/**
 * @file
 * @brief All things Xomly
**/

#include "AppHdr.h"

#include "xom.h"

#include <algorithm>

#include "acquire.h"
#include "act-iter.h"
#include "areas.h"
#include "artefact.h"
#include "beam.h"
#include "branch.h"
#include "coordit.h"
#include "database.h"
#ifdef WIZARD
#include "dbg-util.h"
#endif
#include "delay.h"
#include "directn.h"
#include "effects.h"
#include "env.h"
#include "feature.h"
#include "goditem.h"
#include "item_use.h"
#include "itemname.h"
#include "itemprop.h"
#include "items.h"
#include "libutil.h"
#include "losglobal.h"
#include "makeitem.h"
#include "map_knowledge.h"
#include "message.h"
#include "mgen_data.h"
#include "misc.h"
#include "mon-behv.h"
#include "mon-death.h"
#include "mon-place.h"
#include "mon-poly.h"
#include "mon-util.h"
#include "mutation.h"
#include "notes.h"
#include "options.h"
#include "ouch.h"
#include "output.h"   // for the monster list
#include "player.h"
#include "player-equip.h"
#include "player-stats.h"
#include "potion.h"
#include "prompt.h"
#include "religion.h"
#include "shout.h"
#include "skills2.h"
#include "spl-book.h"
#include "spl-cast.h"
#include "spl-goditem.h"
#include "spl-miscast.h"
#include "spl-monench.h"
#include "spl-transloc.h"
#include "spl-util.h"
#include "stairs.h"
#include "stash.h"
#include "state.h"
#include "stepdown.h"
#include "stringutil.h"
#include "teleport.h"
#include "terrain.h"
#include "transform.h"
#include "traps.h"
#include "travel.h"
#include "unwind.h"
#include "view.h"
#include "viewchar.h"

#ifdef DEBUG_XOM
#    define DEBUG_RELIGION
#    define NOTE_DEBUG_XOM
#endif

#ifdef DEBUG_RELIGION
#    define DEBUG_DIAGNOSTICS
#    define DEBUG_GIFTS
#endif

// Which spells?  First I copied all spells from your_spells(), and then
// I filtered some out, especially conjurations.  Then I sorted them in
// roughly ascending order of power.

// Spells to be cast at tension 0 (no or only low-level monsters around),
// mostly flavour.
static const spell_type _xom_nontension_spells[] =
{
    SPELL_SUMMON_BUTTERFLIES, SPELL_FLY, SPELL_BEASTLY_APPENDAGE,
    SPELL_SPIDER_FORM, SPELL_STATUE_FORM, SPELL_ICE_FORM, SPELL_DRAGON_FORM,
    SPELL_NECROMUTATION
};

// Spells to be cast at tension > 0, i.e. usually in battle situations.
static const spell_type _xom_tension_spells[] =
{
    SPELL_BLINK, SPELL_CONFUSING_TOUCH, SPELL_CAUSE_FEAR, SPELL_ENGLACIATION,
    SPELL_DISPERSAL, SPELL_STONESKIN, SPELL_RING_OF_FLAMES, SPELL_DISCORD,
    SPELL_OLGREBS_TOXIC_RADIANCE, SPELL_EXCRUCIATING_WOUNDS,
    SPELL_WARP_BRAND, SPELL_SUMMON_BUTTERFLIES,
    SPELL_SUMMON_SMALL_MAMMAL, SPELL_SUMMON_SWARM,
    SPELL_BEASTLY_APPENDAGE, SPELL_SPIDER_FORM, SPELL_STATUE_FORM,
    SPELL_ICE_FORM, SPELL_DRAGON_FORM, SPELL_SHADOW_CREATURES,
    SPELL_SUMMON_HORRIBLE_THINGS, SPELL_CALL_CANINE_FAMILIAR,
    SPELL_SUMMON_ICE_BEAST, SPELL_MONSTROUS_MENAGERIE,
    SPELL_CONJURE_BALL_LIGHTNING, SPELL_SUMMON_HYDRA, SPELL_SUMMON_DRAGON,
    SPELL_DEATH_CHANNEL, SPELL_NECROMUTATION, SPELL_CHAIN_OF_CHAOS
};

static const char *_xom_message_arrays[NUM_XOM_MESSAGE_TYPES][6] =
{
    // XM_NORMAL
    {
        "Xom is interested.",
        "Xom is mildly amused.",
        "Xom is amused.",
        "Xom is highly amused!",
        "Xom thinks this is hilarious!",
        "Xom roars with laughter!"
    },

    // XM_INTRIGUED
    {
        "Xom is interested.",
        "Xom is very interested.",
        "Xom is extremely interested.",
        "Xom is intrigued!",
        "Xom is very intrigued!",
        "Xom is fascinated!"
    }
};

static const char *describe_xom_mood()
{
    return (you.piety > 180) ? "Xom's teddy bear." :
           (you.piety > 150) ? "a beloved toy of Xom." :
           (you.piety > 120) ? "a favourite toy of Xom." :
           (you.piety >  80) ? "a toy of Xom." :
           (you.piety >  50) ? "a plaything of Xom." :
           (you.piety >  20) ? "a special plaything of Xom."
                             : "a very special plaything of Xom.";
}

const string describe_xom_favour()
{
    string favour;
    if (!you_worship(GOD_XOM))
        favour = "a very buggy toy of Xom.";
    else if (you.gift_timeout < 1)
        favour = "a BORING thing.";
    else
        favour = describe_xom_mood();

    return favour;
}

#define XOM_SPEECH(x) x
static string _get_xom_speech(const string key)
{
    string result = getSpeakString("Xom " + key);

    if (result.empty())
        result = getSpeakString("Xom " XOM_SPEECH("general effect"));

    if (result.empty())
        return "Xom makes something happen.";

    return result;
}

static bool _xom_is_bored()
{
    return you_worship(GOD_XOM) && !you.gift_timeout;
}

static bool _xom_feels_nasty()
{
    // Xom will only directly kill you with a bad effect if you're under
    // penance from him, or if he's bored.
    return you.penance[GOD_XOM] || _xom_is_bored();
}

bool xom_is_nice(int tension)
{
    if (player_under_penance(GOD_XOM))
        return false;

    if (you_worship(GOD_XOM))
    {
        // If you.gift_timeout is 0, then Xom is BORED.  He HATES that.
        if (!you.gift_timeout)
            return false;

        // At high tension Xom is more likely to be nice, at zero
        // tension the opposite.
        const int tension_bonus
            = (tension == -1 ? 0 // :
// Xom needs to be less negative
//              : tension ==  0 ? -min(abs(HALF_MAX_PIETY - you.piety) / 2,
//                                     you.piety / 10)
                             : min((MAX_PIETY - you.piety) / 2,
                                   random2(tension)));

        const int effective_piety = you.piety + tension_bonus;
        ASSERT_RANGE(effective_piety, 0, MAX_PIETY + 1);

#ifdef DEBUG_XOM
        mprf(MSGCH_DIAGNOSTICS,
             "Xom: tension: %d, piety: %d -> tension bonus = %d, eff. piety: %d",
             tension, you.piety, tension_bonus, effective_piety);
#endif

        // Whether Xom is nice depends largely on his mood (== piety).
        return x_chance_in_y(effective_piety, MAX_PIETY);
    }
    else // CARD_XOM
        return coinflip();
}

static void _xom_is_stimulated(int maxinterestingness,
                               const char *message_array[],
                               bool force_message)
{
    if (!you_worship(GOD_XOM) || maxinterestingness <= 0)
        return;

    // Xom is not directly stimulated by his own acts.
    if (crawl_state.which_god_acting() == GOD_XOM)
        return;

    int interestingness = random2(piety_scale(maxinterestingness));

    interestingness = min(200, interestingness);

#if defined(DEBUG_RELIGION) || defined(DEBUG_GIFTS) || defined(DEBUG_XOM)
    mprf(MSGCH_DIAGNOSTICS,
         "Xom: gift_timeout: %d, maxinterestingness = %d, interestingness = %d",
         you.gift_timeout, maxinterestingness, interestingness);
#endif

    bool was_stimulated = false;
    if (interestingness > you.gift_timeout && interestingness >= 10)
    {
        you.gift_timeout = interestingness;
        was_stimulated = true;
    }

    if (was_stimulated || force_message)
    {
        god_speaks(GOD_XOM,
                   ((interestingness > 160) ? message_array[5] :
                    (interestingness >  80) ? message_array[4] :
                    (interestingness >  60) ? message_array[3] :
                    (interestingness >  40) ? message_array[2] :
                    (interestingness >  20) ? message_array[1]
                                            : message_array[0]));
        //updating piety status line
        you.redraw_title = true;
    }
}

void xom_is_stimulated(int maxinterestingness, xom_message_type message_type,
                       bool force_message)
{
    _xom_is_stimulated(maxinterestingness, _xom_message_arrays[message_type],
                       force_message);
}

void xom_is_stimulated(int maxinterestingness, const string& message,
                       bool force_message)
{
    if (!you_worship(GOD_XOM))
        return;

    const char *message_array[6];

    for (int i = 0; i < 6; ++i)
        message_array[i] = message.c_str();

    _xom_is_stimulated(maxinterestingness, message_array, force_message);
}

void xom_tick()
{
    // Xom now ticks every action, not every 20 turns.
    if (one_chance_in(20))
    {
        // Xom semi-randomly drifts your piety.
        const string old_xom_favour = describe_xom_favour();
        const bool good = (you.piety == HALF_MAX_PIETY ? coinflip()
                                                       : you.piety > HALF_MAX_PIETY);
        int size = abs(you.piety - HALF_MAX_PIETY);

        // Piety slowly drifts towards the extremes.
        const int delta = piety_scale(x_chance_in_y(511, 1000) ? 1 : -1);
        size += delta;
        if (size > HALF_MAX_PIETY)
            size = HALF_MAX_PIETY;

        you.piety = HALF_MAX_PIETY + (good ? size : -size);
        string new_xom_favour = describe_xom_favour();
        if (old_xom_favour != new_xom_favour)
        {
            // If we entered another favour state, take a big step into
            // the new territory, to avoid oscillating favour announcements
            // every few turns.
            size += delta * 8;
            if (size > HALF_MAX_PIETY)
                size = HALF_MAX_PIETY;

            // If size was 0 to begin with, it may become negative, but that
            // doesn't really matter.
            you.piety = HALF_MAX_PIETY + (good ? size : -size);
        }
#ifdef DEBUG_XOM
        snprintf(info, INFO_SIZE, "xom_tick(), delta: %d, piety: %d",
                 delta, you.piety);
        take_note(Note(NOTE_MESSAGE, 0, 0, info), true);
#endif

        // ...but he gets bored...
        if (you.gift_timeout > 0 && coinflip())
           you.gift_timeout--;

        new_xom_favour = describe_xom_favour();
        if (old_xom_favour != new_xom_favour)
        {
            const string msg = "You are now " + new_xom_favour;
            god_speaks(you.religion, msg.c_str());
            //updating piety status line
            you.redraw_title = true;
        }

        if (you.gift_timeout == 1)
        {
            simple_god_message(" is getting BORED.");
            //updating piety status line
            you.redraw_title = true;
        }
    }

    if (x_chance_in_y(2 + you.faith(), 6))
    {
        const int tension = get_tension(GOD_XOM);
        const int chance = (tension ==  0 ? 1 :
                            tension <=  5 ? 2 :
                            tension <= 10 ? 3 :
                            tension <= 20 ? 4
                                          : 5);

        // If Xom is bored, the chances for Xom acting are sort of reversed.
        if (!you.gift_timeout && x_chance_in_y(25 - chance*chance, 100))
        {
            xom_acts(abs(you.piety - HALF_MAX_PIETY), tension);
            return;
        }
        else if (you.gift_timeout <= 1 && chance > 0
                 && x_chance_in_y(chance - 1, 80))
        {
            // During tension, Xom may briefly forget about being bored.
            const int interest = random2(chance * 15);
            if (interest > 0)
            {
                if (interest < 25)
                    simple_god_message(" is interested.");
                else
                    simple_god_message(" is intrigued.");

                you.gift_timeout += interest;
                //updating piety status line
                you.redraw_title = true;
#if defined(DEBUG_RELIGION) || defined(DEBUG_XOM)
                mprf(MSGCH_DIAGNOSTICS,
                     "tension %d (chance: %d) -> increase interest to %d",
                     tension, chance, you.gift_timeout);
#endif
            }
        }

        if (x_chance_in_y(chance*chance, 100))
            xom_acts(abs(you.piety - HALF_MAX_PIETY), tension);
    }
}

// Picks 100 random grids from the level and checks whether they've been
// marked as seen (explored) or known (mapped).  If seen_only is true,
// grids only "seen" via magic mapping don't count.  Returns the
// estimated percentage value of exploration.
static int _exploration_estimate(bool seen_only = false, bool debug = false)
{
    int seen  = 0;
    int total = 0;
    int tries = 0;

    do
    {
        tries++;

        coord_def pos = random_in_bounds();
        if (!seen_only && env.map_knowledge(pos).known() || env.map_knowledge(pos).seen())
        {
            seen++;
            total++;
            continue;
        }

        bool open = true;
        if (cell_is_solid(pos) && !feat_is_closed_door(grd(pos)))
        {
            open = false;
            for (adjacent_iterator ai(pos); ai; ++ai)
            {
                if (map_bounds(*ai) && (!feat_is_opaque(grd(*ai))
                                        || feat_is_closed_door(grd(*ai))))
                {
                    open = true;
                    break;
                }
            }
        }

        if (open)
            total++;
    }
    while (total < 100 && tries < 1000);

#ifdef DEBUG_XOM
    // No message during heavy-duty wizmode testing:
    // Instead all results are written into xom_debug.stat.
    if (!debug)
    {
        mprf(MSGCH_DIAGNOSTICS,
             "exploration estimate (%s): %d out of %d grids seen",
             seen_only ? "explored" : "mapped", seen, total);
    }
#endif

    // If we didn't get any qualifying grids, there are probably so few
    // of them you've already seen them all.
    if (total == 0)
        return 100;

    if (total < 100)
        seen *= 100 / total;

    return seen;
}

static bool _spell_weapon_check(const spell_type spell)
{
    switch (spell)
    {
    case SPELL_EXCRUCIATING_WOUNDS:
    case SPELL_WARP_BRAND:
    {
        if (!player_weapon_wielded())
            return false;

        // The wielded weapon must be a non-branded non-launcher
        // non-artefact!
        const item_def& weapon = *you.weapon();
        return !is_artefact(weapon) && !is_range_weapon(weapon)
               && get_weapon_brand(weapon) == SPWPN_NORMAL;
    }
    default:
        return true;
    }
}

static bool _teleportation_check(const spell_type spell = SPELL_TELEPORT_SELF)
{
    if (crawl_state.game_is_sprint())
        return false;

    switch (spell)
    {
    case SPELL_BLINK:
    case SPELL_TELEPORT_SELF:
        return !you.no_tele(false, false, spell == SPELL_BLINK);
    default:
        return true;
    }
}

static bool _transformation_check(const spell_type spell)
{
    transformation_type tran = TRAN_NONE;
    switch (spell)
    {
    case SPELL_BEASTLY_APPENDAGE:
        tran = TRAN_APPENDAGE;
        break;
    case SPELL_SPIDER_FORM:
        tran = TRAN_SPIDER;
        break;
    case SPELL_STATUE_FORM:
        tran = TRAN_STATUE;
        break;
    case SPELL_ICE_FORM:
        tran = TRAN_ICE_BEAST;
        break;
    case SPELL_DRAGON_FORM:
        tran = TRAN_DRAGON;
        break;
    case SPELL_NECROMUTATION:
        tran = TRAN_LICH;
        break;
    default:
        break;
    }

    if (tran == TRAN_NONE)
        return true;

    // Check whether existing enchantments/transformations, cursed
    // equipment or potential stat loss interfere with this
    // transformation.
    return transform(0, tran, true, true);
}

static int _xom_makes_you_cast_random_spell(int sever, int tension,
                                            bool debug = false)
{
    int spellenum = max(1, sever);

    god_acting gdact(GOD_XOM);

    spell_type spell;
    if (tension > 0)
    {
        const int nxomspells = ARRAYSZ(_xom_tension_spells);
        spellenum = min(nxomspells, spellenum);
        spell     = _xom_tension_spells[random2(spellenum)];

