/**
 * @file
 * @brief Misc monster related functions.
**/

#include "AppHdr.h"

#include "mon-util.h"

#include <algorithm>
#include <cmath>
#include <sstream>

#include "act-iter.h"
#include "areas.h"
#include "artefact.h"
#include "attitude-change.h"
#include "beam.h"
#include "cloud.h"
#include "colour.h"
#include "coordit.h"
#include "database.h"
#include "delay.h"
#include "dgn-overview.h"
#include "directn.h"
#include "dungeon.h"
#include "english.h"
#include "env.h"
#include "errors.h"
#include "fight.h"
#include "files.h"
#include "food.h"
#include "fprop.h"
#include "ghost.h"
#include "god-item.h"
#include "god-passive.h"
#include "item-name.h"
#include "item-prop.h"
#include "items.h"
#include "libutil.h"
#include "mapmark.h"
#include "message.h"
#include "mgen-data.h"
#include "mon-abil.h"
#include "mon-behv.h"
#include "mon-book.h"
#include "mon-death.h"
#include "mon-place.h"
#include "mon-poly.h"
#include "mon-tentacle.h"
#include "mutant-beast.h"
#include "notes.h"
#include "options.h"
#include "random.h"
#include "reach-type.h"
#include "religion.h"
#include "showsymb.h"
#include "species.h"
#include "spl-util.h"
#include "state.h"
#include "stringutil.h"
#include "terrain.h"
#include "rltiles/tiledef-player.h"
#include "tilepick.h"
#include "tileview.h"
#include "timed-effects.h"
#include "traps.h"
#include "unicode.h"
#include "unwind.h"

static FixedVector < int, NUM_MONSTERS > mon_entry;

struct mon_display
{
    char32_t glyph;
    colour_t colour;

    mon_display(unsigned gly = 0, unsigned col = 0)
       : glyph(gly), colour(col) { }
};

static mon_display monster_symbols[NUM_MONSTERS];

static bool initialised_randmons = false;
static vector<monster_type> monsters_by_habitat[NUM_HABITATS];
static vector<monster_type> species_by_habitat[NUM_HABITATS];

#include "mon-spell.h"
#include "mon-data.h"

#define MONDATASIZE ARRAYSZ(mondata)

static int _mons_exp_mod(monster_type mclass);

// Macro that saves some typing, nothing more.
#define smc get_monster_data(mc)
// ASSERT(smc) was getting really old
#define ASSERT_smc()                                                    \
    do {                                                                \
        if (!get_monster_data(mc))                                      \
            die("bogus mc (no monster data): %s (%d)",                  \
                mons_type_name(mc, DESC_PLAIN).c_str(), mc);            \
    } while (false)

/* ******************** BEGIN PUBLIC FUNCTIONS ******************** */

static habitat_type _grid2habitat(dungeon_feature_type grid)
{
    if (feat_is_watery(grid))
        return HT_WATER;

    switch (grid)
    {
    case DNGN_LAVA:
        return HT_LAVA;
    case DNGN_FLOOR:
    default:
        return HT_LAND;
    }
}

dungeon_feature_type habitat2grid(habitat_type ht)
{
    switch (ht)
    {
    case HT_WATER:
        return DNGN_DEEP_WATER;
    case HT_LAVA:
        return DNGN_LAVA;
    case HT_LAND:
    case HT_AMPHIBIOUS:
    case HT_AMPHIBIOUS_LAVA:
    default:
        return DNGN_FLOOR;
    }
}

static void _initialise_randmons()
{
    for (int i = 0; i < NUM_HABITATS; ++i)
    {
        set<monster_type> tmp_species;
        const dungeon_feature_type grid = habitat2grid(habitat_type(i));

        for (monster_type mt = MONS_0; mt < NUM_MONSTERS; ++mt)
        {
            if (invalid_monster_type(mt))
                continue;

            if (monster_habitable_grid(mt, grid))
                monsters_by_habitat[i].push_back(mt);

            const monster_type species = mons_species(mt);
            if (monster_habitable_grid(species, grid))
                tmp_species.insert(species);

        }

        for (auto type : tmp_species)
            species_by_habitat[i].push_back(type);
    }
    initialised_randmons = true;
}

monster_type random_monster_at_grid(const coord_def& p, bool species)
{
    if (!initialised_randmons)
        _initialise_randmons();

    const habitat_type ht = _grid2habitat(grd(p));
    const vector<monster_type> &valid_mons = species ? species_by_habitat[ht]
                                                     : monsters_by_habitat[ht];

    ASSERT(!valid_mons.empty());
    return valid_mons.empty() ? MONS_PROGRAM_BUG
                              : valid_mons[ random2(valid_mons.size()) ];
}

typedef map<string, monster_type> mon_name_map;
static mon_name_map Mon_Name_Cache;

void init_mon_name_cache()
{
    if (!Mon_Name_Cache.empty())
        return;

    for (const monsterentry &me : mondata)
    {
        string name = me.name;
        lowercase(name);

        const int          mtype = me.mc;
        const monster_type mon   = monster_type(mtype);

        // Deal sensibly with duplicate entries; refuse or allow the
        // insert, depending on which should take precedence. Some
        // uniques of multiple forms can get away with this, though.
        if (Mon_Name_Cache.count(name))
        {
            if (mon == MONS_PLAYER_SHADOW
                || mon == MONS_BAI_SUZHEN_DRAGON
                || mon != MONS_SERPENT_OF_HELL
                   && mons_species(mon) == MONS_SERPENT_OF_HELL)
            {
                // Keep previous entry.
                continue;
            }
            else
                die("Un-handled duplicate monster name: %s", name.c_str());
        }

        Mon_Name_Cache[name] = mon;
    }
}

static const char *_mon_entry_name(size_t idx)
{
    return mondata[idx].name;
}

monster_type get_monster_by_name(string name, bool substring)
{
    if (name.empty())
        return MONS_PROGRAM_BUG;

    lowercase(name);

    if (!substring)
    {
        if (monster_type *mc = map_find(Mon_Name_Cache, name))
            return *mc;
        return MONS_PROGRAM_BUG;
    }

    size_t idx = find_earliest_match(name, (size_t) 0, ARRAYSZ(mondata),
                                     always_true<size_t>, _mon_entry_name);
    return idx == ARRAYSZ(mondata) ? MONS_PROGRAM_BUG
                                   : (monster_type) mondata[idx].mc;
}

void init_monsters()
{
    // First, fill static array with dummy values. {dlb}
    mon_entry.init(-1);

    // Next, fill static array with location of entry in mondata[]. {dlb}:
    for (unsigned int i = 0; i < MONDATASIZE; ++i)
        mon_entry[mondata[i].mc] = i;

    // Finally, monsters yet with dummy entries point to TTTSNB(tm). {dlb}:
    for (int &entry : mon_entry)
        if (entry == -1)
            entry = mon_entry[MONS_PROGRAM_BUG];

    init_monster_symbols();
}

void init_monster_symbols()
{
    map<unsigned, monster_type> base_mons;
    for (monster_type mc = MONS_0; mc < NUM_MONSTERS; ++mc)
    {
        mon_display &md = monster_symbols[mc];
        if (const monsterentry *me = get_monster_data(mc))
        {
            md.glyph  = me->basechar;
            md.colour = me->colour;
            auto it = base_mons.find(md.glyph);
            if (it == base_mons.end() || it->first == MONS_PROGRAM_BUG)
                base_mons[md.glyph] = mc;
        }
    }

    // Let those follow the feature settings, unless specifically overridden.
    monster_symbols[MONS_ANIMATED_TREE].glyph = get_feat_symbol(DNGN_TREE);
    for (monster_type mc = MONS_0; mc < NUM_MONSTERS; ++mc)
        if (get_monster_data(mc)->genus == MONS_STATUE)
            monster_symbols[mc].glyph = get_feat_symbol(DNGN_GRANITE_STATUE);

    // Validate all glyphs, even those which didn't come from an override.
    for (monster_type i = MONS_PROGRAM_BUG; i < NUM_MONSTERS; ++i)
        if (wcwidth(monster_symbols[i].glyph) != 1)
            monster_symbols[i].glyph = mons_base_char(i);
}

void set_resist(resists_t &all, mon_resist_flags res, int lev)
{
    if (res > MR_LAST_MULTI)
    {
        ASSERT_RANGE(lev, 0, 2);
        if (lev)
            all |= res;
        else
            all &= ~res;
        return;
    }

    ASSERT_RANGE(lev, -3, 5);
    all = (all & ~(res * 7)) | (res * (lev & 7));
}

int get_mons_class_ac(monster_type mc)
{
    const monsterentry *me = get_monster_data(mc);
    return me ? me->AC : get_monster_data(MONS_PROGRAM_BUG)->AC;
}

int get_mons_class_ev(monster_type mc)
{
    const monsterentry *me = get_monster_data(mc);
    return me ? me->ev : get_monster_data(MONS_PROGRAM_BUG)->ev;
}

static resists_t _apply_holiness_resists(resists_t resists, mon_holy_type mh)
{
    // Undead and non-living beings get full poison resistance.
    if (mh & (MH_UNDEAD | MH_NONLIVING))
        resists = (resists & ~(MR_RES_POISON * 7)) | (MR_RES_POISON * 3);

    // Everything but natural creatures have full rNeg. Set here for the
    // benefit of the monster_info constructor. If you change this, also
    // change monster::res_negative_energy.
    if (!(mh & MH_NATURAL))
        resists = (resists & ~(MR_RES_NEG * 7)) | (MR_RES_NEG * 3);

    return resists;
}

/**
 * What special resistances does the given mutant beast facet provide?
 *
 * @param facet     The beast_facet in question, e.g. BF_FIRE.
 * @return          A bitfield of resists corresponding to the given facet;
 *                  e.g. MR_RES_FIRE for BF_FIRE.
 */
static resists_t _beast_facet_resists(beast_facet facet)
{
    static const map<beast_facet, resists_t> resists = {
        { BF_STING, MR_RES_POISON },
        { BF_FIRE,  MR_RES_FIRE },
        { BF_SHOCK, MR_RES_ELEC },
        { BF_OX,    MR_RES_COLD },
    };

    return lookup(resists, facet, 0);
}

resists_t get_mons_class_resists(monster_type mc)
{
    const monsterentry *me = get_monster_data(mc);
    const resists_t resists = me ? me->resists
                                 : get_monster_data(MONS_PROGRAM_BUG)->resists;
    // Don't apply fake holiness resists.
    if (mons_is_sensed(mc))
        return resists;

    // Assumes that, when a monster's holiness differs from other monsters
    // of the same type, that only adds resistances, never removes them.
    // Currently the only such case is MF_FAKE_UNDEAD.
    return _apply_holiness_resists(resists, mons_class_holiness(mc));
}

resists_t get_mons_resists(const monster& m)
{
    const monster& mon = get_tentacle_head(m);

    resists_t resists = get_mons_class_resists(mon.type);

    if (mons_is_ghost_demon(mon.type))
        resists |= mon.ghost->resists;

    if (mons_genus(mon.type) == MONS_DRACONIAN
            && mon.type != MONS_DRACONIAN
        || mon.type == MONS_TIAMAT
        || mons_genus(mon.type) == MONS_DEMONSPAWN
            && mon.type != MONS_DEMONSPAWN)
    {
        monster_type subspecies = draco_or_demonspawn_subspecies(mon);
        if (subspecies != mon.type)
            resists |= get_mons_class_resists(subspecies);
    }

    if (mon.props.exists(MUTANT_BEAST_FACETS))
        for (auto facet : mon.props[MUTANT_BEAST_FACETS].get_vector())
            resists |= _beast_facet_resists((beast_facet)facet.get_int());

    // This is set from here in case they're undead due to the
    // MF_FAKE_UNDEAD flag. See the comment in get_mons_class_resists.
    return _apply_holiness_resists(resists, mon.holiness());
}

int get_mons_resist(const monster& mon, mon_resist_flags res)
{
    return get_resist(get_mons_resists(mon), res);
}

// Returns true if the monster successfully resists this attempt to poison it.
bool monster_resists_this_poison(const monster& mons, bool force)
{
    const int res = mons.res_poison();
    if (res >= 3)
        return true;
    if (!force && res >= 1 && x_chance_in_y(2, 3))
        return true;
    return false;
}

monster* monster_at(const coord_def &pos)
{
    if (!in_bounds(pos))
        return nullptr;

    const int mindex = mgrd(pos);
    if (mindex == NON_MONSTER)
        return nullptr;

    ASSERT(mindex <= MAX_MONSTERS);
    return &menv[mindex];
}

/// Are any of the bits set?
bool mons_class_flag(monster_type mc, monclass_flags_t bits)
{
    const monsterentry * const me = get_monster_data(mc);
    return me && (me->bitfields & bits);
}

int monster::wearing(equipment_type slot, int sub_type, bool calc_unid) const
{
    int ret = 0;
    const item_def *item = 0;

    if (!alive())
        return 0;

    switch (slot)
    {
    case EQ_WEAPON:
    case EQ_STAFF:
        {
            const mon_inv_type end = mons_wields_two_weapons(*this)
                                     ? MSLOT_ALT_WEAPON : MSLOT_WEAPON;

            for (int i = MSLOT_WEAPON; i <= end; i = i + 1)
            {
                item = mslot_item((mon_inv_type) i);
                if (item && item->base_type == (slot == EQ_WEAPON ? OBJ_WEAPONS
                                                                  : OBJ_STAVES)
                    && item->sub_type == sub_type
                    // Weapon subtypes are always known, staves not.
                    && (slot == EQ_WEAPON || calc_unid
                        || item_type_known(*item)))
                {
                    ret++;
                }
            }
        }
        break;

    case EQ_ALL_ARMOUR:
    case EQ_CLOAK:
    case EQ_HELMET:
    case EQ_GLOVES:
    case EQ_BOOTS:
    case EQ_SHIELD:
        item = mslot_item(MSLOT_SHIELD);
        if (item && item->is_type(OBJ_ARMOUR, sub_type))
            ret++;
        // Don't check MSLOT_ARMOUR for EQ_SHIELD
        if (slot == EQ_SHIELD)
            break;
        // intentional fall-through
    case EQ_BODY_ARMOUR:
        item = mslot_item(MSLOT_ARMOUR);
        if (item && item->is_type(OBJ_ARMOUR, sub_type))
            ret++;
        break;

    case EQ_AMULET:
    case EQ_RINGS:
    case EQ_RINGS_PLUS:
        item = mslot_item(MSLOT_JEWELLERY);
        if (item && item->is_type(OBJ_JEWELLERY, sub_type)
            && (calc_unid || item_type_known(*item)))
        {
            if (slot == EQ_RINGS_PLUS)
                ret += item->plus;
            else
                ret++;
        }
        break;
    default:
        die("invalid slot %d for monster::wearing()", slot);
    }
    return ret;
}

int monster::wearing_ego(equipment_type slot, int special, bool calc_unid) const
{
    int ret = 0;
    const item_def *item = 0;

    if (!alive())
        return 0;

    switch (slot)
    {
    case EQ_WEAPON:
        {
            const mon_inv_type end = mons_wields_two_weapons(*this)
                                     ? MSLOT_ALT_WEAPON : MSLOT_WEAPON;

            for (int i = MSLOT_WEAPON; i <= end; i++)
            {
                item = mslot_item((mon_inv_type) i);
                if (item && item->base_type == OBJ_WEAPONS
                    && get_weapon_brand(*item) == special
                    && (calc_unid || item_type_known(*item)))
                {
                    ret++;
                }
            }
        }
        break;

    case EQ_ALL_ARMOUR:
    case EQ_CLOAK:
    case EQ_HELMET:
    case EQ_GLOVES:
    case EQ_BOOTS:
    case EQ_SHIELD:
        item = mslot_item(MSLOT_SHIELD);
        if (item && item->base_type == OBJ_ARMOUR
            && get_armour_ego_type(*item) == special
            && (calc_unid || item_type_known(*item)))
        {
            ret++;
        }
        // Don't check MSLOT_ARMOUR for EQ_SHIELD
        if (slot == EQ_SHIELD)
            break;
        // intentional fall-through
    case EQ_BODY_ARMOUR:
        item = mslot_item(MSLOT_ARMOUR);
        if (item && item->base_type == OBJ_ARMOUR
            && get_armour_ego_type(*item) == special
            && (calc_unid || item_type_known(*item)))
        {
            ret++;
        }
        break;

    case EQ_AMULET:
    case EQ_STAFF:
    case EQ_RINGS:
    case EQ_RINGS_PLUS:
        // No egos.
        break;

    default:
        die("invalid slot %d for monster::wearing_ego()", slot);
    }
    return ret;
}

int monster::scan_artefacts(artefact_prop_type ra_prop, bool /*calc_unid*/,
                            vector<const item_def *> *matches) const
{
    UNUSED(matches); //TODO: implement this when it will be required somewhere

    if (!alive())
        return 0;

    int ret = 0;

    // TODO: do we really want to prevent randarts from working for zombies?
    if (mons_itemuse(*this) >= MONUSE_STARTING_EQUIPMENT)
    {
        const int weap      = inv[MSLOT_WEAPON];
        const int second    = inv[MSLOT_ALT_WEAPON]; // Two-headed ogres, etc.
        const int armour    = inv[MSLOT_ARMOUR];
        const int shld      = inv[MSLOT_SHIELD];
        const int jewellery = inv[MSLOT_JEWELLERY];

        if (weap != NON_ITEM && mitm[weap].base_type == OBJ_WEAPONS
            && is_artefact(mitm[weap]))
        {
            ret += artefact_property(mitm[weap], ra_prop);
        }

        if (second != NON_ITEM && mitm[second].base_type == OBJ_WEAPONS
            && is_artefact(mitm[second]) && mons_wields_two_weapons(*this))
        {
            ret += artefact_property(mitm[second], ra_prop);
        }

        if (armour != NON_ITEM && mitm[armour].base_type == OBJ_ARMOUR
            && is_artefact(mitm[armour]))
        {
            ret += artefact_property(mitm[armour], ra_prop);
        }

        if (shld != NON_ITEM && mitm[shld].base_type == OBJ_ARMOUR
            && is_artefact(mitm[shld]))
        {
            ret += artefact_property(mitm[shld], ra_prop);
        }

        if (jewellery != NON_ITEM && mitm[jewellery].base_type == OBJ_JEWELLERY
            && is_artefact(mitm[jewellery]))
        {
            ret += artefact_property(mitm[jewellery], ra_prop);
        }
    }

    return ret;
}

mon_holy_type holiness_by_name(string name)
{
    lowercase(name);
    for (const auto bit : mon_holy_type::range())
    {
        if (name == holiness_name(mon_holy_type::exponent(bit)))
            return mon_holy_type::exponent(bit);
    }
    return MH_NONE;
}

const char * holiness_name(mon_holy_type_flags which_holiness)
{
    switch (which_holiness)
    {
    case MH_HOLY:
        return "holy";
    case MH_NATURAL:
        return "natural";
    case MH_UNDEAD:
        return "undead";
    case MH_DEMONIC:
        return "demonic";
    case MH_NONLIVING:
        return "nonliving";
    case MH_PLANT:
        return "plant";
    case MH_EVIL:
        return "evil";
    default:
        return "bug";
    }
}

string holiness_description(mon_holy_type holiness)
{
    string description = "";
    for (const auto bit : mon_holy_type::range())
    {
        if (holiness & bit)
        {
            if (!description.empty())
                description += ",";
            description += holiness_name(bit);
        }
    }
    return description;
}

mon_holy_type mons_class_holiness(monster_type mc)
{
    ASSERT_smc();
    return smc->holiness;
}

bool mons_class_is_stationary(monster_type mc)
{
    return mons_class_flag(mc, M_STATIONARY);
}

/**
 * Can killing this class of monster ever reward xp?
 *
 * This answers whether any agent could receive XP for killing a monster of
 * this class. Monsters that fail this have M_NO_EXP_GAIN set.
 * @param mc       The monster type
 * @param indirect If true this will count monsters that are parts of a parent
 *                 monster as xp rewarding even if the parts themselves don't
 *                 reward xp (e.g. tentacles).
 * @returns True if killing a monster of this class could reward xp, false
 * otherwise.
 */
bool mons_class_gives_xp(monster_type mc, bool indirect)
{
    return !mons_class_flag(mc, M_NO_EXP_GAIN)
        || (indirect && mons_is_tentacle_or_tentacle_segment(mc));
}

/**
 * Can killing this monster reward xp to the given actor?
 *
 * This answers whether the player or a monster could ever receive XP for
 * killing the monster, assuming an appropriate kill_type.
 * @param mon      The monster.
 * @param agent    The actor who would be responsible for the kill.
 * @returns True if killing the monster will reward the agent with xp, false
 * otherwise.
 */
bool mons_gives_xp(const monster& victim, const actor& agent)
{
    const bool mon_killed_friend
        = agent.is_monster() && mons_aligned(&victim, &agent);
    return !victim.is_summoned()                   // no summons
        && !victim.has_ench(ENCH_ABJ)              // not-really-summons
        && !victim.has_ench(ENCH_FAKE_ABJURATION)  // no animated remains
        && mons_class_gives_xp(victim.type)        // class must reward xp
        && !testbits(victim.flags, MF_WAS_NEUTRAL) // no neutral monsters
        && !testbits(victim.flags, MF_NO_REWARD)   // no reward for no_reward
        && !mon_killed_friend;
}

bool mons_class_is_threatening(monster_type mo)
{
    return !mons_class_flag(mo, M_NO_THREAT);
}

bool mons_is_threatening(const monster& mons)
{
    return mons_class_is_threatening(mons.type) || mons_is_active_ballisto(mons);
}

/**
 * Is this an active ballistomycete?
 *
 * @param mon             The monster
 * @returns True if the monster is an active ballistomycete, false otherwise.
 */
bool mons_is_active_ballisto(const monster& mon)
{
    return mon.type == MONS_BALLISTOMYCETE && mon.ballisto_activity;
}

