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/*
 *  File:       spells2.cc
 *  Summary:    Implementations of some additional spells.
 *              Mostly Necromancy and Summoning.
 *  Written by: Linley Henzell
 */

#include "AppHdr.h"

#include "spells2.h"

#include <stdio.h>
#include <string.h>
#include <sstream>
#include <algorithm>

#include "externs.h"

#include "artefact.h"
#include "beam.h"
#include "cloud.h"
#include "coordit.h"
#include "delay.h"
#include "directn.h"
#include "effects.h"
#include "env.h"
#include "map_knowledge.h"
#include "fprop.h"
#include "ghost.h"
#include "goditem.h"
#include "invent.h"
#include "itemprop.h"
#include "items.h"
#include "it_use2.h"
#include "makeitem.h"
#include "message.h"
#include "misc.h"
#include "mon-behv.h"
#include "mon-iter.h"
#include "mon-place.h"
#include "mgen_data.h"
#include "coord.h"
#include "mon-stuff.h"
#include "mon-util.h"
#include "ouch.h"
#include "player.h"
#include "quiver.h"
#include "religion.h"
#include "stuff.h"
#include "teleport.h"
#ifdef USE_TILE
#include "tiles.h"
#include "tiledef-main.h"
#endif
#include "terrain.h"
#include "traps.h"
#include "view.h"
#include "shout.h"

int detect_traps(int pow)
{
    pow = std::min(50, pow);

    // Trap detection moved to traps.cc.  -am

    const int range = 8 + random2(8) + pow;
    return reveal_traps(range);
}

int detect_items(int pow)
{
    int items_found = 0;
    const int map_radius = 8 + random2(8) + pow;

    for (radius_iterator ri(you.pos(), map_radius, C_SQUARE); ri; ++ri)
    {
        // Don't expose new dug out areas:
        // Note: assumptions are being made here about how
        // terrain can change (eg it used to be solid, and
        // thus item free).
        if (is_terrain_changed(*ri))
            continue;

        if (igrd(*ri) != NON_ITEM
            && (!get_map_knowledge_obj(*ri) || !is_map_knowledge_item(*ri)))
        {
            items_found++;
            set_map_knowledge_obj(*ri, show_type(SHOW_ITEM_DETECTED));
            set_map_knowledge_detected_item(*ri);
#ifdef USE_TILE
            // Don't replace previously seen items with an unseen one.
            if (!is_terrain_seen(*ri) && !is_terrain_mapped(*ri))
                env.tile_bk_fg(*ri) = TILE_UNSEEN_ITEM;
#endif
        }
    }

    return (items_found);
}

static void _fuzz_detect_creatures(int pow, int *fuzz_radius, int *fuzz_chance)
{
    dprf("dc_fuzz: Power is %d", pow);

    pow = std::max(1, pow);

    *fuzz_radius = pow >= 50 ? 1 : 2;

    // Fuzz chance starts off at 100% and declines to a low of 10% for
    // obscenely powerful castings (pow caps around the 60 mark).
    *fuzz_chance = 100 - 90 * (pow - 1) / 59;
    if (*fuzz_chance < 10)
        *fuzz_chance = 10;
}

static bool _mark_detected_creature(coord_def where, const monsters *mon,
                                    int fuzz_chance, int fuzz_radius)
{
#ifdef USE_TILE
    // Get monster index pre-fuzz.
    int idx = mgrd(where);
#endif

    bool found_good = false;

    if (fuzz_radius && x_chance_in_y(fuzz_chance, 100))
    {
        const int fuzz_diam = 2 * fuzz_radius + 1;

        coord_def place;
        // Try five times to find a valid placement, else we attempt to place
        // the monster where it really is (and may fail).
        for (int itry = 0; itry < 5; ++itry)
        {
            place.set(where.x + random2(fuzz_diam) - fuzz_radius,
                      where.y + random2(fuzz_diam) - fuzz_radius);

            // If the player would be able to see a monster at this location
            // don't place it there.
            if (you.see_cell(place))
                continue;

            // Try not to overwrite another detected monster.
            if (is_map_knowledge_detected_mons(place))
                continue;

            // Don't print monsters on terrain they cannot pass through,
            // not even if said terrain has since changed.
            if (map_bounds(place) && !is_terrain_changed(place)
                && mon->can_pass_through_feat(grd(place)))
            {
                found_good = true;
                break;
            }
        }

        if (found_good)
            where = place;
    }

    set_map_knowledge_obj(where, show_type(mons_detected_base(mon->type)));
    set_map_knowledge_detected_mons(where);

#ifdef USE_TILE
    tile_place_monster(where.x, where.y, idx, false, true);
#endif

    return (found_good);
}

int detect_creatures(int pow, bool telepathic)
{
    int fuzz_radius = 0, fuzz_chance = 0;
    if (!telepathic)
        _fuzz_detect_creatures(pow, &fuzz_radius, &fuzz_chance);

    int creatures_found = 0;
    const int map_radius = 8 + random2(8) + pow;

    // Clear the map so detect creatures is more useful and the detection
    // fuzz is harder to analyse by averaging.
    if (!telepathic)
        clear_map(false);

    for (radius_iterator ri(you.pos(), map_radius, C_SQUARE); ri; ++ri)
    {
        if (monsters *mon = monster_at(*ri))
        {
            // If you can see the monster, don't "detect" it elsewhere.
            if (!mons_near(mon) || !mon->visible_to(&you))
            {
                creatures_found++;
                _mark_detected_creature(*ri, mon, fuzz_chance, fuzz_radius);
            }

            // Assuming that highly intelligent spellcasters can
            // detect scrying. -- bwr
            if (mons_intel(mon) == I_HIGH
                && mons_class_flag(mon->type, M_SPELLCASTER))
            {
                behaviour_event(mon, ME_DISTURB, MHITYOU, you.pos());
            }
        }
    }

    return (creatures_found);
}

void corpse_rot()
{
    for (radius_iterator ri(you.pos(), 6, C_ROUND, &you.get_los_no_trans());
         ri; ++ri)
    {
        if (!is_sanctuary(*ri) && env.cgrid(*ri) == EMPTY_CLOUD)
            for (stack_iterator si(*ri); si; ++si)
                if (si->base_type == OBJ_CORPSES && si->sub_type == CORPSE_BODY)
                {
                    // Found a corpse.  Skeletonise it if possible.
                    if (!mons_skeleton(si->plus))
                        destroy_item(si->index());
                    else
                        turn_corpse_into_skeleton(*si);

                    place_cloud(CLOUD_MIASMA, *ri, 4+random2avg(16, 3), KC_YOU);

