/**
 * @file
 * @brief Functions for handling player mutations.
**/

#include "AppHdr.h"
#include "mutation.h"

#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>

#include <sstream>

#include "externs.h"

#include "ability.h"
#include "act-iter.h"
#include "art-enum.h"
#include "artefact.h"
#include "butcher.h"
#include "cio.h"
#include "coordit.h"
#include "delay.h"
#include "defines.h"
#include "dactions.h"
#include "effects.h"
#include "env.h"
#include "godabil.h"
#include "godpassive.h"
#include "hints.h"
#include "itemprop.h"
#include "items.h"
#include "libutil.h"
#include "menu.h"
#include "mgen_data.h"
#include "misc.h"
#include "mon-death.h"
#include "mon-place.h"
#include "mon-util.h"
#include "notes.h"
#include "ouch.h"
#include "output.h"
#include "player.h"
#include "player-stats.h"
#include "religion.h"
#include "random.h"
#include "skills2.h"
#include "state.h"
#include "stringutil.h"
#include "transform.h"
#include "unicode.h"
#include "viewchar.h"
#include "xom.h"

#include "mutation-data.h"

static const body_facet_def _body_facets[] =
{
    //{ EQ_NONE, MUT_FANGS, 1 },
    { EQ_HELMET, MUT_HORNS, 1 },
    { EQ_HELMET, MUT_ANTENNAE, 1 },
    //{ EQ_HELMET, MUT_BEAK, 1 },
    { EQ_GLOVES, MUT_CLAWS, 3 },
    { EQ_BOOTS, MUT_HOOVES, 3 },
    { EQ_BOOTS, MUT_TALONS, 3 }
};

equipment_type beastly_slot(int mut)
{
    switch (mut)
    {
    case MUT_HORNS:
    case MUT_ANTENNAE:
    // Not putting MUT_BEAK here because it doesn't conflict with the other two.
        return EQ_HELMET;
    case MUT_CLAWS:
        return EQ_GLOVES;
    case MUT_HOOVES:
    case MUT_TALONS:
    case MUT_TENTACLE_SPIKE:
        return EQ_BOOTS;
    default:
        return EQ_NONE;
    }
}

static bool _mut_has_use(const mutation_def &mut, mut_use_type use)
{
    return mut.uses & MFLAG(use);
}

#define MUT_BAD(mut) _mut_has_use((mut), MU_USE_BAD)
#define MUT_GOOD(mut) _mut_has_use((mut), MU_USE_GOOD)

static int _mut_weight(const mutation_def &mut, mut_use_type use)
{
    switch (use)
    {
        case MU_USE_JIYVA:
        case MU_USE_QAZLAL:
        case MU_USE_XOM:
        case MU_USE_CORRUPT:
            return 1;
        case MU_USE_GOOD:
        case MU_USE_BAD:
        default:
            return mut.weight;
    }
}

static int mut_index[NUM_MUTATIONS];
static int total_weight[NUM_MU_USE];

void init_mut_index()
{
    for (int i = 0; i < NUM_MUTATIONS; ++i)
        mut_index[i] = -1;
    memset(total_weight, 0, sizeof(total_weight));

    for (unsigned int i = 0; i < ARRAYSZ(mut_data); ++i)
    {
        const mutation_type mut = mut_data[i].mutation;
        ASSERT_RANGE(mut, 0, NUM_MUTATIONS);
        ASSERT(mut_index[mut] == -1);
        mut_index[mut] = i;
        for (int mt = MU_USE_MIN; mt < NUM_MU_USE; mt++)
            if (_mut_has_use(mut_data[i], (mut_use_type)mt))
                total_weight[mt] += _mut_weight(mut_data[i], (mut_use_type)mt);
    }
}

const mutation_def& get_mutation_def(mutation_type mut)
{
    ASSERT_RANGE(mut, 0, NUM_MUTATIONS);
    ASSERT(mut_index[mut] != -1);
    return *&mut_data[mut_index[mut]];
}

static bool _is_valid_mutation(mutation_type mut)
{
    return mut >= 0 && mut < NUM_MUTATIONS && mut_index[mut] != -1;
}

static const mutation_type _all_scales[] =
{
    MUT_DISTORTION_FIELD,           MUT_ICY_BLUE_SCALES,
    MUT_IRIDESCENT_SCALES,          MUT_LARGE_BONE_PLATES,
    MUT_MOLTEN_SCALES,              MUT_ROUGH_BLACK_SCALES,
    MUT_RUGGED_BROWN_SCALES,        MUT_SLIMY_GREEN_SCALES,
    MUT_THIN_METALLIC_SCALES,       MUT_THIN_SKELETAL_STRUCTURE,
    MUT_YELLOW_SCALES,
};

static bool _is_covering(mutation_type mut)
{
    for (unsigned i = 0; i < ARRAYSZ(_all_scales); ++i)
        if (_all_scales[i] == mut)
            return true;

    return false;
}

bool is_body_facet(mutation_type mut)
{
    for (unsigned i = 0; i < ARRAYSZ(_body_facets); i++)
    {
        if (_body_facets[i].mut == mut)
            return true;
    }

    return false;
}

mutation_activity_type mutation_activity_level(mutation_type mut)
{
    // First make sure the player's form permits the mutation.
    if (!form_keeps_mutations())
    {
        if (you.form == TRAN_DRAGON)
        {
            monster_type drag = dragon_form_dragon_type();
            if (mut == MUT_SHOCK_RESISTANCE && drag == MONS_STORM_DRAGON)
                return MUTACT_FULL;
            if (mut == MUT_UNBREATHING && drag == MONS_IRON_DRAGON)
                return MUTACT_FULL;
            if (mut == MUT_ACIDIC_BITE && drag == MONS_GOLDEN_DRAGON)
                return MUTACT_FULL;
            if (mut == MUT_STINGER && drag == MONS_SWAMP_DRAGON)
                return MUTACT_FULL;
        }
        // Dex and HP changes are kept in all forms.
        if (mut == MUT_ROUGH_BLACK_SCALES || mut == MUT_RUGGED_BROWN_SCALES)
            return MUTACT_PARTIAL;
        else if (get_mutation_def(mut).form_based)
            return MUTACT_INACTIVE;
    }

    if (you.form == TRAN_STATUE)
    {
        // Statues get all but the AC benefit from scales, but are not affected
        // by other changes in body material or speed.
        switch (mut)
        {
        case MUT_GELATINOUS_BODY:
        case MUT_TOUGH_SKIN:
        case MUT_SHAGGY_FUR:
        case MUT_FAST:
        case MUT_SLOW:
        case MUT_IRIDESCENT_SCALES:
            return MUTACT_INACTIVE;
        case MUT_LARGE_BONE_PLATES:
        case MUT_ROUGH_BLACK_SCALES:
        case MUT_RUGGED_BROWN_SCALES:
            return MUTACT_PARTIAL;
        case MUT_YELLOW_SCALES:
        case MUT_ICY_BLUE_SCALES:
        case MUT_MOLTEN_SCALES:
        case MUT_SLIMY_GREEN_SCALES:
        case MUT_THIN_METALLIC_SCALES:
            return you.mutation[mut] > 2 ? MUTACT_PARTIAL : MUTACT_INACTIVE;
        default:
            break;
        }
    }

    return MUTACT_FULL;
}

// Counts of various statuses/types of mutations from the current/most
// recent call to describe_mutations.  TODO: eliminate
static int _num_full_suppressed = 0;
static int _num_part_suppressed = 0;
static int _num_transient = 0;

static string _annotate_form_based(string desc, bool suppressed)
{
    if (suppressed)
    {
        desc = "<darkgrey>((" + desc + "))</darkgrey>";
        ++_num_full_suppressed;
    }

    return desc + "\n";
}

static string _dragon_abil(string desc)
{
    const bool supp = form_changed_physiology() && you.form != TRAN_DRAGON;
    return _annotate_form_based(desc, supp);
}

string describe_mutations(bool center_title)
{
    string result;
    bool have_any = false;
    const char *mut_title = "Innate Abilities, Weirdness & Mutations";
    string scale_type = "plain brown";

    _num_full_suppressed = _num_part_suppressed = 0;
    _num_transient = 0;

    if (center_title)
    {
        int offset = 39 - strwidth(mut_title) / 2;
        if (offset < 0) offset = 0;

        result += string(offset, ' ');
    }

    result += "<white>";
    result += mut_title;
    result += "</white>\n\n";

    // Innate abilities which don't fit as mutations.
    // TODO: clean these up with respect to transformations.  Currently
    // we handle only Naga/Draconian AC and Yellow Draconian rAcid.
    result += "<lightblue>";
    switch (you.species)
    {
    case SP_MERFOLK:
        result += _annotate_form_based(
            "You revert to your normal form in water.",
            form_changed_physiology());
        result += _annotate_form_based(
            "You are very nimble and swift while swimming.",
            form_changed_physiology());
        have_any = true;
        break;

    case SP_MINOTAUR:
        result += _annotate_form_based(
            "You reflexively headbutt those who attack you in melee.",
            !form_keeps_mutations());
        have_any = true;
        break;

    case SP_NAGA:
        result += "You cannot wear boots.\n";