/**
 * Is this monster class firewood?
 *
 * Firewood monsters are harmless stationary monsters than don't give xp. These
 * are worthless obstacles: not to be attacked by default, but may be cut down
 * to get to target even if coaligned.
 * @param mc The monster type
 * @returns True if the monster class is firewood, false otherwise.
 */
bool mons_class_is_firewood(monster_type mc)
{
    return mons_class_is_stationary(mc)
           && mc != MONS_TEST_STATUE
           && mons_class_flag(mc, M_NO_THREAT)
           && !mons_is_tentacle_or_tentacle_segment(mc);
}

/**
 * Is this monster firewood?
 *
 * Firewood monsters are stationary monsters than don't give xp.
 * @param mon             The monster
 * @returns True if the monster is firewood, false otherwise.
 */
bool mons_is_firewood(const monster& mon)
{
    return mons_class_is_firewood(mon.type);
}

// "body" in a purely grammatical sense.
bool mons_has_body(const monster& mon)
{
    if (mon.type == MONS_FLYING_SKULL
        || mon.type == MONS_CURSE_SKULL
        || mon.type == MONS_CURSE_TOE
        || mons_class_is_animated_weapon(mon.type))
    {
        return false;
    }

    switch (mons_base_char(mon.type))
    {
    case 'P':
    case 'v':
    case 'G':
    case '*':
    case '%':
    case 'J':
        return false;
    }

    return true;
}

bool mons_has_flesh(const monster& mon)
{
    if (mon.is_skeletal() || mon.is_insubstantial())
        return false;

    // Dictionary says:
    // 1. (12) flesh -- (the soft tissue of the body of a vertebrate:
    //    mainly muscle tissue and fat)
    // 3. pulp, flesh -- (a soft moist part of a fruit)
    // yet I exclude sense 3 anyway but include arthropods and molluscs.
    return !(mon.holiness() & (MH_PLANT | MH_NONLIVING))
           && mons_genus(mon.type) != MONS_FLOATING_EYE
           && mons_genus(mon.type) != MONS_GLOWING_ORANGE_BRAIN
           && mons_genus(mon.type) != MONS_JELLY
           && mon.type != MONS_DEATH_COB; // plant!
}

// Difference in speed between monster and the player for Cheibriados'
// purposes. This is the speed difference disregarding the player's
// slow status.
int cheibriados_monster_player_speed_delta(const monster& mon)
{
    // Ignore the Slow effect.
    unwind_var<int> ignore_slow(you.duration[DUR_SLOW], 0);
    const int pspeed = 1000 / (player_movement_speed() * player_speed());
    dprf("Your delay: %d, your speed: %d, mon speed: %d",
        player_movement_speed(), pspeed, mon.speed);
    return mon.speed - pspeed;
}

bool cheibriados_thinks_mons_is_fast(const monster& mon)
{
    return cheibriados_monster_player_speed_delta(mon) > 0;
}

bool mons_is_projectile(monster_type mc)
{
    return mons_class_flag(mc, M_PROJECTILE);
}

bool mons_is_projectile(const monster& mon)
{
    return mons_is_projectile(mon.type);
}

// Conjuration or Hexes. Summoning and Necromancy make the monster a creature
// at least in some degree, golems have a chem granting them that.
bool mons_is_object(monster_type mc)
{
    return mons_is_conjured(mc)
           || mc == MONS_TWISTER
           // unloading seeds helps the species
           || mc == MONS_BALLISTOMYCETE_SPORE
           || mc == MONS_LURKING_HORROR
           || mc == MONS_DANCING_WEAPON
           || mc == MONS_LIGHTNING_SPIRE;
}

bool mons_has_blood(monster_type mc)
{
    return mons_class_flag(mc, M_COLD_BLOOD)
           || mons_class_flag(mc, M_WARM_BLOOD);
}

bool mons_is_sensed(monster_type mc)
{
    return mc == MONS_SENSED
           || mc == MONS_SENSED_FRIENDLY
           || mc == MONS_SENSED_TRIVIAL
           || mc == MONS_SENSED_EASY
           || mc == MONS_SENSED_TOUGH
           || mc == MONS_SENSED_NASTY;
}

bool mons_allows_beogh(const monster& mon)
{
    if (!species_is_orcish(you.species) || you_worship(GOD_BEOGH))
        return false; // no one else gives a damn

    return mons_genus(mon.type) == MONS_ORC
           && mon.is_priest() && mon.god == GOD_BEOGH;
}

bool mons_allows_beogh_now(const monster& mon)
{
    // Do the expensive LOS check last.
    return mons_allows_beogh(mon)
               && !mon.is_summoned() && !mon.friendly()
               && !silenced(mon.pos()) && !mon.has_ench(ENCH_MUTE)
               && !mons_is_confused(mon) && mons_is_seeking(mon)
               && mon.foe == MHITYOU && !mons_is_immotile(mon)
               && you.visible_to(&mon) && you.can_see(mon);
}

// Returns true for monsters that obviously (to the player) feel
// "thematically at home" in a branch. Currently used for native
// monsters recognising traps and patrolling branch entrances.
bool mons_is_native_in_branch(const monster& mons,
                              const branch_type branch)
{
    switch (branch)
    {
    case BRANCH_ELF:
        return mons_genus(mons.type) == MONS_ELF;

    case BRANCH_ORC:
        return mons_genus(mons.type) == MONS_ORC;

    case BRANCH_SHOALS:
        return mons_species(mons.type) == MONS_CYCLOPS
               || mons_species(mons.type) == MONS_MERFOLK
               || mons.type == MONS_HARPY;

    case BRANCH_SLIME:
        return mons_is_slime(mons);

    case BRANCH_SNAKE:
        return mons_genus(mons.type) == MONS_NAGA
               || mons_genus(mons.type) == MONS_SALAMANDER
               || mons_genus(mons.type) == MONS_SNAKE;

    case BRANCH_ZOT:
        return mons_genus(mons.type) == MONS_DRACONIAN
               || mons.type == MONS_ORB_GUARDIAN
               || mons.type == MONS_ORB_OF_FIRE
               || mons.type == MONS_DEATH_COB
               || mons.type == MONS_KILLER_KLOWN;

    case BRANCH_VAULTS:
        return mons_genus(mons.type) == MONS_HUMAN;

    case BRANCH_CRYPT:
        return mons.holiness() == MH_UNDEAD;

    case BRANCH_TOMB:
        return mons_genus(mons.type) == MONS_MUMMY
              || mons.type == MONS_USHABTI
              || mons.type == MONS_DEATH_SCARAB;

    case BRANCH_SPIDER:
        return mons_genus(mons.type) == MONS_SPIDER;

    case BRANCH_ABYSS:
        return mons_is_abyssal_only(mons.type)
               || mons.type == MONS_ABOMINATION_LARGE
               || mons.type == MONS_ABOMINATION_SMALL
               || mons.type == MONS_TENTACLED_MONSTROSITY
               || mons.type == MONS_TENTACLED_STARSPAWN
               || mons.type == MONS_THRASHING_HORROR
               || mons.type == MONS_UNSEEN_HORROR
               || mons.type == MONS_WORLDBINDER;

    default:
        return false;
    }
}

bool mons_is_abyssal_only(monster_type mc)
{
    switch (mc)
    {
    case MONS_ANCIENT_ZYME:
    case MONS_ELDRITCH_TENTACLE:
    case MONS_ELDRITCH_TENTACLE_SEGMENT:
    case MONS_LURKING_HORROR:
    case MONS_WRETCHED_STAR:
        return true;
    default:
        return false;
    }
}

// Monsters considered as "slime" for Jiyva.
bool mons_class_is_slime(monster_type mc)
{
    return mons_genus(mc) == MONS_JELLY
           || mons_genus(mc) == MONS_FLOATING_EYE
           || mons_genus(mc) == MONS_GLOWING_ORANGE_BRAIN;
}

bool mons_is_slime(const monster& mon)
{
    return mons_class_is_slime(mon.type);
}

bool herd_monster(const monster& mon)
{
    return mons_class_flag(mon.type, M_HERD);
}

// Plant or fungus or really anything with
// permanent plant holiness
bool mons_class_is_plant(monster_type mc)
{
    return bool(mons_class_holiness(mc) & MH_PLANT);
}

bool mons_is_plant(const monster& mon)
{
    return mons_class_is_plant(mon.type);
}

bool mons_eats_items(const monster& mon)
{
    return mons_is_slime(mon) && have_passive(passive_t::jelly_eating);
}

/* Is the actor susceptible to vampirism?
 *
 * Undead actors and summoned, temporary, or ghostified monsters are all not
 * susceptible.
 * @param act The actor.
 * @returns True if the actor is susceptible to vampirism, false otherwise.
 */
bool actor_is_susceptible_to_vampirism(const actor& act)
{
    if (!(act.holiness() & MH_NATURAL) || act.is_summoned())
        return false;

    if (act.is_player())
        return true;

    const monster *mon = act.as_monster();
    // Don't allow HP draining from temporary monsters such as those created by
    // Sticks to Snakes.
    return !mon->has_ench(ENCH_FAKE_ABJURATION)
           // Nor from now-ghostly monsters.
           && !testbits(mon->flags, MF_SPECTRALISED);
}

bool invalid_monster(const monster* mon)
{
    return !mon || invalid_monster_type(mon->type);
}

bool invalid_monster_type(monster_type mt)
{
    return mt < 0 || mt >= NUM_MONSTERS
           || mon_entry[mt] == mon_entry[MONS_PROGRAM_BUG];
}

bool invalid_monster_index(int i)
{
    return i < 0 || i >= MAX_MONSTERS;
}

bool mons_is_statue(monster_type mc)
{
    return mc == MONS_ORANGE_STATUE
           || mc == MONS_OBSIDIAN_STATUE
           || mc == MONS_ICE_STATUE
           || mc == MONS_ROXANNE;
}

/**
 * The mimic [(cackles|chortles...) and ]vanishes in[ a puff of smoke]!
 *
 * @param pos       The mimic's location.
 * @param name      The mimic's name.
 */
static void _mimic_vanish(const coord_def& pos, const string& name)
{
    const bool can_place_smoke = !cloud_at(pos);
    if (can_place_smoke)
        place_cloud(CLOUD_BLACK_SMOKE, pos, 2 + random2(2), nullptr);
    if (!you.see_cell(pos))
        return;

    const char* const smoke_str = can_place_smoke ? " in a puff of smoke" : "";

    const bool can_cackle = !silenced(pos) && !silenced(you.pos());
    const string cackle = can_cackle ? getSpeakString("_laughs_") + " and " : "";

    mprf("The %s mimic %svanishes%s!",
         name.c_str(), cackle.c_str(), smoke_str);
    interrupt_activity(activity_interrupt::mimic);
}

/**
 * Clean up a "feature" that a mimic was pretending to be.
 *
 * @param pos   The location of the 'feature'.
 */
static void _destroy_mimic_feature(const coord_def &pos)
{
#if TAG_MAJOR_VERSION == 34
    const dungeon_feature_type feat = grd(pos);
#endif

    unnotice_feature(level_pos(level_id::current(), pos));
    grd(pos) = DNGN_FLOOR;
    env.level_map_mask(pos) &= ~MMT_MIMIC;
    set_terrain_changed(pos);
    remove_markers_and_listeners_at(pos);

#if TAG_MAJOR_VERSION == 34
    if (feat_is_door(feat))
        env.level_map_mask(pos) |= MMT_WAS_DOOR_MIMIC;
#endif
}

void discover_mimic(const coord_def& pos)
{
    item_def* item = item_mimic_at(pos);
    const bool feature_mimic = !item && feature_mimic_at(pos);
    // Is there really a mimic here?
    if (!item && !feature_mimic)
        return;

    const dungeon_feature_type feat = grd(pos);

    // If the feature has been destroyed, don't create a floor mimic.
    if (feature_mimic && !feat_is_mimicable(feat, false))
    {
        env.level_map_mask(pos) &= ~MMT_MIMIC;
        return;
    }

    const string name = feature_mimic ? "the " + string(feat_type_name(feat))
                                      : item->name(DESC_THE, false, false,
                                                             false, true);
    const bool plural = feature_mimic ? false : item->quantity > 1;

#ifdef USE_TILE
    tileidx_t tile = tileidx_feature(pos);
    apply_variations(env.tile_flv(pos), &tile, pos);
#endif

    if (you.see_cell(pos))
        mprf("%s %s a mimic!", name.c_str(), plural ? "are" : "is");

    const string shortname = feature_mimic ? feat_type_name(feat)
                                           : item->name(DESC_BASENAME);
    if (item)
        destroy_item(item->index(), true);
    else
        _destroy_mimic_feature(pos);
    _mimic_vanish(pos, shortname);

    // Just in case there's another one.
    if (mimic_at(pos))
        discover_mimic(pos);
}

void discover_shifter(monster& shifter)
{
    shifter.flags |= MF_KNOWN_SHIFTER;
}

bool mons_is_demon(monster_type mc)
{
    return mons_class_holiness(mc) & MH_DEMONIC
             && (mons_demon_tier(mc) != 0 && mc != MONS_ANTAEUS
                 || mons_species(mc) == MONS_RAKSHASA);
}

int mons_demon_tier(monster_type mc)
{
    switch (mons_base_char(mc))
    {
    case 'C':
        if (mc != MONS_ANTAEUS)
            return 0;
        // intentional fall-through for Antaeus
    case '&':
        return -1;
    case '1':
        return 1;
    case '2':
        return 2;
    case '3':
        return 3;
    case '4':
        return 4;
    case '5':
        return 5;
    default:
        return 0;
    }
}

// Beware; returns false for Tiamat!
bool mons_is_draconian(monster_type mc)
{
    return mc >= MONS_FIRST_DRACONIAN && mc <= MONS_LAST_DRACONIAN;
}

bool mons_is_base_draconian(monster_type mc)
{
    return mc >= MONS_FIRST_DRACONIAN && mc <= MONS_LAST_BASE_DRACONIAN;
}

bool mons_is_demonspawn(monster_type mc)
{
    return
#if TAG_MAJOR_VERSION == 34
        mc == MONS_DEMONSPAWN ||
#endif
        mc >= MONS_FIRST_DEMONSPAWN && mc <= MONS_LAST_DEMONSPAWN;
}

// Conjured (as opposed to summoned) monsters are actually here, even
// though they're typically volatile (like, made of real fire). As such,
// they should be immune to Abjuration or Recall. Also, they count as
// things rather than beings.
bool mons_is_conjured(monster_type mc)
{
    return mons_is_projectile(mc)
           || mons_is_avatar(mc)
           || mons_class_flag(mc, M_CONJURED);
}

size_type mons_class_body_size(monster_type mc)
{
    // Should pass base_type to get the right size for zombies, skeletons &c.
    // For normal monsters, base_type is set to type in the constructor.
    const monsterentry *e = get_monster_data(mc);
    return e ? e->size : SIZE_MEDIUM;
}

int max_corpse_chunks(monster_type mc)
{
    switch (mons_class_body_size(mc))
    {
    case SIZE_TINY:
        return 1;
    case SIZE_LITTLE:
        return 2;
    case SIZE_SMALL:
        return 3;
    case SIZE_MEDIUM:
        return 4;
    case SIZE_LARGE:
        return 9;
    case SIZE_BIG:
        return 10;
    case SIZE_GIANT:
        return 12;
    default:
        return 0;
    }
}

corpse_effect_type mons_corpse_effect(monster_type mc)
{
    ASSERT_smc();
    return smc->corpse_thingy;
}

int derived_undead_avg_hp(monster_type mtype, int hd, int scale)
{
    static const map<monster_type, int> hp_per_hd_by_type = {
        { MONS_ZOMBIE,          85 },
        { MONS_SKELETON,        70 },
        { MONS_SPECTRAL_THING,  60 },
        // Simulacra aren't tough, but you can create piles of them. - bwr
        { MONS_SIMULACRUM,      30 },
    };

    const int* hp_per_hd = map_find(hp_per_hd_by_type, mtype);
    ASSERT(hp_per_hd);
    return *hp_per_hd * hd * scale / 10;
}

monster_type mons_genus(monster_type mc)
{
    if (mc == RANDOM_DRACONIAN || mc == RANDOM_BASE_DRACONIAN
        || mc == RANDOM_NONBASE_DRACONIAN
        || (mc == MONS_PLAYER_ILLUSION && species_is_draconian(you.species)))
    {
        return MONS_DRACONIAN;
    }

    if (mc == RANDOM_DEMONSPAWN || mc == RANDOM_BASE_DEMONSPAWN
        || mc == RANDOM_NONBASE_DEMONSPAWN)
    {
        return MONS_DEMONSPAWN;
    }

    if (mc == MONS_NO_MONSTER)
        return MONS_NO_MONSTER;

    ASSERT_smc();
    return smc->genus;
}

monster_type mons_species(monster_type mc)
{
    const monsterentry *me = get_monster_data(mc);
    return me ? me->species : MONS_PROGRAM_BUG;
}

monster_type draco_or_demonspawn_subspecies(monster_type type,
                                            monster_type base)
{
    const monster_type species = mons_species(type);

    if ((species == MONS_DRACONIAN || species == MONS_DEMONSPAWN)
        && type != species)
    {
        return base;
    }

    return species;
}

monster_type draco_or_demonspawn_subspecies(const monster& mon)
{
    ASSERT(mons_genus(mon.type) == MONS_DRACONIAN
           || mons_genus(mon.type) == MONS_DEMONSPAWN);

    if (mon.type == MONS_PLAYER_ILLUSION
        && mons_genus(mon.type) == MONS_DRACONIAN)
    {
        return player_species_to_mons_species(mon.ghost->species);
    }

    return draco_or_demonspawn_subspecies(mon.type, mon.base_monster);
}

monster_type mons_detected_base(monster_type mc)
{
    return mons_genus(mc);
}

/** Does a monster of this type behold opponents like a siren?
 */
bool mons_is_siren_beholder(monster_type mc)
{
    return mc == MONS_MERFOLK_SIREN || mc == MONS_MERFOLK_AVATAR;
}

/** Does this monster behold opponents like a siren?
 *  Ignores any disabilities, checking only the monster's type.
 */
bool mons_is_siren_beholder(const monster& mons)
{
    return mons_is_siren_beholder(mons.type);
}

int get_shout_noise_level(const shout_type shout)
{
    switch (shout)
    {
    case S_SILENT:
        return 0;
    case S_HISS:
    case S_VERY_SOFT:
        return 4;
    case S_SOFT:
        return 6;
    case S_LOUD:
        return 10;
    case S_LOUD_ROAR:
    case S_VERY_LOUD:
        return 12;

    default:
        return 8;
    }
}

// Only beasts and chaos spawns use S_RANDOM for noise type.
// Pandemonium lords can also get here, but this is mostly used for the
// "says" verb used for insults.
static bool _shout_fits_monster(monster_type mc, int shout)
{
    if (shout == NUM_SHOUTS || shout >= NUM_LOUDNESS || shout == S_SILENT)
        return false;

    // Chaos spawns can do anything but demon taunts, since they're
    // not coherent enough to actually say words.
    if (mc == MONS_CHAOS_SPAWN)
        return shout != S_DEMON_TAUNT;

    // For Pandemonium lords, almost everything is fair game. It's only
    // used for the shouting verb ("say", "bellow", "roar", etc.) anyway.
    if (mc != MONS_HELL_BEAST && mc != MONS_MUTANT_BEAST)
        return true;

    switch (shout)
    {
    // Bees, cherubs and two-headed ogres never fit.
    case S_SHOUT2:
    case S_BUZZ:
    case S_CHERUB:
    // The beast cannot speak.
    case S_DEMON_TAUNT:
        return false;
    default:
        return true;
    }
}

// If demon_shout is true, we're trying to find a random verb and
// loudness for a Pandemonium lord trying to shout.
shout_type mons_shouts(monster_type mc, bool demon_shout)
{
    ASSERT_smc();
    shout_type u = smc->shouts;

    // Pandemonium lords use this to get the noises.
    if (u == S_RANDOM || demon_shout && u == S_DEMON_TAUNT)
    {
        const int max_shout = (u == S_RANDOM ? NUM_SHOUTS : NUM_LOUDNESS);
        do
        {
            u = static_cast<shout_type>(random2(max_shout));
        }
        while (!_shout_fits_monster(mc, u));
    }

    return u;
}

/// Is the given monster type ever capable of shouting?
bool mons_can_shout(monster_type mc)
{
    // don't use mons_shouts() to avoid S_RANDOM randomization.
    ASSERT_smc();
    return smc->shouts != S_SILENT;
}

bool mons_is_ghost_demon(monster_type mc)
{
    return mons_class_flag(mc, M_GHOST_DEMON);
}

bool mons_is_pghost(monster_type mc)
{
    return mc == MONS_PLAYER_GHOST || mc == MONS_PLAYER_ILLUSION;
}

/**
 * What mutant beast tier does the given XL (base HD) correspond to?
 *
 * If the given value is between tiers, choose the higher possibility.
 *
 * @param xl    The XL (HD) of the mutant beast in question.
 * @return      The corresponding mutant beast tier (e.g. BT_MATURE).
 */
int mutant_beast_tier(int xl)
{
    for (int bt = BT_FIRST; bt < NUM_BEAST_TIERS; ++bt)
        if (xl <= beast_tiers[bt])
            return bt;
    return BT_NONE; // buggy
}

/**
 * Is the provided monster_type a demonspawn job type? (Not just any
 * demonspawn, but specifically one with a job! Or the job itself, depending
 * how you think about it.)
 *
 * @param mc    The monster type in question.
 * @return      Whether that monster type is a demonspawn job.
 **/
bool mons_is_demonspawn_job(monster_type mc)
{
    return mc >= MONS_FIRST_NONBASE_DEMONSPAWN
           && mc <= MONS_LAST_NONBASE_DEMONSPAWN;
}

/**
 * Is the provided monster_type a draconian job type? (Not just any draconian,
 * but specifically one with a job! Or the job itself, depending how you think
 * about it.)
 *
 * @param mc    The monster type in question.
 * @return      Whether that monster type is a draconian job.
 **/
bool mons_is_draconian_job(monster_type mc)
{
    return mc >= MONS_FIRST_NONBASE_DRACONIAN
           && mc <= MONS_LAST_NONBASE_DRACONIAN;
}