                    // Don't look for more corpses here.
                    break;
                }
    }

    if (you.can_smell())
        mpr("You smell decay.");

    // Should make zombies decay into skeletons?
}

// We need to know what brands equate with what missile brands to know if
// we should disallow temporary branding or not.
special_missile_type _convert_to_missile(brand_type which_brand)
{
    switch (which_brand)
    {
    case SPWPN_NORMAL: return SPMSL_NORMAL;
    case SPWPN_FLAME: // deliberate fall through
    case SPWPN_FLAMING: return SPMSL_FLAME;
    case SPWPN_FROST: // deliberate fall through
    case SPWPN_FREEZING: return SPMSL_FROST;
    case SPWPN_VENOM: return SPMSL_POISONED;
    case SPWPN_CHAOS: return SPMSL_CHAOS;
    case SPWPN_RETURNING: return SPMSL_RETURNING;
    default: return SPMSL_NORMAL; // there are no equivalents for the rest
                                  // of the ammo brands.
    }
}

// Some launchers need to convert different brands.
brand_type _convert_to_launcher(brand_type which_brand)
{
    switch (which_brand)
    {
    case SPWPN_FREEZING: return SPWPN_FROST; case SPWPN_FLAMING: return SPWPN_FLAME;
    default: return (which_brand);
    }
}

bool _ok_for_launchers(brand_type which_brand)
{
    switch (which_brand)
    {
    case SPWPN_NORMAL:
    case SPWPN_FREEZING:
    case SPWPN_FROST:
    case SPWPN_FLAMING:
    case SPWPN_FLAME:
    case SPWPN_VENOM:
    //case SPWPN_PAIN: -- no pain missile type yet
    case SPWPN_RETURNING:
    case SPWPN_CHAOS:
        return (true);
    default:
        return (false);
    }
}

bool brand_weapon(brand_type which_brand, int power)
{
    if (!you.weapon())
        return (false);

    const bool temp_brand = you.duration[DUR_WEAPON_BRAND];
    item_def& weapon = *you.weapon();

    // Can't brand non-weapons, but can brand some launchers (see later).
    if (weapon.base_type != OBJ_WEAPONS)
        return (false);

    // But not blowguns.
    if (weapon.sub_type == WPN_BLOWGUN)
        return (false);

    // Can't brand artefacts.
    if (is_artefact(weapon))
        return (false);

    // Can't brand already-branded items.
    if (!temp_brand && get_weapon_brand(weapon) != SPWPN_NORMAL)
        return (false);

    // Can't rebrand a temporarily-branded item to a different brand.
    if (temp_brand && (get_weapon_brand(weapon) != which_brand))
        return (false);

    // Can only brand launchers with sensical brands
    if (is_range_weapon(weapon))
    {
        // If the new missile type wouldn't match the launcher, say no
        missile_type missile = fires_ammo_type(weapon);

        // XXX: To deal with the fact that is_missile_brand_ok will be
        // unhappy if we attempt to brand stones, tell it we're using
        // sling bullets instead.
        if (weapon.sub_type == WPN_SLING)
            missile = MI_SLING_BULLET;

        if (!is_missile_brand_ok(missile, _convert_to_missile(which_brand)))
            return (false);

        // If the brand isn't appropriate for that launcher, also say no.
        if (!_ok_for_launchers(which_brand))
            return (false);

        // Otherwise, convert to the correct brand type, most specifically (but
        // not necessarily only) flaming -> flame, freezing -> frost.
        which_brand = _convert_to_launcher(which_brand);
    }

    std::string msg = weapon.name(DESC_CAP_YOUR);
    const int wpn_type = get_vorpal_type(weapon);

    bool emit_special_message = !temp_brand;
    int duration_affected = 0;
    switch (which_brand)
    {
    case SPWPN_FLAME:
    case SPWPN_FLAMING:
        msg += " bursts into flame!";
        duration_affected = 7;
        break;

    case SPWPN_FROST:
        msg += " frosts over!";
        duration_affected = 7;
        break;

    case SPWPN_FREEZING:
        msg += " glows blue.";
        duration_affected = 7;
        break;

    case SPWPN_VENOM:
        if (wpn_type == DVORP_CRUSHING)
            return (false);

        msg += " starts dripping with poison.";
        duration_affected = 15;
        break;

    case SPWPN_DRAINING:
        msg += " crackles with unholy energy.";
        duration_affected = 12;
        break;

    case SPWPN_VORPAL:
        if (wpn_type != DVORP_SLICING)
            return (false);

        msg += " glows silver and looks extremely sharp.";
        duration_affected = 10;
        break;

    case SPWPN_DISTORTION:      //jmf: Added for Warp Weapon.
        msg += " seems to ";
        msg += random_choose_string("twist", "bend", "vibrate",
                                    "flex", "wobble", "twang", NULL);
        msg += (coinflip() ? " oddly." : " strangely.");
        duration_affected = 5;

        // [dshaligram] Clamping power to 2.
        power = 2;
        break;

    case SPWPN_PAIN:
        // Well, in theory, we could be silenced, but then how are
        // we casting the brand spell?
        msg += " shrieks in agony.";
        noisy(15, you.pos());
        duration_affected = 8;
        // We must repeat the special message here (as there's a side effect.)
        emit_special_message = true;
        break;

    case SPWPN_DUMMY_CRUSHING:  //jmf: Added for Maxwell's Silver Hammer.
        if (wpn_type != DVORP_CRUSHING)
            return (false);

        which_brand = SPWPN_VORPAL;
        msg += " glows silver and feels heavier.";
        duration_affected = 7;
        break;

    case SPWPN_RETURNING:
        msg += " wiggles in your hand.";
        duration_affected = 5;
        break;

    default:
        break;
    }

    if (!temp_brand)
    {
        set_item_ego_type(weapon, OBJ_WEAPONS, which_brand);
        you.wield_change = true;
    }

    if (emit_special_message)
        mpr(msg.c_str());
    else
        mprf("%s flashes.", weapon.name(DESC_CAP_YOUR).c_str());

    you.increase_duration(DUR_WEAPON_BRAND,
                          duration_affected + roll_dice(2, power), 50);

    return (true);
}

// Restore the stat in which_stat by the amount in stat_gain, displaying
// a message if suppress_msg is false, and doing so in the recovery
// channel if recovery is true.  If stat_gain is 0, restore the stat
// completely.
bool restore_stat(unsigned char which_stat, unsigned char stat_gain,
                  bool suppress_msg, bool recovery)
{
    bool stat_restored = false;