        // Breathe poison replaces spit poison.
        if (!player_mutation_level(MUT_BREATHE_POISON))
            result += "You can spit poison.\n";

        if (you.experience_level > 12)
        {
            result += _annotate_form_based(
                "You can use your snake-like lower body to constrict enemies.",
                !form_keeps_mutations());
        }

        if (you.experience_level > 2)
        {
            ostringstream num;
            num << you.experience_level / 3;
            const string acstr = "Your serpentine skin is tough (AC +"
                                 + num.str() + ").";

            result += _annotate_form_based(acstr, player_is_shapechanged());
        }
        have_any = true;
        break;

    case SP_GHOUL:
        result += "Your body is rotting away.\n";
        have_any = true;
        break;

    case SP_TENGU:
        if (you.experience_level > 4)
        {
            string msg = "You can fly";
            if (you.experience_level > 14)
                msg += " continuously";
            msg += ".\n";

            result += msg;
            have_any = true;
        }
        break;

    case SP_MUMMY:
        result += "You do not eat or drink.\n";
        result += "Your flesh is vulnerable to fire.\n";
        if (you.experience_level > 12)
        {
            result += "You are";
            if (you.experience_level > 25)
                result += " strongly";

            result += " in touch with the powers of death.\n";
            result +=
                "You can restore your body by infusing magical energy.\n";
        }
        have_any = true;
        break;

    case SP_GREEN_DRACONIAN:
        result += _dragon_abil("You can breathe blasts of noxious fumes.");
        have_any = true;
        scale_type = "lurid green";
        break;

    case SP_GREY_DRACONIAN:
        result += "You can walk through water.\n";
        have_any = true;
        scale_type = "dull iron-grey";
        break;

    case SP_RED_DRACONIAN:
        result += _dragon_abil("You can breathe blasts of fire.");
        have_any = true;
        scale_type = "fiery red";
        break;

    case SP_WHITE_DRACONIAN:
        result += _dragon_abil("You can breathe waves of freezing cold.");
        result += _dragon_abil("You can buffet flying creatures when you breathe cold.");
        scale_type = "icy white";
        have_any = true;
        break;

    case SP_BLACK_DRACONIAN:
        result += _dragon_abil("You can breathe wild blasts of lightning.");
        if (you.experience_level >= 14)
            result += "You can fly continuously.\n";
        scale_type = "glossy black";
        have_any = true;
        break;

    case SP_YELLOW_DRACONIAN:
        result += _dragon_abil("You can spit globs of acid.");
        result += _dragon_abil("You can corrode armour when you spit acid.");
        result += _annotate_form_based("You are resistant to acid.",
                      !form_keeps_mutations() && you.form != TRAN_DRAGON);
        scale_type = "golden yellow";
        have_any = true;
        break;

    case SP_PURPLE_DRACONIAN:
        result += _dragon_abil("You can breathe bolts of energy.");
        result += _dragon_abil("You can dispel enchantments when you breathe energy.");
        scale_type = "rich purple";
        have_any = true;
        break;

    case SP_MOTTLED_DRACONIAN:
        result += _dragon_abil("You can spit globs of burning liquid.");
        result += _dragon_abil("You can ignite nearby creatures when you spit burning liquid.");
        scale_type = "weird mottled";
        have_any = true;
        break;

    case SP_PALE_DRACONIAN:
        result += _dragon_abil("You can breathe blasts of scalding steam.");
        scale_type = "pale cyan-grey";
        have_any = true;
        break;

    case SP_VAMPIRE:
        have_any = true;
        if (you.hunger_state == HS_STARVING)
            result += "<green>You do not heal naturally.</green>\n";
        else if (you.hunger_state == HS_ENGORGED)
            result += "<green>Your natural rate of healing is extremely fast.</green>\n";
        else if (you.hunger_state < HS_SATIATED)
            result += "<green>You heal slowly.</green>\n";
        else if (you.hunger_state >= HS_FULL)
            result += "<green>Your natural rate of healing is unusually fast.</green>\n";
        else
            have_any = false;

        if (you.experience_level >= 6)
        {
            result += "You can bottle blood from corpses.\n";
            have_any = true;
        }
        break;

    case SP_DEEP_DWARF:
        result += "You are resistant to damage.\n";
        result += "You can recharge devices by infusing magical energy.\n";
        have_any = true;
        break;

    case SP_FELID:
        result += "You cannot wear armour.\n";
        result += "You are incapable of wielding weapons or throwing items.\n";
        result += _annotate_form_based("Your paws have sharp claws.",
            !form_keeps_mutations() || you.form == TRAN_BLADE_HANDS);
        have_any = true;
        break;

    case SP_OCTOPODE:
        result += "You cannot wear most types of armour.\n";
        result += "You are amphibious.\n";
        result += _annotate_form_based(
            "You can wear up to eight rings at the same time.",
            !form_keeps_mutations() && you.form != TRAN_SPIDER);
        result += _annotate_form_based(
            "You can use your tentacles to constrict many enemies at once.",
            !form_keeps_mutations());
        have_any = true;
        break;
#if TAG_MAJOR_VERSION == 34

    case SP_DJINNI:
        result += "You are immune to all types of fire, even holy and hellish.\n";
        result += "You are vulnerable to cold.\n";
        result += "You need no food.\n";
        result += "You have no legs.\n";
        have_any = true;
        break;
#endif

#if TAG_MAJOR_VERSION == 34
    case SP_LAVA_ORC:
    {
        have_any = true;
        string col = "darkgrey";

        col = (temperature_effect(LORC_STONESKIN)) ? "lightgrey" : "darkgrey";
        result += "<" + col + ">You have stony skin.</" + col + ">\n";

        // Fire res
        col = (temperature_effect(LORC_FIRE_RES_III)) ? "lightred" :
              (temperature_effect(LORC_FIRE_RES_II))  ? "white"    :
              (temperature_effect(LORC_FIRE_RES_I))   ? "lightgrey"    : "bugged";

        result += "<" + col + ">";
        result += (temperature_effect(LORC_FIRE_RES_III)) ? "Your flesh is almost immune to the effects of heat." :
                  (temperature_effect(LORC_FIRE_RES_II))  ? "Your flesh is very heat resistant." :
                  (temperature_effect(LORC_FIRE_RES_I))   ? "Your flesh is heat resistant." : "bugged";
        result += "</" + col + ">\n";

        // Lava/fire boost
        if (temperature_effect(LORC_LAVA_BOOST))
        {
            col = "white";
            result += "<" + col + ">Your lava-based spells are more powerful.</" + col + ">\n";
        }
        else if (temperature_effect(LORC_FIRE_BOOST))
        {
            col = "lightred";
            result += "<" + col + ">Your fire spells are more powerful.</" + col + ">\n";
        }

        // Cold vulnerability
        col = (temperature_effect(LORC_COLD_VULN)) ? "red" : "darkgrey";
        result += "<" + col + ">Your flesh is vulnerable to cold.</" + col + ">\n";

        // Passive heat
        col = (temperature_effect(LORC_PASSIVE_HEAT)) ? "lightred" : "darkgrey";
        result += "<" + col + ">Your heat harms attackers.</" + col + ">\n";

        // Heat aura
        col = (temperature_effect(LORC_HEAT_AURA)) ? "lightred" : "darkgrey";
        result += "<" + col + ">You bathe your surroundings in blazing heat.</" + col + ">\n";

        // No scrolls
        col = (temperature_effect(LORC_NO_SCROLLS)) ? "red" : "darkgrey";
        result += "<" + col + ">You are too hot to use scrolls.</" + col + ">\n";

        break;
    }
#endif

    case SP_FORMICID:
        result += "Your are under a permanent stasis effect.\n";
        result += "You can dig through walls and to a lower floor.\n";
        result += "Your four strong arms can wield two-handed weapons with a shield.\n";
        have_any = true;
        break;

    case SP_GARGOYLE:
    {
        result += "You are resistant to torment.\n";
        result += "You are immune to poison.\n";
        if (you.experience_level >= 14)
            result += "You can fly continuously.\n";

        ostringstream num;
        num << 2 + you.experience_level * 2 / 5
                 + max(0, you.experience_level - 7) * 2 / 5;
        const string acstr = "Your stone body is very resilient (AC +"
                                 + num.str() + ").";

        result += _annotate_form_based(acstr, player_is_shapechanged()
                                              && you.form != TRAN_STATUE);
        break;
    }

    default:
        break;
    }

    if (you.species != SP_FELID)
    {
        switch (you.body_size(PSIZE_TORSO, true))
        {
        case SIZE_LITTLE:
            result += "You are tiny and cannot use many weapons and most armour.\n";
            have_any = true;
            break;
        case SIZE_SMALL:
            result += "You are small and have problems with some larger weapons.\n";
            have_any = true;
            break;
        case SIZE_LARGE:
            result += "You are too large for most types of armour.\n";
            have_any = true;
            break;
        default:
            break;
        }
    }

    if (player_genus(GENPC_DRACONIAN))
    {
        // Draconians are large for the purposes of armour, but only medium for
        // weapons and carrying capacity.
        ostringstream num;
        num << 4 + you.experience_level / 3
                 + (you.species == SP_GREY_DRACONIAN ? 5 : 0);

        const string msg = "Your " + scale_type + " scales are "
              + (you.species == SP_GREY_DRACONIAN ? "very " : "") + "hard"
              + " (AC +" + num.str() + ").";

        result += _annotate_form_based(msg,
                      player_is_shapechanged() && you.form != TRAN_DRAGON);

        result += "Your body does not fit into most forms of armour.\n";

        have_any = true;
    }

    result += "</lightblue>";

    textcolor(LIGHTGREY);

    // First add (non-removable) inborn abilities and demon powers.
    for (int i = 0; i < NUM_MUTATIONS; i++)
    {
        if (you.mutation[i] != 0 && you.innate_mutation[i])
        {
            mutation_type mut_type = static_cast<mutation_type>(i);
            result += mutation_desc(mut_type, -1, true);
            result += "\n";
            have_any = true;
        }
    }

    if (beogh_water_walk())
    {
        result += "<green>You can walk on water.</green>\n";
        have_any = true;
    }

    if (you.duration[DUR_FIRE_SHIELD])
    {
        result += "<green>You are immune to clouds of flame.</green>\n";
        have_any = true;
    }

    // Now add removable mutations.
    for (int i = 0; i < NUM_MUTATIONS; i++)
    {
        if (you.mutation[i] != 0 && !you.innate_mutation[i]
                && !you.temp_mutation[i])
        {
            mutation_type mut_type = static_cast<mutation_type>(i);
            result += mutation_desc(mut_type, -1, true);
            result += "\n";
            have_any = true;
        }
    }

    //Finally, temporary mutations.
    for (int i = 0; i < NUM_MUTATIONS; i++)
    {
        if (you.mutation[i] != 0 && you.temp_mutation[i])
        {
            mutation_type mut_type = static_cast<mutation_type>(i);
            result += mutation_desc(mut_type, -1, true);
            result += "\n";
            have_any = true;
        }
    }

    if (!have_any)
        result +=  "You are rather mundane.\n";

    return result;
}

static const string _vampire_Ascreen_footer = (
#ifndef USE_TILE_LOCAL
    "Press '<w>!</w>'"
#else
    "<w>Right-click</w>"
#endif
    " to toggle between mutations and properties depending on your\n"
    "hunger status.\n");

