summaryrefslogtreecommitdiffstats
path: root/crawl-ref/source/tutorial.cc
blob: 9eb857d78a23060b17e02ff12ebee1934093a9c8 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
3502
3503
3504
3505
3506
3507
3508
3509
3510
3511
3512
3513
3514
3515
3516
3517
3518
3519
3520
3521
3522
3523
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
3544
3545
3546
3547
3548
3549
3550
3551
3552
3553
3554
3555
3556
3557
3558
3559
3560
3561
3562
3563
3564
3565
3566
3567
3568
3569
3570
3571
3572
3573
3574
3575
3576
3577
3578
3579
3580
3581
3582
3583
3584
3585
3586
3587
3588
3589
3590
3591
3592
3593
3594
3595
3596
3597
3598
3599
3600
3601
3602
3603
3604
3605
3606
3607
3608
3609
3610
3611
3612
3613
3614
3615
3616
3617
3618
3619
3620
3621
3622
3623
3624
3625
3626
3627
3628
3629
3630
3631
3632
3633
3634
3635
3636
3637
3638
3639
3640
3641
3642
3643
3644
3645
3646
3647
3648
3649
3650
3651
3652
3653
3654
3655
3656
3657
3658
3659
3660
3661
3662
3663
3664
3665
3666
3667
3668
3669
3670
3671
3672
3673
3674
3675
3676
3677
3678
3679
3680
3681
3682
3683
3684
3685
3686
3687
3688
3689
3690
3691
3692
3693
3694
3695
3696
3697
3698
3699
3700
3701
3702
3703
3704
3705
3706
3707
3708
3709
3710
3711
3712
3713
3714
3715
3716
3717
3718
3719
3720
3721
3722
3723
3724
3725
3726
3727
3728
3729
3730
3731
3732
3733
3734
3735
3736
3737
3738
3739
3740
3741
3742
3743
3744
3745
3746
3747
3748
3749
3750
3751
3752
3753
3754
3755
3756
3757
3758
3759
3760
3761
3762
3763
3764
3765
3766
3767
3768
3769
3770
3771
3772
3773
3774
3775
3776
3777
3778
3779
3780
3781
3782
3783
3784
3785
3786
3787
3788
3789
3790
3791
3792
3793
3794
3795
3796
3797
3798
3799
3800
3801
3802
3803
3804
3805
3806
3807
3808
3809
3810
3811
3812
3813
3814
3815
3816
3817
3818
3819
3820
3821
3822
3823
3824
3825
3826
3827
3828
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
3903
3904
3905
3906
3907
3908
3909
3910
3911
3912
3913
3914
3915
3916
3917
3918
3919
3920
3921
3922
3923
3924
3925
3926
3927
3928
3929
3930
3931
3932
3933
3934
3935
3936
3937
3938
3939
3940
3941
3942
3943
3944
3945
3946
3947
3948
3949
3950
3951
3952
3953
3954
3955
3956
3957
3958
3959
3960
3961
3962
3963
3964
3965
3966
3967
3968
3969
3970
3971
3972
3973
3974
3975
3976
3977
3978
3979
3980
3981
3982
3983
3984
3985
3986
3987
3988
3989
3990
3991
3992
3993
3994
3995
3996
3997
3998
3999
4000
4001
4002
4003
4004
4005
4006
4007
4008
4009
4010
4011
4012
4013
4014
4015
4016
4017
4018
4019
4020
4021
4022
4023
4024
4025
4026
4027
4028
4029
4030
4031
4032
4033
4034
4035
4036
4037
4038
4039
4040
4041
4042
4043
4044
4045
4046
4047
4048
4049
4050
4051
4052
4053
4054
4055
4056
4057
4058
4059
4060
4061
4062
4063
4064
4065
4066
4067
4068
4069
4070
4071
4072
4073
4074
4075
4076
4077
4078
4079
4080
4081
4082
4083
4084
4085
4086
4087
4088
4089
4090
4091
4092
4093
4094
4095
4096
4097
4098
4099
4100
4101
4102
4103
4104
4105
4106
4107
4108
4109
4110
4111
4112
4113
4114
4115
4116
4117
4118
4119
4120
4121
4122
4123
4124
4125
4126
4127
4128
4129
4130
4131
4132
4133
4134
4135
4136
4137