    // A bit hackish, but cut me some slack, man! --
    // Besides, a little recursion never hurt anyone {dlb}:
    if (which_stat == STAT_ALL)
    {
        for (unsigned char loopy = STAT_STRENGTH; loopy < NUM_STATS; ++loopy)
            if (restore_stat(loopy, stat_gain, suppress_msg))
                stat_restored = true;

        return (stat_restored);                // early return {dlb}
    }

    // The real function begins here. {dlb}
    char *ptr_stat = NULL;
    char *ptr_stat_max = NULL;
    bool *ptr_redraw = NULL;

    std::string msg = "You feel your ";

    if (which_stat == STAT_RANDOM)
        which_stat = random2(NUM_STATS);

    switch (which_stat)
    {
    case STAT_STRENGTH:
        msg += "strength";

        ptr_stat = &you.strength;
        ptr_stat_max = &you.max_strength;
        ptr_redraw = &you.redraw_strength;
        break;

    case STAT_INTELLIGENCE:
        msg += "intelligence";

        ptr_stat = &you.intel;
        ptr_stat_max = &you.max_intel;
        ptr_redraw = &you.redraw_intelligence;
        break;

    case STAT_DEXTERITY:
        msg += "dexterity";

        ptr_stat = &you.dex;
        ptr_stat_max = &you.max_dex;
        ptr_redraw = &you.redraw_dexterity;
        break;
    }

    if (*ptr_stat < *ptr_stat_max)
    {
        msg += " returning.";
        if (!suppress_msg)
            mpr(msg.c_str(), (recovery) ? MSGCH_RECOVERY : MSGCH_PLAIN);

        if (stat_gain == 0 || *ptr_stat + stat_gain > *ptr_stat_max)
            stat_gain = *ptr_stat_max - *ptr_stat;

        if (stat_gain != 0)
        {
            *ptr_stat += stat_gain;
            *ptr_redraw = true;
            stat_restored = true;

            if (ptr_stat == &you.strength)
                burden_change();
        }
    }

    return (stat_restored);
}

typedef std::pair<const monsters*,int> counted_monster;
typedef std::vector<counted_monster> counted_monster_list;
static void _record_monster_by_name(counted_monster_list &list,
                                    const monsters *mons)
{
    const std::string name = mons->name(DESC_PLAIN);
    for (counted_monster_list::iterator i = list.begin(); i != list.end(); ++i)
    {
        if (i->first->name(DESC_PLAIN) == name)
        {
            i->second++;
            return;
        }
    }
    list.push_back(counted_monster(mons, 1));
}

static int _monster_count(const counted_monster_list &list)
{
    int nmons = 0;
    for (counted_monster_list::const_iterator i = list.begin();
         i != list.end(); ++i)
    {
        nmons += i->second;
    }
    return (nmons);
}

static std::string _describe_monsters(const counted_monster_list &list)
{
    std::ostringstream out;

    description_level_type desc = DESC_CAP_THE;
    for (counted_monster_list::const_iterator i = list.begin();
         i != list.end(); desc = DESC_NOCAP_THE)
    {
        const counted_monster &cm(*i);
        if (i != list.begin())
        {
            ++i;
            out << (i == list.end() ? " and " : ", ");
        }
        else
            ++i;

        const std::string name =
            cm.second > 1 ? pluralise(cm.first->name(desc))
                          : cm.first->name(desc);
        out << name;
    }
    return (out.str());
}

// Poisonous light passes right through invisible players
// and monsters, and so, they are unaffected by this spell --
// assumes only you can cast this spell (or would want to).
void cast_toxic_radiance(bool non_player)
{
    if (non_player)
        mpr("The air is filled with a sickly green light!");
    else
        mpr("You radiate a sickly green light!");

    flash_view(GREEN);
    more();
    mesclr();

    // Determine whether the player is hit by the radiance. {dlb}
    if (you.duration[DUR_INVIS])
    {
        mpr("The light passes straight through your body.");
    }
    else if (!player_res_poison())
    {
        mpr("You feel rather sick.");
        poison_player(2);
    }

    counted_monster_list affected_monsters;
    // determine which monsters are hit by the radiance: {dlb}
    for (monster_iterator mi(&you.get_los()); mi; ++mi)
    {
        if (!mi->submerged())
        {
            // Monsters affected by corona are still invisible in that
            // radiation passes through them without affecting them. Therefore,
            // this check should not be !monster->invisible().
            if (!mi->has_ench(ENCH_INVIS))
            {
                kill_category kc = KC_YOU;
                if (non_player)
                    kc = KC_OTHER;
                bool affected =
                    poison_monster(*mi, kc, 1, false, false);

                if (coinflip() && poison_monster(*mi, kc, false, false))
                    affected = true;

                if (affected)
                    _record_monster_by_name(affected_monsters, *mi);
            }
            else if (you.can_see_invisible())
            {
                // message player re:"miss" where appropriate {dlb}
                mprf("The light passes through %s.",
                     mi->name(DESC_NOCAP_THE).c_str());
            }
        }
    }

    if (!affected_monsters.empty())
    {
        const std::string message =
            make_stringf("%s %s poisoned.",
                         _describe_monsters(affected_monsters).c_str(),
                         _monster_count(affected_monsters) == 1? "is" : "are");
        if (static_cast<int>(message.length()) < get_number_of_cols() - 2)
            mpr(message.c_str());
        else
        {
            // Exclamation mark to suggest that a lot of creatures were
            // affected.
            if (non_player)
                mpr("Nearby monsters are poisoned!");
            else
                mpr("The monsters around you are poisoned!");
        }
    }
}

void cast_refrigeration(int pow, bool non_player)
{
    if (non_player)
        mpr("Something drains the heat from around you.");
    else
        mpr("The heat is drained from your surroundings.");

    flash_view(LIGHTCYAN);
    more();
    mesclr();

    // Handle the player.
    const dice_def dam_dice(3, 5 + pow / 10);
    const int hurted = check_your_resists(dam_dice.roll(), BEAM_COLD);

    if (hurted > 0)
    {
        mpr("You feel very cold.");
        ouch(hurted, NON_MONSTER, KILLED_BY_FREEZING);

        // Note: this used to be 12!... and it was also applied even if
        // the player didn't take damage from the cold, so we're being
        // a lot nicer now.  -- bwr
        expose_player_to_element(BEAM_COLD, 5);
    }

    // Now do the monsters.