/**
 * Is the provided monster_type a job? (E.g. black sun, draconian knight)
 *
 * @param mc    The monster type in question.
 * @return      Whether that monster type is a job.
 **/
bool mons_is_job(monster_type mc)
{
    return mons_is_draconian_job(mc) || mons_is_demonspawn_job(mc);
}

bool mons_is_unique(monster_type mc)
{
    return mons_class_flag(mc, M_UNIQUE);
}

bool mons_is_or_was_unique(const monster& mon)
{
    return mons_is_unique(mon.type)
           || mon.props.exists(ORIGINAL_TYPE_KEY)
              && mons_is_unique((monster_type) mon.props[ORIGINAL_TYPE_KEY].get_int());
}

/**
 * Is the given type one of Hepliaklqana's granted ancestors?
 *
 * @param mc    The type of monster in question.
 * @return      Whether that monster is a player ancestor.
 */
bool mons_is_hepliaklqana_ancestor(monster_type mc)
{
    return mons_class_flag(mc, M_ANCESTOR);
}

/**
 * Can this type of monster be blinded?
 *
 * Certain monsters, e.g. those with a powerful sense of smell, echolocation,
 * or no eyes, are completely immune to blinding.
 *
 * Note that 'dazzling' (from dazzling spray) has additional restrictions above
 * this.
 *
 * @param mc    The class of monster in question.
 * @return      Whether monsters of this type can get ENCH_BLIND.
 */
bool mons_can_be_blinded(monster_type mc)
{
    return !mons_class_flag(mc, M_UNBLINDABLE);
}


/**
 * Can this kind of monster be dazzled?
 *
 * The undead, nonliving, vegetative, or unblindable cannot be dazzled.
 *
 * @param mc    The class of monster in question.
 * @return      Whether monsters of this type can get ENCH_BLIND from Dazzling
 *              Spray.
 */
bool mons_can_be_dazzled(monster_type mc)
{
    // This was implemented by checking type so that we could use it in
    // monster descriptions (which only have mon_info structs); not sure if
    // that's useful

    const mon_holy_type holiness = mons_class_holiness(mc);
    return !(holiness & (MH_UNDEAD | MH_NONLIVING | MH_PLANT))
        && mons_can_be_blinded(mc);
}

char32_t mons_char(monster_type mc)
{
    if (Options.mon_glyph_overrides.count(mc)
        && Options.mon_glyph_overrides[mc].ch)
    {
        return Options.mon_glyph_overrides[mc].ch;
    }
    else
        return monster_symbols[mc].glyph;
}

char mons_base_char(monster_type mc)
{
    const monsterentry *me = get_monster_data(mc);
    return me ? me->basechar : 0;
}

mon_itemuse_type mons_class_itemuse(monster_type mc)
{
    ASSERT_smc();
    return smc->gmon_use;
}

mon_itemuse_type mons_itemuse(const monster& mon)
{
    if (mons_enslaved_soul(mon))
        return mons_class_itemuse(mons_zombie_base(mon));

    return mons_class_itemuse(mon.type);
}

int mons_class_colour(monster_type mc)
{
    ASSERT_smc();
    // Player monster is a dummy monster used only for display purposes, so
    // it's ok to override it here.
    if (mc == MONS_PLAYER
        && Options.mon_glyph_overrides.count(MONS_PLAYER)
        && Options.mon_glyph_overrides[MONS_PLAYER].col)
    {
        return Options.mon_glyph_overrides[MONS_PLAYER].col;
    }
    else
        return monster_symbols[mc].colour;
}

bool mons_class_can_regenerate(monster_type mc)
{
    return !mons_class_flag(mc, M_NO_REGEN);
}

bool mons_can_regenerate(const monster& m)
{
    const monster& mon = get_tentacle_head(m);

    if (testbits(mon.flags, MF_NO_REGEN))
        return false;

    return mons_class_can_regenerate(mon.type);
}

bool mons_class_fast_regen(monster_type mc)
{
    return mons_class_flag(mc, M_FAST_REGEN);
}

/**
 * Do monsters of the given type ever leave a hide?
 *
 * @param mc      The class of monster in question.
 * @return        Whether the monster has a chance of dropping a hide when
 *                butchered.
 */
bool mons_class_leaves_hide(monster_type mc)
{
    return hide_for_monster(mc) != NUM_ARMOURS;
}

int mons_zombie_size(monster_type mc)
{
    mc = mons_species(mc);
    if (!mons_class_can_be_zombified(mc))
        return Z_NOZOMBIE;

    ASSERT_smc();
    return smc->size > SIZE_MEDIUM ? Z_BIG : Z_SMALL;
}

monster_type mons_zombie_base(const monster& mon)
{
    return mons_species(mon.base_monster);
}

bool mons_class_is_zombified(monster_type mc)
{
#if TAG_MAJOR_VERSION == 34
    switch (mc)
    {
        case MONS_ZOMBIE_SMALL:     case MONS_ZOMBIE_LARGE:
        case MONS_SKELETON_SMALL:   case MONS_SKELETON_LARGE:
        case MONS_SIMULACRUM_SMALL: case MONS_SIMULACRUM_LARGE:
            return true;
        default:
            break;
    }
#endif

    return mc == MONS_ZOMBIE
        || mc == MONS_SKELETON
        || mc == MONS_SIMULACRUM
        || mc == MONS_SPECTRAL_THING;
}

bool mons_class_is_hybrid(monster_type mc)
{
    return mons_class_flag(mc, M_HYBRID);
}

bool mons_class_is_animated_weapon(monster_type type)
{
    return type == MONS_DANCING_WEAPON || type == MONS_SPECTRAL_WEAPON;
}

bool mons_is_zombified(const monster& mon)
{
    return mons_class_is_zombified(mon.type);
}

monster_type mons_base_type(const monster& mon)
{
    if (mons_class_is_zombified(mon.type))
        return mons_species(mon.base_monster);
    return mon.type;
}

bool mons_class_can_leave_corpse(monster_type mc)
{
    return mons_corpse_effect(mc) != CE_NOCORPSE;
}

bool mons_class_can_be_zombified(monster_type mc)
{
    monster_type ms = mons_species(mc);
    return !invalid_monster_type(ms)
           && mons_class_can_leave_corpse(ms);
}

bool mons_can_be_zombified(const monster& mon)
{
    return mons_class_can_be_zombified(mon.type)
           && !mon.is_summoned()
           && !mons_enslaved_body_and_soul(mon);
}

bool mons_class_can_use_stairs(monster_type mc)
{
    return (!mons_class_is_zombified(mc) || mc == MONS_SPECTRAL_THING)
           && !mons_is_tentacle_or_tentacle_segment(mc)
           && mc != MONS_SILENT_SPECTRE
           && mc != MONS_GERYON
           && mc != MONS_ROYAL_JELLY
           && mc != MONS_BALL_LIGHTNING
           && mc != MONS_FOXFIRE;
}

bool mons_class_can_use_transporter(monster_type mc)
{
    return !mons_is_tentacle_or_tentacle_segment(mc);
}

bool mons_can_use_stairs(const monster& mon, dungeon_feature_type stair)
{
    if (!mons_class_can_use_stairs(mon.type))
        return false;

    // Summons can't use stairs.
    if (mon.has_ench(ENCH_ABJ) || mon.has_ench(ENCH_FAKE_ABJURATION))
        return false;

    if (mon.has_ench(ENCH_FRIENDLY_BRIBED)
        && (feat_is_branch_entrance(stair) || feat_is_branch_exit(stair)
            || stair == DNGN_ENTER_HELL || stair == DNGN_EXIT_HELL))
    {
        return false;
    }

    // Everything else is fine
    return true;
}

bool mons_enslaved_body_and_soul(const monster& mon)
{
    return mon.has_ench(ENCH_SOUL_RIPE);
}

bool mons_enslaved_soul(const monster& mon)
{
    return testbits(mon.flags, MF_ENSLAVED_SOUL);
}

void name_zombie(monster& mon, monster_type mc, const string &mon_name)
{
    mon.mname = mon_name;

    // Special case for Blork the orc: shorten his name to "Blork" to
    // avoid mentions of "Blork the orc the orc zombie".
    if (mc == MONS_BLORK_THE_ORC)
        mon.mname = "Blork";
    // Also for the Lernaean hydra: treat Lernaean as an adjective to
    // avoid mentions of "the Lernaean hydra the X-headed hydra zombie".
    else if (mc == MONS_LERNAEAN_HYDRA)
    {
        mon.mname = "Lernaean";
        mon.flags |= MF_NAME_ADJECTIVE;
    }
    // Also for the Enchantress: treat Enchantress as an adjective to
    // avoid mentions of "the Enchantress the spriggan zombie".
    else if (mc == MONS_THE_ENCHANTRESS)
    {
        mon.mname = "Enchantress";
        mon.flags |= MF_NAME_ADJECTIVE;
    }
    else if (mons_species(mc) == MONS_SERPENT_OF_HELL)
        mon.mname = "";

    if (starts_with(mon.mname, "shaped "))
        mon.flags |= MF_NAME_SUFFIX;

    // It's unlikely there's a desc for "Duvessa the elf skeleton", but
    // we still want to allow it if overridden.
    if (!mon.props.exists("dbname"))
        mon.props["dbname"] = mons_class_name(mon.type);
}

void name_zombie(monster& mon, const monster& orig)
{
    if (!mons_is_unique(orig.type) && orig.mname.empty())
        return;

    string name;

    if (!orig.mname.empty())
        name = orig.mname;
    else
        name = mons_type_name(orig.type, DESC_PLAIN);

    name_zombie(mon, orig.type, name);
    mon.flags |= orig.flags & (MF_NAME_SUFFIX
                                 | MF_NAME_ADJECTIVE
                                 | MF_NAME_DESCRIPTOR);
}

// Derived undead deal 80% of the damage of the base form.
static int _downscale_zombie_damage(int damage)
{
    return max(1, 4 * damage / 5);
}

static mon_attack_def _downscale_zombie_attack(const monster& mons,
                                               mon_attack_def attk,
                                               bool random)
{
    switch (attk.type)
    {
    case AT_STING: case AT_SPORE:
    case AT_TOUCH: case AT_ENGULF:
        attk.type = AT_HIT;
        break;
    default:
        break;
    }

    if (mons.type == MONS_SIMULACRUM)
        attk.flavour = AF_COLD;
    else if (mons.type == MONS_SPECTRAL_THING && (!random || coinflip()))
        attk.flavour = AF_DRAIN_XP;
    else if (attk.flavour != AF_REACH && attk.flavour != AF_CRUSH)
        attk.flavour = AF_PLAIN;

    attk.damage = _downscale_zombie_damage(attk.damage);

    return attk;
}

/**
 * What attack does the given mutant beast facet provide?
 *
 * @param facet     The facet in question; e.g. BF_STING.
 * @param tier      The tier of the mutant beast; e.g.
 * @return          The attack corresponding to the given facet; e.g. BT_LARVAL
 *                  { AT_STING, AF_REACH_STING, 10 }. Scales with HD.
 *                  For facets that don't provide an attack, is { }.
 */
static mon_attack_def _mutant_beast_facet_attack(int facet, int tier)
{
    const int dam = tier * 5;
    switch (facet)
    {
        case BF_STING:
            return { AT_STING, AF_REACH_STING, dam };
        case BF_OX:
            return { AT_TRAMPLE, AF_TRAMPLE, dam };
        case BF_WEIRD:
            return { AT_CONSTRICT, AF_CRUSH, dam };
        default:
            return { };
    }
}

/**
 * Get the attack type, attack flavour and damage for the given attack of a
 * mutant beast.
 *
 * @param mon           The monster in question.
 * @param attk_number   Which attack number to get.
 * @return              A mon_attack_def for the specified attack.
 */
static mon_attack_def _mutant_beast_attack(const monster &mon, int attk_number)
{
    const int tier = mutant_beast_tier(mon.get_experience_level());
    if (attk_number == 0)
        return { AT_HIT, AF_PLAIN, tier * 7 + 5 };

    if (!mon.props.exists(MUTANT_BEAST_FACETS))
        return { };

    int cur_attk = 1;
    for (auto facet : mon.props[MUTANT_BEAST_FACETS].get_vector())
    {
        const mon_attack_def atk = _mutant_beast_facet_attack(facet.get_int(),
                                                              tier);
        if (atk.type == AT_NONE)
            continue;

        if (cur_attk == attk_number)
            return atk;

        ++cur_attk;
    }

    return { };
}

/**
 * Get the attack type, attack flavour and damage for the given attack of an
 * ancestor granted by Hepliaklqana_ancestor_attack.
 *
 * @param mon           The monster in question.
 * @param attk_number   Which attack number to get.
 * @return              A mon_attack_def for the specified attack.
 */
static mon_attack_def _hepliaklqana_ancestor_attack(const monster &mon,
                                                     int attk_number)
{
    if (attk_number != 0)
        return { };

    const int HD = mon.get_experience_level();
    const int dam = HD + 3; // 4 at 1 HD, 21 at 18 HD (max)
    // battlemages do double base melee damage (+25-50% including their weapon)
    const int dam_mult = mon.type == MONS_ANCESTOR_BATTLEMAGE ? 2 : 1;

    return { AT_HIT, AF_PLAIN, dam * dam_mult };
}

/** Get the attack type, attack flavour and damage for a monster attack.
 *
 * @param mon The monster to look at.
 * @param attk_number Which attack number to get.
 * @param base_flavour If true, attack flavours that are randomised on every attack
 *                     will have their base flavour returned instead of one of the
 *                     random flavours.
 * @return  A mon_attack_def for the specified attack.
 */
mon_attack_def mons_attack_spec(const monster& m, int attk_number,
                                bool base_flavour)
{
    monster_type mc = m.type;

    const monster& mon = get_tentacle_head(m);

    const bool zombified = mons_is_zombified(mon);

    if (mon.has_hydra_multi_attack())
        attk_number -= mon.heads() - 1;

    if (attk_number < 0 || attk_number >= MAX_NUM_ATTACKS)
        attk_number = 0;

    if (mons_is_ghost_demon(mc))
    {
        if (attk_number == 0 && mon.ghost)
        {
            return { mon.ghost->att_type, mon.ghost->att_flav,
                     mon.ghost->damage };
        }

        return { AT_NONE, AF_PLAIN, 0 };
    }
    else if (mc == MONS_MUTANT_BEAST)
        return _mutant_beast_attack(mon, attk_number);
    else if (mons_is_hepliaklqana_ancestor(mc))
        return _hepliaklqana_ancestor_attack(mon, attk_number);
    else if (mons_is_demonspawn(mc) && attk_number != 0)
        mc = draco_or_demonspawn_subspecies(mon);

    if (zombified && mc != MONS_KRAKEN_TENTACLE)
        mc = mons_zombie_base(mon);

    ASSERT_smc();
    mon_attack_def attk = smc->attack[attk_number];

    if (mons_is_demonspawn(mon.type) && attk_number == 0)
    {
        const monsterentry* mbase =
            get_monster_data (draco_or_demonspawn_subspecies(mon));
        ASSERT(mbase);
        attk.flavour = mbase->attack[0].flavour;
        return attk;
    }

    // Nonbase draconians inherit aux attacks from their base type.
    // Implicit assumption: base draconian types only get one aux
    // attack, and it's in their second attack slot.
    // If that changes this code will need to be changed.
    if (mons_species(mon.type) == MONS_DRACONIAN
        && mon.type != MONS_DRACONIAN
        && attk.type == AT_NONE
        && attk_number > 0
        && smc->attack[attk_number - 1].type != AT_NONE)
    {
        const monsterentry* mbase =
            get_monster_data (draco_or_demonspawn_subspecies(mon));
        ASSERT(mbase);
        return mbase->attack[1];
    }

    if (mon.type == MONS_PLAYER_SHADOW && attk_number == 0)
    {
        if (!you.weapon())
            attk.damage = max(1, you.skill_rdiv(SK_UNARMED_COMBAT, 10, 20));
    }

    // summoning miscast monster; hd scaled with miscast severity
    if (mon.type == MONS_NAMELESS && attk_number == 0)
        attk.damage = mon.get_hit_dice() * 2;

    if (!base_flavour)
    {
        // TODO: randomization here is not the greatest way of doing any of
        // these...
        if (attk.type == AT_RANDOM)
            attk.type = random_choose(AT_HIT, AT_GORE);

        if (attk.type == AT_CHERUB)
            attk.type = random_choose(AT_HIT, AT_BITE, AT_PECK, AT_GORE);

        if (attk.flavour == AF_DRAIN_STAT)
            attk.flavour = random_choose(AF_DRAIN_STR, AF_DRAIN_INT,AF_DRAIN_DEX);
    }

    // Slime creature attacks are multiplied by the number merged.
    if (mon.type == MONS_SLIME_CREATURE && mon.blob_size > 1)
        attk.damage *= mon.blob_size;

    return zombified ? _downscale_zombie_attack(mon, attk, !base_flavour) : attk;
}

static int _mons_damage(monster_type mc, int rt)
{
    if (rt < 0 || rt > 3)
        rt = 0;
    ASSERT_smc();
    return smc->attack[rt].damage;
}

/**
 * A short description of the given monster attack type.
 *
 * @param attack      The attack to be described; e.g. AT_HIT, AT_SPORE.
 * @param with_object Is the description being used with an object/target?
 *                    True results in e.g. "pounce on"; false, just "pounce".
 *                    Optional parameter, default true.
 * @return            A short description; e.g. "hit", "release spores at".
 */
string mon_attack_name(attack_type attack, bool with_object)
{
    static const char *attack_types[] =
    {
        "hit",         // including weapon attacks
        "bite",
        "sting",

        // spore
        "release spores at",

        "touch",
        "engulf",
        "claw",
        "peck",
        "headbutt",
        "punch",
        "kick",
        "tentacle-slap",
        "tail-slap",
        "gore",
        "constrict",
        "trample",
        "trunk-slap",
#if TAG_MAJOR_VERSION == 34
        "snap closed at",
        "splash",
#endif
        "pounce on",
#if TAG_MAJOR_VERSION == 34
        "sting",
#endif
        "hit, bite, peck, or gore", // AT_CHERUB
#if TAG_MAJOR_VERSION == 34
        "hit", // AT_SHOOT
#endif
        "hit", // AT_WEAP_ONLY,
        "hit or gore", // AT_RANDOM
    };
    COMPILE_CHECK(ARRAYSZ(attack_types) == NUM_ATTACK_TYPES - AT_FIRST_ATTACK);

    const int verb_index = attack - AT_FIRST_ATTACK;
    ASSERT(verb_index < (int)ARRAYSZ(attack_types));

    if (with_object)
        return attack_types[verb_index];
    else
    {
        return replace_all(replace_all(attack_types[verb_index], " at", ""),
                                                                 " on", "");
    }
}

/**
 * Does this monster attack flavour trigger even if the base attack does no
 * damage?
 *
 * @param flavour   The attack flavour in question; e.g. AF_COLD.
 * @return          Whether the flavour attack triggers on a successful hit
 *                  regardless of damage done.
 */
bool flavour_triggers_damageless(attack_flavour flavour)
{
    return flavour == AF_CRUSH
        || flavour == AF_ENGULF
        || flavour == AF_PURE_FIRE
        || flavour == AF_SHADOWSTAB
        || flavour == AF_DROWN
        || flavour == AF_CORRODE
        || flavour == AF_HUNGER;
}

/**
 * How much special damage does the given attack flavour do for an attack from
 * a monster of the given hit dice?
 *
 * Various effects (e.g. acid) currently go through more complex codepaths. :(
 *
 * @param flavour       The attack flavour in question; e.g. AF_FIRE.
 * @param HD            The HD to calculate damage for.
 * @param random        Whether to roll damage, or (if false) just return
 *                      the top of the range.
 * @return              The damage that the given attack flavour does, before
 *                      resists and other effects are applied.
 */
int flavour_damage(attack_flavour flavour, int HD, bool random)
{
    switch (flavour)
    {
        case AF_FIRE:
            if (random)
                return HD + random2(HD);
            return HD * 2;
        case AF_COLD:
            if (random)
                return HD + random2(HD*2);
            return HD * 3;
        case AF_ELEC:
            if (random)
                return HD + random2(HD/2);
            return HD * 3 / 2;
        case AF_PURE_FIRE:
            if (random)
                return HD * 3 / 2 + random2(HD);
            return HD * 5 / 2;
        default:
            return 0;
    }
}

bool mons_immune_magic(const monster& mon)
{
    return get_monster_data(mon.type)->resist_magic == MAG_IMMUNE;
}

bool mons_skeleton(monster_type mc)
{
    return !mons_class_flag(mc, M_NO_SKELETON);
}

bool mons_zombifiable(monster_type mc)
{
    return !mons_class_flag(mc, M_NO_ZOMBIE) && mons_zombie_size(mc);
}

bool mons_flattens_trees(const monster& mon)
{
    return mons_base_type(mon) == MONS_LERNAEAN_HYDRA;
}

bool mons_class_res_tornado(monster_type mc)
{
    return get_resist(get_mons_class_resists(mc), MR_RES_TORNADO);
}

/**
 * Given an average max HP value for a given monster type, what should a given
 * monster have?
 *
 * @param avg_hp    The mean hp.
 * @param scale     A scale that the input avg_hp are multiplied by.
 * @return          A max HP value; no more than +-33% from the given average,
 *                  and within about +-10% of the average 95% of the time.
 *                  This value is not multiplied by the scale - it's an actual
 *                  hp value, regardless of the scale on the input.
 *                  If avg_hp is nonzero, always returns at least 1.
 */
int hit_points(int avg_hp, int scale)
{
    if (!avg_hp)
        return 0;

    const int min_perc = 33;
    const int hp_variance = div_rand_round(avg_hp * min_perc, 100);
    const int min_hp = avg_hp - hp_variance;
    const int hp = min_hp + random2avg(hp_variance * 2, 8);
    return max(1, div_rand_round(hp, scale));
}