        // Don't attempt to cast spells that are guaranteed to fail.
        // You may still get results such as "The spell fizzles" or
        // "Nothing appears to happen", but those should be rarer now.
        if (!_spell_weapon_check(spell))
            return XOM_DID_NOTHING;
    }
    else
    {
        const int nxomspells = ARRAYSZ(_xom_nontension_spells);
        spellenum = min(nxomspells, spellenum);
        spell     = _xom_nontension_spells[random2(spellenum)];
    }

    // Don't attempt to cast spells the undead cannot memorise.
    if (you_cannot_memorise(spell))
        return XOM_DID_NOTHING;

    // Don't attempt to teleport the player if the teleportation will
    // fail.
    if (!_teleportation_check(spell))
        return XOM_DID_NOTHING;

    // Don't attempt to transform the player if the transformation will
    // fail.
    if (!_transformation_check(spell))
        return XOM_DID_NOTHING;

    const int result = (tension > 0 ? XOM_GOOD_SPELL_TENSION
                                    : XOM_GOOD_SPELL_CALM);

    if (debug)
        return result;

    god_speaks(GOD_XOM, _get_xom_speech("spell effect").c_str());

#if defined(DEBUG_DIAGNOSTICS) || defined(DEBUG_RELIGION) || defined(DEBUG_XOM)
    mprf(MSGCH_DIAGNOSTICS,
         "_xom_makes_you_cast_random_spell(); spell: %d, spellenum: %d",
         spell, spellenum);
#endif

    static char spell_buf[100];
    snprintf(spell_buf, sizeof(spell_buf), "cast spell '%s'",
             spell_title(spell));
    take_note(Note(NOTE_XOM_EFFECT, you.piety, tension, spell_buf), true);

    your_spells(spell, sever, false);
    return result;
}

static int _xom_magic_mapping(int sever, int tension, bool debug = false)
{
    // If the level is already mostly explored, try something else.
    const int explored = _exploration_estimate(false, debug);
    if (explored > 80 && x_chance_in_y(explored, 100))
        return XOM_DID_NOTHING;

    if (debug)
        return XOM_GOOD_DIVINATION;

    god_speaks(GOD_XOM, _get_xom_speech("divination").c_str());

    take_note(Note(NOTE_XOM_EFFECT, you.piety, tension,
              "divination: magic mapping"), true);

    const int power = stepdown_value(sever, 10, 10, 40, 45);
    magic_mapping(5 + power, 50 + random2avg(power * 2, 2), false);

    return XOM_GOOD_DIVINATION;
}

static int _xom_detect_items(int sever, int tension, bool debug = false)
{
    // If the level is already mostly explored, try something else.
    const int explored = _exploration_estimate(false, debug);
    if (explored > 80 && x_chance_in_y(explored, 100))
        return XOM_DID_NOTHING;

    if (debug)
        return XOM_GOOD_DIVINATION;

    god_speaks(GOD_XOM, _get_xom_speech("divination").c_str());

    take_note(Note(NOTE_XOM_EFFECT, you.piety, tension,
              "divination: detect items"), true);

    if (detect_items(sever) == 0)
        canned_msg(MSG_DETECT_NOTHING);
    else
        mpr("You detect items!");

    return XOM_GOOD_DIVINATION;
}

static int _xom_detect_creatures(int sever, int tension, bool debug = false)
{
    if (debug)
        return XOM_GOOD_DIVINATION;

    god_speaks(GOD_XOM, _get_xom_speech("divination").c_str());

    take_note(Note(NOTE_XOM_EFFECT, you.piety, tension,
              "divination: detect creatures"), true);

    const int prev_detected = count_detected_mons();
    const int num_creatures = detect_creatures(sever);

    if (num_creatures == 0)
        canned_msg(MSG_DETECT_NOTHING);
    else if (num_creatures == prev_detected)
    {
        // This is not strictly true.  You could have cast Detect
        // Creatures with a big enough fuzz that the detected glyph is
        // still on the map when the original one has been killed.  Then
        // another one is spawned, so the number is the same as before.
        // There's no way we can check this, however.
        mpr("You detect no further creatures.");
    }
    else
        mpr("You detect creatures!");

    return XOM_GOOD_DIVINATION;
}

static int _xom_do_divination(int sever, int tension, bool debug = false)
{
    switch (random2(3))
    {
    case 0:
        return _xom_magic_mapping(sever, tension, debug);

    case 1:
        return _xom_detect_items(sever, tension, debug);

    case 2:
        return _xom_detect_creatures(sever, tension, debug);
    }

    return XOM_DID_NOTHING;
}

static void _try_brand_switch(const int item_index)
{
    if (item_index == NON_ITEM)
        return;

    item_def &item(mitm[item_index]);

    // Only apply it to melee weapons for the player.
    if (item.base_type != OBJ_WEAPONS || is_range_weapon(item))
        return;

    if (is_unrandom_artefact(item))
        return;

    // Only do it some of the time.
    if (one_chance_in(5))
        return;

    int brand;
    if (item.base_type == OBJ_WEAPONS)
    {
        // Only switch already branded items.
        if (get_weapon_brand(item) == SPWPN_NORMAL)
            return;

        brand = (int) SPWPN_CHAOS;
    }
    else
    {
        // Only switch already branded items.
        if (get_ammo_brand(item) == SPMSL_NORMAL)
            return;

        brand = (int) SPMSL_CHAOS;
    }

    if (is_random_artefact(item))
        artefact_set_property(item, ARTP_BRAND, brand);
    else
        item.special = brand;
}

static void _xom_make_item(object_class_type base, int subtype, int power)
{
    god_acting gdact(GOD_XOM);

    int thing_created = items(true, base, subtype, true, power, 0, 0, GOD_XOM);

    if (feat_destroys_item(grd(you.pos()), mitm[thing_created],
                           !silenced(you.pos())))
    {
        simple_god_message(" snickers.", GOD_XOM);
        destroy_item(thing_created, true);
        thing_created = NON_ITEM;
    }

    if (thing_created == NON_ITEM)
    {
        god_speaks(GOD_XOM, "\"No, never mind.\"");
        return;
    }

    _try_brand_switch(thing_created);

    static char gift_buf[100];
    snprintf(gift_buf, sizeof(gift_buf), "god gift: %s",
             mitm[thing_created].name(DESC_PLAIN).c_str());
    take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, gift_buf), true);

    canned_msg(MSG_SOMETHING_APPEARS);
    move_item_to_grid(&thing_created, you.pos());

    stop_running();
}

static void _xom_acquirement(object_class_type force_class)
{
    god_acting gdact(GOD_XOM);

    int item_index = NON_ITEM;

    if (!acquirement(force_class, GOD_XOM, false, &item_index)
        || item_index == NON_ITEM)
    {
        god_speaks(GOD_XOM, "\"No, never mind.\"");
        return;
    }

    _try_brand_switch(item_index);

    static char gift_buf[100];
    snprintf(gift_buf, sizeof(gift_buf), "god gift: %s",
             mitm[item_index].name(DESC_PLAIN).c_str());
    take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, gift_buf), true);

    stop_running();
}

static int _xom_give_item(int power, bool debug = false)
{
    if (!debug)
        god_speaks(GOD_XOM, _get_xom_speech("general gift").c_str());

    // There are two kinds of Xom gifts: acquirement and random object.
    // The result from acquirement is very good (usually as good or
    // better than random object), and it is sometimes tuned to the
    // player's skills and nature.  Being tuned to the player's skills
    // and nature is not very Xomlike...
    if (x_chance_in_y(power, 201))
    {
        if (debug)
            return XOM_GOOD_ACQUIREMENT;

        const object_class_type types[] =
        {
            OBJ_WEAPONS, OBJ_ARMOUR, OBJ_JEWELLERY,  OBJ_BOOKS,
            OBJ_STAVES,  OBJ_WANDS,  OBJ_MISCELLANY, OBJ_FOOD,  OBJ_GOLD,
            OBJ_MISSILES
        };
        god_acting gdact(GOD_XOM);
        _xom_acquirement(RANDOM_ELEMENT(types));
    }
    else
    {
        if (debug)
            return XOM_GOOD_RANDOM_ITEM;

        // Random-type random object.
        _xom_make_item(OBJ_RANDOM, OBJ_RANDOM, power * 3);
    }

    more();
    return XOM_GOOD_RANDOM_ITEM;
}

static bool _choose_mutatable_monster(const monster* mon)
{
    return mon->alive() && mon->can_safely_mutate()
           && !mon->submerged();
}

static bool _choose_enchantable_monster(const monster* mon)
{
    return mon->alive() && !mon->wont_attack()
           && !mons_immune_magic(mon);
}

static bool _is_chaos_upgradeable(const item_def &item,
                                  const monster* mon)
{
    // Since Xom is a god, he is capable of changing randarts, but not
    // other artefacts.
    if (is_unrandom_artefact(item))
        return false;

    // Staves and rods can't be changed either, since they don't have brands
    // in the way other weapons do.
    if (item.base_type == OBJ_STAVES || item.base_type == OBJ_RODS)
        return false;

    // Only upgrade permanent items, since the player should get a
    // chance to use the item if he or she can defeat the monster.
    if (item.flags & ISFLAG_SUMMONED)
        return false;

    // Blessed weapons are protected, being gifts from good gods.
    if (is_blessed(item))
        return false;

    // God gifts are protected.
    if (item.orig_monnum < 0)
    {
        god_type iorig = static_cast<god_type>(-item.orig_monnum);
        if (iorig > GOD_NO_GOD && iorig < NUM_GODS)
            return false;
    }

    // Leave branded items alone, since this is supposed to be an
    // upgrade.
    if (item.base_type == OBJ_MISSILES)
    {
        // Don't make boulders or throwing nets of chaos.
        if (item.sub_type == MI_LARGE_ROCK
            || item.sub_type == MI_THROWING_NET)
        {
            return false;
        }

        if (get_ammo_brand(item) == SPMSL_NORMAL)
            return true;
    }
    else
    {
        // If the weapon is a launcher, and the monster is either out
        // of ammo or is carrying javelins, then don't bother upgrading
        // the launcher.
        if (is_range_weapon(item)
            && (mon->inv[MSLOT_MISSILE] == NON_ITEM
                || !has_launcher(mitm[mon->inv[MSLOT_MISSILE]])))
        {
            return false;
        }

        if (get_weapon_brand(item) == SPWPN_NORMAL)
            return true;
    }

    return false;
}

static bool _choose_chaos_upgrade(const monster* mon)
{
    // Only choose monsters that will attack.
    if (!mon->alive() || mons_attitude(mon) != ATT_HOSTILE
        || mons_is_fleeing(mon))
    {
        return false;
    }

    if (mons_itemuse(mon) < MONUSE_STARTING_EQUIPMENT)
        return false;

    // Holy beings are presumably protected by another god, unless
    // they're gifts from a chaotic god.
    if (mon->is_holy() && !is_chaotic_god(mon->god))
        return false;

    // God gifts from good gods will be protected by their god from
    // being given chaos weapons, while other gods won't mind the help
    // in their servants' killing the player.
    if (is_good_god(mon->god))
        return false;

    // Beogh presumably doesn't want Xom messing with his orcs, even if
    // it would give them a better weapon.
    if (mons_genus(mon->type) == MONS_ORC
        && (mon->is_priest() || coinflip()))
    {
        return false;
    }

    mon_inv_type slots[] = {MSLOT_WEAPON, MSLOT_ALT_WEAPON, MSLOT_MISSILE};

    // NOTE: Code assumes that the monster will only be carrying one
    // missile launcher at a time.
    bool special_launcher = false;
    for (int i = 0; i < 3; ++i)
    {
        const mon_inv_type slot = slots[i];
        const int          midx = mon->inv[slot];

        if (midx == NON_ITEM)
            continue;
        const item_def &item(mitm[midx]);

        // The monster already has a chaos weapon.  Give the upgrade to
        // a different monster.
        if (is_chaotic_item(item))
            return false;

        if (_is_chaos_upgradeable(item, mon))
        {
            if (item.base_type != OBJ_MISSILES)
                return true;

            // If, for some weird reason, a monster is carrying a bow
            // and javelins, then branding the javelins is okay, since
            // they won't be fired by the bow.
            if (!special_launcher || !has_launcher(item))
                return true;
        }

        if (is_range_weapon(item))
        {
            // If the launcher alters its ammo, then branding the
            // monster's ammo won't be an upgrade.
            int brand = get_weapon_brand(item);
            if (brand == SPWPN_FLAMING || brand == SPWPN_FREEZING
                || brand == SPWPN_VENOM)
            {
                special_launcher = true;
            }
        }
    }

    return false;
}

static void _do_chaos_upgrade(item_def &item, const monster* mon)
{
    ASSERT(item.base_type == OBJ_MISSILES
           || item.base_type == OBJ_WEAPONS);
    ASSERT(!is_unrandom_artefact(item));

    bool seen = false;
    if (mon && you.can_see(mon) && item.base_type == OBJ_WEAPONS)
    {
        seen = true;

        description_level_type desc = mon->friendly() ? DESC_YOUR :
                                                        DESC_THE;
        string msg = apostrophise(mon->name(desc));

        msg += " ";

        msg += item.name(DESC_PLAIN, false, false, false);

        msg += " is briefly surrounded by a scintillating aura of "
               "random colours.";

        mpr(msg.c_str());
    }

    const int brand = (item.base_type == OBJ_WEAPONS) ? (int) SPWPN_CHAOS
                                                      : (int) SPMSL_CHAOS;

    if (is_random_artefact(item))
    {
        artefact_set_property(item, ARTP_BRAND, brand);

        if (seen)
            artefact_wpn_learn_prop(item, ARTP_BRAND);
    }
    else
    {
        item.special = brand;

        if (seen)
            set_ident_flags(item, ISFLAG_KNOW_TYPE);

        // Make sure it's visibly special.
        if (!(item.flags & ISFLAG_COSMETIC_MASK))
            item.flags |= ISFLAG_GLOWING;

        // Make the pluses more like a randomly generated ego item.
        if (item.base_type == OBJ_WEAPONS)
            item.plus  += random2(5);
    }
}

static monster_type _xom_random_demon(int sever)
{
    const int roll = random2(1000 - (MAX_PIETY - sever) * 5);
#ifdef DEBUG_DIAGNOSTICS
    mprf(MSGCH_DIAGNOSTICS, "_xom_random_demon(); sever = %d, roll: %d",
         sever, roll);
#endif
    monster_type dct = (roll >= 340) ? RANDOM_DEMON_COMMON
                                     : RANDOM_DEMON_LESSER;

    monster_type demon = MONS_PROGRAM_BUG;

    if (dct == RANDOM_DEMON_COMMON && one_chance_in(10))
        demon = MONS_CHAOS_SPAWN;
    else
        demon = summon_any_demon(dct);

    return demon;
}

static bool _player_is_dead(bool soon = true)
{
    return you.hp <= 0
        || is_feat_dangerous(grd(you.pos()))
        || you.did_escape_death()
        || soon && (you.strength() <= 0 || you.dex() <= 0 || you.intel() <= 0);
}

static void _note_potion_effect(potion_type pot)
{
    string potion_name = potion_type_name(static_cast<int>(pot));

    string potion_msg = "potion effect ";

    potion_msg += ("(" + potion_name + ")");

    take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, potion_msg.c_str()), true);
}

static int _xom_do_potion(bool debug = false)
{
    if (debug)
        return XOM_GOOD_POTION;

    potion_type pot = POT_CURING;
    while (true)
    {
        pot = random_choose(POT_CURING, POT_HEAL_WOUNDS, POT_MAGIC, POT_HASTE,
                            POT_MIGHT, POT_AGILITY, POT_BRILLIANCE,
                            POT_INVISIBILITY, POT_BERSERK_RAGE, POT_EXPERIENCE,
                            -1);

        if (pot == POT_EXPERIENCE && !one_chance_in(6))
            pot = POT_BERSERK_RAGE;

        bool has_effect = true;
        // Don't pick something that won't have an effect.
        // Extending an existing effect is okay, though.
        switch (pot)
        {
        case POT_CURING:
            if (you.duration[DUR_POISONING] || you.rotting || you.disease
                || you.duration[DUR_CONF])
            {
                break;
            }
            // else fall through
        case POT_HEAL_WOUNDS:
            if (you.hp == you.hp_max && player_rotted() == 0)
                has_effect = false;
            break;
        case POT_MAGIC:
            if (you.magic_points == you.max_magic_points)
                has_effect = false;
            break;
        case POT_BERSERK_RAGE:
            if (!you.can_go_berserk(false))
                has_effect = false;
            break;
        default:
            break;
        }
        if (has_effect)
            break;
    }

    god_speaks(GOD_XOM, _get_xom_speech("potion effect").c_str());

    if (pot == POT_BERSERK_RAGE)
        you.berserk_penalty = NO_BERSERK_PENALTY;

    if (pot == POT_INVISIBILITY)
        you.attribute[ATTR_INVIS_UNCANCELLABLE] = 1;