    // First build the message.
    counted_monster_list affected_monsters;

    for (monster_iterator mi(&you); mi; ++mi)
        _record_monster_by_name(affected_monsters, *mi);

    if (!affected_monsters.empty())
    {
        const std::string message =
            make_stringf("%s %s frozen.",
                         _describe_monsters(affected_monsters).c_str(),
                         _monster_count(affected_monsters) == 1? "is" : "are");
        if (static_cast<int>(message.length()) < get_number_of_cols() - 2)
            mpr(message.c_str());
        else
        {
            // Exclamation mark to suggest that a lot of creatures were
            // affected.
            mpr("The monsters around you are frozen!");
        }
    }

    // Now damage the creatures.

    // Set up the cold attack.
    bolt beam;
    beam.flavour = BEAM_COLD;
    beam.thrower = KILL_YOU;

    for (monster_iterator mi(&you.get_los()); mi; ++mi)
    {
        // Note that we *do* hurt monsters which you can't see
        // (submerged, invisible) even though you get no information
        // about it.

        // Calculate damage and apply.
        int hurt = mons_adjust_flavoured(*mi, beam, dam_dice.roll());
        if (non_player)
            mi->hurt(NULL, hurt, BEAM_COLD);
        else
            mi->hurt(&you, hurt, BEAM_COLD);

        // Cold-blooded creatures can be slowed.
        if (mi->alive()
            && mons_class_flag(mi->type, M_COLD_BLOOD)
            && coinflip())
        {
            mi->add_ench(ENCH_SLOW);
        }
    }
}

void drain_life(int pow)
{
    mpr("You draw life from your surroundings.");

    // Incoming power to this function is skill in INVOCATIONS, so
    // we'll add an assert here to warn anyone who tries to use
    // this function with spell level power.
    ASSERT(pow <= 27);

    flash_view(DARKGREY);
    more();
    mesclr();

    int hp_gain = 0;

    for (monster_iterator mi(&you.get_los()); mi; ++mi)
    {
        if (mi->holiness() != MH_NATURAL
            || mi->res_negative_energy())
        {
            continue;
        }

        mprf("You draw life from %s.",
             mi->name(DESC_NOCAP_THE).c_str());

        const int hurted = 3 + random2(7) + random2(pow);
        behaviour_event(*mi, ME_WHACK, MHITYOU, you.pos());
        if (!mi->is_summoned())
            hp_gain += hurted;

        mi->hurt(&you, hurted);

        if (mi->alive())
            print_wounds(*mi);
    }

    hp_gain /= 2;

    hp_gain = std::min(pow * 2, hp_gain);

    if (hp_gain)
    {
        mpr("You feel life flooding into your body.");
        inc_hp(hp_gain, false);
    }
}

bool vampiric_drain(int pow, const dist &vmove)
{
    monsters *monster = monster_at(you.pos() + vmove.delta);

    if (monster == NULL)
    {
        mpr("There isn't anything there!");
        return (false);
    }

    god_conduct_trigger conducts[3];
    disable_attack_conducts(conducts);

    const bool success = !stop_attack_prompt(monster, false, you.pos());

    if (success)
    {
        set_attack_conducts(conducts, monster);

        behaviour_event(monster, ME_WHACK, MHITYOU, you.pos());
    }

    enable_attack_conducts(conducts);

    if (success)
    {
        if (!monster->alive())
        {
            canned_msg(MSG_NOTHING_HAPPENS);
            return (false);
        }

        if (monster->undead_or_demonic())
        {
            mpr("Aaaarggghhhhh!");
            dec_hp(random2avg(39, 2) + 10, false, "vampiric drain backlash");
            return (false);
        }

        if (monster->holiness() != MH_NATURAL
            || monster->res_negative_energy())
        {
            canned_msg(MSG_NOTHING_HAPPENS);
            return (false);
        }

        // The practical maximum of this is about 25 (pow @ 100). - bwr
        int hp_gain = 3 + random2avg(9, 2) + random2(pow) / 7;

        hp_gain = std::min(monster->hit_points, hp_gain);
        hp_gain = std::min(you.hp_max - you.hp, hp_gain);

        if (!hp_gain)
        {
            canned_msg(MSG_NOTHING_HAPPENS);
            return (false);
        }

        const bool mons_was_summoned = monster->is_summoned();

        monster->hurt(&you, hp_gain);

        if (monster->alive())
            print_wounds(monster);

        hp_gain /= 2;

        if (hp_gain && !mons_was_summoned)
        {
            mpr("You feel life coursing into your body.");
            inc_hp(hp_gain, false);
        }
    }

    return (success);
}

bool burn_freeze(int pow, beam_type flavour, monsters *monster)
{
    pow = std::min(25, pow);

    if (monster == NULL)
    {
        mpr("There isn't anything close enough!");
        // If there's no monster there, you still pay the costs in
        // order to prevent locating invisible monsters.
        return (true);
    }

    god_conduct_trigger conducts[3];
    disable_attack_conducts(conducts);

    const bool success = !stop_attack_prompt(monster, false, you.pos());

    if (success)
    {
        set_attack_conducts(conducts, monster);

        mprf("You %s %s.",
             (flavour == BEAM_FIRE)        ? "burn" :
             (flavour == BEAM_COLD)        ? "freeze" :
             (flavour == BEAM_MISSILE)     ? "crush" :
             (flavour == BEAM_ELECTRICITY) ? "zap"
                                           : "______",
             monster->name(DESC_NOCAP_THE).c_str());

        behaviour_event(monster, ME_ANNOY, MHITYOU);
    }

    enable_attack_conducts(conducts);

    if (success)
    {
        bolt beam;
        beam.flavour = flavour;
        beam.thrower = KILL_YOU;

        const int orig_hurted = roll_dice(1, 3 + pow / 3);
        int hurted = mons_adjust_flavoured(monster, beam, orig_hurted);
        monster->hurt(&you, hurted);

        if (monster->alive())
        {
            monster->expose_to_element(flavour, orig_hurted);
            print_wounds(monster);

            if (flavour == BEAM_COLD)
            {
                const int cold_res = monster->res_cold();
                if (cold_res <= 0)
                {
                    const int stun = (1 - cold_res) * random2(2 + pow/5);
                    monster->speed_increment -= stun;
                }
            }
        }
    }

    return (success);
}

bool summon_animals(int pow)
{
    bool success = false;

