;

	if (f_ptr->power == 0)
	{
		turn_flags_ptr->did_open_door = TRUE;
		turn_flags_ptr->do_turn = TRUE;
		return FALSE;
	}

	if (randint0(m_ptr->hp / 10) > f_ptr->power)
	{
		cave_alter_feat(target_ptr, ny, nx, FF_DISARM);
		turn_flags_ptr->do_turn = TRUE;
		return FALSE;
	}

	return TRUE;
}


/*!
 * @brief モンスターがガラスのドアを開ける処理
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
 * @param m_ptr モンスターへの参照ポインタ
 * @param g_ptr グリッドへの参照ポインタ
 * @param f_ptr 地形への参照ポインタ
 * @return なし
 */
void bash_glass_door(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, feature_type *f_ptr, bool may_bash)
{
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	if (!may_bash || ((r_ptr->flags2 & RF2_BASH_DOOR) == 0) || !have_flag(f_ptr->flags, FF_BASH) ||
		(is_pet(m_ptr) && ((target_ptr->pet_extra_flags & PF_OPEN_DOORS) == 0)))
		return;

	if (!check_hp_for_feat_destruction(f_ptr, m_ptr) || (randint0(m_ptr->hp / 10) <= f_ptr->power))
		return;

	if (have_flag(f_ptr->flags, FF_GLASS))
		msg_print(_("ガラスが砕ける音がした！", "You hear glass breaking!"));
	else
		msg_print(_("ドアを叩き開ける音がした！", "You hear a door burst open!"));

	if (disturb_minor) disturb(target_ptr, FALSE, FALSE);

	turn_flags_ptr->did_bash_door = TRUE;
	turn_flags_ptr->do_move = TRUE;
	turn_flags_ptr->must_alter_to_move = TRUE;
}


/*!
 * @brief 守りのルーンによるモンスターの移動制限を処理する
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
 * @param m_ptr モンスターへの参照ポインタ
 * @param ny モンスターのY座標
 * @param nx モンスターのX座標
 * @return ルーンのある/なし
 */
bool process_protection_rune(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx)
{
	grid_type *g_ptr;
	g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	if (!turn_flags_ptr->do_move || !is_glyph_grid(g_ptr) ||
		(((r_ptr->flags1 & RF1_NEVER_BLOW) != 0) && player_bold(target_ptr, ny, nx)))
		return FALSE;

	turn_flags_ptr->do_move = FALSE;
	if (is_pet(m_ptr) || (randint1(BREAK_GLYPH) >= r_ptr->level))
		return TRUE;

	if (g_ptr->info & CAVE_MARK)
	{
		msg_print(_("守りのルーンが壊れた！", "The rune of protection is broken!"));
	}

	g_ptr->info &= ~(CAVE_MARK);
	g_ptr->info &= ~(CAVE_OBJECT);
	g_ptr->mimic = 0;
	turn_flags_ptr->do_move = TRUE;
	note_spot(target_ptr, ny, nx);
	return TRUE;
}


/*!
 * @brief 爆発のルーンにを処理する
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
 * @param m_ptr モンスターへの参照ポインタ
 * @param ny モンスターのY座標
 * @param nx モンスターのX座標
 * @return モンスターが死亡した場合のみFALSE
 */
bool process_explosive_rune(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx)
{
	grid_type *g_ptr;
	g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	if (!turn_flags_ptr->do_move || !is_explosive_rune_grid(g_ptr) ||
		(((r_ptr->flags1 & RF1_NEVER_BLOW) != 0) && player_bold(target_ptr, ny, nx)))
		return TRUE;

	turn_flags_ptr->do_move = FALSE;
	if (is_pet(m_ptr)) return TRUE;

	if (randint1(BREAK_MINOR_GLYPH) > r_ptr->level)
	{
		if (g_ptr->info & CAVE_MARK)
		{
			msg_print(_("ルーンが爆発した！", "The rune explodes!"));
			BIT_FLAGS project_flags = PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL | PROJECT_JUMP | PROJECT_NO_HANGEKI;
			project(target_ptr, 0, 2, ny, nx, 2 * (target_ptr->lev + damroll(7, 7)), GF_MANA, project_flags, -1);
		}
	}
	else
	{
		msg_print(_("爆発のルーンは解除された。", "An explosive rune was disarmed."));
	}