    _note_potion_effect(pot);

    potion_effect(pot, 150, nullptr, false);

    level_change(); // potion_effect() doesn't do this anymore

    return XOM_GOOD_POTION;
}

static int _xom_confuse_monsters(int sever, bool debug = false)
{
    bool rc = false;
    for (monster_near_iterator mi(you.pos(), LOS_NO_TRANS); mi; ++mi)
    {
        if (mi->wont_attack()
            || !mons_class_is_confusable(mi->type)
            || one_chance_in(20))
        {
            continue;
        }

        if (debug)
            return XOM_GOOD_CONFUSION;

        if (mi->check_clarity(false))
        {
            if (!rc)
                god_speaks(GOD_XOM, _get_xom_speech("confusion").c_str());

            rc = true;
        }
        else if (mi->add_ench(mon_enchant(ENCH_CONFUSION, 0,
              &menv[ANON_FRIENDLY_MONSTER], random2(sever) * 10)))
        {
            // Only give this message once.
            if (!rc)
                god_speaks(GOD_XOM, _get_xom_speech("confusion").c_str());

            simple_monster_message(*mi, " looks rather confused.");
            rc = true;
        }
    }

    if (rc)
    {
        take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, "confuse monster(s)"),
                  true);
        return XOM_GOOD_CONFUSION;
    }
    return XOM_DID_NOTHING;
}

static int _xom_send_allies(int sever, bool debug = false)
{
    if (debug)
        return XOM_GOOD_ALLIES;

    // The number of allies is dependent on severity, though heavily
    // randomised.
    int numdemons = sever;
    for (int i = 0; i < 3; i++)
        numdemons = random2(numdemons + 1);
    numdemons = min(numdemons + 2, 16);

    // Limit number of demons by experience level.
    const int maxdemons = (you.experience_level);
    if (numdemons > maxdemons)
        numdemons = maxdemons;

    int num_actually_summoned = 0;

    for (int i = 0; i < numdemons; ++i)
    {
        monster_type mon_type = _xom_random_demon(sever);

        mgen_data mg(mon_type, BEH_FRIENDLY, &you, 3, MON_SUMM_AID,
                     you.pos(), MHITYOU, MG_FORCE_BEH, GOD_XOM);

        // Even though the friendlies are charged to you for accounting,
        // they should still show as Xom's fault if one of them kills you.
        mg.non_actor_summoner = "Xom";

        if (create_monster(mg))
            num_actually_summoned++;
    }

    if (num_actually_summoned)
    {
        god_speaks(GOD_XOM, _get_xom_speech("multiple summons").c_str());

        // Take a note.
        static char summ_buf[80];
        snprintf(summ_buf, sizeof(summ_buf), "summons %d friendly demon%s",
                 num_actually_summoned,
                 num_actually_summoned > 1 ? "s" : "");

        take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, summ_buf), true);

        return XOM_GOOD_ALLIES;
    }

    return XOM_DID_NOTHING;
}

static int _xom_send_one_ally(int sever, bool debug = false)
{
    if (debug)
        return XOM_GOOD_SINGLE_ALLY;

    const monster_type mon_type = _xom_random_demon(sever);

    mgen_data mg(mon_type, BEH_FRIENDLY, &you, 6, MON_SUMM_AID,
                 you.pos(), MHITYOU, MG_FORCE_BEH, GOD_XOM);

    mg.non_actor_summoner = "Xom";

    if (monster *summons = create_monster(mg))
    {
        god_speaks(GOD_XOM, _get_xom_speech("single summon").c_str());

        // Take a note.
        static char summ_buf[80];
        snprintf(summ_buf, sizeof(summ_buf), "summons friendly %s",
                 summons->name(DESC_PLAIN).c_str());
        take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, summ_buf), true);

        return XOM_GOOD_SINGLE_ALLY;
    }

    return XOM_DID_NOTHING;
}

static int _xom_polymorph_nearby_monster(bool helpful, bool debug = false)
{
    if (there_are_monsters_nearby(false, false))
    {
        monster* mon =
            choose_random_nearby_monster(0, _choose_mutatable_monster);
        // [ds] Be less eager to polymorph plants, since there are now
        // locations with lots of plants (Lair and Shoals).
        if (mon && !mons_is_firewood(mon))
        {
            if (debug)
                return helpful ? XOM_GOOD_POLYMORPH : XOM_BAD_POLYMORPH;

            god_speaks(GOD_XOM, helpful ? _get_xom_speech("good monster polymorph").c_str()
                                        : _get_xom_speech("bad monster polymorph").c_str());

            bool see_old = you.can_see(mon);
            string old_name = mon->full_name(DESC_PLAIN);

            if (one_chance_in(8)
                && !mons_is_ghost_demon(mon->type)
                && !mon->is_shapeshifter()
                && mon->holiness() == MH_NATURAL)
            {
                mon->add_ench(one_chance_in(3) ? ENCH_GLOWING_SHAPESHIFTER
                                               : ENCH_SHAPESHIFTER);
            }

            const bool powerup = !(mon->wont_attack() ^ helpful);
            monster_polymorph(mon, RANDOM_MONSTER,
                              powerup ? PPT_MORE : PPT_LESS);

            bool see_new = you.can_see(mon);

            if (see_old || see_new)
            {
                string new_name = mon->full_name(DESC_PLAIN);
                if (!see_old)
                    old_name = "something unseen";
                else if (!see_new)
                    new_name = "something unseen";

                // Take a note.
                static char poly_buf[120];
                snprintf(poly_buf, sizeof(poly_buf), "polymorph %s -> %s",
                         old_name.c_str(), new_name.c_str());

                string poly = poly_buf;
#ifdef NOTE_DEBUG_XOM
                poly += " (";
                poly += (powerup ? "upgrade" : "downgrade");
                poly += ")";
#endif
                take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, poly.c_str()),
                          true);
            }
            return helpful ? XOM_GOOD_POLYMORPH : XOM_BAD_POLYMORPH;
        }
    }

    return XOM_DID_NOTHING;
}

static void _confuse_monster(monster* mons, int sever)
{
    if (!mons_class_is_confusable(mons->type))
        return;

    if (mons->check_clarity(false))
        return;

    const bool was_confused = mons->confused();
    if (mons->add_ench(mon_enchant(ENCH_CONFUSION, 0,
          &menv[ANON_FRIENDLY_MONSTER], random2(sever) * 10)))
    {
        if (was_confused)
            simple_monster_message(mons, " looks rather more confused.");
        else
            simple_monster_message(mons, " looks rather confused.");
    }
}

bool swap_monsters(monster* m1, monster* m2)
{
    monster& mon1(*m1);
    monster& mon2(*m2);

    const bool mon1_caught = mon1.caught();
    const bool mon2_caught = mon2.caught();

    const coord_def mon1_pos = mon1.pos();
    const coord_def mon2_pos = mon2.pos();

    if (!mon2.is_habitable(mon1_pos) || !mon1.is_habitable(mon2_pos))
        return false;

    // Make submerged monsters unsubmerge.
    mon1.del_ench(ENCH_SUBMERGED);
    mon2.del_ench(ENCH_SUBMERGED);

    mgrd(mon1_pos) = mon2.mindex();
    mon1.moveto(mon2_pos);
    mgrd(mon2_pos) = mon1.mindex();
    mon2.moveto(mon1_pos);

    if (mon1_caught && !mon2_caught)
    {
        check_net_will_hold_monster(&mon2);
        mon1.del_ench(ENCH_HELD, true);

    }
    else if (mon2_caught && !mon1_caught)
    {
        check_net_will_hold_monster(&mon1);
        mon2.del_ench(ENCH_HELD, true);
    }

    return true;
}

static bool _art_is_safe(item_def item)
{
    int prop_str = artefact_wpn_property(item, ARTP_STRENGTH);
    int prop_int = artefact_wpn_property(item, ARTP_INTELLIGENCE);
    int prop_dex = artefact_wpn_property(item, ARTP_DEXTERITY);

    return prop_str >= 0 && prop_int >= 0 && prop_dex >= 0;
}

static int _xom_swap_weapons(bool debug = false)
{
    if (player_stair_delay())
        return XOM_DID_NOTHING;

    item_def *wpn = you.weapon();

    if (!wpn)
        return XOM_DID_NOTHING;

    if (you.berserk()
        || wpn->base_type != OBJ_WEAPONS
        || get_weapon_brand(*wpn) == SPWPN_DISTORTION
        || !safe_to_remove(*wpn, true))
    {
        return XOM_DID_NOTHING;
    }

    vector<monster* > mons_wpn;
    for (monster_near_iterator mi(&you, LOS_NO_TRANS); mi; ++mi)
    {
        if (!wpn || mi->wont_attack() || mi->is_summoned()
            || mons_itemuse(*mi) < MONUSE_STARTING_EQUIPMENT
            || (mi->flags & MF_HARD_RESET)
            || !feat_has_solid_floor(grd(mi->pos())))
        {
            continue;
        }

        const int mweap = mi->inv[MSLOT_WEAPON];
        if (mweap == NON_ITEM)
            continue;

        const item_def weapon = mitm[mweap];

        // Let's be nice about this.
        if (weapon.base_type == OBJ_WEAPONS
            && !(weapon.flags & ISFLAG_SUMMONED)
            && you.can_wield(weapon, true) && mi->can_wield(*wpn, true)
            && get_weapon_brand(weapon) != SPWPN_DISTORTION
            && (get_weapon_brand(weapon) != SPWPN_VAMPIRISM
                || you.is_undead || you.hunger_state >= HS_FULL)
            && (!is_artefact(weapon) || _art_is_safe(weapon)))
        {
            mons_wpn.push_back(*mi);
        }
    }
    if (mons_wpn.empty())
        return XOM_DID_NOTHING;

    if (debug)
        return XOM_BAD_SWAP_WEAPONS;

    god_speaks(GOD_XOM, _get_xom_speech("swap weapons").c_str());

    const int num_mons = mons_wpn.size();
    // Pick a random monster...
    monster* mon = mons_wpn[random2(num_mons)];

    // ...and get its weapon.
    int monwpn = mon->inv[MSLOT_WEAPON];
    int mywpn  = you.equip[EQ_WEAPON];
    ASSERT(monwpn != NON_ITEM);
    ASSERT(mywpn  != -1);

    unwield_item();

    item_def &myweapon = you.inv[mywpn];

    int index = get_mitm_slot(10);
    if (index == NON_ITEM)
        return XOM_DID_NOTHING;

    // Move monster's old item to player's inventory as last step.
    mon->unequip(*(mon->mslot_item(MSLOT_WEAPON)), MSLOT_WEAPON, 0, true);
    mon->inv[MSLOT_WEAPON] = NON_ITEM;
    mitm[index] = myweapon;

    unwind_var<int> save_speedinc(mon->speed_increment);
    if (!mon->pickup_item(mitm[index], false, true))
    {
        mprf(MSGCH_ERROR, "Monster wouldn't take item.");
        mon->inv[MSLOT_WEAPON] = monwpn;
        mon->equip(mitm[monwpn], MSLOT_WEAPON, 0);
        unlink_item(index);
        destroy_item(mitm[index]);
        equip_item(EQ_WEAPON, mywpn);
        return XOM_DID_NOTHING;
    }
    // Mark the weapon as thrown, so that we'll autograb it once the
    // monster is dead.
    mitm[index].flags |= ISFLAG_THROWN;

    mprf("%s wields %s!",
         mon->name(DESC_THE).c_str(),
         myweapon.name(DESC_YOUR).c_str());
    mon->equip(myweapon, MSLOT_WEAPON, 0);

    // Item is gone from player's inventory.
    dec_inv_item_quantity(mywpn, myweapon.quantity);

    mitm[monwpn].pos.reset();
    mitm[monwpn].link = NON_ITEM;

    int freeslot = find_free_slot(mitm[monwpn]);
    if (freeslot < 0 || freeslot >= ENDOFPACK
        || you.inv[freeslot].defined())
    {
        // Something is terribly wrong.
        return XOM_DID_NOTHING;
    }

    item_def &myitem = you.inv[freeslot];
    // Copy item.
    myitem        = mitm[monwpn];
    myitem.link   = freeslot;
    myitem.pos.set(-1, -1);

    if (!myitem.slot)
        myitem.slot = index_to_letter(myitem.link);

    origin_set_monster(myitem, mon);
    note_inscribe_item(myitem);
    dec_mitm_item_quantity(monwpn, myitem.quantity);
    you.m_quiver->on_inv_quantity_changed(freeslot, myitem.quantity);

    mprf("You wield %s %s!",
         mon->name(DESC_ITS).c_str(),
         you.inv[freeslot].name(DESC_PLAIN).c_str());
    take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, "swap weapons"), true);

    equip_item(EQ_WEAPON, freeslot);

    you.wield_change = true;
    you.m_quiver->on_weapon_changed();
    more();

    return XOM_BAD_SWAP_WEAPONS;
}

// Swap places with a random monster and, depending on severity, also
// between monsters. This can be pretty bad if there are a lot of
// hostile monsters around.
static int _xom_rearrange_pieces(int sever, bool debug = false)
{
    if (player_stair_delay() || monster_at(you.pos()))
        return XOM_DID_NOTHING;

    vector<monster* > mons;
    for (monster_near_iterator mi(&you, LOS_NO_TRANS); mi; ++mi)
        mons.push_back(*mi);

    if (mons.empty())
        return XOM_DID_NOTHING;

    if (debug)
        return XOM_GOOD_SWAP_MONSTERS;

    god_speaks(GOD_XOM, _get_xom_speech("rearrange the pieces").c_str());

    const int num_mons = mons.size();

    // Swap places with a random monster.
    monster* mon = mons[random2(num_mons)];
    swap_with_monster(mon);

    // Sometimes confuse said monster.
    if (coinflip())
        _confuse_monster(mon, sever);

    if (num_mons > 1 && x_chance_in_y(sever, 70))
    {
        bool did_message = false;
        const int max_repeats = min(num_mons / 2, 8);
        const int repeats     = min(random2(sever / 10) + 1, max_repeats);
        for (int i = 0; i < repeats; ++i)
        {
            const int mon1 = random2(num_mons);
            int mon2 = mon1;
            while (mon1 == mon2)
                mon2 = random2(num_mons);

            if (swap_monsters(mons[mon1], mons[mon2]))
            {
                if (!did_message)
                {
                    mpr("Some monsters swap places.");
                    did_message = true;
                }
                if (one_chance_in(3))
                    _confuse_monster(mons[mon1], sever);
                if (one_chance_in(3))
                    _confuse_monster(mons[mon2], sever);
            }
        }
    }
    take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, "swap monsters"), true);

    return XOM_GOOD_SWAP_MONSTERS;
}

static int _xom_random_stickable(const int HD)
{
    unsigned int c;
    // XXX: Unify this with the list in spl-summoning:_snakable_weapon().
    // It has everything but demon tridents and bardiches, and puts the
    // giant club types at the end as special cases.
    static const int arr[] =
    {
        WPN_CLUB,    WPN_SPEAR,      WPN_TRIDENT,      WPN_HALBERD,
        WPN_SCYTHE,  WPN_GLAIVE,     WPN_QUARTERSTAFF,
        WPN_BLOWGUN, WPN_SHORTBOW,   WPN_LONGBOW,      WPN_GIANT_CLUB,
        WPN_GIANT_SPIKED_CLUB
    };

    // Maximum snake hd is 11 (anaconda) so random2(hd) gives us 0-10, and
    // weapon_rarity also gives us 1-10.
    do
        c = random2(HD);
    while (c >= ARRAYSZ(arr)
           || random2(HD) > weapon_rarity(arr[c]) && x_chance_in_y(c, HD));

    return arr[c];
}

// A near-inversion of sticks_to_snakes with the following limitations:
//  * Transformations are permanent.
//  * Weapons are always non-cursed.
//  * HD influences the enchantment and type of the weapon.
//  * Weapon is not guaranteed to be useful.
//  * Weapon will never be branded.
static int _xom_snakes_to_sticks(int sever, bool debug = false)
{
    bool action = false;
    for (monster_near_iterator mi(you.pos(), LOS_NO_TRANS); mi; ++mi)
    {
        if (mi->attitude != ATT_HOSTILE)
            continue;

        if (mons_genus(mi->type) == MONS_SNAKE)
        {
            if (!action)
            {
                if (debug)
                    return XOM_GOOD_SNAKES;

                take_note(Note(NOTE_XOM_EFFECT, you.piety, -1,
                               "snakes to sticks"), true);
                god_speaks(GOD_XOM, _get_xom_speech("snakes to sticks").c_str());
                action = true;
            }

            const object_class_type base_type =
                    x_chance_in_y(3,5) ? OBJ_MISSILES
                                       : OBJ_WEAPONS;

            const int sub_type =
                    (base_type == OBJ_MISSILES ?
                        (x_chance_in_y(3,5) ? MI_ARROW : MI_JAVELIN)
                            : _xom_random_stickable(mi->get_experience_level()));

            int thing_created = items(0, base_type, sub_type, true,
                                      mi->get_experience_level() / 3 - 1,
                                      0, 0, -1, -1);

            if (thing_created == NON_ITEM)
                continue;

            item_def &doodad(mitm[thing_created]);