4138
4139
4140
4141
4142
4143
4144
4145
4146
4147
4148
4149
4150
4151
4152
4153
4154
4155
4156
4157
4158
4159
4160
4161
4162
4163
4164
4165
4166
4167
4168
4169
4170
4171
4172
4173
4174
4175
4176
4177
4178
4179
4180
4181
4182
4183
4184
4185
4186
4187
4188
4189
4190
4191
4192
4193
4194
4195
4196
4197
4198
4199
4200
4201
4202
4203
4204
4205
4206
4207
4208
4209
4210
4211
4212
4213
4214
4215
4216
4217
4218
4219
4220
4221
4222
4223
4224
4225
4226
4227
4228
4229
4230
4231
4232
4233
4234
4235
4236
4237
4238
4239
4240
4241
4242
4243
4244
4245
4246
4247
4248
4249
4250
4251
4252
4253
4254
4255
4256
4257
4258
4259
4260
4261
4262
4263
4264
4265
4266
4267
4268
4269
4270
4271
4272
4273
4274
4275
4276
4277
4278
4279
4280
4281
4282
4283
4284
4285
4286
4287
4288
4289
4290
4291
4292
4293
4294
4295
4296
4297
4298
4299
4300
4301
4302
4303
4304
4305
4306
4307
4308
4309
4310
4311
4312
4313
4314
4315
4316
4317
4318
4319
4320
4321
4322
4323
4324
4325
4326
4327
4328
4329
4330
4331
4332
4333
4334
4335
4336
4337
4338
4339
4340
4341
4342
4343
4344
4345
4346
4347
4348
4349
4350
4351
4352
4353
4354
4355
4356
4357
4358
4359
4360
4361
4362
4363
4364
4365
4366
4367
4368
4369
4370
4371
4372
4373
4374
4375
4376
4377
4378
4379
4380
4381
4382
4383
4384
4385
4386
4387
4388
4389
4390
4391
4392
4393
4394
4395
4396
4397
4398
4399
4400
4401
4402
4403
4404
4405
4406
4407
4408
4409
4410
4411
4412
4413
4414
4415
4416
4417
4418
4419
4420
4421
4422
4423
4424
4425
4426
4427
4428
4429
4430
4431
4432
4433
4434
4435
4436
4437
4438
4439
4440
4441
4442
4443
4444
4445
4446
4447
4448
4449
4450
4451
4452
4453
4454
4455
4456
4457
4458
4459
4460
4461
4462
4463
4464
4465
4466
4467
4468
4469
4470
4471
4472
4473
4474
4475
4476
4477
4478
4479
4480
4481
4482
4483
4484
4485
4486
4487
4488
4489
4490
4491
4492
4493
4494
4495
4496
4497
4498
4499
4500
4501
4502
4503
4504
4505
4506
4507
4508
4509
4510
4511
4512
4513
4514
4515
4516
4517
4518
4519
4520
4521
4522
4523
4524
4525
4526
4527
4528
4529
4530
4531
4532
4533
4534
4535
4536
4537
4538
4539
4540
4541
4542
4543
4544
4545
4546
4547
4548
4549
4550
4551
4552
4553
4554
4555
4556
4557
4558
4559
4560
4561
4562
4563
4564
4565
4566
4567
4568
4569
4570
4571
4572
4573
4574
4575
4576
4577
4578
4579
4580
4581
4582
4583
4584
4585
4586
4587
4588
4589
4590
4591
4592
4593
4594
4595
4596
4597
4598
4599
4600
4601
4602
4603
4604
4605
4606
4607
4608
4609
4610
4611
4612
4613
4614
4615
4616
4617
4618
4619
4620
4621
4622
4623
4624
4625
4626
4627
4628
4629
4630
4631
4632
4633
4634
4635
4636
4637
4638
4639
4640
4641
4642
4643
4644
4645
4646
4647
4648
4649
4650
4651
4652
4653
4654
4655
4656
4657
4658
4659
4660
4661
4662
4663
4664
4665
4666
4667
4668
4669
4670
4671
4672
4673
4674
4675
4676
4677
4678
4679
4680
4681
4682
4683
4684
4685
4686
4687
4688
4689
4690
4691
4692
4693
4694
4695
4696
4697
4698
4699
4700
4701
/*
 *  File:       tutorial.cc
 *  Summary:    A tutorial mode as an introduction on how to play Dungeon Crawl.
 *  Written by: j-p-e-g
 *
 *  Created on 2007-01-11.
 */