	g_ptr->info &= ~(CAVE_MARK);
	g_ptr->info &= ~(CAVE_OBJECT);
	g_ptr->mimic = 0;

	note_spot(target_ptr, ny, nx);
	lite_spot(target_ptr, ny, nx);

	if (!monster_is_valid(m_ptr)) return FALSE;

	turn_flags_ptr->do_move = TRUE;
	return TRUE;
}


/*!
 * @brief モンスターが移動した結果、そこにプレーヤーがいたら直接攻撃を行う
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
 * @param m_idx モンスターID
 * @param ny 移動後の、モンスターのY座標
 * @param nx 移動後の、モンスターのX座標
 * @return なし
 * @details
 * 反攻撃の洞窟など、直接攻撃ができない場所では処理をスキップする
 */
void exe_monster_attack_to_player(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION ny, POSITION nx)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	if (!turn_flags_ptr->do_move || !player_bold(target_ptr, ny, nx))
		return;

	if (r_ptr->flags1 & RF1_NEVER_BLOW)
	{
		if (is_original_ap_and_seen(target_ptr, m_ptr))
			r_ptr->r_flags1 |= (RF1_NEVER_BLOW);

		turn_flags_ptr->do_move = FALSE;
	}

	if (turn_flags_ptr->do_move && ((d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) != 0) && !MON_CONFUSED(m_ptr))
	{
		if (!(r_ptr->flags2 & RF2_STUPID))
			turn_flags_ptr->do_move = FALSE;
		else if (is_original_ap_and_seen(target_ptr, m_ptr))
			r_ptr->r_flags2 |= (RF2_STUPID);
	}

	if (!turn_flags_ptr->do_move) return;

	if (!target_ptr->riding || one_in_(2))
	{
		(void)make_attack_normal(target_ptr, m_idx);
		turn_flags_ptr->do_move = FALSE;
		turn_flags_ptr->do_turn = TRUE;
	}
}


/*!
 * @brief モンスターからモンスターへの攻撃処理
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
 * @param m_idx モンスターID
 * @param g_ptr グリッドへの参照ポインタ
 * @param can_cross モンスターが地形を踏破できるならばTRUE
 * @return ターン消費が発生したらTRUE
 */
bool process_monster_attack_to_monster(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, grid_type *g_ptr, bool can_cross)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	monster_type *y_ptr;
	y_ptr = &target_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
	if (!turn_flags_ptr->do_move || (g_ptr->m_idx == 0)) return FALSE;

	monster_race *z_ptr = &r_info[y_ptr->r_idx];
	turn_flags_ptr->do_move = FALSE;
	if ((((r_ptr->flags2 & RF2_KILL_BODY) != 0) && ((r_ptr->flags1 & RF1_NEVER_BLOW) == 0) &&
		(r_ptr->mexp * r_ptr->level > z_ptr->mexp * z_ptr->level) &&
		can_cross && (g_ptr->m_idx != target_ptr->riding)) ||
		are_enemies(target_ptr, m_ptr, y_ptr) || MON_CONFUSED(m_ptr))
	{
		return exe_monster_attack_to_monster(target_ptr, m_idx, g_ptr);
	}

	if (((r_ptr->flags2 & RF2_MOVE_BODY) != 0) && ((r_ptr->flags1 & RF1_NEVER_MOVE) == 0) &&
		(r_ptr->mexp > z_ptr->mexp) &&
		can_cross && (g_ptr->m_idx != target_ptr->riding) &&
		monster_can_cross_terrain(target_ptr, target_ptr->current_floor_ptr->grid_array[m_ptr->fy][m_ptr->fx].feat, z_ptr, 0))
	{
		turn_flags_ptr->do_move = TRUE;
		turn_flags_ptr->did_move_body = TRUE;
		(void)set_monster_csleep(target_ptr, g_ptr->m_idx, 0);
	}