#if TAG_MAJOR_VERSION == 34
static const string _lava_orc_Ascreen_footer = (
#ifndef USE_TILE_LOCAL
    "Press '<w>!</w>'"
#else
    "<w>Right-click</w>"
#endif
    " to toggle between mutations and properties depending on your\n"
    "temperature.\n");
#endif

static void _display_vampire_attributes()
{
    ASSERT(you.species == SP_VAMPIRE);

    string result;

    const int lines = 12;
    string column[lines][7] =
    {
        {"                     ", "<lightgreen>Alive</lightgreen>      ", "<green>Full</green>    ",
         "Satiated  ", "<yellow>Thirsty</yellow>  ", "<yellow>Near...</yellow>  ",
         "<lightred>Bloodless</lightred>"},
                                 //Alive          Full       Satiated      Thirsty   Near...      Bloodless
        {"Metabolism           ", "very fast  ", "fast    ", "fast      ", "normal   ", "slow     ", "none  "},

        {"Regeneration         ", "very fast  ", "fast    ", "normal    ", "slow     ", "slow     ", "none  "},

        {"Stealth boost        ", "none       ", "none    ", "none      ", "minor    ", "major    ", "large "},

        {"Spell hunger         ", "full       ", "full    ", "full      ", "halved   ", "none     ", "none  "},

        {"\n<w>Resistances</w>\n"
         "Poison resistance    ", "           ", "        ", "          ", " +       ", " +       ", " +    "},

        {"Cold resistance      ", "           ", "        ", "          ", " +       ", " ++      ", " ++   "},

        {"Negative resistance  ", "           ", "        ", " +        ", " ++      ", " +++     ", " +++  "},

        {"Rotting resistance   ", "           ", "        ", "          ", " +       ", " +       ", " +    "},

        {"Torment resistance   ", "           ", "        ", "          ", "         ", "         ", " +    "},

        {"\n<w>Transformations</w>\n"
         "Bat form             ", "no         ", "no      ", "yes       ", "yes      ", "yes      ", "yes   "},

        {"Other forms and \n"
         "berserk              ", "yes        ", "yes     ", "no        ", "no       ", "no       ", "no    "}
    };

    int current = 0;
    switch (you.hunger_state)
    {
    case HS_ENGORGED:
        current = 1;
        break;
    case HS_VERY_FULL:
    case HS_FULL:
        current = 2;
        break;
    case HS_SATIATED:
        current = 3;
        break;
    case HS_HUNGRY:
    case HS_VERY_HUNGRY:
        current = 4;
        break;
    case HS_NEAR_STARVING:
        current = 5;
        break;
    case HS_STARVING:
        current = 6;
    }

    for (int y = 0; y < lines; y++)  // lines   (properties)
    {
        for (int x = 0; x < 7; x++)  // columns (hunger states)
        {
            if (y > 0 && x == current)
                result += "<w>";
            result += column[y][x];
            if (y > 0 && x == current)
                result += "</w>";
        }
        result += "\n";
    }

    result += "\n";
    result += _vampire_Ascreen_footer;

    formatted_scroller attrib_menu;
    attrib_menu.add_text(result);

    attrib_menu.show();
    if (attrib_menu.getkey() == '!'
        || attrib_menu.getkey() == CK_MOUSE_CMD)
    {
        display_mutations();
    }
}

#if TAG_MAJOR_VERSION == 34
static void _display_temperature()
{
    ASSERT(you.species == SP_LAVA_ORC);

    clrscr();
    cgotoxy(1,1);

    string result;

    string title = "Temperature Effects";

    // center title
    int offset = 39 - strwidth(title) / 2;
    if (offset < 0) offset = 0;

    result += string(offset, ' ');

    result += "<white>";
    result += title;
    result += "</white>\n\n";

    const int lines = TEMP_MAX + 1; // 15 lines plus one for off-by-one.
    string column[lines];

    for (int t = 1; t <= TEMP_MAX; t++)  // lines
    {
        string text;
        ostringstream ostr;

        string colourname = temperature_string(t);
#define F(x) stringize_glyph(dchar_glyph(DCHAR_FRAME_##x))
        if (t == TEMP_MAX)
            text = "  " + F(TL) + F(HORIZ) + "MAX" + F(HORIZ) + F(HORIZ) + F(TR);
        else if (t == TEMP_MIN)
            text = "  " + F(BL) + F(HORIZ) + F(HORIZ) + "MIN" + F(HORIZ) + F(BR);
        else if (temperature() < t)
            text = "  " + F(VERT) + "      " + F(VERT);
        else if (temperature() == t)
            text = "  " + F(VERT) + "~~~~~~" + F(VERT);
        else
            text = "  " + F(VERT) + "######" + F(VERT);
        text += "    ";
#undef F

        ostr << '<' << colourname << '>' << text
             << "</" << colourname << '>';

        colourname = (temperature() >= t) ? "lightred" : "darkgrey";
        text = temperature_text(t);
        ostr << '<' << colourname << '>' << text
             << "</" << colourname << '>';

       column[t] = ostr.str();
    }

    for (int y = TEMP_MAX; y >= TEMP_MIN; y--)  // lines
    {
        result += column[y];
        result += "\n";
    }

    result += "\n";

    result += "You get hot in tense situations, when berserking, or when you enter lava. You \ncool down when your rage ends or when you enter water.";
    result += "\n";
    result += "\n";

    result += _lava_orc_Ascreen_footer;

    formatted_scroller temp_menu;
    temp_menu.add_text(result);

    temp_menu.show();
    if (temp_menu.getkey() == '!'
        || temp_menu.getkey() == CK_MOUSE_CMD)
    {
        display_mutations();
    }
}
#endif

void display_mutations()
{
    string mutation_s = describe_mutations(true);

    string extra = "";
    if (_num_part_suppressed)
        extra += "<brown>()</brown>  : Partially suppressed.\n";
    if (_num_full_suppressed)
        extra += "<darkgrey>(())</darkgrey>: Completely suppressed.\n";
    if (_num_transient)
        extra += "<magenta>[]</magenta>   : Transient mutations.";
    if (you.species == SP_VAMPIRE)
    {
        if (!extra.empty())
            extra += "\n";

        extra += _vampire_Ascreen_footer;
    }

#if TAG_MAJOR_VERSION == 34
    if (you.species == SP_LAVA_ORC)
    {
        if (!extra.empty())
            extra += "\n";

        extra += _lava_orc_Ascreen_footer;
    }
#endif

    if (!extra.empty())
    {
        mutation_s += "\n\n\n\n";
        mutation_s += extra;
    }

    formatted_scroller mutation_menu;
    mutation_menu.add_text(mutation_s);

    mouse_control mc(MOUSE_MODE_MORE);

    mutation_menu.show();

    if (you.species == SP_VAMPIRE
        && (mutation_menu.getkey() == '!'
            || mutation_menu.getkey() == CK_MOUSE_CMD))
    {
        _display_vampire_attributes();
    }
#if TAG_MAJOR_VERSION == 34
    if (you.species == SP_LAVA_ORC
        && (mutation_menu.getkey() == '!'
            || mutation_menu.getkey() == CK_MOUSE_CMD))
    {
        _display_temperature();
    }
#endif
}

static int _calc_mutation_amusement_value(mutation_type which_mutation)
{
    int amusement = 12 * (11 - get_mutation_def(which_mutation).weight);

    if (MUT_GOOD(mut_data[which_mutation]))
        amusement /= 2;
    else if (MUT_BAD(mut_data[which_mutation]))
        amusement *= 2;
    // currently is only ever one of these, but maybe that'll change?

    return amusement;
}

static bool _accept_mutation(mutation_type mutat, bool ignore_weight = false)
{
    if (!_is_valid_mutation(mutat))
        return false;

    if (physiology_mutation_conflict(mutat))
        return false;

    const mutation_def& mdef = get_mutation_def(mutat);

    if (you.mutation[mutat] >= mdef.levels)
        return false;

    if (ignore_weight)
        return true;

    const int weight = mdef.weight + you.innate_mutation[mutat];

    // Low weight means unlikely to choose it.
    return x_chance_in_y(weight, 10);
}

static mutation_type _get_mut_with_use(mut_use_type mt)
{
    int cweight = random2(total_weight[mt]);
    for (unsigned i = 0; i < ARRAYSZ(mut_data); ++i)
    {
        if (!_mut_has_use(mut_data[i], mt))
            continue;

        cweight -= _mut_weight(mut_data[i], mt);
        if (cweight >= 0)
            continue;

        return mut_data[i].mutation;
    }

    die("Error while selecting mutations");
}

static mutation_type _get_random_slime_mutation()
{
    return _get_mut_with_use(MU_USE_JIYVA);
}

static mutation_type _delete_random_slime_mutation()
{
    mutation_type mutat;

    while (true)
    {
        mutat = _get_random_slime_mutation();

        if (you.mutation[mutat] > 0)
            break;

        if (one_chance_in(500))
        {
            mutat = NUM_MUTATIONS;
            break;
        }
    }

    return mutat;
}

static bool _is_slime_mutation(mutation_type m)
{
    return _mut_has_use(mut_data[mut_index[m]], MU_USE_JIYVA);
}

static mutation_type _get_random_xom_mutation()
{
    mutation_type mutat = NUM_MUTATIONS;

    do
    {
        mutat = static_cast<mutation_type>(random2(NUM_MUTATIONS));

        if (one_chance_in(1000))
            return NUM_MUTATIONS;
        else if (one_chance_in(5))
            mutat = _get_mut_with_use(MU_USE_XOM);
    }
    while (!_accept_mutation(mutat, false));

    return mutat;
}

static mutation_type _get_random_corrupt_mutation()
{
    return _get_mut_with_use(MU_USE_CORRUPT);
}