// This function returns the standard number of hit dice for a type of
// monster, not a particular monster's current hit dice. - bwr
int mons_class_hit_dice(monster_type mc)
{
    const monsterentry *me = get_monster_data(mc);
    return me ? me->HD : 0;
}

/**
 * What base MR does a monster of the given type have?
 *
 * @param type    The monster type in question.
 * @param base    The base type of the monster. (For e.g. draconians.)
 * @return        The MR of a normal monster of that type.
 */
int mons_class_res_magic(monster_type type, monster_type base)
{
    const monster_type base_type =
        base != MONS_NO_MONSTER &&
        (mons_is_draconian(type) || mons_is_demonspawn(type))
            ? draco_or_demonspawn_subspecies(type, base)
            : type;

    const int type_mr = (get_monster_data(base_type))->resist_magic;

    // Negative values get multiplied with monster hit dice.
    if (type_mr >= 0)
        return type_mr;
    return mons_class_hit_dice(base_type) * -type_mr * 4 / 3;
}

/**
 * Can a monster of the given type see invisible creatures?
 *
 * @param type    The monster type in question.
 * @param base    The base type of the monster. (For e.g. draconians.)
 * @return        Whether a normal monster of that type can see invisible
 *                things.
 */
bool mons_class_sees_invis(monster_type type, monster_type base)
{
    if (mons_class_flag(type, M_SEE_INVIS))
        return true;

    if (base != MONS_NO_MONSTER && mons_is_demonspawn(type) // XXX: add dracs here? latent bug otherwise
        && mons_class_flag(draco_or_demonspawn_subspecies(type, base),
                           M_SEE_INVIS))
    {
        return true;
    }

    return false;
}

/**
 * What's the average hp for a given type of monster?
 *
 * @param mc        The type of monster in question.
 * @return          The average hp for that monster; rounds down.
 */
int mons_avg_hp(monster_type mc)
{
    const monsterentry* me = get_monster_data(mc);

    if (!me)
        return 0;

    // Hack for nonbase demonspawn: pretend it's a basic demonspawn with
    // a job.
    if (mons_is_demonspawn(mc)
        && mc != MONS_DEMONSPAWN
        && mons_species(mc) == MONS_DEMONSPAWN)
    {
        const monsterentry* mbase = get_monster_data(MONS_DEMONSPAWN);
        return (mbase->avg_hp_10x + me->avg_hp_10x) / 10;
    }

    return me->avg_hp_10x / 10;
}

/**
 * What's the maximum hp for a given type of monster?
 *
 * @param mc        The type of monster in question.
 * @param mbase     The type of the base monster, if applicable (for classed
 *                  monsters).
 * @return          The maximum hp for that monster; rounds down.
 */
int mons_max_hp(monster_type mc, monster_type mbase_type)
{
    const monsterentry* me = get_monster_data(mc);

    if (!me)
        return 0;

    // TODO: merge the 133% with their use in hit_points()

    // Hack for nonbase demonspawn: pretend it's a basic demonspawn with
    // a job.
    if (mons_is_demonspawn(mc)
        && mc != MONS_DEMONSPAWN
        && mons_species(mc) == MONS_DEMONSPAWN)
    {
        const monsterentry* mbase =
            get_monster_data(mbase_type != MONS_NO_MONSTER ? mbase_type
                                                           : MONS_DEMONSPAWN);
        return (mbase->avg_hp_10x + me->avg_hp_10x) * 133 / 1000;
    }

    return me->avg_hp_10x * 133 / 1000;
}

int exper_value(const monster& mon, bool real)
{
    int x_val = 0;

    // These four are the original arguments.
    const monster_type mc = mon.type;
    int hd                = mon.get_experience_level();
    int maxhp             = mon.max_hit_points;

    // pghosts and pillusions have no reasonable base values, and you can look
    // up the exact value anyway. Especially for pillusions.
    if (real || mon.type == MONS_PLAYER_GHOST || mon.type == MONS_PLAYER_ILLUSION)
    {
        // A berserking monster is much harder, but the xp value shouldn't
        // depend on whether it was berserk at the moment of death.
        if (mon.has_ench(ENCH_BERSERK))
            maxhp = (maxhp * 2 + 1) / 3;
    }
    else
    {
        const monsterentry *m = get_monster_data(mons_base_type(mon));
        ASSERT(m);

        // Use real hd, zombies would use the basic species and lose
        // information known to the player ("orc warrior zombie"). Monsters
        // levelling up is visible (although it may happen off-screen), so
        // this is hardly ever a leak. Only Pan lords are unknown in the
        // general.
        if (m->mc == MONS_PANDEMONIUM_LORD)
            hd = m->HD;
        maxhp = mons_max_hp(mc);
    }

    // Hacks to make merged slime creatures not worth so much exp. We
    // will calculate the experience we would get for 1 blob, and then
    // just multiply it so that exp is linear with blobs merged. -cao
    if (mon.type == MONS_SLIME_CREATURE && mon.blob_size > 1)
        maxhp /= mon.blob_size;

    // These are some values we care about.
    const int speed       = mons_base_speed(mon);
    const int modifier    = _mons_exp_mod(mc);
    const int item_usage  = mons_itemuse(mon);

    // XXX: Shapeshifters can qualify here, even though they can't cast.
    const bool spellcaster = mon.has_spells();

    // Early out for no XP monsters.
    if (!mons_class_gives_xp(mc))
        return 0;

    x_val = (16 + maxhp) * hd * hd / 10;

    // Let's calculate a simple difficulty modifier. - bwr
    int diff = 0;

    // Let's look for big spells.
    if (spellcaster)
    {
        for (const mon_spell_slot &slot : mon.spells)
        {
            switch (slot.spell)
            {
            case SPELL_PARALYSE:
            case SPELL_SMITING:
            case SPELL_SUMMON_EYEBALLS:
            case SPELL_CALL_DOWN_DAMNATION:
            case SPELL_HURL_DAMNATION:
            case SPELL_SYMBOL_OF_TORMENT:
            case SPELL_GLACIATE:
            case SPELL_FIRE_STORM:
            case SPELL_SHATTER:
            case SPELL_CHAIN_LIGHTNING:
            case SPELL_TORNADO:
            case SPELL_LEGENDARY_DESTRUCTION:
            case SPELL_SUMMON_ILLUSION:
            case SPELL_SPELLFORGED_SERVITOR:
                diff += 25;
                break;

            case SPELL_SUMMON_GREATER_DEMON:
            case SPELL_HASTE:
            case SPELL_BLINK_RANGE:
            case SPELL_PETRIFY:
                diff += 20;
                break;

            case SPELL_LIGHTNING_BOLT:
            case SPELL_STICKY_FLAME_RANGE:
            case SPELL_DISINTEGRATE:
            case SPELL_BANISHMENT:
            case SPELL_LEHUDIBS_CRYSTAL_SPEAR:
            case SPELL_IRON_SHOT:
            case SPELL_IOOD:
            case SPELL_FIREBALL:
            case SPELL_AGONY_RANGE:
            case SPELL_LRD:
            case SPELL_DIG:
            case SPELL_FAKE_MARA_SUMMON:
                diff += 10;
                break;

            case SPELL_HAUNT:
            case SPELL_SUMMON_DRAGON:
            case SPELL_SUMMON_HORRIBLE_THINGS:
            case SPELL_PLANEREND:
            case SPELL_SUMMON_EMPEROR_SCORPIONS:
                diff += 7;
                break;

            default:
                break;
            }
        }
    }

    // Let's look at regeneration.
    if (mons_class_fast_regen(mc))
        diff += 15;

    // Monsters at normal or fast speed with big melee damage.
    if (speed >= 10)
    {
        int max_melee = 0;
        for (int i = 0; i < 4; ++i)
            max_melee += _mons_damage(mc, i);

        if (max_melee > 30)
            diff += (max_melee / ((speed == 10) ? 2 : 1));
    }

    // Monsters who can use equipment (even if only the equipment
    // they are given) can be considerably enhanced because of
    // the way weapons work for monsters. - bwr
    if (item_usage >= MONUSE_STARTING_EQUIPMENT)
        diff += 30;

    // Set a reasonable range on the difficulty modifier...
    // Currently 70% - 200%. - bwr
    if (diff > 100)
        diff = 100;
    else if (diff < -30)
        diff = -30;

    // Apply difficulty.
    x_val *= (100 + diff);
    x_val /= 100;

    // Basic speed modification.
    if (speed > 0)
    {
        x_val *= speed;
        x_val /= 10;
    }

    // Slow monsters without spells and items often have big HD which
    // cause the experience value to be overly large... this tries
    // to reduce the inappropriate amount of XP that results. - bwr
    if (speed < 10 && !spellcaster && item_usage < MONUSE_STARTING_EQUIPMENT)
        x_val /= 2;

    // Apply the modifier in the monster's definition.
    if (modifier > 0)
    {
        x_val *= modifier;
        x_val /= 10;
    }

    // Scale starcursed mass exp by what percentage of the whole it represents
    if (mon.type == MONS_STARCURSED_MASS)
        x_val = (x_val * mon.blob_size) / 12;

    // Further reduce xp from zombies
    if (mons_is_zombified(mon))
        x_val /= 2;

    // Reductions for big values. - bwr
    if (x_val > 100)
        x_val = 100 + ((x_val - 100) * 3) / 4;
    if (x_val > 750)
        x_val = 750 + (x_val - 750) / 3;

    // Slime creature exp hack part 2: Scale exp back up by the number
    // of blobs merged. -cao
    // Has to be after the stepdown to prevent issues with 4-5 merged slime
    // creatures. -pf
    if (mon.type == MONS_SLIME_CREATURE && mon.blob_size > 1)
        x_val *= mon.blob_size;

    // Guarantee the value is within limits.
    if (x_val <= 0)
        x_val = 1;

    return x_val;
}

static monster_type _random_mons_between(monster_type min, monster_type max)
{
    monster_type mc = MONS_PROGRAM_BUG;

    do // skip removed monsters
    {
        mc = static_cast<monster_type>(random_range(min, max));
    }
    while (mons_is_removed(mc));

    return mc;
}

monster_type random_draconian_monster_species()
{
    return _random_mons_between(MONS_FIRST_BASE_DRACONIAN,
                                MONS_LAST_SPAWNED_DRACONIAN);
}

monster_type random_draconian_job()
{
    return _random_mons_between(MONS_FIRST_NONBASE_DRACONIAN,
                                MONS_LAST_NONBASE_DRACONIAN);
}

monster_type random_demonspawn_monster_species()
{
    return _random_mons_between(MONS_FIRST_BASE_DEMONSPAWN,
                                MONS_LAST_BASE_DEMONSPAWN);
}

monster_type random_demonspawn_job()
{
    return _random_mons_between(MONS_FIRST_NONBASE_DEMONSPAWN,
                                MONS_LAST_NONBASE_DEMONSPAWN);
}

// Note: For consistent behaviour in player_will_anger_monster(), all
// spellbooks a given monster can get here should produce the same
// return values in the following:
//
//     is_evil_spell()
//
//     (is_unclean_spell() || is_chaotic_spell())
//
// FIXME: This is not true for one set of spellbooks; MST_WIZARD_IV
// contains the unholy and chaotic Banishment spell, but the other
// MST_WIZARD-type spellbooks contain no unholy, evil, unclean or
// chaotic spells.
//
// If a monster has only one spellbook, it is specified in mon-data.h.
// If it has multiple books, mon-data.h sets the book to MST_NO_SPELLS,
// and the books are accounted for here.
static vector<mon_spellbook_type> _mons_spellbook_list(monster_type mon_type)
{
    switch (mon_type)
    {
    case MONS_HELL_KNIGHT:
        return { MST_HELL_KNIGHT_I, MST_HELL_KNIGHT_II };

    case MONS_NECROMANCER:
        return { MST_NECROMANCER_I, MST_NECROMANCER_II };

    case MONS_ORC_WIZARD:
        return { MST_ORC_WIZARD_I, MST_ORC_WIZARD_II, MST_ORC_WIZARD_III };

    case MONS_WIZARD:
    case MONS_EROLCHA:
        return { MST_WIZARD_I, MST_WIZARD_II, MST_WIZARD_III };

    case MONS_OGRE_MAGE:
        return { MST_OGRE_MAGE_I, MST_OGRE_MAGE_II, MST_OGRE_MAGE_III };

    case MONS_ANCIENT_CHAMPION:
        return { MST_ANCIENT_CHAMPION_I, MST_ANCIENT_CHAMPION_II };

    case MONS_TENGU_CONJURER:
        return { MST_TENGU_CONJURER_I, MST_TENGU_CONJURER_II,
                 MST_TENGU_CONJURER_III, MST_TENGU_CONJURER_IV };

    case MONS_TENGU_REAVER:
        return { MST_TENGU_REAVER_I, MST_TENGU_REAVER_II,
                 MST_TENGU_REAVER_III };

    case MONS_DEEP_ELF_MAGE:
        return { MST_DEEP_ELF_MAGE_I, MST_DEEP_ELF_MAGE_II,
                 MST_DEEP_ELF_MAGE_III, MST_DEEP_ELF_MAGE_IV,
                 MST_DEEP_ELF_MAGE_V, MST_DEEP_ELF_MAGE_VI };

    case MONS_FAUN:
        return { MST_FAUN_I, MST_FAUN_II };

    case MONS_GREATER_MUMMY:
        return { MST_GREATER_MUMMY_I, MST_GREATER_MUMMY_II,
                 MST_GREATER_MUMMY_III, MST_GREATER_MUMMY_IV };

    case MONS_DEEP_ELF_KNIGHT:
        return { MST_DEEP_ELF_KNIGHT_I, MST_DEEP_ELF_KNIGHT_II };

    case MONS_LICH:
    case MONS_ANCIENT_LICH:
        return { MST_LICH_I, MST_LICH_II, MST_LICH_III,
                 MST_LICH_IV, MST_LICH_V, };

    default:
        return { static_cast<mon_spellbook_type>(
                     get_monster_data(mon_type)->sec) };
    }
}

vector<mon_spellbook_type> get_spellbooks(const monster_info &mon)
{
    // special case for vault monsters: if they have a custom book,
    // treat it as MST_GHOST
    if (mon.props.exists(CUSTOM_SPELLS_KEY))
        return { MST_GHOST };
    else
        return _mons_spellbook_list(mon.type);
}

// Get a list of unique spells from a monster's preset spellbooks
// or in the case of ghosts their actual spells.
// If flags is non-zero, it returns only spells that match those flags.
unique_books get_unique_spells(const monster_info &mi,
                               mon_spell_slot_flags flags)
{
    // No entry for MST_GHOST
    COMPILE_CHECK(ARRAYSZ(mspell_list) == NUM_MSTYPES - 1);

    const vector<mon_spellbook_type> books = get_spellbooks(mi);
    const size_t num_books = books.size();

    unique_books result;
    for (size_t i = 0; i < num_books; ++i)
    {
        const mon_spellbook_type book = books[i];
        // TODO: should we build an index to speed this reverse lookup?
        unsigned int msidx;
        for (msidx = 0; msidx < ARRAYSZ(mspell_list); ++msidx)
            if (mspell_list[msidx].type == book)
                break;

        vector<mon_spell_slot> slots;

        // Only prepend the first time; might be misleading if a draconian
        // ever gets multiple sets of natural abilities.
        if (mons_genus(mi.type) == MONS_DRACONIAN && i == 0)
        {
            const mon_spell_slot breath =
                drac_breath(mi.draco_or_demonspawn_subspecies());
            if (breath.flags & flags && breath.spell != SPELL_NO_SPELL)
                slots.push_back(breath);
            // No other spells; quit right away.
            if (book == MST_NO_SPELLS)
            {
                if (slots.size())
                    result.push_back(slots);
                return result;
            }
        }

        if (book != MST_GHOST)
            ASSERT(msidx < ARRAYSZ(mspell_list));
        for (const mon_spell_slot &slot : (book == MST_GHOST
                                           ? mi.spells
                                           : mspell_list[msidx].spells))
        {
            if (flags != MON_SPELL_NO_FLAGS && !(slot.flags & flags))
                continue;

            if (none_of(slots.begin(), slots.end(),
                [&](const mon_spell_slot& oldslot)
                {
                    return oldslot.spell == slot.spell;
                }))
            {
                slots.push_back(slot);
            }
        }

        if (slots.size() == 0)
            continue;

        result.push_back(slots);
    }

    return result;
}

mon_spell_slot drac_breath(monster_type drac_type)
{
    spell_type sp;
    switch (drac_type)
    {
    case MONS_BLACK_DRACONIAN:   sp = SPELL_LIGHTNING_BOLT; break;
    case MONS_YELLOW_DRACONIAN:  sp = SPELL_ACID_SPLASH; break;
    case MONS_GREEN_DRACONIAN:   sp = SPELL_POISONOUS_CLOUD; break;
    case MONS_PURPLE_DRACONIAN:  sp = SPELL_QUICKSILVER_BOLT; break;
    case MONS_RED_DRACONIAN:     sp = SPELL_SEARING_BREATH; break;
    case MONS_WHITE_DRACONIAN:   sp = SPELL_CHILLING_BREATH; break;
    case MONS_DRACONIAN:
    case MONS_GREY_DRACONIAN:    sp = SPELL_NO_SPELL; break;
    case MONS_PALE_DRACONIAN:    sp = SPELL_STEAM_BALL; break;

    default:
        die("Invalid draconian subrace: %d", drac_type);
    }

    mon_spell_slot slot;
    slot.spell = sp;
    slot.freq = 62;
    slot.flags = MON_SPELL_NATURAL | MON_SPELL_BREATH;
    return slot;
}

void mons_load_spells(monster& mon)
{
    vector<mon_spellbook_type> books = _mons_spellbook_list(mon.type);
    const mon_spellbook_type book = books[random2(books.size())];

    if (book == MST_GHOST)
        return mon.load_ghost_spells();

    mon.spells.clear();
    if (mons_genus(mon.type) == MONS_DRACONIAN)
    {
        mon_spell_slot breath = drac_breath(draco_or_demonspawn_subspecies(mon));
        if (breath.spell != SPELL_NO_SPELL)
            mon.spells.push_back(breath);
    }

    if (book == MST_NO_SPELLS)
        return;

    dprf(DIAG_MONPLACE, "%s: loading spellbook #%d",
         mon.name(DESC_PLAIN, true).c_str(), static_cast<int>(book));

    for (const mon_spellbook &spbook : mspell_list)
        if (spbook.type == book)
        {
            mon.spells = spbook.spells;
            break;
        }
}

// Never hand out DARKGREY as a monster colour, even if it is randomly
// chosen.
colour_t random_monster_colour()
{
    colour_t col = DARKGREY;
    while (col == DARKGREY)
        col = random_colour();

    return col;
}

bool init_abomination(monster& mon, int hd)
{
    if (mon.type == MONS_CRAWLING_CORPSE
        || mon.type == MONS_MACABRE_MASS)
    {
        mon.set_hit_dice(mon.hit_points = mon.max_hit_points = hd);
        return true;
    }
    else if (mon.type != MONS_ABOMINATION_LARGE
             && mon.type != MONS_ABOMINATION_SMALL)
    {
        return false;
    }

    const int max_hd = mon.type == MONS_ABOMINATION_LARGE ? 30 : 15;

    mon.set_hit_dice(min(max_hd, hd));

    const monsterentry *m = get_monster_data(mon.type);
    const int hp = hit_points(div_rand_round(hd * m->avg_hp_10x, m->HD));

    mon.max_hit_points = hp;
    mon.hit_points     = hp;

    return true;
}

// Generate a shiny, new and unscarred monster.
void define_monster(monster& mons)
{
    monster_type mcls         = mons.type;
    ASSERT(!mons_class_is_zombified(mcls)); // should have called define_zombie

    monster_type monbase      = mons.base_monster;
    const monsterentry *m     = get_monster_data(mcls);
    int col                   = mons_class_colour(mcls);
    int hd                    = mons_class_hit_dice(mcls);
    int hp = 0;

    mons.mname.clear();

    // misc
    mons.god = GOD_NO_GOD;

    switch (mcls)
    {
    case MONS_ABOMINATION_SMALL:
        hd = 4 + random2(4);
        mons.props[MON_SPEED_KEY] = 7 + random2avg(9, 2);
        init_abomination(mons, hd);
        break;

    case MONS_ABOMINATION_LARGE:
        hd = 8 + random2(4);
        mons.props[MON_SPEED_KEY] = 6 + random2avg(7, 2);
        init_abomination(mons, hd);
        break;

    case MONS_SLIME_CREATURE:
        // Slime creatures start off as only single un-merged blobs.
        mons.blob_size = 1;
        break;

    case MONS_HYDRA:
        // Hydras start off with 4 to 8 heads.
        mons.num_heads = random_range(4, 8);
        break;

    case MONS_LERNAEAN_HYDRA:
        // The Lernaean hydra starts off with 27 heads.
        mons.num_heads = 27;
        break;

    case MONS_TIAMAT:
        // Initialise to a random draconian type.
        draconian_change_colour(&mons);
        monbase = mons.base_monster;
        col = mons.colour;
        break;

    case MONS_STARCURSED_MASS:
        mons.blob_size = 12;
        break;

    // Randomize starting speed burst clock
    case MONS_SIXFIRHY:
    case MONS_JIANGSHI:
        mons.move_spurt = random2(360);
        break;

    case MONS_SHAMBLING_MANGROVE:
        mons.mangrove_pests = x_chance_in_y(3, 5) ? random_range(2, 3) : 0;
        break;

    case MONS_SERPENT_OF_HELL:
    case MONS_SERPENT_OF_HELL_COCYTUS:
    case MONS_SERPENT_OF_HELL_DIS:
    case MONS_SERPENT_OF_HELL_TARTARUS:
        mons.num_heads = 3;
        break;

    default:
        break;
    }

    if (mons_is_draconian_job(mcls))
    {
        // Professional draconians still have a base draconian type.
        // White draconians will never be draconian scorchers, but
        // apart from that, anything goes.
        do
        {
            monbase = random_draconian_monster_species();
        }
        while (drac_colour_incompatible(mcls, monbase));
    }

    if (mons_is_demonspawn_job(mcls))
    {
        // Some base demonspawn have more or less HP, AC, EV than their
        // brethren; those should be based on the base monster,
        // with modifiers taken from the job.