	return FALSE;
}


/*!
 * @brief モンスターからモンスターへの直接攻撃を実行する
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_idx モンスターID
 * @param g_ptr グリッドへの参照ポインタ
 */
bool exe_monster_attack_to_monster(player_type *target_ptr, MONSTER_IDX m_idx, grid_type *g_ptr)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	monster_type *y_ptr;
	y_ptr = &target_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
	if ((r_ptr->flags1 & RF1_NEVER_BLOW) != 0) return FALSE;

	if (((r_ptr->flags2 & RF2_KILL_BODY) == 0) && is_original_ap_and_seen(target_ptr, m_ptr))
		r_ptr->r_flags2 |= (RF2_KILL_BODY);

	if ((y_ptr->r_idx == 0) || (y_ptr->hp < 0)) return FALSE;
	if (monst_attack_monst(target_ptr, m_idx, g_ptr->m_idx)) return TRUE;
	if ((d_info[target_ptr->dungeon_idx].flags1 & DF1_NO_MELEE) == 0) return FALSE;
	if (MON_CONFUSED(m_ptr)) return TRUE;
	if ((r_ptr->flags2 & RF2_STUPID) == 0) return FALSE;

	if (is_original_ap_and_seen(target_ptr, m_ptr))
		r_ptr->r_flags2 |= (RF2_STUPID);

	return TRUE;
}


/*!
 * @brief モンスターが壁を掘った後続処理を実行する
 * @param target_ptr プレーヤーへの参照ポインタ
 * @turn_flags_ptr ターン経過処理フラグへの参照ポインタ
 * @param m_ptr モンスターへの参照ポインタ
 * @param ny モンスターのY座標
 * @param nx モンスターのX座標
 * @return モンスターが死亡した場合のみFALSE
 */
bool process_post_dig_wall(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr, POSITION ny, POSITION nx)
{
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	grid_type *g_ptr;
	g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
	feature_type *f_ptr;
	f_ptr = &f_info[g_ptr->feat];
	if (!turn_flags_ptr->did_kill_wall || !turn_flags_ptr->do_move) return TRUE;

	if (one_in_(GRINDNOISE))
	{
		if (have_flag(f_ptr->flags, FF_GLASS))
			msg_print(_("何かの砕ける音が聞こえる。", "There is a crashing sound."));
		else
			msg_print(_("ギシギシいう音が聞こえる。", "There is a grinding sound."));
	}

	cave_alter_feat(target_ptr, ny, nx, FF_HURT_DISI);

	if (!monster_is_valid(m_ptr))
	{
		target_ptr->update |= (PU_FLOW);
		target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
		if (is_original_ap_and_seen(target_ptr, m_ptr)) r_ptr->r_flags2 |= (RF2_KILL_WALL);

		return FALSE;
	}

	f_ptr = &f_info[g_ptr->feat];
	turn_flags_ptr->do_view = TRUE;
	turn_flags_ptr->do_turn = TRUE;
	return TRUE;
}


/*!
 * @brief 騎乗中のモンスター情報を更新する
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
 * @param m_idx モンスターID
 * @param oy 移動前の、モンスターのY座標
 * @param ox 移動前の、モンスターのX座標
 * @param ny 移動後の、モンスターのY座標
 * @param ox 移動後の、モンスターのX座標
 * @return アイテム等に影響を及ぼしたらTRUE
 */
bool update_riding_monster(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION oy, POSITION ox, POSITION ny, POSITION nx)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	grid_type *g_ptr;
	g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];
	monster_type *y_ptr;
	y_ptr = &target_ptr->current_floor_ptr->m_list[g_ptr->m_idx];
	if (turn_flags_ptr->is_riding_mon)
		return move_player_effect(target_ptr, ny, nx, MPE_DONT_PICKUP);

	target_ptr->current_floor_ptr->grid_array[oy][ox].m_idx = g_ptr->m_idx;
	if (g_ptr->m_idx)
	{
		y_ptr->fy = oy;
		y_ptr->fx = ox;
		update_monster(target_ptr, g_ptr->m_idx, TRUE);
	}

	g_ptr->m_idx = m_idx;
	m_ptr->fy = ny;
	m_ptr->fx = nx;
	update_monster(target_ptr, m_idx, TRUE);