static mutation_type _get_random_qazlal_mutation()
{
    return _get_mut_with_use(MU_USE_QAZLAL);
}

static mutation_type _get_random_mutation(mutation_type mutclass)
{
    mut_use_type mt;
    switch (mutclass)
    {
        case RANDOM_MUTATION:
            // maintain an arbitrary ratio of good to bad muts to allow easier
            // weight changes within categories - 60% good seems to be about
            // where things are right now
            mt = x_chance_in_y(3, 5) ? MU_USE_GOOD : MU_USE_BAD;
            break;
        case RANDOM_BAD_MUTATION:
            mt = MU_USE_BAD;
            break;
        case RANDOM_GOOD_MUTATION:
            mt = MU_USE_GOOD;
            break;
        default:
            die("invalid mutation class: %d", mutclass);
    }

    for (int attempt = 0; attempt < 100; ++attempt)
    {
        mutation_type mut = _get_mut_with_use(mt);
        if (_accept_mutation(mut, true))
            return mut;
    }

    return NUM_MUTATIONS;
}

// Tries to give you the mutation by deleting a conflicting
// one, or clears out conflicting mutations if we should give
// you the mutation anyway.
// Return:
//  1 if we should stop processing (success);
//  0 if we should continue processing;
// -1 if we should stop processing (failure).
static int _handle_conflicting_mutations(mutation_type mutation,
                                         bool override,
                                         const string &reason,
                                         bool temp = false)
{
    const int conflict[][3] =
    {
#if TAG_MAJOR_VERSION == 34
        { MUT_STRONG_STIFF,        MUT_FLEXIBLE_WEAK,        1},
#endif
        { MUT_STRONG,              MUT_WEAK,                 1},
        { MUT_CLEVER,              MUT_DOPEY,                1},
        { MUT_AGILE,               MUT_CLUMSY,               1},
        { MUT_SLOW_HEALING,        MUT_NO_DEVICE_HEAL,       1},
        { MUT_ROBUST,              MUT_FRAIL,                1},
        { MUT_HIGH_MAGIC,          MUT_LOW_MAGIC,            1},
        { MUT_WILD_MAGIC,          MUT_PLACID_MAGIC,         1},
        { MUT_CARNIVOROUS,         MUT_HERBIVOROUS,          1},
        { MUT_SLOW_METABOLISM,     MUT_FAST_METABOLISM,      1},
        { MUT_REGENERATION,        MUT_SLOW_HEALING,         1},
        { MUT_ACUTE_VISION,        MUT_BLURRY_VISION,        1},
        { MUT_FAST,                MUT_SLOW,                 1},
        { MUT_REGENERATION,        MUT_SLOW_METABOLISM,      0},
        { MUT_REGENERATION,        MUT_SLOW_HEALING,         0},
        { MUT_ACUTE_VISION,        MUT_BLURRY_VISION,        0},
        { MUT_FAST,                MUT_SLOW,                 0},
        { MUT_UNBREATHING,         MUT_BREATHE_FLAMES,       0},
        { MUT_UNBREATHING,         MUT_BREATHE_POISON,       0},
        { MUT_FANGS,               MUT_BEAK,                -1},
        { MUT_ANTENNAE,            MUT_HORNS,               -1},
        { MUT_HOOVES,              MUT_TALONS,              -1},
        { MUT_TRANSLUCENT_SKIN,    MUT_CAMOUFLAGE,          -1},
        { MUT_MUTATION_RESISTANCE, MUT_EVOLUTION,           -1},
        { MUT_ANTIMAGIC_BITE,      MUT_ACIDIC_BITE,         -1},
        { MUT_HEAT_RESISTANCE,     MUT_HEAT_VULNERABILITY,  -1},
        { MUT_COLD_RESISTANCE,     MUT_COLD_VULNERABILITY,  -1},
        { MUT_SHOCK_RESISTANCE,    MUT_SHOCK_VULNERABILITY, -1},
        };

    // If we have one of the pair, delete all levels of the other,
    // and continue processing.
    for (unsigned i = 0; i < ARRAYSZ(conflict); ++i)
    {
        for (int j = 0; j < 2; ++j)
        {
            const mutation_type a = (mutation_type)conflict[i][j];
            const mutation_type b = (mutation_type)conflict[i][1-j];

            if (mutation == a && you.mutation[b] > 0)
            {
                if (you.innate_mutation[b] >= you.mutation[b])
                    return -1;

                int res = conflict[i][2];
                switch (res)
                {
                case -1:
                    // Fail if not forced, otherwise override.
                    if (!override)
                        return -1;
                case 0:
                    // Ignore if not forced, otherwise override.
                    // All cases but regen:slowmeta will currently trade off.
                    if (override)
                    {
                        while (delete_mutation(b, reason, true, true))
                            ;
                    }
                    break;
                case 1:
                    // If we have one of the pair, delete a level of the
                    // other, and that's it.
                    //
                    // Temporary mutations can co-exist with things they would
                    // ordinarily conflict with
                    if (temp)
                        return 0;       // Allow conflicting transient mutations
                    else
                    {
                        delete_mutation(b, reason, true, true);
                        return 1;     // Nothing more to do.
                    }

                default:
                    die("bad mutation conflict resulution");
                }
            }
        }
    }

    return 0;
}

static int _body_covered()
{
    // Check how much of your body is covered by scales, etc.
    int covered = 0;

    if (you.species == SP_NAGA)
        covered++;

    if (player_genus(GENPC_DRACONIAN))
        covered += 3;

    for (unsigned i = 0; i < ARRAYSZ(_all_scales); ++i)
        covered += you.mutation[_all_scales[i]];

    return covered;
}

bool physiology_mutation_conflict(mutation_type mutat)
{
    // If demonspawn, and mutat is a scale, see if they were going
    // to get it sometime in the future anyway; otherwise, conflict.
    if (you.species == SP_DEMONSPAWN && _is_covering(mutat)
        && find(_all_scales, _all_scales+ARRAYSZ(_all_scales), mutat) !=
                _all_scales+ARRAYSZ(_all_scales))
    {
        bool found = false;

        for (unsigned j = 0; j < you.demonic_traits.size(); ++j)
        {
            if (you.demonic_traits[j].mutation == mutat)
                found = true;
        }

        return !found;
    }

    // Strict 3-scale limit.
    if (_is_covering(mutat) && _body_covered() >= 3)
        return true;

    // Only Nagas and Draconians can get this one.
    if (you.species != SP_NAGA && !player_genus(GENPC_DRACONIAN)
        && mutat == MUT_STINGER)
    {
        return true;
    }

    // Need tentacles to grow something on them.
    if (you.species != SP_OCTOPODE && mutat == MUT_TENTACLE_SPIKE)
        return true;

    // No bones for thin skeletal structure, and too squishy for horns.
    if (you.species == SP_OCTOPODE
        && (mutat == MUT_THIN_SKELETAL_STRUCTURE || mutat == MUT_HORNS))
    {
        return true;
    }

    // No feet.
    if (!player_has_feet(false)
        && (mutat == MUT_HOOVES || mutat == MUT_TALONS))
    {
        return true;
    }

    // Naga poison spit can be upgraded to breathe poison instead.
    if (you.species == SP_NAGA && mutat == MUT_SPIT_POISON)
        return true;

    // Only Nagas can get this upgrade.
    if (you.species != SP_NAGA && mutat == MUT_BREATHE_POISON)
        return true;

    // Red Draconians can already breathe flames.
    if (you.species == SP_RED_DRACONIAN && mutat == MUT_BREATHE_FLAMES)
        return true;

    // Green Draconians can breathe mephitic, poison is not really redundant
    // but its name might confuse players a bit ("noxious" vs "poison").
    if (you.species == SP_GREEN_DRACONIAN && mutat == MUT_SPIT_POISON)
        return true;

    // Only Draconians (and gargoyles) can get wings.
    if (!player_genus(GENPC_DRACONIAN) && you.species != SP_GARGOYLE
        && mutat == MUT_BIG_WINGS)
    {
        return true;
    }

    // Vampires' healing and thirst rates depend on their blood level.
    if (you.species == SP_VAMPIRE
        && (mutat == MUT_CARNIVOROUS || mutat == MUT_HERBIVOROUS
            || mutat == MUT_REGENERATION || mutat == MUT_SLOW_HEALING
            || mutat == MUT_FAST_METABOLISM || mutat == MUT_SLOW_METABOLISM))
    {
        return true;
    }

    // Felids have innate claws, and unlike trolls/ghouls, there are no
    // increases for them.  And octopodes have no hands.
    if ((you.species == SP_FELID || you.species == SP_OCTOPODE)
         && mutat == MUT_CLAWS)
    {
        return true;
    }

    // Merfolk have no feet in the natural form, and we never allow mutations
    // that show up only in a certain transformation.
    if (you.species == SP_MERFOLK
        && (mutat == MUT_TALONS || mutat == MUT_HOOVES))
    {
        return true;
    }

    if (you.species == SP_FORMICID)
    {
        // Formicids have stasis and so prevent mutations that would do nothing.
        // Antennae provides SInv, so acute vision is pointless.
        if (mutat == MUT_BERSERK
            || mutat == MUT_BLINK
            || mutat == MUT_TELEPORT
            || mutat == MUT_TELEPORT_CONTROL
            || mutat == MUT_ACUTE_VISION)
        {
            return true;
        }
    }
#if TAG_MAJOR_VERSION == 34

    // Heat doesn't hurt fire, djinn don't care about hunger.
    if (you.species == SP_DJINNI && (mutat == MUT_HEAT_RESISTANCE
        || mutat == MUT_HEAT_VULNERABILITY
        || mutat == MUT_BERSERK
        || mutat == MUT_FAST_METABOLISM || mutat == MUT_SLOW_METABOLISM
        || mutat == MUT_CARNIVOROUS || mutat == MUT_HERBIVOROUS))
    {
        return true;
    }
#endif

    // Already immune.
    if (you.species == SP_GARGOYLE && mutat == MUT_POISON_RESISTANCE)
        return true;

    // Can't worship gods.
    if (you.species == SP_DEMIGOD && mutat == MUT_FORLORN)
        return true;

    equipment_type eq_type = EQ_NONE;