    // Maybe we should just generate a Lair monster instead (and
    // guarantee that it is mobile)?
    const monster_type animals[] = {
        MONS_BUMBLEBEE, MONS_WAR_DOG, MONS_SHEEP, MONS_YAK,
        MONS_HOG, MONS_SOLDIER_ANT, MONS_WOLF,
        MONS_GRIZZLY_BEAR, MONS_POLAR_BEAR, MONS_BLACK_BEAR,
        MONS_GIANT_SNAIL, MONS_BORING_BEETLE, MONS_GILA_MONSTER,
        MONS_KOMODO_DRAGON, MONS_SPINY_FROG, MONS_HOUND
    };

    int count = 0;
    const int count_max = 8;

    int pow_left = pow + 1;

    const bool varied = coinflip();

    monster_type mon = MONS_PROGRAM_BUG;

    while (pow_left >= 0 && count < count_max)
    {
        // Pick a random monster and subtract its cost.
        if (varied || count == 0)
            mon = RANDOM_ELEMENT(animals);

        const int pow_spent = mons_power(mon) * 3;

        // Allow a certain degree of overuse, but not too much.
        // Guarantee at least two summons.
        if (pow_spent >= pow_left * 2 && count >= 2)
            break;

        pow_left -= pow_spent;
        count++;

        const bool friendly = (random2(pow) > 4);

        if (create_monster(
                mgen_data(mon,
                          friendly ? BEH_FRIENDLY : BEH_HOSTILE, &you,
                          4, 0, you.pos(), MHITYOU)) != -1)
        {
            success = true;
        }
    }

    return (success);
}

bool cast_summon_butterflies(int pow, god_type god)
{
    bool success = false;

    const int how_many = std::max(15, 4 + random2(3) + random2(pow) / 10);

    for (int i = 0; i < how_many; ++i)
    {
        if (create_monster(
                mgen_data(MONS_BUTTERFLY, BEH_FRIENDLY, &you,
                          3, SPELL_SUMMON_BUTTERFLIES,
                          you.pos(), MHITYOU,
                          0, god)) != -1)
        {
            success = true;
        }
    }

    if (!success)
        canned_msg(MSG_NOTHING_HAPPENS);

    return (success);
}

bool cast_summon_small_mammals(int pow, god_type god)
{
    bool success = false;

    monster_type mon = MONS_PROGRAM_BUG;

    int count = (pow == 25) ? 2 : 1;

    for (int i = 0; i < count; ++i)
    {
        if (x_chance_in_y(10, pow+1))
        {
            mon = (coinflip()) ? MONS_GIANT_BAT : MONS_RAT;
        }
        else
        {
            mon = (coinflip()) ? MONS_QUOKKA : MONS_GREY_RAT;
        }

        if (create_monster(
                mgen_data(mon, BEH_FRIENDLY, &you,
                          3, SPELL_SUMMON_SMALL_MAMMALS,
                          you.pos(), MHITYOU,
                          0, god)) != -1)
        {
            success = true;
        }

    }

    return (success);
}

bool cast_sticks_to_snakes(int pow, god_type god)
{
    if (!you.weapon())
    {
        mprf("Your %s feel slithery!", your_hand(true).c_str());
        return (false);
    }

    const item_def& wpn = *you.weapon();

    // Don't enchant sticks marked with {!D}.
    if (!check_warning_inscriptions(wpn, OPER_DESTROY))
    {
        mprf("%s feel%s slithery for a moment!",
             wpn.name(DESC_CAP_YOUR).c_str(),
             wpn.quantity > 1 ? "s" : "");
        return (false);
    }

    const int dur = std::min(3 + random2(pow) / 20, 5);
    int how_many_max = 1 + random2(1 + you.skills[SK_TRANSMUTATIONS]) / 4;
    const bool friendly = (!wpn.cursed());
    const beh_type beha = (friendly) ? BEH_FRIENDLY : BEH_HOSTILE;

    int count = 0;

    if (wpn.base_type == OBJ_MISSILES && wpn.sub_type == MI_ARROW)
    {
        if (wpn.quantity < how_many_max)
            how_many_max = wpn.quantity;

        for (int i = 0; i <= how_many_max; i++)
        {
            monster_type mon;

            if (get_ammo_brand(wpn) == SPMSL_POISONED
                || one_chance_in(5 - std::min(4, div_rand_round(pow * 2, 25))))
            {
                mon = x_chance_in_y(pow / 3, 100) ? MONS_WATER_MOCCASIN
                                                  : MONS_SNAKE;
            }
            else
                mon = MONS_SMALL_SNAKE;

            if (create_monster(
                    mgen_data(mon, beha, &you,
                              dur, SPELL_STICKS_TO_SNAKES,
                              you.pos(), MHITYOU,
                              0, god)) != -1)
            {
                count++;
            }
        }
    }

    if (wpn.base_type == OBJ_WEAPONS
        && (wpn.sub_type == WPN_CLUB
            || wpn.sub_type == WPN_SPEAR
            || wpn.sub_type == WPN_QUARTERSTAFF
            || wpn.sub_type == WPN_SCYTHE
            || wpn.sub_type == WPN_GIANT_CLUB
            || wpn.sub_type == WPN_GIANT_SPIKED_CLUB
            || wpn.sub_type == WPN_BOW
            || wpn.sub_type == WPN_LONGBOW
            || wpn.sub_type == WPN_ANKUS
            || wpn.sub_type == WPN_HALBERD
            || wpn.sub_type == WPN_GLAIVE
            || wpn.sub_type == WPN_BLOWGUN))
    {
        // Upsizing Snakes to Water Moccasins as the base class for using
        // the really big sticks (so bonus applies really only to trolls
        // and ogres).  Still, it's unlikely any character is strong
        // enough to bother lugging a few of these around. - bwr
        monster_type mon;

        if (item_mass(wpn) < 300)
            mon = MONS_SNAKE;
        else
            mon = MONS_WATER_MOCCASIN;

        if (pow > 20 && one_chance_in(3))
            mon = MONS_WATER_MOCCASIN;

        if (pow > 40 && one_chance_in(3))
            mon = MONS_VIPER;

        if (pow > 70 && one_chance_in(3))
            mon = MONS_BLACK_MAMBA;