	lite_spot(target_ptr, oy, ox);
	lite_spot(target_ptr, ny, nx);
	return TRUE;
}


/*!
 * @brief モンスターの移動に伴うオブジェクト処理 (アイテム破壊等)
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
 * @param m_idx モンスターID
 * @param ny 移動後の、モンスターのY座標
 * @param nx 移動後の、モンスターのX座標
 */
void update_object_by_monster_movement(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, POSITION ny, POSITION nx)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	grid_type *g_ptr;
	g_ptr = &target_ptr->current_floor_ptr->grid_array[ny][nx];

	OBJECT_IDX this_o_idx, next_o_idx;
	turn_flags_ptr->do_take = (r_ptr->flags2 & RF2_TAKE_ITEM) != 0;
	for (this_o_idx = g_ptr->o_idx; this_o_idx; this_o_idx = next_o_idx)
	{
		BIT_FLAGS flgs[TR_FLAG_SIZE], flg2 = 0L, flg3 = 0L, flgr = 0L;
		GAME_TEXT m_name[MAX_NLEN], o_name[MAX_NLEN];
		object_type *o_ptr = &target_ptr->current_floor_ptr->o_list[this_o_idx];
		next_o_idx = o_ptr->next_o_idx;

		if (turn_flags_ptr->do_take)
		{
			/* Skip gold, corpse and statue */
			if (o_ptr->tval == TV_GOLD || (o_ptr->tval == TV_CORPSE) || (o_ptr->tval == TV_STATUE))
				continue;
		}

		object_flags(o_ptr, flgs);
		object_desc(target_ptr, o_name, o_ptr, 0);
		monster_desc(target_ptr, m_name, m_ptr, MD_INDEF_HIDDEN);
		update_object_flags(flgs, &flg2, &flg3, &flgr);

		bool is_special_object = object_is_artifact(o_ptr) ||
			((r_ptr->flags3 & flg3) != 0) ||
			((r_ptr->flags2 & flg2) != 0) ||
			(((~(r_ptr->flagsr) & flgr) != 0) && !(r_ptr->flagsr & RFR_RES_ALL));
		monster_pickup_object(target_ptr, turn_flags_ptr, m_idx, o_ptr, is_special_object, ny, nx, m_name, o_name, this_o_idx);
	}
}


/*!
 * @brief オブジェクトのフラグを更新する
 */
void update_object_flags(BIT_FLAGS *flgs, BIT_FLAGS *flg2, BIT_FLAGS *flg3, BIT_FLAGS *flgr)
{
	if (have_flag(flgs, TR_SLAY_DRAGON)) *flg3 |= (RF3_DRAGON);
	if (have_flag(flgs, TR_KILL_DRAGON)) *flg3 |= (RF3_DRAGON);
	if (have_flag(flgs, TR_SLAY_TROLL))  *flg3 |= (RF3_TROLL);
	if (have_flag(flgs, TR_KILL_TROLL))  *flg3 |= (RF3_TROLL);
	if (have_flag(flgs, TR_SLAY_GIANT))  *flg3 |= (RF3_GIANT);
	if (have_flag(flgs, TR_KILL_GIANT))  *flg3 |= (RF3_GIANT);
	if (have_flag(flgs, TR_SLAY_ORC))    *flg3 |= (RF3_ORC);
	if (have_flag(flgs, TR_KILL_ORC))    *flg3 |= (RF3_ORC);
	if (have_flag(flgs, TR_SLAY_DEMON))  *flg3 |= (RF3_DEMON);
	if (have_flag(flgs, TR_KILL_DEMON))  *flg3 |= (RF3_DEMON);
	if (have_flag(flgs, TR_SLAY_UNDEAD)) *flg3 |= (RF3_UNDEAD);
	if (have_flag(flgs, TR_KILL_UNDEAD)) *flg3 |= (RF3_UNDEAD);
	if (have_flag(flgs, TR_SLAY_ANIMAL)) *flg3 |= (RF3_ANIMAL);
	if (have_flag(flgs, TR_KILL_ANIMAL)) *flg3 |= (RF3_ANIMAL);
	if (have_flag(flgs, TR_SLAY_EVIL))   *flg3 |= (RF3_EVIL);
	if (have_flag(flgs, TR_KILL_EVIL))   *flg3 |= (RF3_EVIL);
	if (have_flag(flgs, TR_SLAY_HUMAN))  *flg2 |= (RF2_HUMAN);
	if (have_flag(flgs, TR_KILL_HUMAN))  *flg2 |= (RF2_HUMAN);
	if (have_flag(flgs, TR_BRAND_ACID))  *flgr |= (RFR_IM_ACID);
	if (have_flag(flgs, TR_BRAND_ELEC))  *flgr |= (RFR_IM_ELEC);
	if (have_flag(flgs, TR_BRAND_FIRE))  *flgr |= (RFR_IM_FIRE);
	if (have_flag(flgs, TR_BRAND_COLD))  *flgr |= (RFR_IM_COLD);
	if (have_flag(flgs, TR_BRAND_POIS))  *flgr |= (RFR_IM_POIS);
}