    // Mutations of the same slot conflict
    if (is_body_facet(mutat))
    {
        // Find equipment slot of attempted mutation
        for (unsigned i = 0; i < ARRAYSZ(_body_facets); i++)
            if (mutat == _body_facets[i].mut)
                eq_type = _body_facets[i].eq;

        if (eq_type != EQ_NONE)
        {
            for (unsigned i = 0; i < ARRAYSZ(_body_facets); i++)
            {
                if (eq_type == _body_facets[i].eq
                    && mutat != _body_facets[i].mut
                    && player_mutation_level(_body_facets[i].mut, false))
                {
                    return true;
                }
            }
        }
    }

    return false;
}

static const char* _stat_mut_desc(mutation_type mut, bool gain)
{
    stat_type stat = STAT_STR;
    bool positive = gain;
    switch (mut)
    {
    case MUT_WEAK:
        positive = !positive;
    case MUT_STRONG:
        stat = STAT_STR;
        break;

    case MUT_DOPEY:
        positive = !positive;
    case MUT_CLEVER:
        stat = STAT_INT;
        break;

    case MUT_CLUMSY:
        positive = !positive;
    case MUT_AGILE:
        stat = STAT_DEX;
        break;

    default:
        die("invalid stat mutation: %d", mut);
    }
    return stat_desc(stat, positive ? SD_INCREASE : SD_DECREASE);
}

// Undead can't be mutated, and fall apart instead.
// Vampires mutate as normal.
bool undead_mutation_rot()
{
    return you.is_undead && you.is_undead != US_SEMI_UNDEAD;
}

bool mutate(mutation_type which_mutation, const string &reason, bool failMsg,
            bool force_mutation, bool god_gift, bool beneficial,
            bool demonspawn, bool no_rot, bool temporary)
{
    if (which_mutation == RANDOM_BAD_MUTATION && !temporary
        && crawl_state.disables[DIS_AFFLICTIONS])
    {
        return true; // no fallbacks
    }

    if (!god_gift)
    {
        const god_type god =
            (crawl_state.is_god_acting()) ? crawl_state.which_god_acting()
                                          : GOD_NO_GOD;

        if (god != GOD_NO_GOD)
            god_gift = true;
    }

    if (demonspawn)
        force_mutation = true;

    mutation_type mutat = which_mutation;

    if (!force_mutation)
    {
        // God gifts override all sources of mutation resistance other
        // than divine protection, and stat gain potions override all
        // sources of mutation resistance other than the mutation
        // resistance mutation.
        if (!god_gift)
        {
            if ((you.rmut_from_item()
                 && !one_chance_in(temporary ? 3 : 10) && !beneficial)
                || player_mutation_level(MUT_MUTATION_RESISTANCE) == 3
                || (player_mutation_level(MUT_MUTATION_RESISTANCE)
                    && !one_chance_in(temporary ? 2 : 3)))
            {
                if (failMsg)
                    mprf(MSGCH_MUTATION, "You feel odd for a moment.");
                return false;
            }
        }

        // Zin's protection.
        if (you_worship(GOD_ZIN)
            && (x_chance_in_y(you.piety, MAX_PIETY)
                || x_chance_in_y(you.piety, MAX_PIETY + 22)))
        {
            simple_god_message(" protects your body from mutation!");
            return false;
        }
    }

    // Undead bodies don't mutate, they fall apart. -- bwr
    // except for demonspawn (or other permamutations) in lichform -- haranp
    if (undead_mutation_rot() && !demonspawn)
    {
        if (no_rot)
            return false;

        if (temporary)
            lose_stat(STAT_RANDOM, 1, false, reason);
        else
        {
            mprf(MSGCH_MUTATION, "Your body decomposes!");

            if (coinflip())
                lose_stat(STAT_RANDOM, 1, false, reason);
            else
            {
                ouch(3, NON_MONSTER, KILLED_BY_ROTTING, reason.c_str());
                rot_hp(roll_dice(1, 3));
            }

            xom_is_stimulated(50);
        }

        return true;
    }

    if (which_mutation == RANDOM_MUTATION
        || which_mutation == RANDOM_XOM_MUTATION)
    {
        // If already heavily mutated, remove a mutation instead.
        if (x_chance_in_y(how_mutated(false, true), 15)
            && !temporary)
        {
            // God gifts override mutation loss due to being heavily
            // mutated.
            if (!one_chance_in(3) && !god_gift && !force_mutation)
                return false;
            else
                return delete_mutation(RANDOM_MUTATION, reason, failMsg,
                                       force_mutation, false);
        }
    }

    switch (which_mutation)
    {
    case RANDOM_MUTATION:
    case RANDOM_GOOD_MUTATION:
    case RANDOM_BAD_MUTATION:
        mutat = _get_random_mutation(which_mutation);
        break;
    case RANDOM_XOM_MUTATION:
        mutat = _get_random_xom_mutation();
        break;
    case RANDOM_SLIME_MUTATION:
        mutat = _get_random_slime_mutation();
        break;
    case RANDOM_CORRUPT_MUTATION:
        mutat = _get_random_corrupt_mutation();
        break;
    case RANDOM_QAZLAL_MUTATION:
        mutat = _get_random_qazlal_mutation();
        break;
    default:
        break;
    }

    if (!_is_valid_mutation(mutat))
        return false;

    // [Cha] don't allow teleportitis in sprint
    if (mutat == MUT_TELEPORT && crawl_state.game_is_sprint())
        return false;

    if (physiology_mutation_conflict(mutat))
        return false;

    const mutation_def& mdef = get_mutation_def(mutat);

    if (you.mutation[mutat] >= mdef.levels)
    {
        bool found = false;
        if (you.species == SP_DEMONSPAWN)
            for (unsigned i = 0; i < you.demonic_traits.size(); ++i)
                if (you.demonic_traits[i].mutation == mutat)
                {
                    // This mutation is about to be re-gained, so there is
                    // no need to redraw any stats or print any messages.
                    found = true;
                    you.mutation[mutat]--;
                    break;
                }
        if (!found)
            return false;
    }

    // God gifts and forced mutations clear away conflicting mutations.
    int rc = _handle_conflicting_mutations(mutat, god_gift || force_mutation, reason, temporary);
    if (rc == 1)
        return true;
    if (rc == -1)
        return false;

    ASSERT(rc == 0);

    const unsigned int old_talents = your_talents(false).size();

    int count = (which_mutation == RANDOM_CORRUPT_MUTATION
                 || which_mutation == RANDOM_QAZLAL_MUTATION)
                ? min(2, mdef.levels - you.mutation[mutat])
                : 1;

    bool gain_msg = true;

    while (count-- > 0)
    {
        you.mutation[mutat]++;

        // More than three messages, need to give them by hand.
        switch (mutat)
        {
        case MUT_STRONG: case MUT_AGILE:  case MUT_CLEVER:
        case MUT_WEAK:   case MUT_CLUMSY: case MUT_DOPEY:
            mprf(MSGCH_MUTATION, "You feel %s.", _stat_mut_desc(mutat, true));
            gain_msg = false;
            break;

        case MUT_LARGE_BONE_PLATES:
            {
                const char *arms;
                if (you.species == SP_FELID)
                    arms = "legs";
                else if (you.species == SP_OCTOPODE)
                    arms = "tentacles";
                else
                    break;
                mprf(MSGCH_MUTATION, "%s",
                     replace_all(mdef.gain[you.mutation[mutat]-1], "arms",
                                 arms).c_str());
                gain_msg = false;
            }
            break;

        case MUT_BREATHE_POISON:
            if (you.species == SP_NAGA)
            {
                // Breathe poison replaces spit poison (so it takes the slot).
                for (int i = 0; i < 52; ++i)
                {
                    if (you.ability_letter_table[i] == ABIL_SPIT_POISON)
                        you.ability_letter_table[i] = ABIL_BREATHE_POISON;
                }
            }
            break;

        default:
            break;
        }

        // For all those scale mutations.
        you.redraw_armour_class = true;

        notify_stat_change("gaining a mutation");

        if (gain_msg)
            mprf(MSGCH_MUTATION, "%s", mdef.gain[you.mutation[mutat]-1]);

        // Do post-mutation effects.
        switch (mutat)
        {
        case MUT_FRAIL:
        case MUT_ROBUST:
        case MUT_RUGGED_BROWN_SCALES:
            calc_hp();
            break;

        case MUT_LOW_MAGIC:
        case MUT_HIGH_MAGIC:
            calc_mp();
            break;

        case MUT_PASSIVE_MAPPING:
            add_daction(DACT_REAUTOMAP);
            break;

        case MUT_HOOVES:
        case MUT_TALONS:
            // Hooves and talons force boots off at 3.
            if (you.mutation[mutat] >= 3 && !you.melded[EQ_BOOTS])
                remove_one_equip(EQ_BOOTS, false, true);
            break;

        case MUT_CLAWS:
            // Claws force gloves off at 3.
            if (you.mutation[mutat] >= 3 && !you.melded[EQ_GLOVES])
                remove_one_equip(EQ_GLOVES, false, true);
            break;

        case MUT_HORNS:
        case MUT_ANTENNAE:
            // Horns & Antennae 3 removes all headgear.  Same algorithm as with
            // glove removal.

            if (you.mutation[mutat] >= 3 && !you.melded[EQ_HELMET])
                remove_one_equip(EQ_HELMET, false, true);
            // Intentional fall-through
        case MUT_BEAK:
            // Horns, beaks, and antennae force hard helmets off.
            if (you.equip[EQ_HELMET] != -1
                && is_hard_helmet(you.inv[you.equip[EQ_HELMET]])
                && !you.melded[EQ_HELMET])
            {
                remove_one_equip(EQ_HELMET, false, true);
            }
            break;

        case MUT_ACUTE_VISION:
            // We might have to turn autopickup back on again.
            autotoggle_autopickup(false);
            break;

        case MUT_NIGHTSTALKER:
            update_vision_range();
            break;

        default:
            break;
        }

        xom_is_stimulated(_calc_mutation_amusement_value(mutat));

        if (!temporary)
        {
            take_note(Note(NOTE_GET_MUTATION, mutat, you.mutation[mutat],
                           reason.c_str()));
        }
        else
        {
            you.temp_mutation[mutat]++;
            you.attribute[ATTR_TEMP_MUTATIONS]++;
            you.attribute[ATTR_TEMP_MUT_XP] =
                    min(you.experience_level, 17)
                    * (500 + roll_dice(5, 500)) / 17;
        }

        if (you.hp <= 0)
        {
            ouch(0, NON_MONSTER, KILLED_BY_FRAILTY,
                 make_stringf("gaining the %s mutation",
                              mutation_name(mutat)).c_str());
        }
    }