            // Always limit the quantity to 1.
            doodad.quantity = 1;

            // Output some text since otherwise snakes will disappear silently.
            mprf("%s reforms as %s.", mi->name(DESC_THE).c_str(),
                 doodad.name(DESC_A).c_str());

            // Dismiss monster silently.
            move_item_to_grid(&thing_created, mi->pos());
            monster_die(*mi, KILL_DISMISSED, NON_MONSTER, true, false);
        }
    }

    if (action)
        return XOM_GOOD_SNAKES;

    return XOM_DID_NOTHING;
}

static int _xom_animate_monster_weapon(int sever, bool debug = false)
{
    vector<monster* > mons_wpn;
    for (monster_near_iterator mi(&you, LOS_NO_TRANS); mi; ++mi)
    {
        if (mi->wont_attack() || mi->is_summoned()
            || mons_itemuse(*mi) < MONUSE_STARTING_EQUIPMENT
            || (mi->flags & MF_HARD_RESET))
        {
            continue;
        }

        const int mweap = mi->inv[MSLOT_WEAPON];
        if (mweap == NON_ITEM)
            continue;

        const item_def weapon = mitm[mweap];

        if (weapon.base_type == OBJ_WEAPONS
            && !(weapon.flags & ISFLAG_SUMMONED)
            && weapon.quantity == 1
            && !is_range_weapon(weapon)
            && !is_special_unrandom_artefact(weapon)
            && get_weapon_brand(weapon) != SPWPN_DISTORTION)
        {
            mons_wpn.push_back(*mi);
        }
    }
    if (mons_wpn.empty())
        return XOM_DID_NOTHING;

    if (debug)
        return XOM_GOOD_ANIMATE_MON_WPN;

    god_speaks(GOD_XOM, _get_xom_speech("animate monster weapon").c_str());

    const int num_mons = mons_wpn.size();
    // Pick a random monster...
    monster* mon = mons_wpn[random2(num_mons)];

    // ...and get its weapon.
    const int wpn = mon->inv[MSLOT_WEAPON];
    ASSERT(wpn != NON_ITEM);

    const int dur = min(2 + (random2(sever) / 5), 6);

    mgen_data mg(MONS_DANCING_WEAPON, BEH_FRIENDLY, &you, dur,
                 SPELL_TUKIMAS_DANCE, mon->pos(), mon->mindex(),
                 0, GOD_XOM);

    mg.non_actor_summoner = "Xom";

    monster *dancing = create_monster(mg);

    if (!dancing)
        return XOM_DID_NOTHING;

    // Make the monster unwield its weapon.
    mon->unequip(*(mon->mslot_item(MSLOT_WEAPON)), MSLOT_WEAPON, 0, true);
    mon->inv[MSLOT_WEAPON] = NON_ITEM;

    mprf("%s %s dances into the air!",
         apostrophise(mon->name(DESC_THE)).c_str(),
         mitm[wpn].name(DESC_PLAIN).c_str());

    destroy_item(dancing->inv[MSLOT_WEAPON]);

    dancing->inv[MSLOT_WEAPON] = wpn;
    mitm[wpn].set_holding_monster(dancing->mindex());
    dancing->colour = mitm[wpn].colour;

    return XOM_GOOD_ANIMATE_MON_WPN;
}

static int _xom_give_mutations(bool good, bool debug = false)
{
    bool rc = false;
    if (you.can_safely_mutate())
    {
        if (debug)
            return good ? XOM_GOOD_MUTATION : XOM_BAD_MUTATION;

        god_speaks(GOD_XOM, good ? _get_xom_speech("good mutations").c_str()
                                 : _get_xom_speech("random mutations").c_str());

        const int num_tries = random2(4) + 1;

        static char mut_buf[80];
        snprintf(mut_buf, sizeof(mut_buf), "give %smutation%s",
#ifdef NOTE_DEBUG_XOM
                 good ? "good " : "random ",
#else
                 "",
#endif
                 num_tries > 1 ? "s" : "");

        take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, mut_buf), true);

        mpr("Your body is suffused with distortional energy.");

        dec_hp(random2(you.hp), false);
        deflate_hp(you.hp_max / 2, true);

        bool failMsg = true;

        for (int i = num_tries; i > 0; --i)
        {
            if (mutate(good ? RANDOM_GOOD_MUTATION : RANDOM_XOM_MUTATION,
                       good ? "Xom's grace" : "Xom's mischief",
                       failMsg, false, true, false, false))
            {
                rc = true;
            }
            else
                failMsg = false;
        }
    }

    if (rc)
        return good ? XOM_GOOD_MUTATION : XOM_BAD_MUTATION;

    return XOM_DID_NOTHING;
}

/**
 * Have Xom throw divine lightning.  Only acts if hostiles are in LOS,
 * but it may include the player as a victim.
 * @param debug  If true, don't have Xom act, but return a value indicating
 *               whether he would have acted.
 * @return       XOM_DID_NOTHING if Xom didn't act, XOM_GOOD_LIGHTNING
 *               otherwise.
 */
static int _xom_throw_divine_lightning(bool debug = false)
{
    if (!player_in_a_dangerous_place())
        return XOM_DID_NOTHING;

    // Make sure there's at least one enemy within the lightning radius.
    bool found_hostile = false;
    for (radius_iterator ri(you.pos(), 2, C_ROUND, LOS_SOLID, true); ri; ++ri)
    {
        if (monster* mon = monster_at(*ri))
        {
            if (!mon->wont_attack())
            {
                found_hostile = true;
                break;
            }
        }
    }

    // No hostiles within radius.
    if (!found_hostile)
        return XOM_DID_NOTHING;

    if (debug)
        return XOM_GOOD_LIGHTNING;

    bool protection = false;
    if (you.hp <= random2(201))
    {
        you.attribute[ATTR_DIVINE_LIGHTNING_PROTECTION] = 1;
        protection = true;
    }

    god_speaks(GOD_XOM, "The area is suffused with divine lightning!");

    bolt beam;

    beam.flavour      = BEAM_ELECTRICITY;
    beam.glyph        = dchar_glyph(DCHAR_FIRED_BURST);
    beam.damage       = dice_def(3, 30);
    beam.target       = you.pos();
    beam.name         = "blast of lightning";
    beam.colour       = LIGHTCYAN;
    beam.thrower      = KILL_MISC;
    beam.beam_source  = NON_MONSTER;
    beam.aux_source   = "Xom's lightning strike";
    beam.ex_size      = 2;
    beam.is_explosion = true;

    beam.explode();

    if (you.attribute[ATTR_DIVINE_LIGHTNING_PROTECTION])
    {
        mpr("Your divine protection wanes.");
        you.attribute[ATTR_DIVINE_LIGHTNING_PROTECTION] = 0;
    }

    // Don't accidentally kill the player when doing a good act.
    if (you.escaped_death_cause == KILLED_BY_WILD_MAGIC
        && you.escaped_death_aux == "Xom's lightning strike")
    {
        set_hp(1);
        you.reset_escaped_death();
    }

    // Take a note.
    static char lightning_buf[80];
    snprintf(lightning_buf, sizeof(lightning_buf),
             "divine lightning%s", protection ? " (protected)" : "");
    take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, lightning_buf), true);

    return XOM_GOOD_LIGHTNING;
}

static int _xom_change_scenery(bool debug = false)
{
    vector<coord_def> candidates;
    vector<coord_def> closed_doors;
    vector<coord_def> open_doors;
    for (radius_iterator ri(you.pos(), LOS_DEFAULT); ri; ++ri)
    {
        if (!you.see_cell(*ri))
            continue;

        dungeon_feature_type feat = grd(*ri);
        if (feat >= DNGN_FOUNTAIN_BLUE && feat <= DNGN_DRY_FOUNTAIN)
            candidates.push_back(*ri);
        else if (feat_is_closed_door(feat))
        {
            // Check whether this door is already included in a gate.
            bool found_door = false;
            for (unsigned int k = 0; k < closed_doors.size(); ++k)
            {
                if (closed_doors[k] == *ri)
                {
                    found_door = true;
                    break;
                }
            }

            if (!found_door)
            {
                // If it's a gate, add all doors belonging to the gate.
                set<coord_def> all_door;
                find_connected_identical(*ri, all_door);
                for (set<coord_def>::const_iterator dc = all_door.begin();
                     dc != all_door.end(); ++dc)
                {
                    closed_doors.push_back(*dc);
                }
            }
        }
        else if (feat == DNGN_OPEN_DOOR && !actor_at(*ri)
                 && igrd(*ri) == NON_ITEM)
        {
            // Check whether this door is already included in a gate.
            bool found_door = false;
            for (unsigned int k = 0; k < open_doors.size(); ++k)
            {
                if (open_doors[k] == *ri)
                {
                    found_door = true;
                    break;
                }
            }

            if (!found_door)
            {
                // Check whether any of the doors belonging to a gate is
                // blocked by an item or monster.
                set<coord_def> all_door;
                find_connected_identical(*ri, all_door);
                bool is_blocked = false;
                for (set<coord_def>::const_iterator dc = all_door.begin();
                     dc != all_door.end(); ++dc)
                {
                    if (actor_at(*dc) || igrd(*dc) != NON_ITEM)
                    {
                        is_blocked = true;
                        break;
                    }
                }

                // If the doorway isn't blocked, add all doors
                // belonging to the gate.
                if (!is_blocked)
                {
                    for (set<coord_def>::const_iterator dc = all_door.begin();
                         dc != all_door.end(); ++dc)
                    {
                        open_doors.push_back(*dc);
                    }
                }
            }
        }
    }
    // Order needs to be the same as messaging below, else the messages might
    // not make sense.
    // FIXME: Changed fountains behind doors are not properly remembered.
    //        (At least in tiles.)
    for (unsigned int k = 0; k < open_doors.size(); ++k)
        candidates.push_back(open_doors[k]);
    for (unsigned int k = 0; k < closed_doors.size(); ++k)
        candidates.push_back(closed_doors[k]);

    const string speech = _get_xom_speech("scenery");
    if (candidates.empty())
    {
        if (!one_chance_in(8))
            return XOM_DID_NOTHING;

        // Place one or more altars to Xom.
        coord_def place;
        bool success = false;
        const int max_altars = max(1, random2(random2(14)));
        for (int tries = max_altars; tries > 0; --tries)
        {
            if ((random_near_space(&you, you.pos(), place, false)
                    || random_near_space(&you, you.pos(), place, true))
                && grd(place) == DNGN_FLOOR)
            {
                if (debug)
                    return XOM_GOOD_SCENERY;

                grd(place) = DNGN_ALTAR_XOM;
                success = true;
            }
        }

        if (success)
        {
            take_note(Note(NOTE_XOM_EFFECT, you.piety, -1,
                           "scenery: create altars"), true);
            god_speaks(GOD_XOM, speech.c_str());
            return XOM_GOOD_SCENERY;
        }
        return XOM_DID_NOTHING;
    }

    if (debug)
        return XOM_GOOD_SCENERY;

    int fountains_blood = 0;
    int doors_open      = 0;
    int doors_close     = 0;
    for (unsigned int i = 0; i < candidates.size(); ++i)
    {
        coord_def pos = candidates[i];
        switch (grd(pos))
        {
        case DNGN_CLOSED_DOOR:
        case DNGN_RUNED_DOOR:
            grd(pos) = DNGN_OPEN_DOOR;
            set_terrain_changed(pos);
            if (you.see_cell(pos))
                doors_open++;
            break;
        case DNGN_OPEN_DOOR:
            grd(pos) = DNGN_CLOSED_DOOR;
            set_terrain_changed(pos);
            if (you.see_cell(pos))
                doors_close++;
            break;
        case DNGN_DRY_FOUNTAIN:
        case DNGN_FOUNTAIN_BLUE:
            if (x_chance_in_y(fountains_blood, 3))
                continue;

            grd(pos) = DNGN_FOUNTAIN_BLOOD;
            set_terrain_changed(pos);
            if (you.see_cell(pos))
                fountains_blood++;
            break;
        default:
            break;
        }
    }
    if (!doors_open && !doors_close && !fountains_blood)
        return XOM_DID_NOTHING;

    god_speaks(GOD_XOM, speech.c_str());

    vector<string> effects, terse;
    if (fountains_blood > 0)
    {
        snprintf(info, INFO_SIZE,
                 "%s fountain%s start%s gushing blood",
                 fountains_blood == 1 ? "a" : "some",
                 fountains_blood == 1 ? ""  : "s",
                 fountains_blood == 1 ? "s" : "");

        string fountains = info;
        if (effects.empty())
            fountains = uppercase_first(fountains);
        effects.push_back(fountains);
        terse.push_back(make_stringf("%d fountains blood", fountains_blood));
    }
    if (!effects.empty())
    {
        mprf("%s!",
             comma_separated_line(effects.begin(), effects.end(),
                                  ", and ").c_str());
        effects.clear();
    }

    if (doors_open > 0)
    {
        snprintf(info, INFO_SIZE, "%s door%s burst%s open",
                 doors_open == 1 ? "A"    :
                 doors_open == 2 ? "Two"
                                 : "Several",
                 doors_open == 1 ? ""  : "s",
                 doors_open == 1 ? "s" : "");
        effects.push_back(info);
        terse.push_back(make_stringf("%d doors open", doors_open));
    }
    if (doors_close > 0)
    {
        snprintf(info, INFO_SIZE, "%s%s door%s slam%s shut",
                 doors_close == 1 ? "a"    :
                 doors_close == 2 ? "two"
                                  : "several",
                 doors_open > 0   ? (doors_close == 1 ? "nother" : " other")
                                  : "",
                 doors_close == 1 ? ""  : "s",
                 doors_close == 1 ? "s" : "");
        string closed = info;
        if (effects.empty())
            closed = uppercase_first(closed);
        effects.push_back(closed);
        terse.push_back(make_stringf("%d doors close", doors_close));
    }
    if (!effects.empty())
    {
        take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, ("scenery: "
            + comma_separated_line(terse.begin(), terse.end(), ", ", ", ")).c_str()),
            true);
        mprf("%s!",
             comma_separated_line(effects.begin(), effects.end(),
                                  ", and ").c_str());
    }

    if (doors_open || doors_close)
        noisy(10, you.pos());

    return XOM_GOOD_SCENERY;
}

static int _xom_destruction(int sever, bool debug = false)
{
    bool rc = false;
    bool fake_destruction = one_chance_in(3);

    for (monster_near_iterator mi(you.pos(), LOS_NO_TRANS); mi; ++mi)
    {
        if (mons_is_projectile(*mi)
            || mons_is_tentacle_or_tentacle_segment(mi->type)
            || one_chance_in(3))
        {
            continue;
        }

        // Skip adjacent monsters, and skip non-hostile monsters if not feeling nasty.
        if (!fake_destruction
            && (adjacent(you.pos(), mi->pos())
                || mi->wont_attack() && !_xom_feels_nasty()))
        {
            continue;
        }

        if (debug)
            return XOM_GOOD_DESTRUCTION;

        if (!fake_destruction)
        {
            bolt beam;

            beam.flavour      = BEAM_FIRE;
            beam.glyph        = dchar_glyph(DCHAR_FIRED_BURST);
            beam.damage       = dice_def(2, 4 + sever / 10);
            beam.target       = mi->pos();
            beam.name         = "fireball";
            beam.colour       = RED;
            beam.thrower      = KILL_MISC;
            beam.beam_source  = NON_MONSTER;
            beam.aux_source   = "Xom's destruction";
            beam.ex_size      = 1;
            beam.is_explosion = true;

            // Only give this message once.
            if (!rc)
                god_speaks(GOD_XOM, _get_xom_speech("destruction").c_str());
            rc = true;

            beam.explode();
        }
        else
        {
            if (!rc)
                god_speaks(GOD_XOM, _get_xom_speech("fake destruction").c_str());
            rc = true;
            backlight_monsters(mi->pos(), 0, 0);
        }
    }

    if (rc)
    {
        take_note(Note(NOTE_XOM_EFFECT, you.piety, -1,
                       fake_destruction ? "fake destruction" : "destruction"),
                  true);
        return XOM_GOOD_DESTRUCTION;
    }
    return XOM_DID_NOTHING;
}

static int _xom_enchant_monster(bool helpful, bool debug = false)
{
    monster* mon = choose_random_nearby_monster(0, _choose_enchantable_monster);

    if (!mon)
        return XOM_DID_NOTHING;

    if (debug)
        return helpful ? XOM_GOOD_ENCHANT_MONSTER : XOM_BAD_ENCHANT_MONSTER;

    god_speaks(GOD_XOM, helpful ? _get_xom_speech("good enchant monster").c_str()
                                : _get_xom_speech("bad enchant monster").c_str());

    beam_type ench;

    if (helpful) // To the player, not the monster.
    {
        beam_type enchantments[] =
        {
            BEAM_PETRIFY,
            BEAM_SLOW,
            BEAM_PARALYSIS,
            BEAM_ENSLAVE,
        };
        ench = RANDOM_ELEMENT(enchantments);
    }
    else
    {
        beam_type enchantments[] =
        {
            BEAM_HASTE,
            BEAM_MIGHT,
            BEAM_AGILITY,
            BEAM_INVISIBILITY,
        };
        ench = RANDOM_ELEMENT(enchantments);
    }

    enchant_actor_with_flavour(mon, 0, ench);

    // Take a note.
    static char ench_buf[80];
    snprintf(ench_buf, sizeof(ench_buf), "enchant monster %s",
             helpful ? "(good)" : "(bad)");
    take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, ench_buf),
              true);

    return helpful ? XOM_GOOD_ENCHANT_MONSTER : XOM_BAD_ENCHANT_MONSTER;
}

// The nicer stuff.  Note: these things are not necessarily nice.
static int _xom_is_good(int sever, int tension, bool debug = false)
{
    int done = XOM_DID_NOTHING;

    // Did Xom (already) kill the player?
    if (_player_is_dead())
        return XOM_PLAYER_DEAD;

    god_acting gdact(GOD_XOM);

    // This series of random calls produces a poisson-looking
    // distribution: initial hump, plus a long-ish tail.