/*!
 * @brief モンスターがアイテムを拾うか壊す処理
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
 * @param m_idx モンスターID
 * @param o_ptr オブジェクトへの参照ポインタ
 * @param is_special_object モンスターが拾えないアイテム (アーティファクト等)であればTRUE
 * @param ny 移動後の、モンスターのY座標
 * @param nx 移動後の、モンスターのX座標
 * @param m_name モンスター名
 * @param o_name アイテム名
 * @param this_o_idx モンスターが乗ったオブジェクトID
 * @return なし
 */
void monster_pickup_object(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx, object_type *o_ptr, bool is_special_object, POSITION ny, POSITION nx, GAME_TEXT *m_name, GAME_TEXT *o_name, OBJECT_IDX this_o_idx)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	if (is_special_object)
	{
		if (turn_flags_ptr->do_take && (r_ptr->flags2 & RF2_STUPID))
		{
			turn_flags_ptr->did_take_item = TRUE;
			if (m_ptr->ml && player_can_see_bold(target_ptr, ny, nx))
			{
				msg_format(_("%^sは%sを拾おうとしたが、だめだった。", "%^s tries to pick up %s, but fails."), m_name, o_name);
			}
		}

		return;
	}
	
	if (turn_flags_ptr->do_take)
	{
		turn_flags_ptr->did_take_item = TRUE;
		if (player_can_see_bold(target_ptr, ny, nx))
		{
			msg_format(_("%^sが%sを拾った。", "%^s picks up %s."), m_name, o_name);
		}

		excise_object_idx(target_ptr->current_floor_ptr, this_o_idx);
		o_ptr->marked &= OM_TOUCHED;
		o_ptr->iy = o_ptr->ix = 0;
		o_ptr->held_m_idx = m_idx;
		o_ptr->next_o_idx = m_ptr->hold_o_idx;
		m_ptr->hold_o_idx = this_o_idx;
		return;
	}
	
	if (is_pet(m_ptr)) return;

	turn_flags_ptr->did_kill_item = TRUE;
	if (player_has_los_bold(target_ptr, ny, nx))
	{
		msg_format(_("%^sが%sを破壊した。", "%^s destroys %s."), m_name, o_name);
	}

	delete_object_idx(target_ptr, this_o_idx);
}


/*!
 * @brief updateフィールドを更新する
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
 * @return なし
 */
void update_player_type(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_race *r_ptr)
{
	if (turn_flags_ptr->do_view)
	{
		target_ptr->update |= (PU_FLOW);
		target_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
	}

	if (turn_flags_ptr->do_move && ((r_ptr->flags7 & (RF7_SELF_LD_MASK | RF7_HAS_DARK_1 | RF7_HAS_DARK_2))
		|| ((r_ptr->flags7 & (RF7_HAS_LITE_1 | RF7_HAS_LITE_2)) && !target_ptr->phase_out)))
	{
		target_ptr->update |= (PU_MON_LITE);
	}
}