#ifdef USE_TILE_LOCAL
    if (your_talents(false).size() != old_talents)
    {
        tiles.layout_statcol();
        redraw_screen();
    }
#endif
    if (crawl_state.game_is_hints()
        && your_talents(false).size() > old_talents)
    {
        learned_something_new(HINT_NEW_ABILITY_MUT);
    }
    return true;
}

static bool _delete_single_mutation_level(mutation_type mutat,
                                          const string &reason,
                                          bool transient = false)
{
    if (you.mutation[mutat] == 0)
        return false;

    if (you.innate_mutation[mutat] >= you.mutation[mutat])
        return false;

    if (!transient && you.temp_mutation[mutat] >= you.mutation[mutat])
        return false;

    const mutation_def& mdef = get_mutation_def(mutat);

    bool lose_msg = true;

    you.mutation[mutat]--;

    switch (mutat)
    {
    case MUT_STRONG: case MUT_AGILE:  case MUT_CLEVER:
    case MUT_WEAK:   case MUT_CLUMSY: case MUT_DOPEY:
        mprf(MSGCH_MUTATION, "You feel %s.", _stat_mut_desc(mutat, false));
        lose_msg = false;
        break;

    case MUT_BREATHE_POISON:
        if (you.species == SP_NAGA)
        {
            // natural ability to spit poison retakes the slot
            for (int i = 0; i < 52; ++i)
            {
                if (you.ability_letter_table[i] == ABIL_BREATHE_POISON)
                    you.ability_letter_table[i] = ABIL_SPIT_POISON;
            }
        }
        break;

    case MUT_NIGHTSTALKER:
        update_vision_range();
        break;

    default:
        break;
    }

    // For all those scale mutations.
    you.redraw_armour_class = true;

    notify_stat_change("losing a mutation");

    if (lose_msg)
        mprf(MSGCH_MUTATION, "%s", mdef.lose[you.mutation[mutat]]);

    // Do post-mutation effects.
    if (mutat == MUT_FRAIL || mutat == MUT_ROBUST
        || mutat == MUT_RUGGED_BROWN_SCALES)
    {
        calc_hp();
    }
    if (mutat == MUT_LOW_MAGIC || mutat == MUT_HIGH_MAGIC)
        calc_mp();

    if (!transient)
        take_note(Note(NOTE_LOSE_MUTATION, mutat, you.mutation[mutat], reason.c_str()));

    if (you.hp <= 0)
    {
        ouch(0, NON_MONSTER, KILLED_BY_FRAILTY,
             make_stringf("losing the %s mutation", mutation_name(mutat)).c_str());
    }

    return true;
}

bool delete_mutation(mutation_type which_mutation, const string &reason,
                     bool failMsg,
                     bool force_mutation, bool god_gift,
                     bool disallow_mismatch)
{
    if (!god_gift)
    {
        const god_type god =
            (crawl_state.is_god_acting()) ? crawl_state.which_god_acting()
                                          : GOD_NO_GOD;

        if (god != GOD_NO_GOD)
            god_gift = true;
    }

    mutation_type mutat = which_mutation;

    if (!force_mutation)
    {
        if (!god_gift)
        {
            if (player_mutation_level(MUT_MUTATION_RESISTANCE) > 1
                && (player_mutation_level(MUT_MUTATION_RESISTANCE) == 3
                    || coinflip()))
            {
                if (failMsg)
                    mprf(MSGCH_MUTATION, "You feel rather odd for a moment.");
                return false;
            }
        }

        if (undead_mutation_rot())
            return false;
    }

    if (which_mutation == RANDOM_MUTATION
        || which_mutation == RANDOM_XOM_MUTATION
        || which_mutation == RANDOM_GOOD_MUTATION
        || which_mutation == RANDOM_BAD_MUTATION
        || which_mutation == RANDOM_NON_SLIME_MUTATION
        || which_mutation == RANDOM_CORRUPT_MUTATION
        || which_mutation == RANDOM_QAZLAL_MUTATION)
    {
        while (true)
        {
            if (one_chance_in(1000))
                return false;

            mutat = static_cast<mutation_type>(random2(NUM_MUTATIONS));

            if (you.mutation[mutat] == 0
                && mutat != MUT_STRONG
                && mutat != MUT_CLEVER
                && mutat != MUT_AGILE
                && mutat != MUT_WEAK
                && mutat != MUT_DOPEY
                && mutat != MUT_CLUMSY)
            {
                continue;
            }

            if (which_mutation == RANDOM_NON_SLIME_MUTATION
                && _is_slime_mutation(mutat))
            {
                continue;
            }

            if (you.innate_mutation[mutat] >= you.mutation[mutat])
                continue;

            // MUT_ANTENNAE is 0, and you.attribute[] is initialized to 0.
            if (mutat && mutat == you.attribute[ATTR_APPENDAGE])
                continue;

            const mutation_def& mdef = get_mutation_def(mutat);

            if (random2(10) >= mdef.weight && !_is_slime_mutation(mutat))
                continue;

            const bool mismatch =
                (which_mutation == RANDOM_GOOD_MUTATION
                 && MUT_BAD(mdef))
                    || (which_mutation == RANDOM_BAD_MUTATION
                        && MUT_GOOD(mdef));

            if (mismatch && (disallow_mismatch || !one_chance_in(10)))
                continue;

            break;
        }
    }
    else if (which_mutation == RANDOM_SLIME_MUTATION)
    {
        mutat = _delete_random_slime_mutation();

        if (mutat == NUM_MUTATIONS)
            return false;
    }

    return _delete_single_mutation_level(mutat, reason);
}

bool delete_all_mutations(const string &reason)
{
    for (int i = 0; i < NUM_MUTATIONS; ++i)
    {
        while (_delete_single_mutation_level(static_cast<mutation_type>(i), reason))
            ;
    }

    return !how_mutated();
}

bool delete_temp_mutation()
{
    if (you.attribute[ATTR_TEMP_MUTATIONS] > 0)
    {
        mutation_type mutat = NUM_MUTATIONS;

        int count = 0;
        for (int i = 0; i < NUM_MUTATIONS; i++)
            if (you.temp_mutation[i] > 0 && one_chance_in(++count))
                mutat = static_cast<mutation_type>(i);

#if TAG_MAJOR_VERSION == 34
        // We had a brief period (between 0.14-a0-1589-g48c4fed and
        // 0.14-a0-1604-g40af2d8) where we corrupted attributes in transferred
        // games.
        if (mutat == NUM_MUTATIONS)
        {
            mprf(MSGCH_ERROR, "Found no temp mutations, clearing.");
            you.attribute[ATTR_TEMP_MUTATIONS] = 0;
            return false;
        }
#else
        ASSERTM(mutat != NUM_MUTATIONS, "Found no temp mutations, expected %d",
                                        you.attribute[ATTR_TEMP_MUTATIONS]);
#endif

        if (_delete_single_mutation_level(mutat, "temp mutation expiry", true))
        {
            --you.temp_mutation[mutat];
            --you.attribute[ATTR_TEMP_MUTATIONS];
            return true;
        }
    }

    return false;
}

const char* mutation_name(mutation_type mut)
{
    if (!_is_valid_mutation(mut))
        return nullptr;

    return get_mutation_def(mut).short_desc;
}

// Return a string describing the mutation.
// If colour is true, also add the colour annotation.
string mutation_desc(mutation_type mut, int level, bool colour)
{
    // Ignore the player's forms, etc.
    const bool ignore_player = (level != -1);

    const mutation_activity_type active = mutation_activity_level(mut);
    const bool partially_active = (active == MUTACT_PARTIAL);
    const bool fully_inactive = (active == MUTACT_INACTIVE);

    const bool temporary   = (you.temp_mutation[mut] > 0);

    // level == -1 means default action of current level
    if (level == -1)
    {
        if (!fully_inactive)
            level = player_mutation_level(mut);
        else // give description of fully active mutation
            level = you.mutation[mut];
    }

    string result;
    bool innate_upgrade = (mut == MUT_BREATHE_POISON && you.species == SP_NAGA);

    const mutation_def& mdef = get_mutation_def(mut);

    if (mut == MUT_STRONG || mut == MUT_CLEVER
        || mut == MUT_AGILE || mut == MUT_WEAK
        || mut == MUT_DOPEY || mut == MUT_CLUMSY)
    {
        level = min(level, 2);
    }
    if (mut == MUT_ICEMAIL)
    {
        ostringstream ostr;
        ostr << mdef.have[0] << player_icemail_armour_class() << ").";
        result = ostr.str();
    }
    else if (mut == MUT_DEFORMED && is_useless_skill(SK_ARMOUR))
        result = "Your body is misshapen.";
    else if (result.empty() && level > 0)
        result = mdef.have[level - 1];

    if (!ignore_player)
    {
        if (fully_inactive)
        {
            result = "((" + result + "))";
            ++_num_full_suppressed;
        }
        else if (partially_active)
        {
            result = "(" + result + ")";
            ++_num_part_suppressed;
        }
    }

    if (temporary)
    {
        result = "[" + result + "]";
        ++_num_transient;
    }

    if (colour)
    {
        const char* colourname = (MUT_BAD(mdef) ? "red" : "lightgrey");
        const bool permanent   = (you.innate_mutation[mut] > 0);

        if (innate_upgrade)
        {
            if (fully_inactive)
                colourname = "darkgrey";
            else if (partially_active)
                colourname = "blue";
            else
                colourname = "cyan";
        }
        else if (permanent)
        {
            const bool demonspawn = (you.species == SP_DEMONSPAWN);
            const bool extra = (you.mutation[mut] > you.innate_mutation[mut]);

            if (fully_inactive || (mut == MUT_COLD_BLOODED && player_res_cold(false) > 0))
                colourname = "darkgrey";
            else if (partially_active)
                colourname = demonspawn ? "yellow"    : "blue";
            else if (extra)
                colourname = demonspawn ? "lightcyan" : "cyan";
            else
                colourname = demonspawn ? "cyan"      : "lightblue";
        }
        else if (fully_inactive)
            colourname = "darkgrey";
        else if (partially_active)
            colourname = "brown";
        else if (you.form == TRAN_APPENDAGE && you.attribute[ATTR_APPENDAGE] == mut)
            colourname = "lightgreen";
        else if (_is_slime_mutation(mut))
            colourname = "green";
        else if (temporary)
            colourname = (you.mutation[mut] > you.temp_mutation[mut]) ?
                         "lightmagenta" : "magenta";