    // Don't make the player go berserk, etc. if there's no danger.
    if (tension > random2(3) && x_chance_in_y(2, sever))
        done = _xom_do_potion(debug);
    else if (x_chance_in_y(3, sever))
        done = _xom_do_divination(sever, tension, debug);
    else if (x_chance_in_y(4, sever))
    {
        // There are a lot less non-tension spells than tension ones,
        // so use them more rarely.
        if (tension > 0 || one_chance_in(3))
            done = _xom_makes_you_cast_random_spell(sever, tension, debug);
    }
    else if (tension > 0 && x_chance_in_y(5, sever))
        done = _xom_confuse_monsters(sever, debug);
    else if (tension > 0 && x_chance_in_y(6, sever))
        done = _xom_enchant_monster(true, debug);
    // It's pointless to send in help if there's no danger.
    else if (tension > random2(5) && x_chance_in_y(7, sever))
        done = _xom_send_one_ally(sever, debug);
    else if (tension < random2(5) && x_chance_in_y(8, sever))
        done = _xom_change_scenery(debug);
    else if (x_chance_in_y(9, sever))
        done = _xom_snakes_to_sticks(sever, debug);
    // It's pointless to send in help if there's no danger.
    else if (tension > random2(10) && x_chance_in_y(10, sever))
        done = _xom_send_allies(sever, debug);
    else if (tension > random2(8) && x_chance_in_y(11, sever))
        done = _xom_animate_monster_weapon(sever, debug);
    else if (x_chance_in_y(12, sever))
        done = _xom_polymorph_nearby_monster(true, debug);
    else if (tension > 0 && x_chance_in_y(13, sever))
        done = _xom_destruction(sever, debug);
    else if (tension > 0 && x_chance_in_y(14, sever))
        done = _xom_rearrange_pieces(sever, debug);
    else if (random2(tension) < 15 && x_chance_in_y(15, sever))
        done = _xom_give_item(sever, debug);
    else if (!player_in_branch(BRANCH_ABYSS) && x_chance_in_y(16, sever))
    {
        // Try something else if teleportation is impossible.
        if (!_teleportation_check())
            return XOM_DID_NOTHING;

        // This is not very interesting if the level is already fully
        // explored (presumably cleared).  Even then, it may
        // occasionally happen.
        const int explored = _exploration_estimate(true, debug);
        if (explored >= 80 && x_chance_in_y(explored, 120))
            return XOM_DID_NOTHING;

        if (debug)
            return XOM_GOOD_TELEPORT;

        // The Xom teleportation train takes you on instant
        // teleportation to a few random areas, stopping randomly but
        // most likely in an area that is not dangerous to you.
        god_speaks(GOD_XOM, _get_xom_speech("teleportation journey").c_str());
        int count = 0;
        do
        {
            count++;
            you_teleport_now(false);
            search_around();
            more();
            if (one_chance_in(10) || count >= 7 + random2(5))
                break;
        }
        while (x_chance_in_y(3, 4) || player_in_a_dangerous_place());
        maybe_update_stashes();

        // Take a note.
        static char tele_buf[80];
        snprintf(tele_buf, sizeof(tele_buf),
                 "%d-stop teleportation journey%s", count,
#ifdef NOTE_DEBUG_XOM
                 player_in_a_dangerous_place() ? " (dangerous)" : // see below
#endif
                 "");
        take_note(Note(NOTE_XOM_EFFECT, you.piety, tension, tele_buf), true);
        done = XOM_GOOD_TELEPORT;
    }
    else if (random2(tension) < 5 && x_chance_in_y(17, sever))
    {
        if (debug)
            return XOM_GOOD_VITRIFY;

        // This can fail with radius 1, or in open areas.
        if (vitrify_area(random2avg(sever / 4, 2) + 1))
        {
            god_speaks(GOD_XOM, _get_xom_speech("vitrification").c_str());
            take_note(Note(NOTE_XOM_EFFECT, you.piety, tension,
                           "vitrification"), true);
            done = XOM_GOOD_VITRIFY;
        }
    }
    else if (random2(tension) < 5 && x_chance_in_y(18, sever)
             && x_chance_in_y(16, how_mutated()))
    {
        done = _xom_give_mutations(true, debug);
    }
    else if (tension > 0 && x_chance_in_y(19, sever))
        done = _xom_throw_divine_lightning(debug);

    return done;
}

// Is the equipment type usable, and is the slot empty?
static bool _could_wear_eq(equipment_type eq)
{
    if (!you_tran_can_wear(eq, true))
        return false;

    return !you.slot_item(eq, true);
}

static item_def* _tran_get_eq(equipment_type eq)
{
    if (you_tran_can_wear(eq, true))
        return you.slot_item(eq, true);

    return NULL;
}

static void _xom_zero_miscast()
{
    vector<string> messages;
    vector<string> priority;

    vector<int> inv_items;
    for (int i = 0; i < ENDOFPACK; ++i)
    {
        const item_def &item(you.inv[i]);
        if (item.defined() && !item_is_equipped(item)
            && !item.is_critical())
        {
            inv_items.push_back(i);
        }
    }

    // Assure that the messages vector has at least one element.
    messages.push_back("Nothing appears to happen... Ominous!");

    ///////////////////////////////////
    // Dungeon feature dependent stuff.

    FixedBitVector<NUM_FEATURES> in_view;
    for (radius_iterator ri(you.pos(), LOS_DEFAULT); ri; ++ri)
        in_view.set(grd(*ri));

    if (in_view[DNGN_LAVA])
        messages.push_back("The lava spits out sparks!");

    if (in_view[DNGN_SHALLOW_WATER] || in_view[DNGN_DEEP_WATER])
    {
        messages.push_back("The water briefly bubbles.");
        messages.push_back("The water briefly swirls.");
        messages.push_back("The water briefly glows.");
    }

    if (in_view[DNGN_DEEP_WATER])
    {
        messages.push_back("From the corner of your eye you spot something "
                           "lurking in the deep water.");
    }

    if (in_view[DNGN_ORCISH_IDOL])
    {
        if (player_genus(GENPC_ORCISH))
            priority.push_back("The idol of Beogh turns to glare at you.");
        else
            priority.push_back("The orcish idol turns to glare at you.");
    }

    if (in_view[DNGN_GRANITE_STATUE])
        priority.push_back("The granite statue turns to stare at you.");

    if (in_view[DNGN_CLEAR_ROCK_WALL] || in_view[DNGN_CLEAR_STONE_WALL]
        || in_view[DNGN_CLEAR_PERMAROCK_WALL])
    {
        messages.push_back("Dim shapes swim through the translucent wall.");
    }

    if (in_view[DNGN_GREEN_CRYSTAL_WALL])
        messages.push_back("Dim shapes swim through the green crystal wall.");

    if (in_view[DNGN_METAL_WALL])
    {
        messages.push_back("Tendrils of electricity crawl over the metal "
                           "wall!");
    }

    if (in_view[DNGN_FOUNTAIN_BLUE] || in_view[DNGN_FOUNTAIN_SPARKLING])
    {
        priority.push_back("The water in the fountain briefly bubbles.");
        priority.push_back("The water in the fountain briefly swirls.");
        priority.push_back("The water in the fountain briefly glows.");
    }

    if (in_view[DNGN_DRY_FOUNTAIN])
    {
        priority.push_back("Water briefly sprays from the dry fountain.");
        priority.push_back("Dust puffs up from the dry fountain.");
    }

    if (in_view[DNGN_STONE_ARCH])
    {
        priority.push_back("The stone arch briefly shows a sunny meadow on "
                           "the other side.");
    }

    const dungeon_feature_type feat = grd(you.pos());

    if (!feat_is_solid(feat) && feat_stair_direction(feat) == CMD_NO_CMD
        && !feat_is_trap(feat) && feat != DNGN_STONE_ARCH
        && feat != DNGN_OPEN_DOOR && feat != DNGN_ABANDONED_SHOP)
    {
        const string feat_name = feature_description_at(you.pos(), false,
                                                        DESC_THE, false);

        if (you.airborne())
        {
            // Tengu fly a lot, so don't put airborne messages into the
            // priority vector for them.
            vector<string>* vec;
            if (you.species == SP_TENGU)
                vec = &messages;
            else
                vec = &priority;

            vec->push_back(feat_name
                           + " seems to fall away from under you!");
            vec->push_back(feat_name
                           + " seems to rush up at you!");

            if (feat_is_water(feat))
            {
                priority.push_back("Something invisible splashes into the "
                                   "water beneath you!");
            }
        }
        else if (feat_is_water(feat))
        {
            priority.push_back("The water briefly recedes away from you.");
            priority.push_back("Something invisible splashes into the water "
                               "beside you!");
        }
    }

    if (feat_has_solid_floor(feat)
        && !inv_items.empty())
    {
        int idx = inv_items[random2(inv_items.size())];

        const item_def &item(you.inv[idx]);

        string name;
        if (item.quantity == 1)
            name = item.name(DESC_YOUR, false, false, false);
        else
        {
            name  = "One of ";
            name += item.name(DESC_YOUR, false, false, false);
        }
        messages.push_back(name + " falls out of your pack, then "
                           "immediately jumps back in!");
    }

    //////////////////////////////////////////////
    // Body, player species, transformations, etc.

    if (you.species == SP_MUMMY && you_tran_can_wear(EQ_BODY_ARMOUR))
    {
        messages.push_back("You briefly get tangled in your bandages.");
        if (!you.airborne() && !you.swimming())
            messages.push_back("You trip over your bandages.");
    }

    {
        string str = "A monocle briefly appears over your ";
        str += coinflip() ? "right" : "left";
        if (you.form == TRAN_SPIDER)
            if (coinflip())
                str += " primary";
            else
            {
                str += random_choose(" front", " middle", " rear", 0);
                str += " secondary";
            }
        str += " eye.";
        messages.push_back(str);
    }

    if (!player_genus(GENPC_DRACONIAN)
        && you.species != SP_MUMMY && you.species != SP_OCTOPODE
        && !form_changed_physiology())
    {
        messages.push_back("Your eyebrows briefly feel incredibly bushy.");
        messages.push_back("Your eyebrows wriggle.");
    }

    if (you.species != SP_NAGA && !you.fishtail && !you.airborne())
        messages.push_back("You do an impromptu tapdance.");

    ///////////////////////////
    // Equipment related stuff.
    item_def* item;

    if (_could_wear_eq(EQ_WEAPON))
    {
        string str = "A fancy cane briefly appears in your ";
        str += you.hand_name(false);
        str += ".";

        messages.push_back(str);
    }

    if (_tran_get_eq(EQ_CLOAK) != NULL)
        messages.push_back("Your cloak billows in an unfelt wind.");

    if ((item = _tran_get_eq(EQ_HELMET)))
    {
        string str = "Your ";
        str += item->name(DESC_BASENAME, false, false, false);
        str += " leaps into the air, briefly spins, then lands back on "
               "your head!";

        messages.push_back(str);
    }

    if ((item = _tran_get_eq(EQ_BOOTS)) && item->sub_type == ARM_BOOTS
        && !you.cannot_act())
    {
        string name = item->name(DESC_BASENAME, false, false, false);
        name = replace_all(name, "pair of ", "");

        string str = "You compulsively click the heels of your ";
        str += name;
        str += " together three times.";
    }

    if ((item = _tran_get_eq(EQ_SHIELD)))
    {
        string str = "Your ";
        str += item->name(DESC_BASENAME, false, false, false);
        str += " spins!";

        messages.push_back(str);

        str = "Your ";
        str += item->name(DESC_BASENAME, false, false, false);
        str += " briefly flashes a lurid colour!";
        messages.push_back(str);
    }

    if ((item = _tran_get_eq(EQ_BODY_ARMOUR)))
    {
        string str;
        string name = item->name(DESC_BASENAME, false, false, false);

        if (name.find("dragon") != string::npos)
        {
            str  = "The scales on your ";
            str += name;
            str += " wiggle briefly.";
        }
        else if (item->sub_type == ARM_ANIMAL_SKIN)
        {
            str  = "The fur on your ";
            str += name;
            str += " grows longer at an alarming rate, then retracts back "
                   "to normal.";
        }
        else if (item->sub_type == ARM_LEATHER_ARMOUR)
        {
            str  = "Your ";
            str += name;
            str += " briefly grows fur, then returns to normal.";
        }
        else if (item->sub_type == ARM_ROBE)
        {
            str  = "You briefly become tangled in your ";
            str += pluralise(name);
            str += ".";
        }
        else if (item->sub_type >= ARM_RING_MAIL
                 && item->sub_type <= ARM_PLATE_ARMOUR)
        {
            str  = "Your ";
            str += name;
            str += " briefly appears rusty.";
        }

        if (!str.empty())
            messages.push_back(str);
    }

    ////////
    // Misc.
    if (!inv_items.empty())
    {
        int idx = inv_items[random2(inv_items.size())];

        item = &you.inv[idx];

        string name = item->name(DESC_YOUR, false, false, false);
        string verb = coinflip() ? "glow" : "vibrate";

        if (item->quantity == 1)
            verb += "s";

        messages.push_back(name + " briefly " + verb + ".");
    }

    if (!priority.empty() && coinflip())
        mpr(priority[random2(priority.size())].c_str());
    else
        mpr(messages[random2(messages.size())].c_str());
}

static void _get_hand_type(string &hand, bool &can_plural)
{
    hand       = "";
    can_plural = true;

    vector<string> hand_vec;
    vector<bool>   plural_vec;
    bool           plural;

    hand_vec.push_back(you.hand_name(false, &plural));
    plural_vec.push_back(plural);

    if (you.species != SP_NAGA || form_changed_physiology())
    {
        item_def* item;
        if ((item = _tran_get_eq(EQ_BOOTS)) && item->sub_type == ARM_BOOTS)
        {
            hand_vec.push_back("boot");
            plural = true;
        }
        else
            hand_vec.push_back(you.foot_name(false, &plural));
        plural_vec.push_back(plural);
    }

    if (you.form == TRAN_SPIDER)
    {
        hand_vec.push_back("mandible");
        plural_vec.push_back(true);
    }
    else if (you.species != SP_MUMMY && you.species != SP_OCTOPODE
             && !player_mutation_level(MUT_BEAK)
          || form_changed_physiology())
    {
        hand_vec.push_back("nose");
        plural_vec.push_back(false);
    }

    if (you.form == TRAN_BAT
        || you.species != SP_MUMMY && you.species != SP_OCTOPODE
           && !form_changed_physiology())
    {
        hand_vec.push_back("ear");
        plural_vec.push_back(true);
    }

    if (!form_changed_physiology()
        && you.species != SP_FELID && you.species != SP_OCTOPODE)
    {
        hand_vec.push_back("elbow");
        plural_vec.push_back(true);
    }