        if (pow > 90 && one_chance_in(3))
            mon = MONS_ANACONDA;

        if (create_monster(
                mgen_data(mon, beha, &you,
                          dur, SPELL_STICKS_TO_SNAKES,
                          you.pos(), MHITYOU,
                          0, god)) != -1)
        {
            count++;
        }
    }

    if (wpn.quantity < count)
        count = wpn.quantity;

    const bool success = (count > 0);

    if (success)
    {
        dec_inv_item_quantity(you.equip[EQ_WEAPON], count);
        mpr((count > 1) ? "You create some snakes!" : "You create a snake!");
    }
    else
    {
        mprf("Your %s feel slithery!", your_hand(true).c_str());
    }

    return (success);
}

bool cast_summon_scorpions(int pow, god_type god)
{
    bool success = false;

    const int how_many = stepdown_value(1 + random2(pow)/10 + random2(pow)/10,
                                        2, 2, 6, 8);

    for (int i = 0; i < how_many; ++i)
    {
        const bool friendly = (random2(pow) > 3);

        if (create_monster(
                mgen_data(MONS_SCORPION,
                          friendly ? BEH_FRIENDLY : BEH_HOSTILE, &you,
                          3, SPELL_SUMMON_SCORPIONS,
                          you.pos(), MHITYOU,
                          0, god)) != -1)
        {
            success = true;
        }
    }

    if (!success)
        canned_msg(MSG_NOTHING_HAPPENS);

    return (success);
}

// Creates a mixed swarm of typical swarming animals.
// Number, duration and friendlinesss depend on spell power.
bool cast_summon_swarm(int pow, god_type god)
{
    bool success = false;
    const int dur = std::min(2 + (random2(pow) / 4), 6);
    const int how_many = stepdown_value(2 + random2(pow)/10 + random2(pow)/25,
                                        2, 2, 6, 8);

    for (int i = 0; i < how_many; ++i)
    {
        const monster_type swarmers[] = {
            MONS_KILLER_BEE,   MONS_KILLER_BEE,    MONS_KILLER_BEE,
            MONS_SCORPION,     MONS_WORM,          MONS_GIANT_MOSQUITO,
            MONS_GIANT_BEETLE, MONS_GIANT_BLOWFLY, MONS_WOLF_SPIDER,
            MONS_BUTTERFLY,    MONS_YELLOW_WASP,   MONS_GIANT_ANT,
            MONS_GIANT_ANT,    MONS_GIANT_ANT
        };

        const monster_type mon = RANDOM_ELEMENT(swarmers);
        const bool friendly = (random2(pow) > 7);

        if (create_monster(
                mgen_data(mon,
                          friendly ? BEH_FRIENDLY : BEH_HOSTILE, &you,
                          dur, SPELL_SUMMON_SWARM,
                          you.pos(),
                          MHITYOU,
                          0, god)) != -1)
        {
            success = true;
        }
    }

    if (!success)
        canned_msg(MSG_NOTHING_HAPPENS);

    return (success);
}

bool cast_call_canine_familiar(int pow, god_type god)
{
    bool success = false;

    monster_type mon = MONS_PROGRAM_BUG;

    const int chance = random2(pow);
    if (chance < 10)
        mon = MONS_JACKAL;
    else if (chance < 15)
        mon = MONS_HOUND;
    else
    {
        switch (chance % 7)
        {
        case 0:
            if (one_chance_in(you.species == SP_HILL_ORC ? 3 : 6))
                mon = MONS_WARG;
            else
                mon = MONS_WOLF;
            break;

        case 1:
        case 2:
            mon = MONS_WAR_DOG;
            break;

        case 3:
        case 4:
            mon = MONS_HOUND;
            break;

        default:
            mon = MONS_JACKAL;
            break;
        }
    }

    const int dur = std::min(2 + (random2(pow) / 4), 6);

    if (create_monster(
            mgen_data(mon, BEH_FRIENDLY, &you,
                      dur, SPELL_CALL_CANINE_FAMILIAR,
                      you.pos(),
                      MHITYOU,
                      0, god)) != -1)
    {
        success = true;
    }
    else
        canned_msg(MSG_NOTHING_HAPPENS);

    return (success);
}

// 'unfriendly' is percentage chance summoned elemental goes
//              postal on the caster (after taking into account
//              chance of that happening to unskilled casters
//              anyway).
bool cast_summon_elemental(int pow, god_type god,
                           monster_type restricted_type,
                           int unfriendly)
{
    monster_type mon = MONS_PROGRAM_BUG;

    coord_def targ;
    dist smove;

    const int dur = std::min(2 + (random2(pow) / 5), 6);
    const bool any_elemental = (restricted_type == MONS_NO_MONSTER);

    while (true)
    {
        mpr("Summon from material in which direction? ", MSGCH_PROMPT);

        direction(smove, DIR_DIR, TARG_ANY);

        if (!smove.isValid)
        {
            canned_msg(MSG_OK);
            return (false);
        }

        targ = you.pos() + smove.delta;

        if (const monsters *m = monster_at(targ))
        {
            if (you.can_see(m))
                mpr("There's something there already!");
            else
            {
                mpr("Something seems to disrupt your summoning.");
                return (false);
            }
        }
        else if (smove.delta.origin())
            mpr("You can't summon an elemental from yourself!");
        else if ((any_elemental || restricted_type == MONS_EARTH_ELEMENTAL)
                 && (grd(targ) == DNGN_ROCK_WALL
                     || grd(targ) == DNGN_CLEAR_ROCK_WALL))
        {
            if (!in_bounds(targ))
            {
                mpr("That wall won't yield to your beckoning.");
                // XXX: Should this cost a turn?
            }
            else
            {
                mon = MONS_EARTH_ELEMENTAL;
                break;
            }
        }
        else
            break;
    }

    if (mon == MONS_EARTH_ELEMENTAL)
    {
        grd(targ) = DNGN_FLOOR;
    }
    else if (env.cgrid(targ) != EMPTY_CLOUD
             && env.cloud[env.cgrid(targ)].type == CLOUD_FIRE
             && (any_elemental || restricted_type == MONS_FIRE_ELEMENTAL))
    {
        mon = MONS_FIRE_ELEMENTAL;
        delete_cloud(env.cgrid(targ));
    }
    else if (grd(targ) == DNGN_LAVA
             && (any_elemental || restricted_type == MONS_FIRE_ELEMENTAL))
    {
        mon = MONS_FIRE_ELEMENTAL;
    }
    else if (feat_is_watery(grd(targ))
             && (any_elemental || restricted_type == MONS_WATER_ELEMENTAL))
    {
        mon = MONS_WATER_ELEMENTAL;
    }
    else if (grd(targ) >= DNGN_FLOOR
             && env.cgrid(targ) == EMPTY_CLOUD
             && (any_elemental || restricted_type == MONS_AIR_ELEMENTAL))
    {
        mon = MONS_AIR_ELEMENTAL;
    }