        // Build the result
        ostringstream ostr;
        ostr << '<' << colourname << '>' << result
             << "</" << colourname << '>';
        result = ostr.str();
    }

    return result;
}

// The "when" numbers indicate the range of times in which the mutation tries
// to place itself; it will be approximately placed between when% and
// (when + 100)% of the way through the mutations. For example, you should
// usually get all your body slot mutations in the first 2/3 of your
// mutations and you should usually only start your tier 3 facet in the second
// half of your mutations. See _order_ds_mutations() for details.
static const facet_def _demon_facets[] =
{
    // Body Slot facets
    { 0, { MUT_CLAWS, MUT_CLAWS, MUT_CLAWS },
      { -33, -33, -33 } },
    { 0, { MUT_HORNS, MUT_HORNS, MUT_HORNS },
      { -33, -33, -33 } },
    { 0, { MUT_ANTENNAE, MUT_ANTENNAE, MUT_ANTENNAE },
      { -33, -33, -33 } },
    { 0, { MUT_HOOVES, MUT_HOOVES, MUT_HOOVES },
      { -33, -33, -33 } },
    { 0, { MUT_TALONS, MUT_TALONS, MUT_TALONS },
      { -33, -33, -33 } },
    // Scale mutations
    { 1, { MUT_DISTORTION_FIELD, MUT_DISTORTION_FIELD, MUT_DISTORTION_FIELD },
      { -33, -33, 0 } },
    { 1, { MUT_ICY_BLUE_SCALES, MUT_ICY_BLUE_SCALES, MUT_ICY_BLUE_SCALES },
      { -33, -33, 0 } },
    { 1, { MUT_IRIDESCENT_SCALES, MUT_IRIDESCENT_SCALES, MUT_IRIDESCENT_SCALES },
      { -33, -33, 0 } },
    { 1, { MUT_LARGE_BONE_PLATES, MUT_LARGE_BONE_PLATES, MUT_LARGE_BONE_PLATES },
      { -33, -33, 0 } },
    { 1, { MUT_MOLTEN_SCALES, MUT_MOLTEN_SCALES, MUT_MOLTEN_SCALES },
      { -33, -33, 0 } },
    { 1, { MUT_ROUGH_BLACK_SCALES, MUT_ROUGH_BLACK_SCALES, MUT_ROUGH_BLACK_SCALES },
      { -33, -33, 0 } },
    { 1, { MUT_RUGGED_BROWN_SCALES, MUT_RUGGED_BROWN_SCALES,
           MUT_RUGGED_BROWN_SCALES },
      { -33, -33, 0 } },
    { 1, { MUT_SLIMY_GREEN_SCALES, MUT_SLIMY_GREEN_SCALES, MUT_SLIMY_GREEN_SCALES },
      { -33, -33, 0 } },
    { 1, { MUT_THIN_METALLIC_SCALES, MUT_THIN_METALLIC_SCALES,
        MUT_THIN_METALLIC_SCALES },
      { -33, -33, 0 } },
    { 1, { MUT_THIN_SKELETAL_STRUCTURE, MUT_THIN_SKELETAL_STRUCTURE,
           MUT_THIN_SKELETAL_STRUCTURE },
      { -33, -33, 0 } },
    { 1, { MUT_YELLOW_SCALES, MUT_YELLOW_SCALES, MUT_YELLOW_SCALES },
      { -33, -33, 0 } },
    // Tier 2 facets
    { 2, { MUT_HEAT_RESISTANCE, MUT_FLAME_CLOUD_IMMUNITY, MUT_IGNITE_BLOOD },
      { -33, 0, 0 } },
    { 2, { MUT_COLD_RESISTANCE, MUT_FREEZING_CLOUD_IMMUNITY, MUT_ICEMAIL },
      { -33, 0, 0 } },
    { 2, { MUT_POWERED_BY_DEATH, MUT_POWERED_BY_DEATH, MUT_POWERED_BY_DEATH },
      { -33, 0, 0 } },
    { 2, { MUT_DEMONIC_GUARDIAN, MUT_DEMONIC_GUARDIAN, MUT_DEMONIC_GUARDIAN },
      { -66, 17, 50 } },
    { 2, { MUT_NIGHTSTALKER, MUT_NIGHTSTALKER, MUT_NIGHTSTALKER },
      { -33, 0, 0 } },
    { 2, { MUT_SPINY, MUT_SPINY, MUT_SPINY },
      { -33, 0, 0 } },
    { 2, { MUT_POWERED_BY_PAIN, MUT_POWERED_BY_PAIN, MUT_POWERED_BY_PAIN },
      { -33, 0, 0 } },
    { 2, { MUT_ROT_IMMUNITY, MUT_FOUL_STENCH, MUT_FOUL_STENCH },
      { -33, 0, 0 } },
    { 2, { MUT_MANA_SHIELD, MUT_MANA_REGENERATION, MUT_MANA_LINK },
      { -33, 0, 0 } },
    // Tier 3 facets
    { 3, { MUT_HEAT_RESISTANCE, MUT_FLAME_CLOUD_IMMUNITY, MUT_HURL_HELLFIRE },
      { 50, 50, 50 } },
    { 3, { MUT_COLD_RESISTANCE, MUT_FREEZING_CLOUD_IMMUNITY, MUT_PASSIVE_FREEZE },
      { 50, 50, 50 } },
    { 3, { MUT_ROBUST, MUT_ROBUST, MUT_ROBUST },
      { 50, 50, 50 } },
    { 3, { MUT_NEGATIVE_ENERGY_RESISTANCE, MUT_STOCHASTIC_TORMENT_RESISTANCE,
           MUT_BLACK_MARK },
      { 50, 50, 50 } },
    { 3, { MUT_AUGMENTATION, MUT_AUGMENTATION, MUT_AUGMENTATION },
      { 50, 50, 50 } },
};

static bool _works_at_tier(const facet_def& facet, int tier)
{
    return facet.tier == tier;
}

#define MUTS_IN_SLOT ARRAYSZ(((facet_def*)0)->muts)
static bool _slot_is_unique(const mutation_type mut[MUTS_IN_SLOT],
                            set<const facet_def *> facets_used)
{
    set<const facet_def *>::const_iterator iter;
    equipment_type eq[MUTS_IN_SLOT];

    int k = 0;
    // find the equipment slot(s) used by mut
    for (unsigned i = 0; i < ARRAYSZ(_body_facets); i++)
    {
        for (unsigned j = 0; j < MUTS_IN_SLOT; j++)
        {
            if (_body_facets[i].mut == mut[j])
                eq[k++] = _body_facets[i].eq;
        }
    }

    if (k == 0)
        return true;

    for (iter = facets_used.begin() ; iter != facets_used.end() ; ++iter)
    {
        for (unsigned i = 0; i < ARRAYSZ(_body_facets); i++)
        {
            if (_body_facets[i].mut == (*iter)->muts[0])
            {
                for (unsigned j = 0; j < ARRAYSZ(eq); j++)
                {
                    if (_body_facets[i].eq == eq[j])
                        return false;
                }
            }
        }
    }

    return true;
}

static vector<demon_mutation_info> _select_ds_mutations()
{
    int ct_of_tier[] = { 1, 1, 2, 1 };
    // 1 in 10 chance to create a monstrous set
    if (one_chance_in(10))
    {
        ct_of_tier[0] = 3;
        ct_of_tier[1] = 0;
    }

try_again:
    vector<demon_mutation_info> ret;

    ret.clear();
    int absfacet = 0;
    int scales = 0;
    int ice_elemental = 0;
    int fire_elemental = 0;
    int cloud_producing = 0;

    set<const facet_def *> facets_used;

    for (int tier = ARRAYSZ(ct_of_tier) - 1; tier >= 0; --tier)
    {
        for (int nfacet = 0; nfacet < ct_of_tier[tier]; ++nfacet)
        {
            const facet_def* next_facet;

            do
                next_facet = &RANDOM_ELEMENT(_demon_facets);
            while (!_works_at_tier(*next_facet, tier)
                   || facets_used.count(next_facet)
                   || !_slot_is_unique(next_facet->muts, facets_used));

            facets_used.insert(next_facet);

            for (int i = 0; i < 3; ++i)
            {
                mutation_type m = next_facet->muts[i];

                ret.push_back(demon_mutation_info(m, next_facet->when[i],
                                                  absfacet));

                if (_is_covering(m))
                    ++scales;

                if (m == MUT_COLD_RESISTANCE)
                    ice_elemental++;

                if (m == MUT_HEAT_RESISTANCE)
                    fire_elemental++;

                if (m == MUT_ROT_IMMUNITY || m == MUT_IGNITE_BLOOD)
                    cloud_producing++;
            }

            ++absfacet;
        }
    }

    if (scales > 3)
        goto try_again;

    if (ice_elemental + fire_elemental > 1)
        goto try_again;

    if (cloud_producing > 1)
        goto try_again;

    return ret;
}

static vector<mutation_type>
_order_ds_mutations(vector<demon_mutation_info> muts)
{
    vector<mutation_type> out;
    vector<int> times;
    FixedVector<int, 1000> time_slots;
    time_slots.init(-1);
    for (unsigned int i = 0; i < muts.size(); i++)
    {
        int first = max(0, muts[i].when);
        int last = min(100, muts[i].when + 100);
        int k;
        do
            k = 10 * first + random2(10 * (last - first));
        while (time_slots[k] >= 0);
        time_slots[k] = i;
        times.push_back(k);