    ASSERT(hand_vec.size() == plural_vec.size());
    ASSERT(!hand_vec.empty());

    const unsigned int choice = random2(hand_vec.size());

    hand       = hand_vec[choice];
    can_plural = plural_vec[choice];
}

static int _xom_miscast(const int max_level, const bool nasty,
                        bool debug = false)
{
    ASSERT_RANGE(max_level, 0, 4);

    const char* speeches[4] =
    {
        XOM_SPEECH("zero miscast effect"),
        XOM_SPEECH("minor miscast effect"),
        XOM_SPEECH("medium miscast effect"),
        XOM_SPEECH("major miscast effect"),
    };

    const char* causes[4] =
    {
        "the mischief of Xom",
        "the capriciousness of Xom",
        "the capriciousness of Xom",
        "the severe capriciousness of Xom"
    };

    const char* speech_str = speeches[max_level];
    const char* cause_str  = causes[max_level];

    const int level = (nasty ? 1 + random2(max_level)
                             : random2(max_level + 1));

    if (debug)
    {
        switch (level)
        {
        case 0: return XOM_BAD_MISCAST_PSEUDO;
        case 1: return XOM_BAD_MISCAST_MINOR;
        case 2: return XOM_BAD_MISCAST_MAJOR;
        case 3: return XOM_BAD_MISCAST_NASTY;
        }
    }

    if (level == 0 && one_chance_in(3))
    {
        take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, "silly message"), true);
        god_speaks(GOD_XOM, _get_xom_speech(speech_str).c_str());
        _xom_zero_miscast();
        return XOM_BAD_MISCAST_PSEUDO;
    }

    // Take a note.
    const char* levels[4] = { "harmless", "mild", "medium", "severe" };
    int school = 1 << random2(SPTYP_LAST_EXPONENT);
    string desc = make_stringf("%s %s miscast", levels[level],
                               spelltype_short_name(school));
#ifdef NOTE_DEBUG_XOM
    if (nasty)
        desc += " (Xom was nasty)";
#endif
    take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, desc.c_str()), true);

    string hand_str;
    bool   can_plural;

    _get_hand_type(hand_str, can_plural);

    // If Xom's not being nasty, then prevent spell miscasts from
    // killing the player.
    const int lethality_margin  = nasty ? 0 : random_range(1, 4);

    god_speaks(GOD_XOM, _get_xom_speech(speech_str).c_str());

    MiscastEffect(&you, -GOD_XOM, (spschool_flag_type)school, level, cause_str,
                  NH_DEFAULT, lethality_margin, hand_str, can_plural);

    // Not worth distinguishing unless debugging.
    return XOM_BAD_MISCAST_MAJOR;
}

static int _xom_chaos_upgrade_nearby_monster(bool debug = false)
{
    monster* mon = choose_random_nearby_monster(0, _choose_chaos_upgrade);

    if (!mon)
        return XOM_DID_NOTHING;

    if (debug)
        return XOM_BAD_CHAOS_UPGRADE;

    god_speaks(GOD_XOM, _get_xom_speech("chaos upgrade").c_str());

    mon_inv_type slots[] = {MSLOT_WEAPON, MSLOT_ALT_WEAPON, MSLOT_MISSILE};

    bool rc = false;
    for (int i = 0; i < 3 && !rc; ++i)
    {
        item_def* const item = mon->mslot_item(slots[i]);
        if (item && _is_chaos_upgradeable(*item, mon))
        {
            _do_chaos_upgrade(*item, mon);
            rc = true;
        }
    }
    ASSERT(rc);

    // Wake the monster up.
    behaviour_event(mon, ME_ALERT, &you);

    if (rc)
    {
        take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, "chaos upgrade"), true);
        return XOM_BAD_CHAOS_UPGRADE;
    }

    return XOM_DID_NOTHING;
}

static int _xom_player_confusion_effect(int sever, bool debug = false)
{
    if (!_xom_feels_nasty())
    {
        // Don't confuse the player if standing next to lava or deep water.
        for (adjacent_iterator ai(you.pos()); ai; ++ai)
            if (in_bounds(*ai) && is_feat_dangerous(grd(*ai)))
                return XOM_DID_NOTHING;
    }

    if (debug)
        return XOM_BAD_CONFUSION;

    bool rc = false;
    const bool conf = you.confused();

    if (confuse_player(min(random2(sever) + 1, 20), true))
    {
        god_speaks(GOD_XOM, _get_xom_speech("confusion").c_str());
        mprf(MSGCH_WARN, "You are %sconfused.",
             conf ? "more " : "");

        rc = true;

        // Sometimes Xom gets carried away and starts confusing
        // other creatures too.
        bool mons_too = false;
        if (coinflip())
        {
            for (monster_near_iterator mi(you.pos(), LOS_NO_TRANS); mi; ++mi)
            {
                if (!mons_class_is_confusable(mi->type)
                    || one_chance_in(20))
                {
                    continue;
                }

                if (!mi->check_clarity(false)
                    && mi->add_ench(mon_enchant(ENCH_CONFUSION, 0,
                           &menv[ANON_FRIENDLY_MONSTER], random2(sever) * 10)))
                {
                    simple_monster_message(*mi,
                                           " looks rather confused.");
                }
                mons_too = true;
            }
        }

        // Take a note.
        string conf_msg = "confusion";
        if (mons_too)
            conf_msg += " (+ monsters)";
        take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, conf_msg.c_str()), true);
    }

    return rc ? XOM_BAD_CONFUSION : XOM_DID_NOTHING;
}

static bool _valid_floor_grid(coord_def pos)
{
    if (!in_bounds(pos))
        return false;

    return grd(pos) == DNGN_FLOOR;
}

bool move_stair(coord_def stair_pos, bool away, bool allow_under)
{
    if (!allow_under)
        ASSERT(stair_pos != you.pos());

    dungeon_feature_type feat = grd(stair_pos);
    ASSERT(feat_stair_direction(feat) != CMD_NO_CMD);

    coord_def begin, towards;

    bool stairs_moved = false;
    if (away)
    {
        // If the staircase starts out under the player, first shove it
        // onto a neighbouring grid.
        if (allow_under && stair_pos == you.pos())
        {
            coord_def new_pos(stair_pos);
            // Loop twice through all adjacent grids. In the first round,
            // only consider grids whose next neighbour in the direction
            // away from the player is also of type floor. If we didn't
            // find any matching grid, try again without that restriction.
            for (int tries = 0; tries < 2; ++tries)
            {
                int adj_count = 0;
                for (adjacent_iterator ai(stair_pos); ai; ++ai)
                    if (grd(*ai) == DNGN_FLOOR
                        && (tries || _valid_floor_grid(*ai + *ai - stair_pos))
                        && one_chance_in(++adj_count))
                    {
                        new_pos = *ai;
                    }

                if (!tries && new_pos != stair_pos)
                    break;
            }

            if (new_pos == stair_pos)
                return false;

            if (!slide_feature_over(stair_pos, new_pos))
                return false;

            stair_pos = new_pos;
            stairs_moved = true;
        }

        begin   = you.pos();
        towards = stair_pos;
    }
    else
    {
        // Can't move towards player if it's already adjacent.
        if (adjacent(you.pos(), stair_pos))
            return false;

        begin   = stair_pos;
        towards = you.pos();
    }

    ray_def ray;
    if (!find_ray(begin, towards, ray, opc_solid_see))
    {
        mprf(MSGCH_ERROR, "Couldn't find ray between player and stairs.");
        return stairs_moved;
    }

    // Don't start off under the player.
    if (away)
        ray.advance();

    bool found_stairs = false;
    int  past_stairs  = 0;
    while (in_bounds(ray.pos()) && you.see_cell(ray.pos())
           && !cell_is_solid(ray.pos()) && ray.pos() != you.pos())
    {
        if (ray.pos() == stair_pos)
            found_stairs = true;
        if (found_stairs)
            past_stairs++;
        ray.advance();
    }
    past_stairs--;

    if (!away && cell_is_solid(ray.pos()))
    {
        // Transparent wall between stair and player.
        return stairs_moved;
    }

    if (away && !found_stairs)
    {
        if (cell_is_solid(ray.pos()))
        {
            // Transparent wall between stair and player.
            return stairs_moved;
        }

        mprf(MSGCH_ERROR, "Ray didn't cross stairs.");
    }

    if (away && past_stairs <= 0)
    {
        // Stairs already at edge, can't move further away.
        return stairs_moved;
    }

    if (!in_bounds(ray.pos()) || ray.pos() == you.pos())
        ray.regress();

    while (!you.see_cell(ray.pos()) || grd(ray.pos()) != DNGN_FLOOR)
    {
        ray.regress();
        if (!in_bounds(ray.pos()) || ray.pos() == you.pos()
            || ray.pos() == stair_pos)
        {
            // No squares in path are a plain floor.
            return stairs_moved;
        }
    }

    ASSERT(stair_pos != ray.pos());

    string stair_str = feature_description_at(stair_pos, false, DESC_THE, false);

    mprf("%s slides %s you!", stair_str.c_str(),
         away ? "away from" : "towards");

    // Animate stair moving.
    const feature_def &feat_def = get_feature_def(feat);

    bolt beam;

    beam.range   = INFINITE_DISTANCE;
    beam.flavour = BEAM_VISUAL;
    beam.glyph   = feat_def.symbol;
    beam.colour  = feat_def.colour;
    beam.source  = stair_pos;
    beam.target  = ray.pos();
    beam.name    = "STAIR BEAM";
    beam.draw_delay = 50; // Make beam animation slower than normal.

    beam.aimed_at_spot = true;
    beam.fire();

    // Clear out "missile trails"
    viewwindow();

    if (!swap_features(stair_pos, ray.pos(), false, false))
    {
        mprf(MSGCH_ERROR, "_move_stair(): failed to move %s",
             stair_str.c_str());
        return stairs_moved;
    }

    return true;
}

static int _xom_repel_stairs(bool debug = false)
{
    // Repeating the effect while it's still active is boring.
    if (you.duration[DUR_REPEL_STAIRS_MOVE]
        || you.duration[DUR_REPEL_STAIRS_CLIMB])
    {
        return XOM_DID_NOTHING;
    }

    vector<coord_def> stairs_avail;
    bool real_stairs = false;
    for (radius_iterator ri(you.pos(), LOS_RADIUS, C_ROUND); ri; ++ri)
    {
        if (!cell_see_cell(you.pos(), *ri, LOS_SOLID_SEE))
            continue;

        dungeon_feature_type feat = grd(*ri);
        if (feat_stair_direction(feat) != CMD_NO_CMD
            && feat != DNGN_ENTER_SHOP)
        {
            stairs_avail.push_back(*ri);
            if (feat_is_staircase(feat))
                real_stairs = true;
        }
    }

    // Should only happen if there are stairs in view.
    if (stairs_avail.empty())
        return XOM_DID_NOTHING;

    if (debug)
        return XOM_BAD_STAIRS;

    // Don't mention staircases if there aren't any nearby.
    string stair_msg = _get_xom_speech("repel stairs");
    if (stair_msg.find("@staircase@") != string::npos)
    {
        string feat_name;
        if (!real_stairs)
        {
            if (feat_is_escape_hatch(grd(stairs_avail[0])))
                feat_name = "escape hatch";
            else
                feat_name = "gate";
        }
        else
            feat_name = "staircase";
        stair_msg = replace_all(stair_msg, "@staircase@", feat_name);
    }

    god_speaks(GOD_XOM, stair_msg.c_str());

    you.duration[DUR_REPEL_STAIRS_MOVE] = 1000;

    if (one_chance_in(5)
        || feat_stair_direction(grd(you.pos())) != CMD_NO_CMD
           && grd(you.pos()) != DNGN_ENTER_SHOP)
    {
        you.duration[DUR_REPEL_STAIRS_CLIMB] = 500;
    }

    shuffle_array(stairs_avail);
    int count_moved = 0;
    for (unsigned int i = 0; i < stairs_avail.size(); i++)
        if (move_stair(stairs_avail[i], true, true))
            count_moved++;

    if (!count_moved)
    {
        if (one_chance_in(8))
            mpr("Nothing appears to happen... Ominous!");
        else
            canned_msg(MSG_NOTHING_HAPPENS);
    }
    else
        take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, "repel stairs"), true);

    return XOM_BAD_STAIRS;
}

static int _xom_colour_smoke_trail(bool debug = false)
{
    if (you.duration[DUR_COLOUR_SMOKE_TRAIL])
        return XOM_DID_NOTHING;

    if (debug)
        return XOM_BAD_COLOUR_SMOKE_TRAIL;

    you.duration[DUR_COLOUR_SMOKE_TRAIL] = random_range(60, 120);

    take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, "colour smoke trail"), true);

    const string speech = _get_xom_speech("colour smoke trail");
    god_speaks(GOD_XOM, speech.c_str());

    return XOM_BAD_COLOUR_SMOKE_TRAIL;
}

static int _xom_draining_torment_effect(int sever, bool debug = false)
{
    // Drains stats or skills, or torments the player.
    const string speech = _get_xom_speech("draining or torment");
    const bool nasty = _xom_feels_nasty();
    const string aux = "the vengeance of Xom";

    if (coinflip())
    {
        // Stat loss (50%).
        if (debug)
            return XOM_BAD_STATLOSS;

        stat_type stat = static_cast<stat_type>(random2(NUM_STATS));
        int loss = 1;

        // Don't kill the player unless Xom is being nasty.
        if (nasty)
            loss = 1 + random2(3);
        else if (you.stat(stat) <= loss)
            return XOM_DID_NOTHING;

        god_speaks(GOD_XOM, speech.c_str());
        lose_stat(stat, loss, false, aux.c_str());

        // Take a note.
        const char* sstr[3] = { "Str", "Int", "Dex" };
        static char stat_buf[80];
        snprintf(stat_buf, sizeof(stat_buf), "stat loss: -%d %s (%d/%d)",
                 loss, sstr[stat], you.stat(stat), you.max_stat(stat));

        take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, stat_buf), true);

        return XOM_BAD_STATLOSS;
    }
    else if (coinflip())
    {
        // Draining effect (25%).
        if (player_prot_life() < 3)
        {
            if (debug)
                return XOM_BAD_DRAINING;
            god_speaks(GOD_XOM, speech.c_str());

            drain_player(100, true);

            take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, "draining"), true);
            return XOM_BAD_DRAINING;
        }
    }
    else
    {
        // Torment effect (25%).
        if (!player_res_torment())
        {
            if (debug)
                return XOM_BAD_TORMENT;

            god_speaks(GOD_XOM, speech.c_str());
            torment_player(0, TORMENT_XOM);

            // Take a note.
            static char torment_buf[80];
            snprintf(torment_buf, sizeof(torment_buf),
                     "torment (%d/%d hp)", you.hp, you.hp_max);
            take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, torment_buf), true);

            return XOM_BAD_TORMENT;
        }
    }
    return XOM_DID_NOTHING;
}

static int _xom_summon_hostiles(int sever, bool debug = false)
{
    bool rc = false;
    const string speech = _get_xom_speech("hostile monster");

    int result = XOM_DID_NOTHING;

    if (debug)
        return XOM_BAD_SUMMON_HOSTILES;

    int num_summoned = 0;
    const bool shadow_creatures = one_chance_in(3);

    if (shadow_creatures)
    {
        // Small number of shadow creatures.
        int count = 2 + random2(4);
        for (int i = 0; i < count; ++i)
        {
            if (create_monster(
                    mgen_data::hostile_at(
                        RANDOM_MOBILE_MONSTER, "Xom",
                        true, 4, MON_SUMM_WRATH, you.pos(), 0,
                        GOD_XOM)))
            {
                num_summoned++;
            }
        }
    }
    else
    {
        // The number of demons is dependent on severity, though heavily
        // randomised.
        int numdemons = sever;
        for (int i = 0; i < 3; ++i)
            numdemons = random2(numdemons + 1);
        numdemons = min(numdemons + 1, 14);