#include "AppHdr.h"

#include "cio.h"

#include <cstring>
#include <sstream>

#include "tutorial.h"

#include "abl-show.h"
#include "artefact.h"
#include "cloud.h"
#include "colour.h"
#include "coordit.h"
#include "command.h"
#include "decks.h"
#include "describe.h"
#include "food.h"
#include "format.h"
#include "fprop.h"
#include "invent.h"
#include "itemname.h"
#include "itemprop.h"
#include "items.h"
#include "kills.h"
#include "menu.h"
#include "message.h"
#include "misc.h"
#include "mon-behv.h"
#include "mon-pick.h"
#include "mon-util.h"
#include "mutation.h"
#include "newgame.h"
#include "options.h"
#include "jobs.h"
#include "player.h"
#include "random.h"
#include "religion.h"
#include "shopping.h"
#include "showsymb.h"
#include "skills2.h"
#include "species.h"
#include "spl-book.h"
#include "stuff.h"
#include "env.h"
#include "tags.h"
#include "terrain.h"
#ifdef USE_TILE
 #include "tiles.h"
#endif
#include "travel.h"
#include "view.h"
#include "viewchar.h"
#include "viewgeom.h"

static species_type _get_tutorial_species(unsigned int type);
static job_type     _get_tutorial_job(unsigned int type);
static bool         _tutorial_feat_interesting(dungeon_feature_type feat);
static void         _tutorial_describe_disturbance(int x, int y);
static void         _tutorial_describe_cloud(int x, int y);
static void         _tutorial_describe_feature(int x, int y);
static bool         _water_is_disturbed(int x, int y);

//#define TUTORIAL_DEBUG
#define TUTORIAL_VERSION 10

static int _get_tutorial_cols()
{
#ifdef USE_TILE
    return crawl_view.msgsz.x;
#else
    int ncols = get_number_of_cols();
    return (ncols > 80? 80 : ncols);
#endif
}

tutorial_state Tutorial;

void save_tutorial(writer& outf)
{
    marshallLong( outf, TUTORIAL_VERSION);
    marshallShort( outf, Tutorial.tutorial_type);
    for (long i = 0; i < TUT_EVENTS_NUM; ++i)
        marshallBoolean( outf, Tutorial.tutorial_events[i] );
}

void load_tutorial(reader& inf)
{
    Tutorial.tutorial_left = 0;

    int version = unmarshallLong(inf);
    if (version != TUTORIAL_VERSION)
        return;

    Tutorial.tutorial_type = unmarshallShort(inf);
    for (long i = 0; i < TUT_EVENTS_NUM; ++i)
    {
        Tutorial.tutorial_events[i] = unmarshallBoolean(inf);
        Tutorial.tutorial_left += Tutorial.tutorial_events[i];
    }
}

// Override init file definition for some options.
void init_tutorial_options()
{
    if (!Tutorial.tutorial_left)
        return;

    Options.delay_message_clear = false;
    Options.auto_list = true;

#ifdef USE_TILE
    Options.tile_tag_pref = TAGPREF_TUTORIAL;
#endif
}

// Tutorial selection screen and choice.
bool pick_tutorial()
{
    clrscr();

    cgotoxy(1,1);
    formatted_string::parse_string(
        "<white>You must be new here indeed!</white>"
        EOL EOL
        "<cyan>You can be:</cyan>"
        EOL EOL).display();

    textcolor( LIGHTGREY );

    for (int i = 0; i < TUT_TYPES_NUM; i++)
        print_tutorial_menu(i);

    formatted_string::parse_string(
        EOL
        "<brown>SPACE - Back to job selection; "
        "Bksp - Back to species selection; X - Quit"
        EOL "* - Random tutorial"
        "</brown>" EOL).display();

    while (true)
    {
        char keyn = c_getch();

        // Random choice.
        if (keyn == '*' || keyn == '+' || keyn == '!' || keyn == '#')
            keyn = 'a' + random2(TUT_TYPES_NUM);

        // Choose character for tutorial game and set starting values.
        if (keyn >= 'a' && keyn <= 'a' + TUT_TYPES_NUM - 1)
        {
            Tutorial.tutorial_type = keyn - 'a';
            you.species    = _get_tutorial_species(Tutorial.tutorial_type);
            you.char_class = _get_tutorial_job(Tutorial.tutorial_type);