        // Don't reorder mutations within a facet.
        for (unsigned int j = i; j > 0; j--)
        {
            if (muts[j].facet == muts[j-1].facet && times[j] < times[j-1])
            {
                int earlier = times[j];
                int later = times[j-1];
                time_slots[earlier] = j-1;
                time_slots[later] = j;
                times[j-1] = earlier;
                times[j] = later;
            }
            else
                break;
        }
    }

    for (int time = 0; time < 1000; time++)
        if (time_slots[time] >= 0)
            out.push_back(muts[time_slots[time]].mut);

    return out;
}

static vector<player::demon_trait>
_schedule_ds_mutations(vector<mutation_type> muts)
{
    list<mutation_type> muts_left(muts.begin(), muts.end());

    list<int> slots_left;

    vector<player::demon_trait> out;

    for (int level = 2; level <= 27; ++level)
        slots_left.push_back(level);

    while (!muts_left.empty())
    {
        if (out.empty() // always give a mutation at XL 2
            || x_chance_in_y(muts_left.size(), slots_left.size()))
        {
            player::demon_trait dt;

            dt.level_gained = slots_left.front();
            dt.mutation     = muts_left.front();

            dprf("Demonspawn will gain %s at level %d",
                    get_mutation_def(dt.mutation).short_desc, dt.level_gained);

            out.push_back(dt);

            muts_left.pop_front();
        }
        slots_left.pop_front();
    }

    return out;
}

void roll_demonspawn_mutations()
{
    you.demonic_traits = _schedule_ds_mutations(
                         _order_ds_mutations(
                         _select_ds_mutations()));
}

bool perma_mutate(mutation_type which_mut, int how_much, const string &reason)
{
    ASSERT(_is_valid_mutation(which_mut));

    int cap = get_mutation_def(which_mut).levels;
    how_much = min(how_much, cap);

    int rc = 1;
    // clear out conflicting mutations
    int count = 0;
    while (rc == 1 && ++count < 100)
        rc = _handle_conflicting_mutations(which_mut, true, reason);
    ASSERT(rc == 0);

    int levels = 0;
    while (how_much-- > 0)
    {
    dprf("Perma Mutate: %d, %d, %d", cap, you.mutation[which_mut], you.innate_mutation[which_mut]);
        if (you.mutation[which_mut] == cap && how_much == 0)
        {
            // [rpb] primarily for demonspawn, if the mutation level is already
            // at the cap for this facet, we are permafying a temporary
            // mutation. This would otherwise fail to produce any output in
            // some situations.
            mprf(MSGCH_MUTATION, "Your mutations feel more permanent.");
            take_note(Note(NOTE_PERM_MUTATION, which_mut,
                           you.mutation[which_mut], reason.c_str()));
        }
        else if (you.mutation[which_mut] < cap
            && !mutate(which_mut, reason, false, true, false, false, true))
        {
            return levels; // a partial success was still possible
        }
        levels++;
    }
    you.innate_mutation[which_mut] += levels;

    return levels > 0;
}

bool temp_mutate(mutation_type which_mut, const string &reason)
{
    return mutate(which_mut, reason, false, false, false, false, false,
                  false, true);
}

int how_mutated(bool all, bool levels)
{
    int j = 0;

    for (int i = 0; i < NUM_MUTATIONS; ++i)
    {
        if (you.mutation[i])
        {
            if (!all && you.innate_mutation[i] >= you.mutation[i])
                continue;

            if (levels)
            {
                j += you.mutation[i];
                if (!all)
                    j -= you.innate_mutation[i];
            }
            else
                j++;
        }
    }

    dprf("how_mutated(): all = %u, levels = %u, j = %d", all, levels, j);

    return j;
}

// Return whether current tension is balanced
static bool _balance_demonic_guardian()
{
    const int mutlevel = player_mutation_level(MUT_DEMONIC_GUARDIAN);

    int tension = get_tension(GOD_NO_GOD), mons_val = 0, total = 0;
    monster_iterator mons;

    // tension is unfavorably high, perhaps another guardian should spawn
    if (tension*3/4 > mutlevel*6 + random2(mutlevel*mutlevel*2))
        return false;

    for (int i = 0; mons && i <= 20/mutlevel; ++mons)
    {
        mons_val = get_monster_tension(*mons, GOD_NO_GOD);
        const mon_attitude_type att = mons_attitude(*mons);

        if (testbits(mons->flags, MF_DEMONIC_GUARDIAN)
            && total < random2(mutlevel * 5)
            && att == ATT_FRIENDLY
            && !one_chance_in(3)
            && !mons->has_ench(ENCH_LIFE_TIMER))
        {
            mprf("%s %s!", mons->name(DESC_THE).c_str(),
                           summoned_poof_msg(*mons).c_str());
            monster_die(*mons, KILL_NONE, NON_MONSTER);
        }
        else
            total += mons_val;
    }

    return true;
}

// Primary function to handle and balance demonic guardians, if the tension
// is unfavorably high and a guardian was not recently spawned, a new guardian
// will be made, if tension is below a threshold (determined by the mutations
// level and a bit of randomness), guardians may be dismissed in
// _balance_demonic_guardian()
void check_demonic_guardian()
{
    const int mutlevel = player_mutation_level(MUT_DEMONIC_GUARDIAN);

    if (!_balance_demonic_guardian() &&
        you.duration[DUR_DEMONIC_GUARDIAN] == 0)
    {
        monster_type mt;

        switch (mutlevel)
        {
        case 1:
            mt = random_choose(MONS_WHITE_IMP, MONS_QUASIT, MONS_UFETUBUS,
                               MONS_IRON_IMP, MONS_CRIMSON_IMP, -1);
            break;
        case 2:
            mt = random_choose(MONS_SIXFIRHY, MONS_SMOKE_DEMON, MONS_SOUL_EATER,
                               MONS_SUN_DEMON, MONS_ICE_DEVIL, -1);
            break;
        case 3:
            mt = random_choose(MONS_EXECUTIONER, MONS_BALRUG, MONS_REAPER,
                               MONS_CACODEMON, -1);
            break;
        default:
            die("Invalid demonic guardian level: %d", mutlevel);
        }

        monster *guardian = create_monster(mgen_data(mt, BEH_FRIENDLY, &you,
                                                     2, 0, you.pos(),
                                                     MHITYOU, MG_FORCE_BEH
                                                              | MG_AUTOFOE));

        if (!guardian)
            return;

        guardian->flags |= MF_NO_REWARD;
        guardian->flags |= MF_DEMONIC_GUARDIAN;

        guardian->add_ench(ENCH_LIFE_TIMER);

        // no more guardians for mutlevel+1 to mutlevel+20 turns
        you.duration[DUR_DEMONIC_GUARDIAN] = 10*(mutlevel + random2(20));
    }
}

/**
 * Update the map knowledge based on any monster detection sources the player
 * has.
 */
void check_monster_detect()
{
    int radius = player_monster_detect_radius();
    if (radius <= 0)
        return;
    for (radius_iterator ri(you.pos(), radius, C_ROUND); ri; ++ri)
    {
        discover_mimic(*ri, false);
        monster* mon = monster_at(*ri);
        map_cell& cell = env.map_knowledge(*ri);
        if (!mon)
        {
            if (cell.detected_monster())
                cell.clear_monster();
        }
        else if (!mons_is_firewood(mon))
        {
            // [ds] If the PC remembers the correct monster at this
            // square, don't trample it with MONS_SENSED. Forgetting
            // legitimate monster memory affects travel, which can
            // path around mimics correctly only if it can actually
            // *see* them in monster memory -- overwriting the mimic
            // with MONS_SENSED causes travel to bounce back and
            // forth, since every time it leaves LOS of the mimic, the
            // mimic is forgotten (replaced by MONS_SENSED).
            const monster_type remembered_monster = cell.monster();
            if (remembered_monster != mon->type)
            {
                monster_type mc = MONS_SENSED;

                if (mon->friendly())
                    mc = MONS_SENSED_FRIENDLY;
                else if (you_worship(GOD_ASHENZARI)
                         && !player_under_penance())
                {
                    mc = ash_monster_tier(mon);
                }
                env.map_knowledge(*ri).set_detected_monster(mc);

                // Don't bother warning the player (or interrupting
                // autoexplore) about monsters known to be easy or
                // friendly, or those recently warned about
                if (mc == MONS_SENSED_TRIVIAL || mc == MONS_SENSED_EASY
                    || mc == MONS_SENSED_FRIENDLY
                    || testbits(mon->flags, MF_SENSED))
                {
                    continue;
                }

                for (radius_iterator ri2(mon->pos(), 2, C_ROUND); ri2; ++ri2)
                    if (you.see_cell(*ri2))
                    {
                        mon->flags |= MF_SENSED;
                        interrupt_activity(AI_SENSE_MONSTER);
                    }
            }
        }
    }
}

int handle_pbd_corpses()
{
    int corpse_count = 0;

    for (radius_iterator ri(you.pos(),
         player_mutation_level(MUT_POWERED_BY_DEATH) * 3, C_ROUND, LOS_DEFAULT);
         ri; ++ri)
    {
        for (stack_iterator j(*ri); j; ++j)
        {
            if (j->base_type == OBJ_CORPSES
                && j->sub_type == CORPSE_BODY
                && j->special > 50
                && !j->props.exists(NEVER_HIDE_KEY))
            {
                ++corpse_count;
                if (corpse_count == 7)
                    break;
            }
        }
    }

    return corpse_count;
}

int augmentation_amount()
{
    int amount = 0;
    const int level = player_mutation_level(MUT_AUGMENTATION);

    for (int i = 0; i < level; ++i)
    {
        if (you.hp >= ((i + level) * you.hp_max) / (2 * level))
            amount++;
    }

    return amount;
}