        // Limit number of demons by experience level.
        if (!you.penance[GOD_XOM])
        {
            const int maxdemons = (you.experience_level / 2);
            if (numdemons > maxdemons)
                numdemons = maxdemons;
        }

        for (int i = 0; i < numdemons; ++i)
        {
            if (create_monster(
                    mgen_data::hostile_at(
                        _xom_random_demon(sever), "Xom",
                        true, 4, MON_SUMM_WRATH, you.pos(), 0,
                        GOD_XOM)))
            {
                num_summoned++;
            }
        }
    }

    if (num_summoned > 0)
    {
        static char summ_buf[80];
        snprintf(summ_buf, sizeof(summ_buf),
                 "summons %d hostile %s%s",
                 num_summoned, shadow_creatures ? "shadow creature" : "demon",
                 num_summoned > 1 ? "s" : "");
        take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, summ_buf), true);

        rc = true;
        result = XOM_BAD_SUMMON_HOSTILES;
    }

    if (rc)
        god_speaks(GOD_XOM, speech.c_str());

    return result;
}

static bool _has_min_banishment_level()
{
    return you.experience_level >= 9;
}

// Rolls whether banishment will be averted.
static bool _will_not_banish()
{
    return x_chance_in_y(5, you.experience_level);
}

// Disallow early banishment and make it much rarer later-on.
// While Xom is bored, the chance is increased.
static bool _allow_xom_banishment()
{
    // Always allowed if under penance.
    if (player_under_penance(GOD_XOM))
        return true;

    // If Xom is bored, banishment becomes viable earlier.
    if (_xom_is_bored())
        return !_will_not_banish();

    // Below the minimum experience level, only fake banishment is allowed.
    if (!_has_min_banishment_level())
    {
        // Allow banishment; it will be retracted right away.
        if (one_chance_in(5) && x_chance_in_y(you.piety, 1000))
            return true;
        else
            return false;
    }
    else if (_will_not_banish())
        return false;

    return true;
}

int xom_maybe_reverts_banishment(bool xom_banished, bool debug)
{
    // Never revert if Xom is bored or the player is under penance.
    if (_xom_feels_nasty())
        return XOM_BAD_BANISHMENT;

    // Sometimes Xom will immediately revert banishment.
    // Always if the banishment happened below the minimum exp level and Xom was responsible.
    if (xom_banished && !_has_min_banishment_level() || x_chance_in_y(you.piety, 1000))
    {
        if (!debug)
        {
            more();
            god_speaks(GOD_XOM, xom_banished
                ? _get_xom_speech("revert own banishment").c_str()
                : _get_xom_speech("revert other banishment").c_str());
            down_stairs(DNGN_EXIT_ABYSS);
            take_note(Note(NOTE_XOM_EFFECT, you.piety, -1,
                           "revert banishment"), true);
        }
        return XOM_BAD_PSEUDO_BANISHMENT;
    }
    return XOM_BAD_BANISHMENT;
}

static int _xom_do_banishment(bool debug = false)
{
    if (!_allow_xom_banishment())
        return XOM_DID_NOTHING;

    if (debug)
        return xom_maybe_reverts_banishment(true, debug);

    god_speaks(GOD_XOM, _get_xom_speech("banishment").c_str());

    // Handles note taking.
    banished("Xom");
    const int result = xom_maybe_reverts_banishment(true, debug);

    return result;
}

static int _xom_noise(bool debug = false)
{
    if (debug)
        return XOM_BAD_NOISE;

    // Ranges from shout to shatter volume.
    const int noisiness = 12 + random2(19);

    god_speaks(GOD_XOM, _get_xom_speech("noise").c_str());
    // Xom isn't subject to silence.
    fake_noisy(noisiness, you.pos());

    take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, "noise"), true);
    return XOM_BAD_NOISE;
}

static int _xom_blink_monsters(bool debug = false)
{
    int blinks = 0;
    // Sometimes blink towards the player, sometimes randomly. It might
    // end up being helpful instead of dangerous, but Xom doesn't mind.
    const bool blink_to_player = _xom_feels_nasty() || coinflip();
    for (monster_near_iterator mi(you.pos(), LOS_NO_TRANS); mi; ++mi)
    {
        if (blinks >= 5)
            break;

        if (mi->wont_attack()
            || mi->no_tele()
            || mons_is_projectile(*mi)
            || coinflip())
        {
            continue;
        }

        if (debug)
            return XOM_BAD_BLINK_MONSTERS;

        // Only give this message once.
        if (!blinks)
            god_speaks(GOD_XOM, _get_xom_speech("blink monsters").c_str());

        if (blink_to_player)
            blink_other_close(*mi, you.pos());
        else
            monster_blink(*mi, false);

        blinks++;
    }

    if (blinks)
    {
        take_note(Note(NOTE_XOM_EFFECT, you.piety, -1, "blink monster(s)"), true);
        return XOM_BAD_BLINK_MONSTERS;
    }
    return XOM_DID_NOTHING;
}

static int _xom_is_bad(int sever, int tension, bool debug = false)
{
    int done   = XOM_DID_NOTHING;
    bool nasty = (sever >= 5 && _xom_feels_nasty());

    god_acting gdact(GOD_XOM);

    // Rough estimate of how bad a Xom effect hits the player,
    // scaled between 1 (harmless) and 5 (disastrous).
    int badness = 1;
    while (done == XOM_DID_NOTHING)
    {
        // Did Xom kill the player?
        if (_player_is_dead())
            return XOM_PLAYER_DEAD;

        if (!nasty && x_chance_in_y(3, sever))
            done = _xom_miscast(0, nasty, debug);
        else if (!nasty && x_chance_in_y(4, sever))
            done = _xom_miscast(1, nasty, debug);
        else if (!nasty && tension <= 0 && x_chance_in_y(5, sever))
            done = _xom_colour_smoke_trail(debug);
        // Sometimes do noise out of combat.
        else if ((tension > 0 || coinflip()) && x_chance_in_y(6, sever))
            done = _xom_noise(debug);
        else if (tension > 0 && x_chance_in_y(7, sever))
            done = _xom_enchant_monster(false, debug);
        else if (tension > 0 && x_chance_in_y(8, sever))
            done = _xom_blink_monsters(debug);
        // It's pointless to confuse player if there's no danger nearby.
        else if (tension > 0 && x_chance_in_y(9, sever))
        {
            done    = _xom_player_confusion_effect(sever, debug);
            badness = (random2(tension) > 5 ? 2 : 1);
        }
        else if (tension > 0 && x_chance_in_y(11, sever)
                 && !player_in_branch(BRANCH_ABYSS))
        {
            done = _xom_swap_weapons(debug);
        }
        else if (x_chance_in_y(12, sever))
        {
            done    = _xom_miscast(2, nasty, debug);
            badness = 2;
        }
        else if (x_chance_in_y(13, sever))
        {
            done    = _xom_chaos_upgrade_nearby_monster(debug);
            badness = 2 + coinflip();
        }
        else if (x_chance_in_y(14, sever) && !player_in_branch(BRANCH_ABYSS))
        {
            // Try something else if teleportation is impossible.
            if (!_teleportation_check())
                return XOM_DID_NOTHING;

            // This is not particularly exciting if the level is already
            // fully explored (presumably cleared).  If Xom is feeling
            // nasty, this is likelier to happen if the level is
            // unexplored.
            const int explored = _exploration_estimate(true, debug);
            if (nasty && (explored >= 40 || tension > 10)
                || explored >= 60 + random2(40))
            {
                done = XOM_DID_NOTHING;
                continue;
            }

            if (debug)
                return XOM_BAD_TELEPORT;

            // The Xom teleportation train takes you on instant
            // teleportation to a few random areas, stopping if either
            // an area is dangerous to you or randomly.
            god_speaks(GOD_XOM,
                       _get_xom_speech("teleportation journey").c_str());
            int count = 0;
            do
            {
                you_teleport_now(false);
                search_around();
                more();
                if (count++ >= 7 + random2(5))
                    break;
            }
            while (x_chance_in_y(3, 4) && !player_in_a_dangerous_place());
            maybe_update_stashes();

            badness = player_in_a_dangerous_place() ? 3 : 1;

            // Take a note.
            static char tele_buf[80];
            snprintf(tele_buf, sizeof(tele_buf),
                     "%d-stop teleportation journey%s", count,
#ifdef NOTE_DEBUG_XOM
                     badness == 3 ? " (dangerous)" : "");
#else
                     "");
#endif
            take_note(Note(NOTE_XOM_EFFECT, you.piety, tension, tele_buf),
                      true);
            done = XOM_BAD_TELEPORT;
        }
        else if (x_chance_in_y(15, sever))
        {
            done    = _xom_polymorph_nearby_monster(false, debug);
            badness = 3;
        }
        else if (tension > 0 && x_chance_in_y(16, sever))
        {
            done    = _xom_repel_stairs(debug);
            badness = (you.duration[DUR_REPEL_STAIRS_CLIMB] ? 3 : 2);
        }
        else if (random2(tension) < 11 && x_chance_in_y(17, sever))
        {
            done    = _xom_give_mutations(false, debug);
            badness = 3;
        }
        else if (x_chance_in_y(18, sever))
        {
            done    = _xom_summon_hostiles(sever, debug);
            badness = 3 + coinflip();
        }
        else if (x_chance_in_y(19, sever))
        {
            done    = _xom_miscast(3, nasty, debug);
            badness = 4 + coinflip();
        }
        else if (x_chance_in_y(20, sever))
        {
            done    = _xom_draining_torment_effect(sever, debug);
            badness = (random2(tension) > 5 ? 3 : 2);
        }
        else if (one_chance_in(sever) && !player_in_branch(BRANCH_ABYSS))
        {
            done    = _xom_do_banishment(debug);
            badness = (done == XOM_BAD_BANISHMENT ? 5 : 1);
        }
    }

    // If we got here because Xom was bored, reset gift timeout according
    // to the badness of the effect.
    if (done && !debug && _xom_is_bored())
    {
        const int interest = random2avg(badness * 60, 2);
        you.gift_timeout   = min(interest, 255);
        //updating piety status line
        you.redraw_title = true;
#if defined(DEBUG_RELIGION) || defined(DEBUG_XOM)
        mprf(MSGCH_DIAGNOSTICS, "badness: %d, new interest: %d",
             badness, you.gift_timeout);
#endif
    }
    return done;
}

static void _handle_accidental_death(const int orig_hp,
    const FixedVector<int8_t, NUM_STATS> orig_stat_loss,
    const FixedVector<uint8_t, NUM_MUTATIONS> &orig_mutation,
    const transformation_type orig_form)
{
    // Did ouch() return early because the player died from the Xom
    // effect, even though neither is the player under penance nor is
    // Xom bored?
    if (!you.did_escape_death()
        && you.escaped_death_aux.empty()
        && !_player_is_dead())
    {
        // The player is fine.
        return;
    }

    string speech_type = XOM_SPEECH("accidental homicide");

    const dungeon_feature_type feat = grd(you.pos());

    switch (you.escaped_death_cause)
    {
        case NUM_KILLBY:
        case KILLED_BY_LEAVING:
        case KILLED_BY_WINNING:
        case KILLED_BY_QUITTING:
            speech_type = XOM_SPEECH("weird death");
            break;

        case KILLED_BY_LAVA:
        case KILLED_BY_WATER:
            if (!is_feat_dangerous(feat))
                speech_type = "weird death";
            break;

        case KILLED_BY_STUPIDITY:
            if (you.intel() > 0)
                speech_type = "weird death";
            break;

        case KILLED_BY_WEAKNESS:
            if (you.strength() > 0)
                speech_type = "weird death";
            break;

        case KILLED_BY_CLUMSINESS:
            if (you.dex() > 0)
                speech_type = "weird death";
            break;

        default:
            if (is_feat_dangerous(feat))
                speech_type = "weird death";
            if (you.strength() <= 0 || you.intel() <= 0 || you.dex() <= 0)
                speech_type = "weird death";
        break;
    }

    canned_msg(MSG_YOU_DIE);
    god_speaks(GOD_XOM, _get_xom_speech(speech_type).c_str());
    god_speaks(GOD_XOM, _get_xom_speech("resurrection").c_str());

    int pre_mut_hp = you.hp;
    if (you.hp <= 0)
        you.hp = 9999; // avoid spurious recursive deaths if heavily rotten

    // If any mutation has changed, death was because of it.
    for (int i = 0; i < NUM_MUTATIONS; ++i)
    {
        if (orig_mutation[i] > you.mutation[i])
            mutate((mutation_type)i, "Xom's lifesaving", true, true, true);
        else if (orig_mutation[i] < you.mutation[i])
            delete_mutation((mutation_type)i, "Xom's lifesaving", true, true, true);
    }

    if (pre_mut_hp <= 0)
        set_hp(min(orig_hp, you.hp_max));

    for (int i = 0; i < 3; ++i)
    {
        if (you.stat(static_cast<stat_type>(i)) <= 0)
            you.stat_loss[i] = orig_stat_loss[i];
    }

    if (orig_form != you.form)
    {
        dprf("Trying emergency untransformation.");
        you.transform_uncancellable = false;
        transform(10, orig_form, true);
    }

    if (is_feat_dangerous(feat) && !crawl_state.game_is_sprint())
        you_teleport_now(false);
}

int xom_acts(bool niceness, int sever, int tension, bool debug)
{
#if defined(DEBUG_DIAGNOSTICS) || defined(DEBUG_RELIGION) || defined(DEBUG_XOM)
    if (!debug)
    {
        // This probably seems a bit odd, but we really don't want to display
        // these when doing a heavy-duty wiz-mode debug test: just ends up
        // as message spam and the player doesn't get any further information
        // anyway. (jpeg)
        mprf(MSGCH_DIAGNOSTICS, "xom_acts(%u, %d, %d); piety: %u, interest: %u\n",
             niceness, sever, tension, you.piety, you.gift_timeout);
    }
#endif

    if (_player_is_dead(false))
    {
        // This should only happen if the player used wizard mode to
        // escape from death via stat loss, or if the player used wizard
        // mode to escape death from deep water or lava.
        ASSERT(you.wizard);
        ASSERT(!you.did_escape_death());
        if (is_feat_dangerous(grd(you.pos())))
            mprf(MSGCH_DIAGNOSTICS, "Player is standing in deadly terrain, skipping Xom act.");
        else
            mprf(MSGCH_DIAGNOSTICS, "Player is already dead, skipping Xom act.");
        return XOM_PLAYER_DEAD;
    }
    else if (_player_is_dead())
        return XOM_PLAYER_DEAD;

    sever = max(1, sever);

    god_type which_god = GOD_XOM;
    // Drawing the Xom card from Nemelex's decks of oddities or punishment.
    if (crawl_state.is_god_acting()
        && crawl_state.which_god_acting() != GOD_XOM)
    {
        which_god = crawl_state.which_god_acting();

        if (crawl_state.is_god_retribution())
        {
            niceness = false;
            simple_god_message(" asks Xom for help in punishing you, and "
                               "Xom happily agrees.", which_god);
        }
        else
        {
            niceness = true;
            simple_god_message(" calls in a favour from Xom.", which_god);
        }
    }

    if (tension == -1)
        tension = get_tension(which_god);

#if defined(DEBUG_RELIGION) || defined(DEBUG_XOM) || defined(DEBUG_TENSION)
    // No message during heavy-duty wizmode testing:
    // Instead all results are written into xom_debug.stat.
    if (!debug)
        mprf(MSGCH_DIAGNOSTICS, "Xom tension: %d", tension);
#endif

    const int  orig_hp       = you.hp;
    const transformation_type orig_form = you.form;
    const FixedVector<int8_t, NUM_STATS> orig_stat_loss = you.stat_loss;

    const FixedVector<uint8_t, NUM_MUTATIONS> orig_mutation
        = you.mutation;

#ifdef NOTE_DEBUG_XOM
    static char xom_buf[100];
    snprintf(xom_buf, sizeof(xom_buf), "xom_acts(%s, %d, %d), mood: %d",
             (niceness ? "true" : "false"), sever, tension, you.piety);
    take_note(Note(NOTE_MESSAGE, 0, 0, xom_buf), true);
#endif

    const bool was_bored = _xom_is_bored();
    const bool good_act = niceness;// && !one_chance_in(20);
    int result = XOM_DID_NOTHING;
    if (good_act)
    {
        // Make good acts at zero tension less likely, especially if Xom
        // is in a bad mood.
        if (tension == 0 && !x_chance_in_y(you.piety, MAX_PIETY))
        {
#ifdef NOTE_DEBUG_XOM
            take_note(Note(NOTE_MESSAGE, 0, 0, "suppress good act because of "
                           "zero tension"), true);
#endif
            return debug ? XOM_GOOD_NOTHING : XOM_DID_NOTHING;
        }