            // Activate all triggers.
            // This is rather backwards: If (true) an event still needs to be
            // triggered, if (false) the relevant message was already printed.
            Tutorial.tutorial_events.init(true);
            Tutorial.tutorial_left = TUT_EVENTS_NUM;

            // Used to compare which fighting means was used most often.
            // XXX: This gets reset with every save, which seems odd.
            //      On the other hand, it's precisely between saves that
            //      players are most likely to forget these.
            Tutorial.tut_spell_counter   = 0;
            Tutorial.tut_throw_counter   = 0;
            Tutorial.tut_melee_counter   = 0;
            Tutorial.tut_berserk_counter = 0;

            // Store whether explore, stash search or travelling was used.
            // XXX: Also not stored across save games.
            Tutorial.tut_explored = true;
            Tutorial.tut_stashes  = true;
            Tutorial.tut_travel   = true;

            // For occasional healing reminders.
            Tutorial.tut_last_healed = 0;

            // Did the player recently see a monster turn invisible?
            Tutorial.tut_seen_invisible = 0;

            Options.random_pick = false;
            if (!Options.book || Options.book == SBT_SUMM)
                Options.book = SBT_RANDOM;
            Options.weapon = WPN_HAND_AXE; // easiest choice for fighters
            return (true);
        }

        if (keyn == CK_BKSP || keyn == ' ' || keyn == ESCAPE)
        {
            // In this case, undo previous choices.
            you.species    = SP_UNKNOWN;
            you.char_class = JOB_UNKNOWN;
            Options.race   = 0;
            Options.cls    = 0;
        }

        switch (keyn)
        {
        case CK_BKSP:
        case ESCAPE:
            return (false);
        case ' ':
            return (false);
        case 'X':
            cprintf(EOL "Goodbye!");
            end(0);
            return (false);
        }
    }
    return (false);
}

void tutorial_load_game()
{
    if (!Tutorial.tutorial_left)
        return;

    learned_something_new(TUT_LOAD_SAVED_GAME);

    // Reinitialise counters for explore, stash search and travelling.
    Tutorial.tut_explored = Tutorial.tutorial_events[TUT_AUTO_EXPLORE];
    Tutorial.tut_stashes  = true;
    Tutorial.tut_travel   = true;
}

void print_tutorial_menu(unsigned int type)
{
    char letter = 'a' + type;
    char desc[100];

    switch (type)
    {
      case TUT_BERSERK_CHAR:
          strcpy(desc, "(Melee oriented character with divine support)");
          break;
      case TUT_MAGIC_CHAR:
          strcpy(desc, "(Magic oriented character)");
          break;
      case TUT_RANGER_CHAR:
          strcpy(desc, "(Ranged fighter)");
          break;
      default: // no further choices
          strcpy(desc, "(erroneous character)");
          break;
    }

    cprintf("%c - %s %s %s" EOL,
            letter, species_name(_get_tutorial_species(type), 1).c_str(),
                    get_class_name(_get_tutorial_job(type)), desc);
}

static species_type _get_tutorial_species(unsigned int type)
{
    switch (type)
    {
      case TUT_BERSERK_CHAR:
          return SP_MINOTAUR;
      case TUT_MAGIC_CHAR:
          return SP_DEEP_ELF;
      case TUT_RANGER_CHAR:
          return SP_CENTAUR;
      default:
          // Use something fancy for debugging.
          return SP_KENKU;
    }
}

static job_type _get_tutorial_job(unsigned int type)
{
    switch (type)
    {
      case TUT_BERSERK_CHAR:
          return JOB_BERSERKER;
      case TUT_MAGIC_CHAR:
          return JOB_CONJURER;
      case TUT_RANGER_CHAR:
          return JOB_HUNTER;
      default:
          // Use something fancy for debugging.
          return JOB_NECROMANCER;
    }
}

// Converts all secret doors in a fixed radius around the player's starting
// position into normal closed doors.
void tutorial_zap_secret_doors()
{
    for (radius_iterator ri(you.pos(), 10, true, false); ri; ++ri)
        if (grd(*ri) == DNGN_SECRET_DOOR)
            grd(*ri) = DNGN_CLOSED_DOOR;
}