/*!
 * @brief モンスターのフラグを更新する
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
 * @param m_ptr モンスターへの参照ポインタ
 * @return なし
 */
void update_monster_race_flags(player_type *target_ptr, turn_flags *turn_flags_ptr, monster_type *m_ptr)
{
	monster_race *r_ptr = &r_info[m_ptr->r_idx];
	if (!is_original_ap_and_seen(target_ptr, m_ptr)) return;

	if (turn_flags_ptr->did_open_door) r_ptr->r_flags2 |= (RF2_OPEN_DOOR);
	if (turn_flags_ptr->did_bash_door) r_ptr->r_flags2 |= (RF2_BASH_DOOR);
	if (turn_flags_ptr->did_take_item) r_ptr->r_flags2 |= (RF2_TAKE_ITEM);
	if (turn_flags_ptr->did_kill_item) r_ptr->r_flags2 |= (RF2_KILL_ITEM);
	if (turn_flags_ptr->did_move_body) r_ptr->r_flags2 |= (RF2_MOVE_BODY);
	if (turn_flags_ptr->did_pass_wall) r_ptr->r_flags2 |= (RF2_PASS_WALL);
	if (turn_flags_ptr->did_kill_wall) r_ptr->r_flags2 |= (RF2_KILL_WALL);
}


/*!
 * @brief モンスターの恐怖状態を処理する
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param turn_flags_ptr ターン経過処理フラグへの参照ポインタ
 * @param m_idx モンスターID
 * @param aware モンスターがプレーヤーに気付いているならばTRUE、超隠密状態ならばFALSE
 * @return モンスターが戦いを決意したらTRUE
 */
bool process_monster_fear(player_type *target_ptr, turn_flags *turn_flags_ptr, MONSTER_IDX m_idx)
{
	monster_type *m_ptr = &target_ptr->current_floor_ptr->m_list[m_idx];
	bool is_battle_determined = !turn_flags_ptr->do_turn && !turn_flags_ptr->do_move && MON_MONFEAR(m_ptr) && turn_flags_ptr->aware;
	if (!is_battle_determined) return FALSE;

	(void)set_monster_monfear(target_ptr, m_idx, 0);
	if (!turn_flags_ptr->see_m) return TRUE;

	GAME_TEXT m_name[MAX_NLEN];
	monster_desc(target_ptr, m_name, m_ptr, 0);
	msg_format(_("%^sは戦いを決意した！", "%^s turns to fight!"), m_name);
	return TRUE;
}


/*!
 * @brief 全モンスターのターン管理メインルーチン /
 * Process all the "live" monsters, once per game turn.
 * @return なし
 * @details
 * During each game current game turn, we scan through the list of all the "live" monsters,\n
 * (backwards, so we can excise any "freshly dead" monsters), energizing each\n
 * monster, and allowing fully energized monsters to move, attack, pass, etc.\n
 *\n
 * Note that monsters can never move in the monster array (except when the\n
 * "compact_monsters()" function is called by "dungeon()" or "save_player()").\n
 *\n
 * This function is responsible for at least half of the processor time\n
 * on a normal system with a "normal" amount of monsters and a player doing\n
 * normal things.\n
 *\n
 * When the player is resting, virtually 90% of the processor time is spent\n
 * in this function, and its children, "process_monster()" and "make_move()".\n
 *\n
 * Most of the rest of the time is spent in "update_view()" and "lite_spot()",\n
 * especially when the player is running.\n
 *\n
 * Note the special "MFLAG_BORN" flag, which allows us to ignore "fresh"\n
 * monsters while they are still being "born".  A monster is "fresh" only\n
 * during the game turn in which it is created, and we use the "hack_m_idx" to\n
 * determine if the monster is yet to be processed during the game turn.\n
 *\n
 * Note the special "MFLAG_NICE" flag, which allows the player to get one\n
 * move before any "nasty" monsters get to use their spell attacks.\n
 *\n
 * Note that when the "knowledge" about the currently tracked monster\n
 * changes (flags, attacks, spells), we induce a redraw of the monster\n
 * recall window.\n
 */
void process_monsters(player_type *target_ptr)
{
	old_race_flags tmp_flags;
	old_race_flags *old_race_flags_ptr = init_old_race_flags(&tmp_flags);

	floor_type *floor_ptr = target_ptr->current_floor_ptr;
	floor_ptr->monster_noise = FALSE;