        monbase = (mons.base_monster == MONS_NO_MONSTER
                   || mons.base_monster == MONS_PROGRAM_BUG) // zombie gen
                  ? random_demonspawn_monster_species()
                  : mons.base_monster;

        const monsterentry* mbase = get_monster_data(monbase);
        hp = hit_points(mbase->avg_hp_10x + m->avg_hp_10x);
    }

    if (col == COLOUR_UNDEF) // but never give out darkgrey to monsters
        col = random_monster_colour();

    // Some calculations.
    if (hp == 0)
        hp = hit_points(m->avg_hp_10x);
    const int hp_max = hp;

    // So let it be written, so let it be done.
    mons.set_hit_dice(hd);
    mons.hit_points      = hp;
    mons.max_hit_points  = hp_max;
    mons.speed_increment = 70;

    if (mons.base_monster == MONS_NO_MONSTER
        || mons.base_monster == MONS_PROGRAM_BUG) // latter is zombie gen
    {
        mons.base_monster = monbase;
    }

    mons.flags      = MF_NO_FLAGS;
    mons.experience = 0;
    mons.colour     = col;

    mons.bind_melee_flags();

    mons_load_spells(mons);
    mons.bind_spell_flags();

    // Reset monster enchantments.
    mons.enchantments.clear();
    mons.ench_cache.reset();
    mons.ench_countdown = 0;

    switch (mcls)
    {
    case MONS_PANDEMONIUM_LORD:
    {
        ghost_demon ghost;
        ghost.init_pandemonium_lord();
        mons.set_ghost(ghost);
        mons.ghost_demon_init();
        mons.bind_melee_flags();
        mons.bind_spell_flags();
        break;
    }

    case MONS_PLAYER_GHOST:
    {
        if (define_ghost_from_bones(mons))
            break;
        dprf("No ghosts found in bones, falling back on mirrored player");
        // intentional fallthrough -- fall back on mirroring the player
    }
    case MONS_PLAYER_ILLUSION:
    {
        ghost_demon ghost;
        ghost.init_player_ghost();
        if (mcls == MONS_PLAYER_GHOST)
        {
            // still don't allow undead ghosts, even mirrored
            if (you.undead_state(false) != US_ALIVE)
                ghost.species = SP_HUMAN;
            mons.props[MIRRORED_GHOST_KEY] = true;
        }
        mons.set_ghost(ghost);
        mons.ghost_init(!mons.props.exists("fake"));
        break;
    }

    case MONS_UGLY_THING:
    case MONS_VERY_UGLY_THING:
    {
        ghost_demon ghost;
        ghost.init_ugly_thing(mcls == MONS_VERY_UGLY_THING);
        mons.set_ghost(ghost);
        mons.uglything_init();
        break;
    }

    // Load with dummy values so certain monster properties can be queried
    // before placement without crashing (proper setup is done later here)
    case MONS_DANCING_WEAPON:
    case MONS_SPECTRAL_WEAPON:
    {
        ghost_demon ghost;
        mons.set_ghost(ghost);
        break;
    }

    default:
        break;
    }

    mons.calc_speed();

    // When all is said and done, this monster had better have some hit
    // points, or it will be dead on arrival
    ASSERT(mons.hit_points > 0);
    ASSERT(mons.max_hit_points > 0);
}

static const char *ugly_colour_names[] =
{
    "red", "brown", "green", "cyan", "purple", "white"
};

string ugly_thing_colour_name(colour_t colour)
{
    int colour_offset = ugly_thing_colour_offset(colour);

    if (colour_offset == -1)
        return "buggy";

    return ugly_colour_names[colour_offset];
}

static const colour_t ugly_colour_values[] =
{
    RED, BROWN, GREEN, CYAN, MAGENTA, LIGHTGREY
};

colour_t ugly_thing_random_colour()
{
    return RANDOM_ELEMENT(ugly_colour_values);
}

int str_to_ugly_thing_colour(const string &s)
{
    COMPILE_CHECK(ARRAYSZ(ugly_colour_values) == ARRAYSZ(ugly_colour_names));
    for (int i = 0, size = ARRAYSZ(ugly_colour_values); i < size; ++i)
        if (s == ugly_colour_names[i])
            return ugly_colour_values[i];
    return BLACK;
}

int ugly_thing_colour_offset(colour_t colour)
{
    for (unsigned i = 0; i < ARRAYSZ(ugly_colour_values); ++i)
    {
        if (make_low_colour(colour) == ugly_colour_values[i])
            return i;
    }

    return -1;
}

void ugly_thing_apply_uniform_band_colour(mgen_data &mg,
    const monster_type *band_monsters, size_t num_monsters_in_band)
{
    // Verify that the whole band is ugly.
    for (size_t i = 0; i < num_monsters_in_band; i++)
    {
        if (!(band_monsters[i] == MONS_UGLY_THING
            || band_monsters[i] == MONS_VERY_UGLY_THING))
        {
            return;
        }
    }

    // Apply a uniform colour to a fully-ugly band.
    if (ugly_thing_colour_offset(mg.colour) == -1)
        mg.colour = ugly_thing_random_colour();
}

static const char *drac_colour_names[] =
{
    "black",
#if TAG_MAJOR_VERSION == 34
    "",
#endif
    "yellow", "green", "purple", "red", "white", "grey", "pale"
};

string draconian_colour_name(monster_type mon_type)
{
    COMPILE_CHECK(ARRAYSZ(drac_colour_names) ==
                  MONS_LAST_BASE_DRACONIAN - MONS_DRACONIAN);

    if (!mons_is_base_draconian(mon_type) || mon_type == MONS_DRACONIAN)
        return "buggy";

    return drac_colour_names[mon_type - MONS_FIRST_BASE_DRACONIAN];
}

monster_type draconian_colour_by_name(const string &name)
{
    COMPILE_CHECK(ARRAYSZ(drac_colour_names)
                  == (MONS_LAST_BASE_DRACONIAN - MONS_DRACONIAN));

    for (unsigned i = 0; i < ARRAYSZ(drac_colour_names); ++i)
    {
        if (name == drac_colour_names[i])
            return static_cast<monster_type>(i + MONS_FIRST_BASE_DRACONIAN);
    }

    return MONS_PROGRAM_BUG;
}

// TODO: Remove "putrid" when TAG_MAJOR_VERSION > 34
static const char *demonspawn_base_names[] =
{
    "monstrous", "gelid", "infernal",
#if TAG_MAJOR_VERSION == 34
    "putrid",
#endif
    "torturous",
};

string demonspawn_base_name(monster_type mon_type)
{
    COMPILE_CHECK(ARRAYSZ(demonspawn_base_names) ==
                  MONS_LAST_BASE_DEMONSPAWN - MONS_FIRST_BASE_DEMONSPAWN + 1);

    if (mon_type < MONS_FIRST_BASE_DEMONSPAWN
        || mon_type > MONS_LAST_BASE_DEMONSPAWN)
    {
        return "buggy";
    }

    return demonspawn_base_names[mon_type - MONS_FIRST_BASE_DEMONSPAWN];
}

monster_type demonspawn_base_by_name(const string &name)
{
    COMPILE_CHECK(ARRAYSZ(demonspawn_base_names) ==
                  MONS_LAST_BASE_DEMONSPAWN - MONS_FIRST_BASE_DEMONSPAWN + 1);

    for (unsigned i = 0; i < ARRAYSZ(demonspawn_base_names); ++i)
    {
        if (name == demonspawn_base_names[i])
            return static_cast<monster_type>(i + MONS_FIRST_BASE_DEMONSPAWN);
    }

    return MONS_PROGRAM_BUG;
}

string mons_type_name(monster_type mc, description_level_type desc)
{
    string result;

    if (!mons_is_unique(mc))
    {
        switch (desc)
        {
        case DESC_THE:       result = "the "; break;
        case DESC_A:         result = "a ";   break;
        case DESC_PLAIN: default:             break;
        }
    }

    switch (mc)
    {
    case RANDOM_MONSTER:
        result += "random monster";
        return result;
    case RANDOM_DRACONIAN:
        result += "random draconian";
        return result;
    case RANDOM_BASE_DRACONIAN:
        result += "random base draconian";
        return result;
    case RANDOM_NONBASE_DRACONIAN:
        result += "random nonbase draconian";
        return result;
    case RANDOM_DEMONSPAWN:
        result += "random demonspawn";
        return result;
    case RANDOM_BASE_DEMONSPAWN:
        result += "random base demonspawn";
        return result;
    case RANDOM_NONBASE_DEMONSPAWN:
        result += "random nonbase demonspawn";
        return result;
    case WANDERING_MONSTER:
        result += "wandering monster";
        return result;
    default: ;
    }

    const monsterentry *me = get_monster_data(mc);
    if (me == nullptr)
    {
        result += make_stringf("invalid monster_type %d", mc);
        return result;
    }

    result += me->name;

    // Vowel fix: Change 'a orc' to 'an orc'..
    if (result.length() >= 3
        && (result[0] == 'a' || result[0] == 'A')
        && result[1] == ' '
        && is_vowel(result[2])
        // XXX: Hack
        && !starts_with(&result[2], "one-"))
    {
        result.insert(1, "n");
    }

    return result;
}

static string _get_proper_monster_name(const monster& mon)
{
    const monsterentry *me = mon.find_monsterentry();
    if (!me)
        return "";

    string name = getRandNameString(me->name, " name");
    if (!name.empty())
        return name;

    return getRandNameString(get_monster_data(mons_genus(mon.type))->name,
                             " name");
}

// Names a previously unnamed monster.
bool give_monster_proper_name(monster& mon, bool orcs_only)
{
    // Already has a unique name.
    if (mon.is_named())
        return false;

    // Since this is called from the various divine blessing routines,
    // don't bless non-orcs, and normally don't bless plain orcs, either.
    if (orcs_only)
    {
        if (mons_genus(mon.type) != MONS_ORC
            || mon.type == MONS_ORC && !one_chance_in(8))
        {
            return false;
        }
    }

    mon.mname = _get_proper_monster_name(mon);
    if (!mon.props.exists("dbname"))
        mon.props["dbname"] = mons_class_name(mon.type);

    if (mon.friendly())
        take_note(Note(NOTE_NAMED_ALLY, 0, 0, mon.mname));

    return mon.is_named();
}

// See mons_init for initialization of mon_entry array.
monsterentry *get_monster_data(monster_type mc)
{
    if (mc >= 0 && mc < NUM_MONSTERS)
        return &mondata[mon_entry[mc]];
    else
        return nullptr;
}

static int _mons_exp_mod(monster_type mc)
{
    ASSERT_smc();
    return smc->exp_mod;
}

int mons_class_base_speed(monster_type mc)
{
    ASSERT_smc();
    return smc->speed;
}

mon_energy_usage mons_class_energy(monster_type mc)
{
    ASSERT_smc();
    return smc->energy_usage;
}

mon_energy_usage mons_energy(const monster& mon)
{
    mon_energy_usage meu = mons_class_energy(mons_base_type(mon));
    if (mon.ghost)
        meu.move = meu.swim = mon.ghost->move_energy;
    return meu;
}

int mons_class_zombie_base_speed(monster_type zombie_base_mc)
{
    return max(3, mons_class_base_speed(zombie_base_mc) - 2);
}

/**
 * What's this monster's base speed, before temporary effects are applied?
 *
 * @param mon       The monster in question.
 * @param known     Whether to include only information the player knows about,
 *                  i.e. not the speed of certain monsters with varying speeds
 *                  (abominations, hell beasts)
 * @return          The speed of the monster.
 */
int mons_base_speed(const monster& mon, bool known)
{
    if (mon.ghost)
        return mon.ghost->speed;

    if (mon.props.exists(MON_SPEED_KEY)
        && (!known || mon.type == MONS_MUTANT_BEAST))
    {
        return mon.props[MON_SPEED_KEY];
    }

    if (mon.type == MONS_SPECTRAL_THING)
        return mons_class_base_speed(mons_zombie_base(mon));

    return mons_is_zombified(mon) ? mons_class_zombie_base_speed(mons_zombie_base(mon))
                                  : mons_class_base_speed(mon.type);
}

mon_intel_type mons_class_intel(monster_type mc)
{
    ASSERT_smc();
    return smc->intel;
}

mon_intel_type mons_intel(const monster& m)
{
    const monster& mon = get_tentacle_head(m);

    if (mons_enslaved_soul(mon))
        return mons_class_intel(mons_zombie_base(mon));

    return mons_class_intel(mon.type);
}

static habitat_type _mons_class_habitat(monster_type mc,
                                        bool real_amphibious = false)
{
    const monsterentry *me = get_monster_data(mc);
    habitat_type ht = (me ? me->habitat
                          : get_monster_data(MONS_PROGRAM_BUG)->habitat);
    if (!real_amphibious)
    {
        // XXX: No class equivalent of monster::body_size(PSIZE_BODY)!
        size_type st = (me ? me->size
                           : get_monster_data(MONS_PROGRAM_BUG)->size);
        if (ht == HT_LAND && st >= SIZE_GIANT || mc == MONS_GREY_DRACONIAN)
            ht = HT_AMPHIBIOUS;
    }
    return ht;
}

habitat_type mons_habitat(const monster& mon, bool real_amphibious)
{
    return _mons_class_habitat(fixup_zombie_type(mon.type,
                                                 mons_base_type(mon)),
                               real_amphibious);
}

habitat_type mons_class_primary_habitat(monster_type mc)
{
    habitat_type ht = _mons_class_habitat(mc);
    if (ht == HT_AMPHIBIOUS || ht == HT_AMPHIBIOUS_LAVA)
        ht = HT_LAND;
    return ht;
}

habitat_type mons_primary_habitat(const monster& mon)
{
    return mons_class_primary_habitat(mons_base_type(mon));
}

habitat_type mons_class_secondary_habitat(monster_type mc)
{
    habitat_type ht = _mons_class_habitat(mc);
    if (ht == HT_AMPHIBIOUS)
        ht = HT_WATER;
    if (ht == HT_AMPHIBIOUS_LAVA)
        ht = HT_LAVA;
    return ht;
}

habitat_type mons_secondary_habitat(const monster& mon)
{
    return mons_class_secondary_habitat(mons_base_type(mon));
}

bool intelligent_ally(const monster& mon)
{
    return mon.attitude == ATT_FRIENDLY && mons_intel(mon) >= I_HUMAN;
}

int mons_power(monster_type mc)
{
    // For now, just return monster hit dice.
    ASSERT_smc();
    return mons_class_hit_dice(mc);
}

/// Are two actors 'aligned'? (Will they refuse to attack each-other?)
bool mons_aligned(const actor *m1, const actor *m2)
{
    if (!m1 || !m2)
        return true;

    if (mons_is_projectile(m1->type) || mons_is_projectile(m2->type))
        return true; // they won't directly attack each-other, anyway

    return mons_atts_aligned(m1->temp_attitude(), m2->temp_attitude());
}

bool mons_atts_aligned(mon_attitude_type fr1, mon_attitude_type fr2)
{
    if (mons_att_wont_attack(fr1) && mons_att_wont_attack(fr2))
        return true;

    return fr1 == fr2;
}

bool mons_class_wields_two_weapons(monster_type mc)
{
    return mons_class_flag(mc, M_TWO_WEAPONS);
}

bool mons_wields_two_weapons(const monster& mon)
{
    if (testbits(mon.flags, MF_TWO_WEAPONS))
        return true;

    return mons_class_wields_two_weapons(mons_base_type(mon));
}

bool mons_self_destructs(const monster& m)
{
    return m.type == MONS_BALLISTOMYCETE_SPORE
        || m.type == MONS_BALL_LIGHTNING
        || m.type == MONS_LURKING_HORROR
        || m.type == MONS_ORB_OF_DESTRUCTION
        || m.type == MONS_FULMINANT_PRISM;
}

bool mons_att_wont_attack(mon_attitude_type fr)
{
    return fr == ATT_FRIENDLY || fr == ATT_GOOD_NEUTRAL
           || fr == ATT_STRICT_NEUTRAL;
}

mon_attitude_type mons_attitude(const monster& m)
{
    return m.temp_attitude();
}

bool mons_is_confused(const monster& m, bool class_too)
{
    return (m.has_ench(ENCH_CONFUSION) || m.has_ench(ENCH_MAD))
           && (class_too || !mons_class_flag(m.type, M_CONFUSED));
}

bool mons_is_wandering(const monster& m)
{
    return m.behaviour == BEH_WANDER;
}

bool mons_is_seeking(const monster& m)
{
    return m.behaviour == BEH_SEEK;
}

bool mons_is_unbreathing(monster_type mc)
{
    const mon_holy_type holi = mons_class_holiness(mc);

    if (holi & (MH_UNDEAD | MH_NONLIVING | MH_PLANT))
        return true;

    if (mons_class_is_slime(mc))
        return true;

    return mons_class_flag(mc, M_UNBREATHING);
}

// Either running in fear, or trapped and unable to do so (but still wishing to)
bool mons_is_fleeing(const monster& m)
{
    return m.behaviour == BEH_FLEE || mons_is_cornered(m);
}

// Can be either an orderly withdrawal (from which the monster can stop at will)
// or running in fear (from which they cannot)
bool mons_is_retreating(const monster& m)
{
    return m.behaviour == BEH_RETREAT || mons_is_fleeing(m);
}

bool mons_is_cornered(const monster& m)
{
    return m.behaviour == BEH_CORNERED;
}

bool mons_is_influenced_by_sanctuary(const monster& m)
{
    return !m.wont_attack() && !m.is_stationary();
}

bool mons_is_fleeing_sanctuary(const monster& m)
{
    return sanctuary_exists()
           && (m.flags & MF_FLEEING_FROM_SANCTUARY)
           && mons_is_influenced_by_sanctuary(m);
}

bool mons_just_slept(const monster& m)
{
    return bool(m.flags & MF_JUST_SLEPT);
}

// Moving body parts, turning oklob flowers and so on counts as motile here.
// So does preparing resurrect, struggling against a net, etc.
bool mons_is_immotile(const monster& mons)
{
    return mons_is_firewood(mons)
        || mons.petrified()
        || mons.asleep()
        || mons.paralysed();
}

bool mons_is_batty(const monster& m)
{
    return mons_class_flag(m.type, M_BATTY) || m.has_facet(BF_BAT);
}

bool mons_is_removed(monster_type mc)
{
    return mc != MONS_PROGRAM_BUG && mons_species(mc) == MONS_PROGRAM_BUG;
}

bool mons_looks_stabbable(const monster& m)
{
    const stab_type st = find_stab_type(&you, m, false);
    return stab_bonus_denom(st) == 1; // top-tier stab
}

bool mons_looks_distracted(const monster& m)
{
    const stab_type st = find_stab_type(&you, m, false);
    return !m.friendly()
           && st != STAB_NO_STAB
           && !mons_looks_stabbable(m);
}

void mons_start_fleeing_from_sanctuary(monster& mons)
{
    mons.flags |= MF_FLEEING_FROM_SANCTUARY;
    mons.target = env.sanctuary_pos;
    behaviour_event(&mons, ME_SCARE, 0, env.sanctuary_pos);
}

void mons_stop_fleeing_from_sanctuary(monster& mons)
{
    const bool had_flag {mons.flags & MF_FLEEING_FROM_SANCTUARY};
    mons.flags &= (~MF_FLEEING_FROM_SANCTUARY);
    if (had_flag)
        behaviour_event(&mons, ME_EVAL, &you);
}

void mons_pacify(monster& mon, mon_attitude_type att, bool no_xp)
{
    // If the _real_ (non-charmed) attitude is already that or better,
    // don't degrade it. This can happen, for example, with a high-power
    // Crusade card on Pikel's slaves who would then go down from friendly
    // to good_neutral when you kill Pikel.
    if (mon.attitude >= att)
        return;

    // Must be done before attitude change, so that proper targets are affected
    if (mon.type == MONS_FLAYED_GHOST)
        end_flayed_effect(&mon);

    // Make the monster permanently neutral.
    mon.attitude = att;
    mon.flags |= MF_WAS_NEUTRAL;

    if (!testbits(mon.flags, MF_PACIFIED) // Don't allow repeatedly pacifying.
        && !no_xp
        && !mon.is_summoned()
        && !testbits(mon.flags, MF_NO_REWARD))
    {
        // Give the player half of the monster's XP.
        gain_exp((exper_value(mon) + 1) / 2);
    }
    mon.flags |= MF_PACIFIED;

    if (mon.type == MONS_GERYON)
    {
        simple_monster_message(mon,
            make_stringf(" discards %s horn.",
                         mon.pronoun(PRONOUN_POSSESSIVE).c_str()).c_str());
        monster_drop_things(&mon, false, item_is_horn_of_geryon);
    }

    // End constriction.
    mon.stop_constricting_all();
    mon.stop_being_constricted();

    // Cancel fleeing and such.
    mon.behaviour = BEH_WANDER;

    // Remove haunting, which would otherwise cause monster to continue attacking
    mon.del_ench(ENCH_HAUNTING, true, true);

    // Remove level annotation.
    mon.props["no_annotate"] = true;
    remove_unique_annotation(&mon);

    // Make the monster begin leaving the level.
    behaviour_event(&mon, ME_EVAL);

    if (mons_is_mons_class(&mon, MONS_PIKEL))
        pikel_band_neutralise();
    if (mons_is_elven_twin(&mon))
        elven_twins_pacify(&mon);
    if (mons_is_mons_class(&mon, MONS_KIRKE))
        hogs_to_humans();
    if (mon.type == MONS_VAULT_WARDEN)
        timeout_terrain_changes(0, true);

    mons_att_changed(&mon);
}

static bool _mons_should_fire_beneficial(bolt &beam)
{
    // Should monster heal other, haste other or might other be able to
    // target the player? Saying no for now. -cao
    if (beam.target == you.pos())
        return false;

    // Assuming all beneficial beams are enchantments if a foe is in
    // the path the beam will definitely hit them so we shouldn't fire
    // in that case.
    if (beam.friend_info.count == 0
        || beam.foe_info.count != 0)
    {
        return false;
    }

    // Should beneficial monster enchantment beams be allowed in a
    // sanctuary? -cao
    if (is_sanctuary(you.pos()) || is_sanctuary(beam.source))
        return false;

    return true;
}

static bool _beneficial_beam_flavour(beam_type flavour)
{
    switch (flavour)
    {
    case BEAM_HASTE:
    case BEAM_HEALING:
    case BEAM_INVISIBILITY:
    case BEAM_MIGHT:
    case BEAM_AGILITY:
    case BEAM_RESISTANCE:
        return true;

    default:
        return false;
    }
}

bool mons_should_fire(bolt &beam, bool ignore_good_idea)
{
    dprf("tracer: foes %d (pow: %d), friends %d (pow: %d), "
         "foe_ratio: %d",
         beam.foe_info.count, beam.foe_info.power,
         beam.friend_info.count, beam.friend_info.power,
         beam.foe_ratio);

    // Use different evaluation criteria if the beam is a beneficial
    // enchantment (haste other).
    if (_beneficial_beam_flavour(beam.flavour))
        return _mons_should_fire_beneficial(beam);

    if (is_sanctuary(you.pos()) || is_sanctuary(beam.source))
        return false;

    if (ignore_good_idea)
        return true;
    // After this point, safety/self-interest checks only.