        // Good stuff.
        while (result == XOM_DID_NOTHING)
            result = _xom_is_good(sever, tension, debug);

        if (debug)
            return result;
    }
    else
    {
        if (!debug && was_bored && Options.note_xom_effects)
            take_note(Note(NOTE_MESSAGE, 0, 0, "XOM is BORED!"), true);
#ifdef NOTE_DEBUG_XOM
        else if (niceness)
        {
            take_note(Note(NOTE_MESSAGE, 0, 0, "good act randomly turned bad"),
                      true);
        }
#endif

        // Make bad acts at non-zero tension less likely, especially if Xom
        // is in a good mood.
        if (!_xom_feels_nasty() && tension > random2(10)
            && x_chance_in_y(you.piety, MAX_PIETY))
        {
#ifdef NOTE_DEBUG_XOM
            snprintf(info, INFO_SIZE, "suppress bad act because of %d tension",
                     tension);
            take_note(Note(NOTE_MESSAGE, 0, 0, info), true);
#endif
            return debug ? XOM_BAD_NOTHING : XOM_DID_NOTHING;
        }

        // Bad mojo.
        while (result == XOM_DID_NOTHING)
            result = _xom_is_bad(sever, tension, debug);

        if (debug)
            return result;
    }

    _handle_accidental_death(orig_hp, orig_stat_loss, orig_mutation, orig_form);

    if (you_worship(GOD_XOM) && one_chance_in(5))
    {
        const string old_xom_favour = describe_xom_favour();
        you.piety = random2(MAX_PIETY + 1);
        const string new_xom_favour = describe_xom_favour();
        if (was_bored || old_xom_favour != new_xom_favour)
        {
            const string msg = "You are now " + new_xom_favour;
            god_speaks(you.religion, msg.c_str());
        }
#ifdef NOTE_DEBUG_XOM
        snprintf(info, INFO_SIZE, "reroll piety: %d", you.piety);
        take_note(Note(NOTE_MESSAGE, 0, 0, info), true);
#endif
    }
    else if (was_bored)
    {
        // If we didn't reroll at least mention the new favour
        // now it's not "BORING thing" anymore.
        const string new_xom_favour = describe_xom_favour();
        const string msg = "You are now " + new_xom_favour;
        god_speaks(you.religion, msg.c_str());
    }

    // Not true, but also not important now.
    return result;
}

void xom_check_lost_item(const item_def& item)
{
    if (item.base_type == OBJ_ORBS)
        xom_is_stimulated(200, "Xom laughs nastily.", true);
    else if (is_special_unrandom_artefact(item))
        xom_is_stimulated(100, "Xom snickers.", true);
    // you can't be made lose unique runes anymore, it was voluntary -- not so funny
    else if (item_is_rune(item) && item_is_unique_rune(item))
        xom_is_stimulated(50, "Xom snickers loudly.", true);
}

void xom_check_destroyed_item(const item_def& item, int cause)
{
    int amusement = 0;

    if (item.base_type == OBJ_ORBS)
    {
        xom_is_stimulated(200, "Xom laughs nastily.", true);
        return;
    }
    else if (is_special_unrandom_artefact(item))
        xom_is_stimulated(100, "Xom snickers.", true);
    else if (item_is_rune(item))
    {
        if (item_is_unique_rune(item) || item.plus == RUNE_ABYSSAL)
            amusement = 200;
        else
            amusement = 50;
    }

    xom_is_stimulated(amusement,
                      (amusement > 100) ? "Xom snickers loudly." :
                      (amusement > 50)  ? "Xom snickers."
                                        : "Xom snickers softly.",
                      true);
}

static bool _death_is_funny(const kill_method_type killed_by)
{
    switch (killed_by)
    {
    // The less original deaths are considered boring.
    case KILLED_BY_MONSTER:
    case KILLED_BY_BEAM:
    case KILLED_BY_CLOUD:
    case KILLED_BY_FREEZING:
    case KILLED_BY_BURNING:
    case KILLED_BY_SELF_AIMED:
    case KILLED_BY_SOMETHING:
    case KILLED_BY_TRAP:
        return false;
    default:
        // All others are fun (says Xom).
        return true;
    }
}

void xom_death_message(const kill_method_type killed_by)
{
    if (!you_worship(GOD_XOM) && (!you.worshipped[GOD_XOM] || coinflip()))
        return;

    const int death_tension = get_tension(GOD_XOM);

    // "Normal" deaths with only down to -2 hp and comparatively low tension
    // are considered particularly boring.
    if (!_death_is_funny(killed_by) && you.hp >= -1 * random2(3)
        && death_tension <= random2(10))
    {
        god_speaks(GOD_XOM, _get_xom_speech("boring death").c_str());
    }
    // Unusual methods of dying, really low hp, or high tension make
    // for funny deaths.
    else if (_death_is_funny(killed_by) || you.hp <= -10
             || death_tension >= 20)
    {
        god_speaks(GOD_XOM, _get_xom_speech("laughter").c_str());
    }

    // All others just get ignored by Xom.
}

static int _death_is_worth_saving(const kill_method_type killed_by,
                                  const char *aux)
{
    switch (killed_by)
    {
    // These don't count.
    case KILLED_BY_LEAVING:
    case KILLED_BY_WINNING:
    case KILLED_BY_QUITTING:

    // These are too much hassle.
    case KILLED_BY_LAVA:
    case KILLED_BY_WATER:
    case KILLED_BY_DRAINING:
    case KILLED_BY_STARVATION:
    case KILLED_BY_ROTTING:

    // Don't protect the player from these.
    case KILLED_BY_SELF_AIMED:
    case KILLED_BY_TARGETING:
        return false;

    // Only if not caused by equipment.
    case KILLED_BY_STUPIDITY:
    case KILLED_BY_WEAKNESS:
    case KILLED_BY_CLUMSINESS:
        if (strstr(aux, "wielding") == NULL && strstr(aux, "wearing") == NULL
            && strstr(aux, "removing") == NULL)
        {
            return true;
        }
        return false;

    // Everything else is fair game.
    default:
        return true;
    }
}

static string _get_death_type_keyword(const kill_method_type killed_by)
{
    switch (killed_by)
    {
    case KILLED_BY_MONSTER:
    case KILLED_BY_BEAM:
    case KILLED_BY_BEOGH_SMITING:
    case KILLED_BY_TSO_SMITING:
    case KILLED_BY_DIVINE_WRATH:
        return "actor";
    default:
        return "general";
    }
}

/**
 * Have Xom maybe act to save your life.  There is both a flat chance
 * and an additional chance based on tension that he will refuse to
 * save you.
 * @param death_type  The type of death that occurred.
 * @param aux         Additional string describing this death.
 * @return            True if Xom saves your life, false otherwise.
 */
bool xom_saves_your_life(const kill_method_type death_type, const char *aux)
{
    if (!you_worship(GOD_XOM) || _xom_feels_nasty())
        return false;

    // If this happens, don't bother.
    if (you.hp_max < 1 || you.experience_level < 1)
        return false;

    // Generally a rare effect.
    if (!one_chance_in(20))
        return false;

    if (!_death_is_worth_saving(death_type, aux))
        return false;

    // In addition, the chance depends on the current tension and Xom's mood.
    const int death_tension = get_tension(GOD_XOM);
    if (death_tension < random2(5) || !xom_is_nice(death_tension))
        return false;

    // Fake death message.
    canned_msg(MSG_YOU_DIE);
    more();

    const string key = _get_death_type_keyword(death_type);
    // XOM_SPEECH("life saving actor") or XOM_SPEECH("life saving general")
    string speech = _get_xom_speech("life saving " + key);
    god_speaks(GOD_XOM, speech.c_str());

    // Give back some hp.
    if (you.hp < 1)
        set_hp(1 + random2(you.hp_max/4));

    // Make sure all stats are at least 1.
    // XXX: This could lead to permanent stat gains.
    for (int i = 0; i < NUM_STATS; ++i)
    {
        stat_type s = static_cast<stat_type>(i);
        while (you.max_stat(s) < 1)
            you.base_stats[s]++;
        you.stat_loss[s] = min<int8_t>(you.stat_loss[s], you.max_stat(s) - 1);
        you.stat_zero[s] = 0;
    }

    god_speaks(GOD_XOM, "Xom revives you!");

    // Ideally, this should contain the death cause but that is too much
    // trouble for now.
    take_note(Note(NOTE_XOM_REVIVAL));

    // Make sure Xom doesn't get bored within the next couple of turns.
    if (you.gift_timeout < 10)
        you.gift_timeout = 10;

    return true;
}

// Xom might have something to say when you enter a new level.
void xom_new_level_noise_or_stealth()
{
    if (!you_worship(GOD_XOM) && !player_under_penance(GOD_XOM))
        return;

    // But only occasionally.
    if (one_chance_in(30))
    {
        if (!player_under_penance(GOD_XOM) && coinflip())
        {
            god_speaks(GOD_XOM, _get_xom_speech("stealth player").c_str());
            mpr(you.duration[DUR_STEALTH] ? "You feel more catlike."
                                          : "You feel stealthy.");
            you.increase_duration(DUR_STEALTH, 10 + random2(80));
            take_note(Note(NOTE_XOM_EFFECT, you.piety, -1,
                           "stealth player"), true);
        }
        else
            _xom_noise();
    }
    return;
}

#ifdef WIZARD
struct xom_effect_count
{
    string effect;
    int    count;

    xom_effect_count(string e, int c) : effect(e), count(c) {};
};

static bool _sort_xom_effects(const xom_effect_count &a,
                              const xom_effect_count &b)
{
    if (a.count == b.count)
        return a.effect < b.effect;

    return a.count > b.count;
}

static const string _xom_effect_to_name(int effect)
{
    ASSERT(effect < XOM_PLAYER_DEAD);

    // See xom.h
    static const char* _xom_effect_names[] =
    {
        "bugginess",
        // good acts
        "nothing", "potion", "spell (tension)", "spell (no tension)",
        "divination", "confuse monsters", "single ally",
        "animate monster weapon", "random item gift",
        "acquirement", "summon allies", "polymorph", "swap monsters",
        "teleportation", "vitrification", "mutation", "lightning",
        "change scenery", "snakes to sticks", "inner flame monsters",
        // bad acts
        "nothing", "coloured smoke trail", "miscast (pseudo)",
        "miscast (minor)", "miscast (major)", "miscast (nasty)",
        "stat loss", "teleportation", "swap weapons", "chaos upgrade",
        "mutation", "polymorph", "repel stairs", "confusion", "draining",
        "torment", "summon demons", "banishment (pseudo)",
        "banishment"
    };

    string result = "";
    if (effect > XOM_DID_NOTHING && effect < XOM_PLAYER_DEAD)
    {
        if (effect <= XOM_LAST_GOOD_ACT)
            result = "GOOD: ";
        else
            result = "BAD:  ";
    }
    result += _xom_effect_names[effect];

    return result;
}

static char* _list_exploration_estimate()
{
    int explored = 0;
    int mapped   = 0;
    for (int k = 0; k < 10; ++k)
    {
        mapped   += _exploration_estimate(false, true);
        explored += _exploration_estimate(true, true);
    }
    mapped /= 10;
    explored /= 10;

    snprintf(info, INFO_SIZE, "mapping estimate: %d%%\n"
                              "exploration estimate: %d%%\n",
             mapped, explored);

    return info;
}

// Loops over the entire piety spectrum and calls xom_acts() multiple
// times for each value, then prints the results into a file.
// TODO: Allow specification of niceness, tension, and boredness.
void debug_xom_effects()
{
    // Repeat N times.
    const int N = prompt_for_int("How many iterations over the "
                                 "entire piety range? ", true);

    if (N == 0)
    {
        canned_msg(MSG_OK);
        return;
    }

    FILE *ostat = fopen("xom_debug.stat", "a");
    if (!ostat)
    {
        mprf(MSGCH_ERROR, "Can't write 'xom_debug.stat'. Aborting.");
        return;
    }

    const int real_piety    = you.piety;
    const god_type real_god = you.religion;
    you.religion            = GOD_XOM;
    const int tension       = get_tension(GOD_XOM);

    fprintf(ostat, "---- STARTING XOM DEBUG TESTING ----\n");
    fprintf(ostat, "%s\n", dump_overview_screen(false).c_str());
    fprintf(ostat, "%s\n", screenshot().c_str());
    fprintf(ostat, "%s\n", _list_exploration_estimate());
    fprintf(ostat, "%s\n", mpr_monster_list().c_str());
    fprintf(ostat, " --> Tension: %d\n", tension);

    if (player_under_penance(GOD_XOM))
        fprintf(ostat, "You are under Xom's penance!\n");
    else if (_xom_is_bored())
        fprintf(ostat, "Xom is BORED.\n");
    fprintf(ostat, "\nRunning %d times through entire mood cycle.\n", N);
    fprintf(ostat, "---- OUTPUT EFFECT PERCENTAGES ----\n");

    vector<int>          mood_effects;
    vector<vector<int> > all_effects;
    vector<string>       moods;
    vector<int>          mood_good_acts;

    string old_mood = "";
    string     mood = "";

    // Add an empty list to later add all effects to.
    all_effects.push_back(mood_effects);
    moods.push_back("total");
    mood_good_acts.push_back(0); // count total good acts

    int mood_good = 0;
    for (int p = 0; p <= MAX_PIETY; ++p)
    {
        you.piety     = p;
        int sever     = abs(p - HALF_MAX_PIETY);
        mood          = describe_xom_mood();
        if (old_mood != mood)
        {
            if (old_mood != "")
            {
                all_effects.push_back(mood_effects);
                mood_effects.clear();
                mood_good_acts.push_back(mood_good);
                mood_good_acts[0] += mood_good;
                mood_good = 0;
            }
            moods.push_back(mood);
            old_mood = mood;
        }

        // Repeat N times.
        for (int i = 0; i < N; ++i)
        {
            const bool niceness = xom_is_nice(tension);
            const int  result   = xom_acts(niceness, sever, tension, true);

            mood_effects.push_back(result);
            all_effects[0].push_back(result);

            if (result <= XOM_LAST_GOOD_ACT)
                mood_good++;
        }
    }
    all_effects.push_back(mood_effects);
    mood_effects.clear();
    mood_good_acts.push_back(mood_good);
    mood_good_acts[0] += mood_good;

    const int num_moods = moods.size();
    vector<xom_effect_count> xom_ec_pairs;
    for (int i = 0; i < num_moods; ++i)
    {
        mood_effects    = all_effects[i];
        const int total = mood_effects.size();

        if (i == 0)
            fprintf(ostat, "\nTotal effects (all piety ranges)\n");
        else
            fprintf(ostat, "\nMood: You are %s\n", moods[i].c_str());

        fprintf(ostat, "GOOD%7.2f%%\n",
                (100.0 * (float) mood_good_acts[i] / (float) total));
        fprintf(ostat, "BAD %7.2f%%\n",
                (100.0 * (float) (total - mood_good_acts[i]) / (float) total));

        sort(mood_effects.begin(), mood_effects.end());

        xom_ec_pairs.clear();
        int old_effect = XOM_DID_NOTHING;
        int count      = 0;
        for (int k = 0; k < total; ++k)
        {
            if (mood_effects[k] != old_effect)
            {
                if (count > 0)
                {
                    string name          = _xom_effect_to_name(old_effect);
                    xom_effect_count xec = xom_effect_count(name, count);
                    xom_ec_pairs.push_back(xec);
                }
                old_effect = mood_effects[k];
                count = 1;
            }
            else
                count++;
        }

        if (count > 0)
        {
            string name          = _xom_effect_to_name(old_effect);
            xom_effect_count xec = xom_effect_count(name, count);
            xom_ec_pairs.push_back(xec);
        }

        sort(xom_ec_pairs.begin(), xom_ec_pairs.end(), _sort_xom_effects);
        for (unsigned int k = 0; k < xom_ec_pairs.size(); ++k)
        {
            xom_effect_count xec = xom_ec_pairs[k];
            fprintf(ostat, "%7.2f%%    %s\n",
                    (100.0 * (float) xec.count / (float) total),
                    xec.effect.c_str());
        }
    }
    fprintf(ostat, "---- FINISHED XOM DEBUG TESTING ----\n");
    fclose(ostat);
    mpr("Results written into 'xom_debug.stat'.");

    you.piety    = real_piety;
    you.religion = real_god;
}
#endif // WIZARD