	MONRACE_IDX old_monster_race_idx = target_ptr->monster_race_idx;
	save_old_race_flags(target_ptr, old_race_flags_ptr);
	sweep_monster_process(target_ptr);

	hack_m_idx = 0;
	if (!target_ptr->monster_race_idx || (target_ptr->monster_race_idx != old_monster_race_idx))
		return;

	update_player_window(target_ptr, old_race_flags_ptr);
}


/*!
 * @brief old_race_flags_ptr の初期化
 */
old_race_flags *init_old_race_flags(old_race_flags *old_race_flags_ptr)
{
	old_race_flags_ptr->old_r_flags1 = 0L;
	old_race_flags_ptr->old_r_flags2 = 0L;
	old_race_flags_ptr->old_r_flags3 = 0L;
	old_race_flags_ptr->old_r_flags4 = 0L;
	old_race_flags_ptr->old_r_flags5 = 0L;
	old_race_flags_ptr->old_r_flags6 = 0L;
	old_race_flags_ptr->old_r_flagsr = 0L;

	old_race_flags_ptr->old_r_blows0 = 0;
	old_race_flags_ptr->old_r_blows1 = 0;
	old_race_flags_ptr->old_r_blows2 = 0;
	old_race_flags_ptr->old_r_blows3 = 0;

	old_race_flags_ptr->old_r_cast_spell = 0;
	return old_race_flags_ptr;
}


/*!
 * @brief 古いモンスター情報の保存
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param old_race_flags_ptr モンスターフラグへの参照ポインタ
 * @return なし
 */
void save_old_race_flags(player_type *target_ptr, old_race_flags *old_race_flags_ptr)
{
	if (target_ptr->monster_race_idx == 0) return;

	monster_race *r_ptr;
	r_ptr = &r_info[target_ptr->monster_race_idx];

	old_race_flags_ptr->old_r_flags1 = r_ptr->r_flags1;
	old_race_flags_ptr->old_r_flags2 = r_ptr->r_flags2;
	old_race_flags_ptr->old_r_flags3 = r_ptr->r_flags3;
	old_race_flags_ptr->old_r_flags4 = r_ptr->r_flags4;
	old_race_flags_ptr->old_r_flags5 = r_ptr->r_flags5;
	old_race_flags_ptr->old_r_flags6 = r_ptr->r_flags6;
	old_race_flags_ptr->old_r_flagsr = r_ptr->r_flagsr;

	old_race_flags_ptr->old_r_blows0 = r_ptr->r_blows[0];
	old_race_flags_ptr->old_r_blows1 = r_ptr->r_blows[1];
	old_race_flags_ptr->old_r_blows2 = r_ptr->r_blows[2];
	old_race_flags_ptr->old_r_blows3 = r_ptr->r_blows[3];

	old_race_flags_ptr->old_r_cast_spell = r_ptr->r_cast_spell;
}


/*!
 * @brief フロア内のモンスターについてターン終了時の処理を繰り返す
 * @param target_ptr プレーヤーへの参照ポインタ
 */
void sweep_monster_process(player_type *target_ptr)
{
	floor_type *floor_ptr = target_ptr->current_floor_ptr;
	for (MONSTER_IDX i = floor_ptr->m_max - 1; i >= 1; i--)
	{
		monster_type *m_ptr;
		monster_race *r_ptr;
		m_ptr = &floor_ptr->m_list[i];
		r_ptr = &r_info[m_ptr->r_idx];

		if (target_ptr->leaving) return;
		if (!monster_is_valid(m_ptr)) continue;
		if (target_ptr->wild_mode) continue;

		if (m_ptr->mflag & MFLAG_BORN)
		{
			m_ptr->mflag &= ~(MFLAG_BORN);
			continue;
		}

		if (m_ptr->cdis >= AAF_LIMIT) continue;
		if (!decide_process_continue(target_ptr, m_ptr)) continue;