    // Found something to summon?
    if (mon == MONS_PROGRAM_BUG)
    {
        canned_msg(MSG_NOTHING_HAPPENS);
        return (false);
    }

    // silly - ice for water? 15jan2000 {dlb}
    // little change here to help with the above... and differentiate
    // elements a bit... {bwr}
    // - Water elementals are now harder to be made reliably friendly.
    // - Air elementals are harder because they're more dynamic/dangerous.
    // - Earth elementals are more static and easy to tame (as before).
    // - Fire elementals fall in between the two (10 is still fairly easy).
    const bool friendly = ((mon != MONS_FIRE_ELEMENTAL
                            || x_chance_in_y(you.skills[SK_FIRE_MAGIC], 10))

                        && (mon != MONS_WATER_ELEMENTAL
                            || x_chance_in_y(you.skills[SK_ICE_MAGIC],
                                             (you.species == SP_MERFOLK) ? 5
                                                                         : 15))

                        && (mon != MONS_AIR_ELEMENTAL
                            || x_chance_in_y(you.skills[SK_AIR_MAGIC], 15))

                        && (mon != MONS_EARTH_ELEMENTAL
                            || x_chance_in_y(you.skills[SK_EARTH_MAGIC], 5))

                        && random2(100) >= unfriendly);

    if (create_monster(
            mgen_data(mon,
                      friendly ? BEH_FRIENDLY : BEH_HOSTILE, &you,
                      dur, SPELL_SUMMON_ELEMENTAL,
                      targ,
                      MHITYOU,
                      0, god)) == -1)
    {
        canned_msg(MSG_NOTHING_HAPPENS);
        return (false);
    }

    mpr("An elemental appears!");

    if (!friendly)
        mpr("It doesn't seem to appreciate being summoned.");

    return (true);
}

bool cast_summon_ice_beast(int pow, god_type god)
{
    const int dur = std::min(2 + (random2(pow) / 4), 6);

    if (create_monster(
            mgen_data(MONS_ICE_BEAST, BEH_FRIENDLY, &you,
                      dur, SPELL_SUMMON_ICE_BEAST,
                      you.pos(), MHITYOU,
                      0, god)) != -1)
    {
        mpr("A chill wind blows around you.");
        return (true);
    }

    canned_msg(MSG_NOTHING_HAPPENS);
    return (false);
}

bool cast_summon_ugly_thing(int pow, god_type god)
{
    const int chance = std::max(6 - (pow / 12), 1);
    monster_type mon = (one_chance_in(chance)) ? MONS_VERY_UGLY_THING
                                               : MONS_UGLY_THING;

    const int dur = std::min(2 + (random2(pow) / 4), 6);

    const bool friendly = (random2(pow) > 3);

    if (create_monster(
            mgen_data(mon,
                      friendly ? BEH_FRIENDLY : BEH_HOSTILE, &you,
                      dur, SPELL_SUMMON_UGLY_THING,
                      you.pos(),
                      MHITYOU,
                      0, god)) != -1)
    {
        mpr((mon == MONS_VERY_UGLY_THING) ? "A very ugly thing appears."
                                          : "An ugly thing appears.");

        if (!friendly)
            mpr("It doesn't look very happy.");

        return (true);
    }

    canned_msg(MSG_NOTHING_HAPPENS);
    return (false);
}

bool cast_summon_dragon(int pow, god_type god)
{
    // Removed the chance of multiple dragons.  One should be more than
    // enough, and if it isn't, the player can cast again. - bwr
    const bool friendly = (random2(pow) > 5);

    if (create_monster(
            mgen_data(MONS_DRAGON,
                      friendly ? BEH_FRIENDLY : BEH_HOSTILE, &you,
                      3, SPELL_SUMMON_DRAGON,
                      you.pos(),
                      MHITYOU,
                      0, god)) != -1)
    {
        mpr("A dragon appears.");

        if (!friendly)
            mpr("It doesn't look very happy.");

        return (true);
    }

    canned_msg(MSG_NOTHING_HAPPENS);
    return (false);
}

bool summon_berserker(int pow, god_type god, int spell,
                      bool force_hostile)
{
    monster_type mon = MONS_PROGRAM_BUG;

    const int dur = std::min(2 + (random2(pow) / 4), 6);

    if (pow <= 100)
    {
        // bears
        mon = (coinflip()) ? MONS_BLACK_BEAR : MONS_GRIZZLY_BEAR;
    }
    else if (pow <= 140)
    {
        // ogres
        mon = (one_chance_in(3) ? MONS_TWO_HEADED_OGRE : MONS_OGRE);
    }
    else if (pow <= 180)
    {
        // trolls
        switch (random2(8))
        {
        case 0:
            mon = MONS_DEEP_TROLL;
            break;
        case 1:
        case 2:
            mon = MONS_IRON_TROLL;
            break;
        case 3:
        case 4:
            mon = MONS_ROCK_TROLL;
            break;
        default:
            mon = MONS_TROLL;
            break;
        }
    }
    else
    {
        // giants
        mon = (coinflip()) ? MONS_HILL_GIANT : MONS_STONE_GIANT;
    }

    mgen_data mg(mon, !force_hostile ? BEH_FRIENDLY : BEH_HOSTILE,
                 !force_hostile ? &you : 0, dur, spell, you.pos(),
                 MHITYOU, 0, god);

    if (force_hostile)
        mg.non_actor_summoner = "the rage of " + god_name(god, false);

    int monster =
        create_monster(mg);

    if (monster == -1)
        return (false);

    monsters *summon = &menv[monster];

    summon->go_berserk(false);
    mon_enchant berserk = summon->get_ench(ENCH_BERSERK);
    mon_enchant abj = summon->get_ench(ENCH_ABJ);