    // Friendly monsters shouldn't be targeting you: this will happen
    // often because the default behaviour for charmed monsters is to
    // have you as a target. While foe_ratio will handle this, we
    // don't want a situation where a friendly dragon breathes through
    // you to hit other creatures... it should target the other
    // creatures, and coincidentally hit you.
    //
    // FIXME: this can cause problems with reflection, bounces, etc.
    // It would be better to have the monster fire logic never reach
    // this point for friendlies.
    if (monster_by_mid(beam.source_id))
    {
        monster* m = monster_by_mid(beam.source_id);
        if (m->alive() && m->friendly() && beam.target == you.pos())
            return false;
    }

    // Use of foeRatio:
    // The higher this number, the more monsters will _avoid_ collateral
    // damage to their friends.
    // Setting this to zero will in fact have all monsters ignore their
    // friends when considering collateral damage.

    // Quick check - did we in fact get any foes?
    if (beam.foe_info.count == 0)
        return false;

    // If we hit no friends, fire away.
    if (beam.friend_info.count == 0)
        return true;

    // Only fire if they do acceptably low collateral damage.
    return beam.foe_info.power >=
           div_round_up(beam.foe_ratio *
                        (beam.foe_info.power + beam.friend_info.power),
                        100);
}

/**
 * Can monsters use the given spell effectively from range? (If a monster has
 * the given spell, should it try to keep its distance from its enemies?)
 *
 * @param monspell      The spell in question.
 * @param attack_only   Whether to only count spells which directly harm
 *                      enemies (damage or stat drain). Overrides ench_too.
 * @param ench_too      Whether to count temporary debilitating effects (Slow,
 *                      etc).
 * @return              Whether the given spell should be considered 'ranged'.
 */
static bool _ms_ranged_spell(spell_type monspell, bool attack_only = false,
                             bool ench_too = true)
{
    // summoning spells are usable from ranged, but not direct attacks.
    if (spell_typematch(monspell, spschool::summoning)
        || monspell == SPELL_CONJURE_BALL_LIGHTNING)
    {
        return !attack_only;
    }

    const spell_flags flags = get_spell_flags(monspell);

    // buffs & escape spells aren't considered 'ranged'.
    if (testbits(flags, spflag::selfench)
        || spell_typematch(monspell, spschool::charms)
        || testbits(flags, spflag::escape)
        || monspell == SPELL_BLINK_OTHER_CLOSE)
    {
        return false;
    }

    // conjurations are attacks.
    if (spell_typematch(monspell, spschool::conjuration))
        return true;

    // hexes that aren't conjurations or summons are enchantments.
    if (spell_typematch(monspell, spschool::hexes))
        return !attack_only && ench_too;

    switch (monspell)
    {
    case SPELL_NO_SPELL:
    case SPELL_CANTRIP:
    case SPELL_BLINK_CLOSE:
        return false;

    default:
        // Everything else is probably some kind of attack, hopefully.
        return true;
    }
}

// Returns true if the monster has an ability that can affect the target
// anywhere in LOS_DEFAULT; i.e., even through glass.
bool mons_has_los_ability(monster_type mon_type)
{
    return mons_is_siren_beholder(mon_type)
           || mon_type == MONS_STARCURSED_MASS;
}

bool mons_has_ranged_spell(const monster& mon, bool attack_only,
                           bool ench_too)
{
    // Monsters may have spell-like abilities.
    if (mons_has_los_ability(mon.type))
        return true;

    for (const mon_spell_slot &slot : mon.spells)
        if (_ms_ranged_spell(slot.spell, attack_only, ench_too))
            return true;

    return false;
}

// Returns whether the monster has a spell which is theoretically capable of
// causing an incapacitation state in the target foe (ie: it can cast sleep
// and the foe is not immune to being put to sleep)
//
// Note that this only current checks for inherent obvious immunity (ie: sleep
// immunity from being undead) and not immunity that might be granted by gear
// (such as clarity or stasis)
bool mons_has_incapacitating_spell(const monster& mon, const actor& foe)
{
    for (const mon_spell_slot &slot : mon.spells)
    {
        switch (slot.spell)
        {
        case SPELL_SLEEP:
            if (foe.can_sleep())
                return true;
            break;

        case SPELL_HIBERNATION:
            if (foe.can_hibernate(false, true))
                return true;
            break;

        case SPELL_CONFUSE:
        case SPELL_MASS_CONFUSION:
        case SPELL_PARALYSE:
            return true;

        case SPELL_PETRIFY:
            if (foe.res_petrify())
                return true;
            break;

        default:
            break;
        }
    }

    return false;
}

static bool _mons_has_usable_ranged_weapon(const monster* mon)
{
    // Ugh.
    const item_def *weapon  = mon->launcher();
    const item_def *primary = mon->mslot_item(MSLOT_WEAPON);
    const item_def *missile = mon->missiles();

    // We don't have a usable ranged weapon if a different cursed weapon
    // is presently equipped.
    if (weapon != primary && primary && primary->cursed())
        return false;

    if (!missile)
        return false;

    return is_launched(mon, weapon, *missile) != launch_retval::FUMBLED;
}

static bool _mons_has_attack_wand(const monster& mon)
{
    const item_def *wand = mon.mslot_item(MSLOT_WAND);

    return wand && is_offensive_wand(*wand);
}

bool mons_has_ranged_attack(const monster& mon)
{
    return mons_has_ranged_spell(mon, true)
           || _mons_has_usable_ranged_weapon(&mon)
           || mon.reach_range() != REACH_NONE
           || _mons_has_attack_wand(mon);
}

bool mons_has_incapacitating_ranged_attack(const monster& mon, const actor& foe)
{
    if (!_mons_has_usable_ranged_weapon(&mon))
        return false;

    const item_def *missile = mon.missiles();

    if (missile && missile->sub_type == MI_THROWING_NET)
        return true;
    else if (missile && missile->sub_type == MI_DART)
    {
        switch (get_ammo_brand(*missile))
        {
        // Not actually incapacitating, but marked as such so that
        // assassins will prefer using it while ammo remains
        case SPMSL_CURARE:
            if (foe.res_poison() <= 0)
                return true;
            break;

        case SPMSL_BLINDING:
#if TAG_MAJOR_VERSION == 34
        case SPMSL_CONFUSION:
        case SPMSL_PARALYSIS:
#endif
            return true;

        default:
            break;
        }
    }

    return false;
}

bool mons_can_attack(const monster& mon)
{
    const actor* foe = mon.get_foe();
    if (!foe || !mon.can_see(*foe))
        return false;

    if (mons_has_ranged_attack(mon) && mon.see_cell_no_trans(foe->pos()))
        return true;

    return adjacent(mon.pos(), foe->pos());
}

/**
 * What gender are monsters of the given class?
 *
 * Used for pronoun selection.
 *
 * @param mc        The type of monster in question
 * @return          GENDER_NEUTER, _NEUTRAL, _FEMALE, or _MALE.
 */
gender_type mons_class_gender(monster_type mc)
{
    const bool female = mons_class_flag(mc, M_FEMALE);
    const bool male = mons_class_flag(mc, M_MALE);
    const bool neutral = mons_class_flag(mc, M_GENDER_NEUTRAL);
    ASSERT(male + female + neutral <= 1);
    return male ? GENDER_MALE :
         female ? GENDER_FEMALE :
        neutral ? GENDER_NEUTRAL :
                  GENDER_NEUTER;
}

// Use of variant (upper-/lowercase is irrelevant here):
// PRONOUN_SUBJECTIVE : _She_ is tap dancing.
// PRONOUN_POSSESSIVE : _Its_ sword explodes!
// PRONOUN_REFLEXIVE  : The wizard mumbles to _herself_.
// PRONOUN_OBJECTIVE  : You miss _him_.
const char *mons_pronoun(monster_type mon_type, pronoun_type variant,
                         bool visible)
{
    const gender_type gender = !visible ? GENDER_NEUTER
                                        : mons_class_gender(mon_type);
    return decline_pronoun(gender, variant);
}

// XXX: this is awful and should not exist
static const spell_type smitey_spells[] = {
    SPELL_SMITING,
    SPELL_AIRSTRIKE,
    SPELL_SYMBOL_OF_TORMENT,
    SPELL_CALL_DOWN_DAMNATION,
    SPELL_FIRE_STORM,
    SPELL_SHATTER,
    SPELL_TORNADO,          // dubious
    SPELL_GLACIATE,         // dubious
    SPELL_OZOCUBUS_REFRIGERATION,
    SPELL_MASS_CONFUSION,
    SPELL_ENTROPIC_WEAVE,
};

/**
 * Does the given monster have spells that can damage without requiring LOF?
 *
 * Smitey (smite, airstrike), full-LOS (torment, refrigeration)...
 *
 * @param mon   The monster in question.
 * @return      Whether the given monster has 'smitey' effects.
 */
static bool _mons_has_smite_attack(const monster* mons)
{
    return any_of(begin(smitey_spells), end(smitey_spells),
                  [=] (spell_type sp) { return mons->has_spell(sp); });
}

/**
 * Is the given monster smart and pushy enough to displace other
 * monsters?
 *
 * A shover should not cause damage to the shovee by
 * displacing it, so monsters that trail clouds of badness are
 * ineligible. The shover should also benefit from shoving, so monsters
 * that can smite/torment are ineligible.
 *
 * @param m     The monster in question.
 * @return      Whether that monster is ever allowed to 'push' other monsters.
 */
bool monster_shover(const monster& m)
{
    // Efreet and fire elementals are disqualified because they leave behind
    // clouds of flame. Curse toes are disqualified because they trail
    // clouds of miasma.
    if (mons_genus(m.type) == MONS_EFREET || m.type == MONS_FIRE_ELEMENTAL
        || m.type == MONS_CURSE_TOE)
    {
        return false;
    }

    // Monsters too stupid to use stairs (e.g. non-spectral zombified undead)
    // are also disqualified.
    // However, summons *can* push past pals & cause trouble.
    // XXX: redundant with intelligence check?
    if (!mons_can_use_stairs(m) && !m.is_summoned())
        return false;

    // Geryon really profits from *not* pushing past hell beasts.
    if (m.type == MONS_GERYON)
        return false;
    // Likewise, Robin and her mob.
    if (m.type == MONS_ROBIN)
        return false;

    // no mindless creatures pushing, aside from jellies, which just kind of ooze.
    return mons_intel(m) > I_BRAINLESS || mons_genus(m.type) == MONS_JELLY;
}

/**
 * Is the first monster considered 'senior' to the second; that is, can it
 * 'push' (swap with) the latter?
 *
 * Generally, this is true if m1 and m2 are related, and m1 is higher up the
 * totem pole than m2.
 *
 * Not guaranteed to be transitive or symmetric, though it probably should be.
 *
 * @param m1        The potentially senior monster.
 * @param m2        The potentially junior monster.
 * @param fleeing   Whether the first monster is running away; relevant for
 *                  smiters pushing melee monsters out of the way.
 * @return          Whether m1 can push m2.
 */
bool monster_senior(const monster& m1, const monster& m2, bool fleeing)
{
    // non-fleeing smiters won't push past anything.
    if (_mons_has_smite_attack(&m1) && !fleeing)
        return false;

    // Fannar's ice beasts can push past Fannar, who benefits from this.
    if (m1.type == MONS_ICE_BEAST && m2.type == MONS_FANNAR)
        return true;

    // Special-case spectral things to push past things that summon them
    // (revenants, ghost crabs).
    // XXX: unify this logic with Fannar's & Geryon's? (summon-buddies?)
    if (m1.type == MONS_SPECTRAL_THING
        && (m2.type == MONS_REVENANT || m2.type == MONS_GHOST_CRAB))
    {
        return true;
    }

    // Band leaders can displace followers regardless of type considerations.
    // -cao
    if (m2.props.exists("band_leader"))
    {
        unsigned leader_mid = m2.props["band_leader"].get_int();
        if (leader_mid == m1.mid)
            return true;
    }
    // And prevent followers to displace the leader to avoid constant swapping.
    else if (m1.props.exists("band_leader"))
    {
        unsigned leader_mid = m1.props["band_leader"].get_int();
        if (leader_mid == m2.mid)
            return false;
    }

    // Monsters smart enough to use stairs can push past monsters too stupid
    // to use stairs (so that e.g. non-zombified or spectral zombified undead
    // can push past non-spectral zombified undead).
    if (mons_class_can_use_stairs(m1.type)
        && !mons_class_can_use_stairs(m2.type))
    {
        return true;
    }
    // This check assumes that demonicness is always carried at the monster type
    // level; this is because a full holiness check in such an often-called
    // function is costly.
    const bool related = mons_genus(m1.type) == mons_genus(m2.type)
                            || (   mons_class_holiness(m1.type) & MH_DEMONIC
                                && mons_class_holiness(m2.type) & MH_DEMONIC);

    // Let all related monsters (all demons are 'related') push past ones that
    // are weaker at all. Unrelated ones have to be quite a bit stronger, to
    // reduce excessive swapping and because HD correlates only weakly with
    // monster strength.
    return related && fleeing
           || related && m1.get_hit_dice() > m2.get_hit_dice()
           || m1.get_hit_dice() > m2.get_hit_dice() + 5;
}

bool mons_class_can_pass(monster_type mc, const dungeon_feature_type grid)
{
    if (grid == DNGN_MALIGN_GATEWAY)
    {
        return mc == MONS_ELDRITCH_TENTACLE
               || mc == MONS_ELDRITCH_TENTACLE_SEGMENT;
    }

    return !feat_is_solid(grid);
}

static bool _mons_can_open_doors(const monster* mon)
{
    return mons_itemuse(*mon) >= MONUSE_OPEN_DOORS;
}

// Some functions that check whether a monster can open/eat/pass a
// given door. These all return false if there's no closed door there.
bool mons_can_open_door(const monster& mon, const coord_def& pos)
{
    if (!_mons_can_open_doors(&mon))
        return false;

    // Creatures allied with the player can't open doors.
    // (to prevent sabotaging the player accidentally.)
    if (mon.friendly())
        return false;

    if (env.markers.property_at(pos, MAT_ANY, "door_restrict") == "veto")
        return false;

    return true;
}

bool mons_can_eat_door(const monster& mon, const coord_def& pos)
{
    if (env.markers.property_at(pos, MAT_ANY, "door_restrict") == "veto")
        return false;

    return mons_eats_items(mon)
           || mons_class_flag(mons_base_type(mon), M_EAT_DOORS);
}

bool mons_can_destroy_door(const monster& mon, const coord_def& pos)
{
    if (!mons_class_flag(mons_base_type(mon), M_CRASH_DOORS))
        return false;

    if (env.markers.property_at(pos, MAT_ANY, "door_restrict") == "veto")
        return false;

    return true;
}

static bool _mons_can_pass_door(const monster* mon, const coord_def& pos)
{
    return mon->can_pass_through_feat(DNGN_FLOOR)
           && (mons_can_open_door(*mon, pos)
               || mons_can_eat_door(*mon, pos)
               || mons_can_destroy_door(*mon, pos));
}

bool mons_can_traverse(const monster& mon, const coord_def& p,
                       bool only_in_sight, bool checktraps)
{
    // Friendly summons should avoid pathing out of the player's sight
    // (especially as attempting this may make them ignore valid, but longer
    // paths).
    if (only_in_sight && !you.see_cell_no_trans(p))
        return false;

    if (cell_is_runed(p))
        return false;

    // Includes sealed doors.
    if (feat_is_closed_door(grd(p)) && _mons_can_pass_door(&mon, p))
        return true;

    if (!mon.is_habitable(p))
        return false;

    return !checktraps || mon.is_trap_safe(p);
}

void mons_remove_from_grid(const monster& mon)
{
    const coord_def pos = mon.pos();
    if (map_bounds(pos) && mgrd(pos) == mon.mindex())
        mgrd(pos) = NON_MONSTER;
}

mon_inv_type equip_slot_to_mslot(equipment_type eq)
{
    switch (eq)
    {
    case EQ_WEAPON:      return MSLOT_WEAPON;
    case EQ_BODY_ARMOUR: return MSLOT_ARMOUR;
    case EQ_SHIELD:      return MSLOT_SHIELD;
    case EQ_RINGS:
    case EQ_AMULET:      return MSLOT_JEWELLERY;
    default: return NUM_MONSTER_SLOTS;
    }
}

mon_inv_type item_to_mslot(const item_def &item)
{
    switch (item.base_type)
    {
    case OBJ_WEAPONS:
    case OBJ_STAVES:
#if TAG_MAJOR_VERSION == 34
    case OBJ_RODS:
#endif
        return MSLOT_WEAPON;
    case OBJ_MISSILES:
        return MSLOT_MISSILE;
    case OBJ_ARMOUR:
        return equip_slot_to_mslot(get_armour_slot(item));
    case OBJ_JEWELLERY:
        return MSLOT_JEWELLERY;
    case OBJ_WANDS:
        return MSLOT_WAND;
    case OBJ_BOOKS:
    case OBJ_SCROLLS:
        return MSLOT_SCROLL;
    case OBJ_POTIONS:
        return MSLOT_POTION;
    case OBJ_MISCELLANY:
        return MSLOT_MISCELLANY;
    case OBJ_GOLD:
        return MSLOT_GOLD;
    default:
        return NUM_MONSTER_SLOTS;
    }
}

monster_type royal_jelly_ejectable_monster()
{
    return random_choose(MONS_ACID_BLOB, MONS_AZURE_JELLY, MONS_DEATH_OOZE);
}

// Replaces @foe_god@ and @god_is@ with foe's god name.
//
// Atheists get "You"/"you", and worshippers of nameless gods get "Your
// god"/"your god".
static string _replace_god_name(god_type god, bool need_verb = false,
                                bool capital = false)
{
    string result;

    if (god == GOD_NO_GOD)
        result = capital ? "You" : "you";
    else if (god == GOD_NAMELESS)
        result = capital ? "Your god" : "your god";
    else
    {
        const string godname = god_name(god, false);
        result = capital ? uppercase_first(godname) : godname;
    }

    if (need_verb)
    {
        result += ' ';
        result += conjugate_verb("be", god == GOD_NO_GOD);
    }

    return result;
}

static string _get_species_insult(const string &species, const string &type)
{
    string insult;
    string lookup;

    // Get species genus.
    if (!species.empty())
    {
        lookup  = "insult ";
        lookup += species;
        lookup += " ";
        lookup += type;

        insult  = getSpeakString(lowercase(lookup));
    }

    if (insult.empty()) // Species too specific?
    {
        lookup  = "insult general ";
        lookup += type;

        insult  = getSpeakString(lookup);
    }

    return insult;
}

// From should be of the form "prefix @tag@". Replaces all substrings
// of the form "prefix @tag@" with to, and all strings of the form
// "prefix @tag/alt@" with either to (if nonempty) or "prefix alt".
static string _replace_speech_tag(string msg, string from, const string &to)
{
    if (from.empty())
        return msg;
    msg = replace_all(msg, from, to);

    // Change the @ to a / for the next search
    from[from.size() - 1] = '/';

    // @tag/alternative@
    size_t pos = 0;
    while ((pos = msg.find(from, pos)) != string::npos)
    {
        // beginning of tag
        const size_t at_pos = msg.find('@', pos);
        // beginning of alternative
        const size_t alt_pos = pos + from.size();
        // end of tag (one-past-the-end of alternative)
        const size_t alt_end = msg.find('@', alt_pos);

        // unclosed @tag/alt, or "from" has no @: leave it alone.
        if (alt_end == string::npos || at_pos == string::npos)
            break;

        if (to.empty())
        {
            // Replace only the @...@ part.
            msg.replace(at_pos, alt_end - at_pos + 1,
                        msg.substr(alt_pos, alt_end - alt_pos));
            pos = at_pos + (alt_end - alt_pos);
        }
        else
        {
            // Replace the whole from string, up to the second @
            msg.replace(pos, alt_end - pos + 1, to);
            pos += to.size();
        }
    }
    return msg;
}

// Replaces the "@foo@" strings in monster shout and monster speak
// definitions.
string do_mon_str_replacements(const string &in_msg, const monster& mons,
                               int s_type)
{
    string msg = in_msg;

    const actor* foe = (mons.wont_attack()
                          && invalid_monster_index(mons.foe)) ?
                             &you : mons.get_foe();

    if (s_type < 0 || s_type >= NUM_LOUDNESS || s_type == NUM_SHOUTS)
        s_type = mons_shouts(mons.type);

    msg = maybe_pick_random_substring(msg);