		SPEED speed = decide_monster_speed(target_ptr, m_ptr, i);
		m_ptr->energy_need -= SPEED_TO_ENERGY(speed);
		if (m_ptr->energy_need > 0) continue;

		m_ptr->energy_need += ENERGY_NEED();
		hack_m_idx = i;
		process_monster(target_ptr, i);
		reset_target(m_ptr);

		if (target_ptr->no_flowed && one_in_(3))
			m_ptr->mflag2 |= MFLAG2_NOFLOW;

		if (!target_ptr->playing || target_ptr->is_dead) return;
		if (target_ptr->leaving) return;
	}
}


/*!
 * todo fy/fxへの代入は有効活用されていないはず
 * @brief 後続のモンスター処理が必要かどうか判定する (要調査)
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_ptr モンスターへの参照ポインタ
 * @return 後続処理が必要ならTRUE
 */
bool decide_process_continue(player_type *target_ptr, monster_type *m_ptr)
{
	monster_race *r_ptr;
	r_ptr = &r_info[m_ptr->r_idx];
	POSITION fx = m_ptr->fx;
	POSITION fy = m_ptr->fy;
	if (!target_ptr->no_flowed)
	{
		m_ptr->mflag2 &= ~MFLAG2_NOFLOW;
	}

	if (m_ptr->cdis <= (is_pet(m_ptr) ? (r_ptr->aaf > MAX_SIGHT ? MAX_SIGHT : r_ptr->aaf) : r_ptr->aaf))
		return TRUE;
	
	if ((m_ptr->cdis <= MAX_SIGHT || target_ptr->phase_out) &&
		(player_has_los_bold(target_ptr, fy, fx) || (target_ptr->cursed & TRC_AGGRAVATE)))
		return TRUE;
	
	if (m_ptr->target_y)
		return TRUE;

	return FALSE;
}


/*!
 * @brief モンスターの加速値を決定する
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param m_ptr モンスターへの参照ポインタ
 * @param monster_number 走査中のモンスター番号
 * return モンスターの加速値
 */
SPEED decide_monster_speed(player_type *target_ptr, monster_type *m_ptr, int monster_number)
{
	SPEED speed;
	if (target_ptr->riding == monster_number)
	{
		speed = target_ptr->pspeed;
		return speed;
	}

	speed = m_ptr->mspeed;
	if (ironman_nightmare) speed += 5;

	if (MON_FAST(m_ptr)) speed += 10;
	if (MON_SLOW(m_ptr)) speed -= 10;

	return speed;
}


/*!
 * @brief モンスターフラグの更新に基づき、モンスター表示を更新する
 * @param target_ptr プレーヤーへの参照ポインタ
 * @param old_race_flags_ptr モンスターフラグへの参照ポインタ
 * @return なし
 */
void update_player_window(player_type *target_ptr, old_race_flags *old_race_flags_ptr)
{
	monster_race *r_ptr;
	r_ptr = &r_info[target_ptr->monster_race_idx];
	if ((old_race_flags_ptr->old_r_flags1 != r_ptr->r_flags1) ||
		(old_race_flags_ptr->old_r_flags2 != r_ptr->r_flags2) ||
		(old_race_flags_ptr->old_r_flags3 != r_ptr->r_flags3) ||
		(old_race_flags_ptr->old_r_flags4 != r_ptr->r_flags4) ||
		(old_race_flags_ptr->old_r_flags5 != r_ptr->r_flags5) ||
		(old_race_flags_ptr->old_r_flags6 != r_ptr->r_flags6) ||
		(old_race_flags_ptr->old_r_flagsr != r_ptr->r_flagsr) ||
		(old_race_flags_ptr->old_r_blows0 != r_ptr->r_blows[0]) ||
		(old_race_flags_ptr->old_r_blows1 != r_ptr->r_blows[1]) ||
		(old_race_flags_ptr->old_r_blows2 != r_ptr->r_blows[2]) ||
		(old_race_flags_ptr->old_r_blows3 != r_ptr->r_blows[3]) ||
		(old_race_flags_ptr->old_r_cast_spell != r_ptr->r_cast_spell))
	{
		target_ptr->window |= (PW_MONSTER);
	}
}