    // Let Trog's gifts berserk longer, and set the abjuration
    // timeout to the berserk timeout.
    berserk.duration = berserk.duration * 3 / 2;
    berserk.maxduration = berserk.duration;
    abj.duration = abj.maxduration = berserk.duration;
    summon->update_ench(berserk);
    summon->update_ench(abj);

    player_angers_monster(&menv[monster]);

    return (true);
}

static bool _summon_holy_being_wrapper(int pow, god_type god, int spell,
                                       monster_type mon, int dur, bool friendly,
                                       bool quiet)
{
    UNUSED(pow);

    mgen_data mg(mon,
                 friendly ? BEH_FRIENDLY : BEH_HOSTILE,
                 friendly ? &you : 0,
                 dur, spell,
                 you.pos(),
                 MHITYOU,
                 MG_FORCE_BEH, god);

    if (!friendly)
        mg.non_actor_summoner = god_name(god, false);

    const int monster = create_monster(mg);

    if (monster == -1)
        return (false);

    monsters *summon = &menv[monster];
    summon->flags |= MF_ATT_CHANGE_ATTEMPT;

    if (!quiet)
    {
        mprf("You are momentarily dazzled by a brilliant %slight.",
             (mon == MONS_DAEVA) ? "golden " :
             (mon == MONS_ANGEL) ? "white "
                                 : "");
    }

    player_angers_monster(&menv[monster]);

    return (true);
}

static bool _summon_holy_being_wrapper(int pow, god_type god, int spell,
                                       holy_being_class_type hbct, int dur,
                                       bool friendly, bool quiet)
{
    monster_type mon = summon_any_holy_being(hbct);

    return _summon_holy_being_wrapper(pow, god, spell, mon, dur, friendly,
                                      quiet);
}

bool summon_holy_warrior(int pow, god_type god, int spell,
                         bool force_hostile, bool permanent,
                         bool quiet)
{
    return _summon_holy_being_wrapper(pow, god, spell, HOLY_BEING_WARRIOR,
                                      !permanent ?
                                          std::min(2 + (random2(pow) / 4), 6) :
                                          0,
                                      !force_hostile, quiet);
}

// This function seems to have very little regard for encapsulation.
bool cast_tukimas_dance(int pow, god_type god, bool force_hostile)
{
    bool success = true;
    const int dur = std::min(2 + (random2(pow) / 5), 6);
    item_def* wpn = you.weapon();

    // See if the wielded item is appropriate.
    if (!wpn
        || wpn->base_type != OBJ_WEAPONS
        || is_range_weapon(*wpn)
        || is_special_unrandom_artefact(*wpn))
    {
        success = false;
    }

    // See if we can get an mitm for the dancing weapon.
    const int i = get_item_slot();

    if (i == NON_ITEM)
        success = false;
    else if (success)
    {
        // Copy item now so that mitm[i] is occupied and doesn't get picked
        // by get_item_slot() when giving the dancing weapon its item
        // during create_monster().
        mitm[i] = *wpn;
    }

    int monster;

    if (success)
    {
        // Cursed weapons become hostile.
        const bool friendly = (!force_hostile && !wpn->cursed());

        mgen_data mg(MONS_DANCING_WEAPON,
                     friendly ? BEH_FRIENDLY : BEH_HOSTILE,
                     force_hostile ? 0 : &you,
                     dur, SPELL_TUKIMAS_DANCE,
                     you.pos(),
                     MHITYOU,
                     0, god);

        if (force_hostile)
            mg.non_actor_summoner = god_name(god, false);

        monster = create_monster(mg);

        if (monster == -1)
        {
            mitm[i].clear();
            success = false;
        }
    }

    if (!success)
    {
        destroy_item(i);

        if (wpn)
        {
            mprf("%s vibrates crazily for a second.",
                 wpn->name(DESC_CAP_YOUR).c_str());
        }
        else
            mprf("Your %s twitch.", your_hand(true).c_str());

        return (false);
    }

    // We are successful.  Unwield the weapon, removing any wield
    // effects.
    unwield_item();

    // Copy the unwielded item. Note that the pointer still points at it.
    mitm[i] = *wpn;
    mitm[i].quantity = 1;
    mitm[i].pos.set(-2, -2);
    mitm[i].link = NON_ITEM + 1 + monster;

    // Mark the weapon as thrown, so that we'll autograb it when the
    // tango's done.
    mitm[i].flags |= ISFLAG_THROWN;

    mprf("%s dances into the air!", wpn->name(DESC_CAP_YOUR).c_str());

    // Find out what our god thinks before killing the item.
    conduct_type why = good_god_hates_item_handling(*wpn);
    if (!why)
        why = god_hates_item_handling(*wpn);
    // FIXME: Replace this with a call to a proper destructor.
    wpn->quantity = 0;

    monsters& dancing_weapon = menv[monster];

    destroy_item(dancing_weapon.inv[MSLOT_WEAPON]);
    dancing_weapon.inv[MSLOT_WEAPON] = i;
    burden_change();

    ghost_demon stats;
    stats.init_dancing_weapon(mitm[i], pow);

    dancing_weapon.set_ghost(stats);
    dancing_weapon.dancing_weapon_init();

    if (why)
    {
        simple_god_message(" booms: How dare you animate that foul thing!");
        did_god_conduct(why, 10, true, &dancing_weapon);
    }

    return (true);
}

bool cast_conjure_ball_lightning(int pow, god_type god)
{
    bool success = false;

    // Restricted so that the situation doesn't get too gross.  Each of
    // these will explode for 3d20 damage. -- bwr
    const int how_many = std::min(8, 3 + random2(2 + pow / 50));

    for (int i = 0; i < how_many; ++i)
    {
        coord_def target;
        bool found = false;
        for (int j = 0; j < 10; ++j)
        {
            if (random_near_space(you.pos(), target, true, true, false)
                && distance(you.pos(), target) <= 5)
            {
                found = true;
                break;
            }
        }

        // If we fail, we'll try the ol' summon next to player trick.
        if (!found)
            target = you.pos();

        const int monster =
            mons_place(
                mgen_data(MONS_BALL_LIGHTNING, BEH_FRIENDLY, &you,
                          0, SPELL_CONJURE_BALL_LIGHTNING,
                          target, MHITNOT, 0, god));

        if (monster != -1)
        {
            success = true;
            menv[monster].add_ench(ENCH_SHORT_LIVED);
        }
    }

    if (success)
        mpr("You create some ball lightning!");
    else
        canned_msg(MSG_NOTHING_HAPPENS);

    return (success);
}