    // FIXME: Handle player_genus in case it was not generalised to foe_genus.
    msg = replace_all(msg, "@a_player_genus@",
                      article_a(species_name(you.species, SPNAME_GENUS)));
    msg = replace_all(msg, "@player_genus@", species_name(you.species, SPNAME_GENUS));
    msg = replace_all(msg, "@player_genus_plural@", pluralise(species_name(you.species, SPNAME_GENUS)));

    string foe_genus;

    if (foe == nullptr)
        ;
    else if (foe->is_player())
    {
        foe_genus = species_name(you.species, SPNAME_GENUS);

        msg = _replace_speech_tag(msg, " @to_foe@", "");
        msg = _replace_speech_tag(msg, " @at_foe@", "");

        msg = _replace_speech_tag(msg, " @to_foe@", "");
        msg = _replace_speech_tag(msg, " @at_foe@", "");

        msg = replace_all(msg, "@player_only@", "");
        msg = replace_all(msg, " @foe,@", ",");

        msg = replace_all(msg, "@player", "@foe");
        msg = replace_all(msg, "@Player", "@Foe");

        msg = replace_all(msg, "@foe_possessive@", "your");
        msg = replace_all(msg, "@foe@", "you");
        msg = replace_all(msg, "@Foe@", "You");

        msg = replace_all(msg, "@foe_name@", you.your_name);
        msg = replace_all(msg, "@foe_species@", species_name(you.species));
        msg = replace_all(msg, "@foe_genus@", foe_genus);
        msg = replace_all(msg, "@Foe_genus@", uppercase_first(foe_genus));
        msg = replace_all(msg, "@foe_genus_plural@",
                          pluralise(foe_genus));
    }
    else
    {
        string foe_name;
        const monster* m_foe = foe->as_monster();
        if (m_foe->attitude == ATT_FRIENDLY
            && !mons_is_unique(m_foe->type)
            && !crawl_state.game_is_arena())
        {
            foe_name = foe->name(DESC_YOUR);
            const string::size_type pos = foe_name.find("'");
            if (pos != string::npos)
                foe_name = foe_name.substr(0, pos);
        }
        else
            foe_name = foe->name(DESC_THE);

        string prep = "at";
        if (s_type == S_SILENT || s_type == S_SHOUT || s_type == S_NORMAL)
            prep = "to";
        msg = replace_all(msg, "@says@ @to_foe@", "@says@ " + prep + " @foe@");

        msg = _replace_speech_tag(msg, " @to_foe@", " to @foe@");
        msg = _replace_speech_tag(msg, " @at_foe@", " at @foe@");

        msg = replace_all(msg, "@foe,@", "@foe@,");
        msg = replace_all(msg, "@foe_possessive@", "@foe@'s");
        msg = replace_all(msg, "@foe@", foe_name);
        msg = replace_all(msg, "@Foe@", uppercase_first(foe_name));

        if (m_foe->is_named())
            msg = replace_all(msg, "@foe_name@", foe->name(DESC_PLAIN, true));

        string species = mons_type_name(mons_species(m_foe->type), DESC_PLAIN);

        msg = replace_all(msg, "@foe_species@", species);

        foe_genus = mons_type_name(mons_genus(m_foe->type), DESC_PLAIN);

        msg = replace_all(msg, "@foe_genus@", foe_genus);
        msg = replace_all(msg, "@Foe_genus@", uppercase_first(foe_genus));
        msg = replace_all(msg, "@foe_genus_plural@", pluralise(foe_genus));
    }

    description_level_type nocap = DESC_THE, cap = DESC_THE;

    if (mons.is_named() && you.can_see(mons))
    {
        const string name = mons.name(DESC_THE);

        msg = replace_all(msg, "@the_something@", name);
        msg = replace_all(msg, "@The_something@", name);
        msg = replace_all(msg, "@the_monster@",   name);
        msg = replace_all(msg, "@The_monster@",   name);
    }
    else if (mons.attitude == ATT_FRIENDLY
             && !mons_is_unique(mons.type)
             && !crawl_state.game_is_arena()
             && you.can_see(mons))
    {
        nocap = DESC_PLAIN;
        cap   = DESC_PLAIN;

        msg = replace_all(msg, "@the_something@", "your @the_something@");
        msg = replace_all(msg, "@The_something@", "Your @The_something@");
        msg = replace_all(msg, "@the_monster@",   "your @the_monster@");
        msg = replace_all(msg, "@The_monster@",   "Your @the_monster@");
    }

    if (you.see_cell(mons.pos()))
    {
        dungeon_feature_type feat = grd(mons.pos());
        if (feat_is_solid(feat) || feat >= NUM_FEATURES)
            msg = replace_all(msg, "@surface@", "buggy surface");
        else if (feat == DNGN_LAVA)
            msg = replace_all(msg, "@surface@", "lava");
        else if (feat_is_water(feat))
            msg = replace_all(msg, "@surface@", "water");
        else if (feat_is_altar(feat))
            msg = replace_all(msg, "@surface@", "altar");
        else
            msg = replace_all(msg, "@surface@", "ground");

        msg = replace_all(msg, "@feature@", raw_feature_description(mons.pos()));
    }
    else
    {
        msg = replace_all(msg, "@surface@", "buggy unseen surface");
        msg = replace_all(msg, "@feature@", "buggy unseen feature");
    }

    string something = mons.name(DESC_PLAIN);
    msg = replace_all(msg, "@something@",   something);
    msg = replace_all(msg, "@a_something@", mons.name(DESC_A));
    msg = replace_all(msg, "@the_something@", mons.name(nocap));

    something[0] = toupper_safe(something[0]);
    msg = replace_all(msg, "@Something@",   something);
    msg = replace_all(msg, "@A_something@", mons.name(DESC_A));
    msg = replace_all(msg, "@The_something@", mons.name(cap));

    // Player name.
    msg = replace_all(msg, "@player_name@", you.your_name);

    string plain = mons.name(DESC_PLAIN);
    msg = replace_all(msg, "@monster@",     plain);
    msg = replace_all(msg, "@a_monster@",   mons.name(DESC_A));
    msg = replace_all(msg, "@the_monster@", mons.name(nocap));

    plain[0] = toupper_safe(plain[0]);
    msg = replace_all(msg, "@Monster@",     plain);
    msg = replace_all(msg, "@A_monster@",   mons.name(DESC_A));
    msg = replace_all(msg, "@The_monster@", mons.name(cap));

    msg = replace_all(msg, "@Subjective@",
                      mons.pronoun(PRONOUN_SUBJECTIVE));
    msg = replace_all(msg, "@subjective@",
                      mons.pronoun(PRONOUN_SUBJECTIVE));
    msg = replace_all(msg, "@Possessive@",
                      mons.pronoun(PRONOUN_POSSESSIVE));
    msg = replace_all(msg, "@possessive@",
                      mons.pronoun(PRONOUN_POSSESSIVE));
    msg = replace_all(msg, "@reflexive@",
                      mons.pronoun(PRONOUN_REFLEXIVE));
    msg = replace_all(msg, "@objective@",
                      mons.pronoun(PRONOUN_OBJECTIVE));

    // Body parts.
    bool   can_plural = false;
    string part_str   = mons.hand_name(false, &can_plural);

    msg = replace_all(msg, "@hand@", part_str);
    msg = replace_all(msg, "@Hand@", uppercase_first(part_str));

    if (!can_plural)
        part_str = "NO PLURAL HANDS";
    else
        part_str = mons.hand_name(true);

    msg = replace_all(msg, "@hands@", part_str);
    msg = replace_all(msg, "@Hands@", uppercase_first(part_str));

    can_plural = false;
    part_str   = mons.arm_name(false, &can_plural);

    msg = replace_all(msg, "@arm@", part_str);
    msg = replace_all(msg, "@Arm@", uppercase_first(part_str));

    if (!can_plural)
        part_str = "NO PLURAL ARMS";
    else
        part_str = mons.arm_name(true);

    msg = replace_all(msg, "@arms@", part_str);
    msg = replace_all(msg, "@Arms@", uppercase_first(part_str));

    can_plural = false;
    part_str   = mons.foot_name(false, &can_plural);

    msg = replace_all(msg, "@foot@", part_str);
    msg = replace_all(msg, "@Foot@", uppercase_first(part_str));

    if (!can_plural)
        part_str = "NO PLURAL FEET";
    else
        part_str = mons.foot_name(true);

    msg = replace_all(msg, "@feet@", part_str);
    msg = replace_all(msg, "@Feet@", uppercase_first(part_str));

    if (foe != nullptr)
    {
        const god_type god = foe->deity();

        // Replace with "you are" for atheists.
        msg = replace_all(msg, "@god_is@",
                          _replace_god_name(god, true, false));
        msg = replace_all(msg, "@God_is@", _replace_god_name(god, true, true));

        // No verb needed.
        msg = replace_all(msg, "@foe_god@",
                          _replace_god_name(god, false, false));
        msg = replace_all(msg, "@Foe_god@",
                          _replace_god_name(god, false, true));
    }

    // The monster's god, not the player's. Atheists get
    // "NO GOD"/"NO GOD"/"NO_GOD"/"NO_GOD", and worshippers of nameless
    // gods get "a god"/"its god/my God/My God".
    //
    // XXX: Crawl currently has no first-person possessive pronoun;
    // if it gets one, it should be used for the last two entries.
    if (mons.god == GOD_NO_GOD)
    {
        msg = replace_all(msg, "@a_God@", "NO GOD");
        msg = replace_all(msg, "@A_God@", "NO GOD");
        msg = replace_all(msg, "@possessive_God@", "NO GOD");
        msg = replace_all(msg, "@Possessive_God@", "NO GOD");

        msg = replace_all(msg, "@my_God@", "NO GOD");
        msg = replace_all(msg, "@My_God@", "NO GOD");
    }
    else if (mons.god == GOD_NAMELESS)
    {
        msg = replace_all(msg, "@a_God@", "a god");
        msg = replace_all(msg, "@A_God@", "A god");
        const string possessive = mons.pronoun(PRONOUN_POSSESSIVE) + " god";
        msg = replace_all(msg, "@possessive_God@", possessive);
        msg = replace_all(msg, "@Possessive_God@", uppercase_first(possessive));

        msg = replace_all(msg, "@my_God@", "my God");
        msg = replace_all(msg, "@My_God@", "My God");
    }
    else
    {
        const string godname = god_name(mons.god);
        const string godcap = uppercase_first(godname);
        msg = replace_all(msg, "@a_God@", godname);
        msg = replace_all(msg, "@A_God@", godcap);
        msg = replace_all(msg, "@possessive_God@", godname);
        msg = replace_all(msg, "@Possessive_God@", godcap);

        msg = replace_all(msg, "@my_God@", godname);
        msg = replace_all(msg, "@My_God@", godcap);
    }

    // Replace with species specific insults.
    if (msg.find("@species_insult_") != string::npos)
    {
        msg = replace_all(msg, "@species_insult_adj1@",
                               _get_species_insult(foe_genus, "adj1"));
        msg = replace_all(msg, "@species_insult_adj2@",
                               _get_species_insult(foe_genus, "adj2"));
        msg = replace_all(msg, "@species_insult_noun@",
                               _get_species_insult(foe_genus, "noun"));
    }

    static const char * sound_list[] =
    {
        "says",         // actually S_SILENT
        "shouts",
        "barks",
        "howls",
        "shouts",
        "roars",
        "screams",
        "bellows",
        "bleats",
        "trumpets",
        "screeches",
        "buzzes",
        "moans",
        "gurgles",
        "croaks",
        "growls",
        "hisses",
        "sneers",       // S_DEMON_TAUNT
        "says",         // S_CHERUB -- they just speak normally.
        "squeals",
        "roars",
        "buggily says", // NUM_SHOUTS
        "breathes",     // S_VERY_SOFT
        "whispers",     // S_SOFT
        "says",         // S_NORMAL
        "shouts",       // S_LOUD
        "screams",      // S_VERY_LOUD
    };
    COMPILE_CHECK(ARRAYSZ(sound_list) == NUM_LOUDNESS);

    if (s_type < 0 || s_type >= NUM_LOUDNESS || s_type == NUM_SHOUTS)
    {
        mprf(MSGCH_DIAGNOSTICS, "Invalid @says@ type.");
        msg = replace_all(msg, "@says@", "buggily says");
    }
    else
        msg = replace_all(msg, "@says@", sound_list[s_type]);

    msg = maybe_capitalise_substring(msg);

    return msg;
}

/**
 * Get the monster body shape of the given monster.
 * @param mon  The monster in question.
 * @return     The mon_body_shape type of this monster.
 */
mon_body_shape get_mon_shape(const monster& mon)
{
    monster_type base_type;
    if (mons_is_pghost(mon.type))
        base_type = player_species_to_mons_species(mon.ghost->species);
    else if (mons_is_zombified(mon))
        base_type = mon.base_monster;
    else
        base_type = mon.type;
    return get_mon_shape(base_type);
}

/**
 * Get the monster body shape of the given monster type.
 * @param mc  The monster type in question.
 * @return     The mon_body_shape type of this monster type.
 */
mon_body_shape get_mon_shape(const monster_type mc)
{
    if (mc == MONS_CHAOS_SPAWN)
    {
        return static_cast<mon_body_shape>(random_range(MON_SHAPE_HUMANOID,
                                                        MON_SHAPE_MISC));
    }

    ASSERT_smc();
    return smc->shape;
}

/**
 * What's the normal tile for a given monster type?
 *
 * @param mc    The monster type in question.
 * @return      The tile for that monster, or TILEP_MONS_PROGRAM_BUG for mons
 *              with variable tiles (e.g. merfolk, hydras, slime creatures).
 */
tileidx_t get_mon_base_tile(monster_type mc)
{
    ASSERT_smc();
    return smc->tile.base;
}

/**
 * How should a given monster type's tile vary?
 *
 * @param mc    The monster type in question.
 * @return      An enum describing how display of the monster should vary
 *              (by individual monster instance, or whether they're in water,
 *              etc)
 */
mon_type_tile_variation get_mon_tile_variation(monster_type mc)
{
    ASSERT_smc();
    return smc->tile.variation;
}

/**
 * What's the normal tile for corpses of a given monster type?
 *
 * @param mc    The monster type in question.
 * @return      The tile for that monster's corpse; may be varied slightly
 *              further in some special cases (ugly things, klowns).
 */
tileidx_t get_mon_base_corpse_tile(monster_type mc)
{
    ASSERT_smc();
    return smc->corpse_tile;
}


/**
 * Get a DB lookup string for the given monster body shape.
 * @param mon  The monster body shape type in question.
 * @return     A DB lookup string for the monster body shape.
 */
string get_mon_shape_str(const mon_body_shape shape)
{
    ASSERT_RANGE(shape, MON_SHAPE_HUMANOID, MON_SHAPE_MISC + 1);

    static const char *shape_names[] =
    {
        "bug", "humanoid", "winged humanoid", "tailed humanoid",
        "winged tailed humanoid", "centaur", "naga",
        "quadruped", "tailless quadruped", "winged quadruped",
        "bat", "bird", "snake", "fish",  "insect", "winged insect",
        "arachnid", "centipede", "snail", "plant", "fungus", "orb",
        "blob", "misc"
    };

    COMPILE_CHECK(ARRAYSZ(shape_names) == MON_SHAPE_MISC + 1);
    return shape_names[shape];
}

/** Is this body shape partially humanoid (i.e. does it at least have a
 *  humanoid upper body)?
 *  @param shape  The body shape in question.
 *  @returns      Whether this body shape is partially humanoid.
 */
bool mon_shape_is_humanoid(mon_body_shape shape)
{
    return shape >= MON_SHAPE_FIRST_HUMANOID
           && shape <= MON_SHAPE_LAST_HUMANOID;
}

bool player_or_mon_in_sanct(const monster& mons)
{
    return is_sanctuary(you.pos()) || is_sanctuary(mons.pos());
}

int get_dist_to_nearest_monster()
{
    int minRange = LOS_RADIUS + 1;
    for (radius_iterator ri(you.pos(), LOS_NO_TRANS, true); ri; ++ri)
    {
        const monster* mon = monster_at(*ri);
        if (mon == nullptr)
            continue;

        if (!mon->visible_to(&you))
            continue;

        // Plants/fungi don't count.
        if (!mons_is_threatening(*mon))
            continue;

        if (mon->wont_attack())
            continue;

        int dist = grid_distance(you.pos(), *ri);
        if (dist < minRange)
            minRange = dist;
    }
    return minRange;
}

bool monster_nearby()
{
    for (radius_iterator ri(you.pos(), LOS_DEFAULT); ri; ++ri)
        if (monster_at(*ri))
            return true;
    return false;
}

actor *actor_by_mid(mid_t m, bool require_valid)
{
    if (m == MID_PLAYER)
        return &you;
    return monster_by_mid(m, require_valid);
}

monster *monster_by_mid(mid_t m, bool require_valid)
{
    if (!require_valid)
    {
        if (m == MID_ANON_FRIEND)
            return &menv[ANON_FRIENDLY_MONSTER];
        if (m == MID_YOU_FAULTLESS)
            return &menv[YOU_FAULTLESS];
    }

    if (unsigned short *mc = map_find(env.mid_cache, m))
        return &menv[*mc];
    return 0;
}

void init_anon()
{
    monster &mon = menv[ANON_FRIENDLY_MONSTER];
    mon.reset();
    mon.type = MONS_PROGRAM_BUG;
    mon.mid = MID_ANON_FRIEND;
    mon.attitude = ATT_FRIENDLY;
    mon.hit_points = mon.max_hit_points = 1000;

    monster &yf = menv[YOU_FAULTLESS];
    yf.reset();
    yf.type = MONS_PROGRAM_BUG;
    yf.mid = MID_YOU_FAULTLESS;
    yf.attitude = ATT_FRIENDLY; // higher than this, actually
    yf.hit_points = mon.max_hit_points = 1000;
}

actor *find_agent(mid_t m, kill_category kc)
{
    actor *agent = actor_by_mid(m);
    if (agent)
        return agent;
    switch (kc)
    {
    case KC_YOU:
        // shouldn't happen, there ought to be a valid mid
        return &you;
    case KC_FRIENDLY:
        return &menv[ANON_FRIENDLY_MONSTER];
    case KC_OTHER:
        // currently hostile dead/gone monsters are no different from env
        return 0;
    case KC_NCATEGORIES:
    default:
        die("invalid kill category");
    }
}

const char* mons_class_name(monster_type mc)
{
    // Usually, all invalids return "program bug", but since it has value of 0,
    // it's good to tell them apart in error messages.
    if (invalid_monster_type(mc) && mc != MONS_PROGRAM_BUG)
        return "INVALID";

    return get_monster_data(mc)->name;
}

mon_threat_level_type mons_threat_level(const monster &mon, bool real)
{
    const monster& threat = get_tentacle_head(mon);
    const double factor = sqrt(exp_needed(you.experience_level) / 30.0);
    const int tension = exper_value(threat, real) / (1 + factor);

    if (tension <= 0)
    {
        // Conjurators use melee to conserve mana, MDFis switch plates...
        return MTHRT_TRIVIAL;
    }
    else if (tension <= 5)
    {
        // An easy fight but not ignorable.
        return MTHRT_EASY;
    }
    else if (tension <= 32)
    {
        // Hard but reasonable.
        return MTHRT_TOUGH;
    }
    else
    {
        // Check all wands/jewels several times, wear brown pants...
        return MTHRT_NASTY;
    }
}

bool mons_foe_is_marked(const monster& mon)
{
    if (mon.foe == MHITYOU)
        return you.duration[DUR_SENTINEL_MARK];
    else
        return false;
}

void debug_mondata()
{
    string fails;

    for (monster_type mc = MONS_0; mc < NUM_MONSTERS; ++mc)
    {
        if (invalid_monster_type(mc))
            continue;
        const char* name = mons_class_name(mc);
        if (!name)
        {
            fails += make_stringf("Monster %d has no name\n", mc);
            continue;
        }

        const monsterentry *md = get_monster_data(mc);

        int MR = md->resist_magic;
        if (MR < 0)
            MR = md->HD * -MR * 4 / 3;
        if (md->resist_magic > 200 && md->resist_magic != MAG_IMMUNE)
            fails += make_stringf("%s has MR %d > 200\n", name, MR);
        if (get_resist(md->resists, MR_RES_POISON) == 2)
            fails += make_stringf("%s has rPois++\n", name);
        if (get_resist(md->resists, MR_RES_ELEC) == 2)
            fails += make_stringf("%s has rElec++\n", name);

        // Tests below apply only to real monsters.
        if (md->bitfields & M_CANT_SPAWN)
            continue;

        if (!md->HD && md->basechar != 'Z') // derived undead...
            fails += make_stringf("%s has 0 HD: %d\n", name, md->HD);
        if (md->avg_hp_10x <= 0 && md->basechar != 'Z')
            fails += make_stringf("%s has <= 0 HP: %d", name, md->avg_hp_10x);

        if (md->basechar == ' ')
            fails += make_stringf("%s has an empty glyph\n", name);

        if (md->AC < 0 && !mons_is_job(mc))
            fails += make_stringf("%s has negative AC\n", name);
        if (md->ev < 0 && !mons_is_job(mc))
            fails += make_stringf("%s has negative EV\n", name);
        if (md->exp_mod < 0)
            fails += make_stringf("%s has negative xp mod\n", name);

        if (md->speed < 0)
            fails += make_stringf("%s has 0 speed\n", name);
        else if (md->speed == 0 && !mons_class_is_firewood(mc))
            fails += make_stringf("%s has 0 speed\n", name);

        const bool male = mons_class_flag(mc, M_MALE);
        const bool female = mons_class_flag(mc, M_FEMALE);
        const bool neutral = mons_class_flag(mc, M_GENDER_NEUTRAL);
        if (male + female + neutral > 1)
            fails += make_stringf("%s has too many genders\n", name);

        if (md->shape == MON_SHAPE_BUGGY)
            fails += make_stringf("%s has no defined shape\n", name);

        const bool has_corpse_tile = md->corpse_tile
                                     && md->corpse_tile != TILE_ERROR;
        if (md->species != mc)
        {
            if (has_corpse_tile)
            {
                fails +=
                    make_stringf("%s isn't a species but has a corpse tile\n",
                                 name);
            }
        }
        else if (md->corpse_thingy == CE_NOCORPSE)
        {
            if (has_corpse_tile)
            {
                fails += make_stringf("%s has a corpse tile & no corpse\n",
                                      name);
            }
        }
        else if (!has_corpse_tile)
            fails += make_stringf("%s has a corpse but no corpse tile\n", name);
    }

    dump_test_fails(fails, "mon-data");
}

/**
 * Iterate over mspell_list (mon-spell.h) and look for anything that seems
 * incorrect. Dump the output to a text file & print its location to the
 * console.
 */
void debug_monspells()
{
    string fails;

    // first, build a map from spellbooks to the first monster that uses them
    // (zero-initialised, where 0 == MONS_PROGRAM_BUG).
    monster_type mon_book_map[NUM_MSTYPES] = { };
    for (monster_type mc = MONS_0; mc < NUM_MONSTERS; ++mc)
        if (!invalid_monster_type(mc))
            for (mon_spellbook_type mon_book : _mons_spellbook_list(mc))
                if (mon_book < ARRAYSZ(mon_book_map) && !mon_book_map[mon_book])
                    mon_book_map[mon_book] = mc;

    // then, check every spellbook for errors.

    for (const mon_spellbook &spbook : mspell_list)
    {
        string book_name;
        const monster_type sample_mons = mon_book_map[spbook.type];
        if (!sample_mons)
        {
            string spells;
            if (spbook.spells.empty())
                spells = "no spells";
            else
                for (const mon_spell_slot &spslot : spbook.spells)
                    if (is_valid_spell(spslot.spell))
                        spells += make_stringf(",%s", spell_title(spslot.spell));

            fails += make_stringf("Book #%d is unused (%s)\n", spbook.type,
                                  spells.c_str());
            book_name = make_stringf("#%d", spbook.type);
        }
        else
        {
            const vector<mon_spellbook_type> mons_books
                = _mons_spellbook_list(sample_mons);
            const char * const mons_name = get_monster_data(sample_mons)->name;
            if (mons_books.size() > 1)
            {
                auto it = find(begin(mons_books), end(mons_books), spbook.type);
                ASSERT(it != end(mons_books));
                book_name = make_stringf("%s-%d", mons_name,
                                         (int) (it - begin(mons_books)));
            }
            else
                book_name = mons_name;
        }

        const char * const bknm = book_name.c_str();

        if (!spbook.spells.size())
            fails += make_stringf("Empty book %s\n", bknm);

        for (const mon_spell_slot &spslot : spbook.spells)
        {
            string spell_name;
            if (!is_valid_spell(spslot.spell))
            {
                fails += make_stringf("Book %s contains invalid spell %d\n",
                                      bknm, spslot.spell);
                spell_name = to_string(spslot.spell);
            }
            else
                spell_name = spell_title(spslot.spell);

            // TODO: export this value somewhere
            const int max_freq = 200;
            if (spslot.freq > max_freq)
            {
                fails += make_stringf("Spellbook %s has spell %s at freq %d "
                                      "(greater than max freq %d)\n",
                                      bknm, spell_name.c_str(),
                                      spslot.freq, max_freq);
            }

            mon_spell_slot_flag category = MON_SPELL_NO_FLAGS;
            for (const auto flag : mon_spell_slot_flags::range())
            {
                if (!(spslot.flags & flag))
                    continue;

                if (flag >= MON_SPELL_FIRST_CATEGORY
                    && flag <= MON_SPELL_LAST_CATEGORY)
                {
                    if (category == MON_SPELL_NO_FLAGS)
                        category = flag;
                    else
                    {
                        fails += make_stringf("Spellbook %s has spell %s in "
                                              "multiple categories (%d and %d)\n",
                                              bknm, spell_name.c_str(),
                                              category, flag);
                    }
                }

                COMPILE_CHECK(MON_SPELL_NO_SILENT > MON_SPELL_LAST_CATEGORY);
                static auto NO_SILENT_CATEGORIES =
                    MON_SPELL_SILENCE_MASK & ~MON_SPELL_NO_SILENT;
                if (flag == MON_SPELL_NO_SILENT
                    && (category & NO_SILENT_CATEGORIES))
                {
                    fails += make_stringf("Spellbook %s has spell %s marked "
                                          "MON_SPELL_NO_SILENT redundantly\n",
                                          bknm, spell_name.c_str());
                }

                COMPILE_CHECK(MON_SPELL_NOISY > MON_SPELL_LAST_CATEGORY);
                if (flag == MON_SPELL_NOISY
                    && category && !(category & MON_SPELL_INNATE_MASK))
                {
                    fails += make_stringf("Spellbook %s has spell %s marked "
                                          "MON_SPELL_NOISY redundantly\n",
                                          bknm, spell_name.c_str());
                }
            }

            if (category == MON_SPELL_NO_FLAGS)
            {
                fails += make_stringf("Spellbook %s has spell %s with no "
                                      "category\n", bknm, spell_name.c_str());
            }
        }
    }

    dump_test_fails(fails, "mon-spell");
}

// Used when clearing level data, to ensure any additional reset quirks
// are handled properly.
void reset_all_monsters()
{
    for (auto &mons : menv_real)
    {
        // The monsters here have already been saved or discarded, so this
        // is the only place when a constricting monster can legitimately
        // be reset. Thus, clear constriction manually.
        if (!invalid_monster(&mons))
        {
            delete mons.constricting;
            mons.constricting = nullptr;
        }
        mons.reset();
    }

    env.mid_cache.clear();
}

bool mons_is_recallable(const actor* caller, const monster& targ)
{
    // For player, only recall friendly monsters
    if (caller == &you)
    {
        if (!targ.friendly())
            return false;
    }
    // Monster recall requires same attitude and at least normal intelligence
    else if (mons_intel(targ) < I_HUMAN
             || (!caller && targ.friendly())
             || (caller && !mons_aligned(&targ, caller->as_monster()))
             || targ.type == MONS_PLAYER_GHOST)
    {
        return false;
    }

    return targ.alive()
           && !mons_class_is_stationary(targ.type)
           && !mons_is_conjured(targ.type);
}

vector<monster* > get_on_level_followers()
{
    vector<monster* > mon_list;
    for (monster_iterator mi; mi; ++mi)
        if (mons_is_recallable(&you, **mi) && mi->foe == MHITYOU)
            mon_list.push_back(*mi);

    return mon_list;
}

// Return the number of monsters of the specified type.
// If friendly_only is true, only count friendly
// monsters, otherwise all of them
int count_monsters(monster_type mtyp, bool friendly_only)
{
    return count_if(begin(menv), end(menv),
                    [=] (const monster &mons) -> bool
                    {
                        return mons.alive() && mons.type == mtyp
                            && (!friendly_only || mons.friendly());
                    });
}

int count_allies()
{
    return count_if(begin(menv), end(menv),
                    [] (const monster &mons) -> bool
                    {
                        return mons.alive() && mons.friendly();
                    });
}

bool mons_stores_tracking_data(const monster& mons)
{
    return mons.type == MONS_THORN_HUNTER
           || mons.type == MONS_MERFOLK_AVATAR;
}

bool mons_is_beast(monster_type mc)
{
    if (!(mons_class_holiness(mc) & MH_NATURAL)
        || mons_class_intel(mc) != I_ANIMAL)
    {
        return false;
    }
    else if ((mons_genus(mc) == MONS_DRAGON
              && mc != MONS_SWAMP_DRAGON)
             || mons_genus(mc) == MONS_UGLY_THING
             || mc == MONS_ICE_BEAST
             || mc == MONS_SKY_BEAST
             || mc == MONS_BUTTERFLY)
    {
        return false;
    }
    else
        return true;
}

bool mons_is_avatar(monster_type mc)
{
    return mons_class_flag(mc, M_AVATAR);
}

bool mons_is_player_shadow(const monster& mon)
{
    return mon.type == MONS_PLAYER_SHADOW;
}

bool mons_has_attacks(const monster& mon)
{
    const mon_attack_def attk = mons_attack_spec(mon, 0);
    return attk.type != AT_NONE && attk.damage > 0;
}

// The default suitable() function for choose_random_nearby_monster().
bool choose_any_monster(const monster& mon)
{
    return !mons_is_projectile(mon.type);
}

// Find a nearby monster and return its index, including you as a
// possibility with probability weight. suitable() should return true
// for the type of monster wanted.
// If prefer_named is true, named monsters (including uniques) are twice
// as likely to get chosen compared to non-named ones.
// If prefer_priest is true, priestly monsters (including uniques) are
// twice as likely to get chosen compared to non-priestly ones.
monster* choose_random_nearby_monster(int weight,
                                      bool (*suitable)(const monster& mon),
                                      bool prefer_named_or_priest)
{
    monster* chosen = nullptr;
    for (radius_iterator ri(you.pos(), LOS_NO_TRANS); ri; ++ri)
    {
        monster* mon = monster_at(*ri);
        if (!mon || !suitable(*mon))
            continue;

        // FIXME: if the intent is to favour monsters
        // named by $DEITY, we should set a flag on the
        // monster (something like MF_DEITY_PREFERRED) and
        // use that instead of checking the name, given
        // that other monsters can also have names.

        // True, but it's currently only used for orcs, and
        // Blork and Urug also being preferred to non-named orcs
        // is fine, I think. Once more gods name followers (and
        // prefer them) that should be changed, of course. (jpeg)
        int mon_weight = 1;

        if (prefer_named_or_priest)
            mon_weight += mon->is_named() + mon->is_priest();

        if (x_chance_in_y(mon_weight, weight += mon_weight))
            chosen = mon;
    }

    return chosen;
}

monster* choose_random_monster_on_level(int weight,
                                        bool (*suitable)(const monster& mon),
                                        bool prefer_named_or_priest)
{
    monster* chosen = nullptr;

    for (rectangle_iterator ri(1); ri; ++ri)
    {
        monster* mon = monster_at(*ri);
        if (!mon || !suitable(*mon))
            continue;

        int mon_weight = 1;

        if (prefer_named_or_priest)
            mon_weight += mon->is_named() + mon->is_priest();

        if (x_chance_in_y(mon_weight, weight += mon_weight))
            chosen = mon;
    }

    return chosen;
}

void update_monster_symbol(monster_type mtype, cglyph_t md)
{
    ASSERT(mtype != MONS_0);

    if (md.ch)
        monster_symbols[mtype].glyph = get_glyph_override(md.ch);
    if (md.col)
        monster_symbols[mtype].colour = md.col;
}

int spell_freq_for_hd(int hd)
{
    return hd + 50;
}

void normalize_spell_freq(monster_spells &spells, int total_freq)
{
    // Not using std::accumulate because slot.freq is only a uint8_t.
    unsigned int total_given_freq = 0;
    for (const auto &slot : spells)
        total_given_freq += slot.freq;

    if (total_given_freq > 0)
    {
        for (auto &slot : spells)
            slot.freq = total_freq * slot.freq / total_given_freq;
    }
    else
    {
        const size_t numspells = spells.size();
        for (auto &slot : spells)
            slot.freq = total_freq / numspells;
    }
}

/// Rounded to player-visible approximations, how hurt is this monster?
mon_dam_level_type mons_get_damage_level(const monster& mons)
{
    if (mons.hit_points <= mons.max_hit_points / 5)
        return MDAM_ALMOST_DEAD;
    else if (mons.hit_points <= mons.max_hit_points * 2 / 5)
        return MDAM_SEVERELY_DAMAGED;
    else if (mons.hit_points <= mons.max_hit_points * 3 / 5)
        return MDAM_HEAVILY_DAMAGED;
    else if (mons.hit_points <= mons.max_hit_points * 4 / 5)
        return MDAM_MODERATELY_DAMAGED;
    else if (mons.hit_points < mons.max_hit_points)
        return MDAM_LIGHTLY_DAMAGED;
    else
        return MDAM_OKAY;
}

string get_damage_level_string(mon_holy_type holi, mon_dam_level_type mdam)
{
    ostringstream ss;
    switch (mdam)
    {
    case MDAM_ALMOST_DEAD:
        ss << "almost";
        ss << (wounded_damaged(holi) ? " destroyed" : " dead");
        return ss.str();
    case MDAM_SEVERELY_DAMAGED:
        ss << "severely";
        break;
    case MDAM_HEAVILY_DAMAGED:
        ss << "heavily";
        break;
    case MDAM_MODERATELY_DAMAGED:
        ss << "moderately";
        break;
    case MDAM_LIGHTLY_DAMAGED:
        ss << "lightly";
        break;
    case MDAM_OKAY:
    default:
        ss << "not";
        break;
    }
    ss << (wounded_damaged(holi) ? " damaged" : " wounded");
    return ss.str();
}

void print_wounds(const monster& mons)
{
    if (!mons.alive() || mons.hit_points == mons.max_hit_points)
        return;

    mon_dam_level_type dam_level = mons_get_damage_level(mons);
    string desc = get_damage_level_string(mons.holiness(), dam_level);

    desc.insert(0, " is ");
    desc += ".";
    simple_monster_message(mons, desc.c_str(), MSGCH_MONSTER_DAMAGE,
                           dam_level);
}

// (true == 'damaged') [constructs, undead, etc.]
// and (false == 'wounded') [living creatures, etc.] {dlb}
bool wounded_damaged(mon_holy_type holi)
{
    // this schema needs to be abstracted into real categories {dlb}:
    return bool(holi & (MH_UNDEAD | MH_NONLIVING | MH_PLANT));
}

// Is this monster interesting enough to make notes about?
bool mons_is_notable(const monster& mons)
{
    if (crawl_state.game_is_arena())
        return false;

    // (Ex-)Unique monsters are always interesting
    if (mons_is_or_was_unique(mons))
        return true;
    // If it's never going to attack us, then not interesting
    if (mons.friendly())
        return false;
    // tentacles aren't real monsters.
    if (mons_is_tentacle_or_tentacle_segment(mons.type))
        return false;
    // Hostile ghosts and illusions are always interesting.
    if (mons.type == MONS_PLAYER_GHOST
        || mons.type == MONS_PLAYER_ILLUSION
        || mons.type == MONS_PANDEMONIUM_LORD)
    {
        return true;
    }
    // Jellies are never interesting to Jiyva.
    if (mons.type == MONS_JELLY && have_passive(passive_t::jellies_army))
        return false;
    if (mons_threat_level(mons) == MTHRT_NASTY)
        return true;
    const auto &nm = Options.note_monsters;
    // Don't waste time on moname() if user isn't using this option
    if (!nm.empty())
    {
        const string iname = mons_type_name(mons.type, DESC_A);
        return any_of(begin(nm), end(nm), [&](const text_pattern &pat) -> bool
                                          { return pat.matches(iname); });
    }

    return false;
}

/**
 * Set up fields for mutant beasts that vary by tier & facets (that is, that
 * vary between individual beasts).
 *
 * @param mons          The beast to be initialized.
 * @param HD            The beast's HD. If 0, default to mon-data's version.
 * @param beast_facets  The beast's facets (e.g. fire, bat).
 *                      If empty, chooses two distinct facets at random.
 */
void init_mutant_beast(monster &mons, short HD, vector<int> beast_facets)
{
    if (!HD)
        HD = mons.get_experience_level();

    // MUTANT_BEAST_TIER is to make it visible for mon-info
    mons.props[MUTANT_BEAST_TIER] = HD;

    if (beast_facets.empty())
    {
        vector<int> available_facets;
        for (int f = BF_FIRST; f <= BF_LAST; ++f)
            available_facets.insert(available_facets.end(), f);

        ASSERT(available_facets.size() >= 2);

        shuffle_array(available_facets);
        beast_facets.push_back(available_facets[0]);
        beast_facets.push_back(available_facets[1]);

        ASSERT(beast_facets.size() == 2);
        ASSERT(beast_facets[0] != beast_facets[1]);
    }

    for (auto facet : beast_facets)
    {
        mons.props[MUTANT_BEAST_FACETS].get_vector().push_back(facet);

        switch (facet)
        {
            case BF_BAT:
                mons.props[MON_SPEED_KEY] = mons.speed * 2;
                mons.calc_speed();
                break;
            case BF_FIRE:
                mons.spells.emplace_back(SPELL_FIRE_BREATH, 60,
                                         MON_SPELL_NATURAL | MON_SPELL_BREATH);
                mons.props[CUSTOM_SPELLS_KEY] = true;
                break;
            case BF_SHOCK:
                mons.spells.emplace_back(SPELL_BLINKBOLT, 60,
                                         MON_SPELL_NATURAL);
                mons.props[CUSTOM_SPELLS_KEY] = true;
                break;
            default:
                break;
        }
    }
}

/**
 * If a monster needs to charge up to cast a spell (by 'casting' the spell
 * repeatedly), how many charges does it need until it can actually set the
 * spell off?
 *
 * @param m     The type of monster in question.
 * @return      The required number of charges.
 */
int max_mons_charge(monster_type m)
{
    switch (m)
    {
        case MONS_ORB_SPIDER:
        case MONS_FLOATING_EYE:
            return 1;
        default:
            return 0;
    }
}

// Deal out damage to nearby pain-bonded monsters based on the distance between them.
void radiate_pain_bond(const monster& mon, int damage, const monster* original_target)
{
    for (actor_near_iterator ai(mon.pos(), LOS_NO_TRANS); ai; ++ai)
    {
        if (!ai->is_monster())
            continue;

        monster* target = ai->as_monster();

        if (&mon == target) // no self-sharing
            continue;

        // Only other pain-bonded monsters are affected.
        if (!target->has_ench(ENCH_PAIN_BOND))
            continue;

        int distance = target->pos().distance_from(mon.pos());
        if (distance > 3)
            continue;

        damage = max(0, div_rand_round(damage * (4 - distance), 5));

        if (damage > 0)
        {
            behaviour_event(target, ME_ANNOY, &you, you.pos());

            // save any potential cleanup of the original target for later
            // (in `monster::hurt`).
            if (target == original_target)
                damage = target->hurt(&you, damage, BEAM_SHARED_PAIN, KILLED_BY_MONSTER, "", "", false);
            else
                damage = target->hurt(&you, damage, BEAM_SHARED_PAIN);

            if (damage > 0)
                radiate_pain_bond(*target, damage, original_target);
        }
    }
}

// When a monster explodes violently, add some spice
void throw_monster_bits(const monster& mon)
{
    for (actor_near_iterator ai(mon.pos(), LOS_NO_TRANS); ai; ++ai)
    {
        if (!ai->is_monster())
            continue;

        monster* target = ai->as_monster();

        if (&mon == target) // can't throw chunks of something at itself.
            continue;

        int distance = target->pos().distance_from(mon.pos());
        if (!one_chance_in(distance + 4)) // generally gonna miss
            continue;

        int damage = 1 + random2(mon.get_hit_dice());

        mprf("%s is hit by a flying piece of %s!",
                target->name(DESC_THE, false).c_str(),
                mon.name(DESC_THE, false).c_str());

        // Because someone will get a kick out of this some day.
        if (mons_class_flag(mons_base_type(mon), M_ACID_SPLASH))
            target->corrode_equipment("a flying bit", 1);

        behaviour_event(target, ME_ANNOY, &you, you.pos());
        target->hurt(&you, damage);
    }
}

/// Add an ancestor spell to the given list.
static void _add_ancestor_spell(monster_spells &spells, spell_type spell)
{
    spells.emplace_back(spell, 25, MON_SPELL_WIZARD);
}

/**
 * Set the correct spells for a given ancestor, corresponding to their HD and
 * type.
 *
 * @param ancestor      The ancestor in question.
 * @param notify        Whether to print messages if anything changes.
 */
void set_ancestor_spells(monster &ancestor, bool notify)
{
    ASSERT(mons_is_hepliaklqana_ancestor(ancestor.type));

    vector<spell_type> old_spells;
    for (auto spellslot : ancestor.spells)
        old_spells.emplace_back(spellslot.spell);

    ancestor.spells = {};
    const int HD = ancestor.get_experience_level();
    switch (ancestor.type)
    {
    case MONS_ANCESTOR_BATTLEMAGE:
        _add_ancestor_spell(ancestor.spells, HD >= 10 ?
                                             SPELL_BOLT_OF_MAGMA :
                                             SPELL_THROW_FROST);
        _add_ancestor_spell(ancestor.spells, HD >= 16 ?
                                             SPELL_LEHUDIBS_CRYSTAL_SPEAR :
                                             SPELL_STONE_ARROW);
        break;
    case MONS_ANCESTOR_HEXER:
        _add_ancestor_spell(ancestor.spells, HD >= 10 ? SPELL_PARALYSE
                                                      : SPELL_SLOW);
        _add_ancestor_spell(ancestor.spells, HD >= 13 ? SPELL_MASS_CONFUSION
                                                      : SPELL_CONFUSE);
        break;
    default:
        break;
    }

    if (HD >= 13)
        ancestor.spells.emplace_back(SPELL_HASTE, 25, MON_SPELL_WIZARD);

    if (ancestor.spells.size())
        ancestor.props[CUSTOM_SPELLS_KEY] = true;

    if (!notify)
        return;

    for (auto spellslot : ancestor.spells)
    {
        if (find(old_spells.begin(), old_spells.end(), spellslot.spell)
            == old_spells.end())
        {
            mprf("%s regains %s memory of %s.",
                 ancestor.name(DESC_YOUR, true).c_str(),
                 ancestor.pronoun(PRONOUN_POSSESSIVE, true).c_str(),
                 spell_title(spellslot.spell));
        }
    }
}

static bool _apply_to_monsters(monster_func f, radius_iterator&& ri)
{
    bool affected_any = false;
    for (; ri; ri++)
    {
        monster* mons = monster_at(*ri);
        if (!invalid_monster(mons))
            affected_any = f(*mons) || affected_any;
    }

    return affected_any;
}

bool apply_monsters_around_square(monster_func f, const coord_def& where,
                                  int radius)
{
    return _apply_to_monsters(f, radius_iterator(where, radius, C_SQUARE,
                                                 LOS_NO_TRANS, true));
}

bool apply_visible_monsters(monster_func f, const coord_def& where, los_type los)
{
    return _apply_to_monsters(f, radius_iterator(where, los, true));
}