// Prints the tutorial welcome screen.
static formatted_string _tut_starting_info(unsigned int width)
{
    std::ostringstream istr;

    istr << "<white>Welcome to Dungeon Crawl!</white>" EOL EOL
         << "Your object is to lead a <w>"
         << species_name(you.species, 1) << " " << you.class_name
         <<
        "</w> safely through the depths of the dungeon, retrieving the "
        "fabled Orb of Zot and returning it to the surface. "
        "In the beginning, however, let discovery be your "
        "main goal. Try to delve as deeply as possible but beware; "
        "death lurks around every corner." EOL EOL
        "For the moment, just remember the following keys "
        "and their functions:" EOL
        "  <white>?\?</white> - shows the items and the commands" EOL
        "  <white>S</white>  - saves the game, to be resumed later "
        "(but note that death is permanent)" EOL
        "  <white>x</white>  - examines something in your vicinity" EOL EOL
        "This tutorial will help you play Crawl without reading any "
        "documentation. If you feel intrigued, there is more information "
        "available in the following files from the docs/ folder (all of "
        "which can also be read in-game):"
        EOL
        "  <lightblue>quickstart.txt</lightblue>     - "
        "A very short guide to Crawl." EOL
        "  <lightblue>crawl_manual.txt</lightblue>   - "
        "This contains all details on species, magic, skills, etc." EOL
        "  <lightblue>options_guide.txt</lightblue>  - "
        "Crawl's interface is highly configurable. This document " EOL
        "                       explains all the options." EOL
        EOL
        "Press <white>Space</white> to proceed to the basics "
        "(the screen division and movement)." EOL
        "Press <white>Esc</white> to fast forward to the game start.";

    std::string broken = istr.str();
    linebreak_string2(broken, width);
    return formatted_string::parse_block(broken);
}

#ifdef TUTORIAL_DEBUG
static std::string _tut_debug_list(int event)
{
    switch (event)
    {
    case TUT_SEEN_FIRST_OBJECT:
        return "seen first object";
    case TUT_SEEN_POTION:
        return "seen first potion";
    case TUT_SEEN_SCROLL:
        return "seen first scroll";
    case TUT_SEEN_WAND:
        return "seen first wand";
    case TUT_SEEN_SPBOOK:
        return "seen first spellbook";
    case TUT_SEEN_WEAPON:
        return "seen first weapon";
    case TUT_SEEN_MISSILES:
        return "seen first missiles";
    case TUT_SEEN_ARMOUR:
        return "seen first armour";
    case TUT_SEEN_RANDART:
        return "seen first random artefact";
    case TUT_SEEN_FOOD:
        return "seen first food";
    case TUT_SEEN_CARRION:
        return "seen first corpse";
    case TUT_SEEN_GOLD:
        return "seen first pile of gold";
    case TUT_SEEN_JEWELLERY:
        return "seen first jewellery";
    case TUT_SEEN_MISC:
        return "seen first misc. item";
    case TUT_SEEN_MONSTER:
        return "seen first monster";
    case TUT_SEEN_ZERO_EXP_MON:
        return "seen first zero experience monster";
    case TUT_SEEN_TOADSTOOL:
        return "seen first toadstool";
    case TUT_SEEN_STAIRS:
        return "seen first stairs";
    case TUT_SEEN_ESCAPE_HATCH:
        return "seen first escape hatch";
    case TUT_SEEN_BRANCH:
        return "seen first branch entrance";
    case TUT_SEEN_PORTAL:
        return "seen first portal vault entrance";
    case TUT_SEEN_TRAP:
        return "encountered a trap";
    case TUT_SEEN_ALTAR:
        return "seen an altar";
    case TUT_SEEN_SHOP:
        return "seen a shop";
    case TUT_SEEN_DOOR:
        return "seen a closed door";
    case TUT_SEEN_SECRET_DOOR:
        return "found a secret door";
    case TUT_KILLED_MONSTER:
        return "killed first monster";
    case TUT_NEW_LEVEL:
        return "gained a new level";
    case TUT_SKILL_RAISE:
        return "raised a skill";
    case TUT_YOU_ENCHANTED:
        return "caught an enchantment";
    case TUT_YOU_SICK:
        return "became sick";
    case TUT_YOU_POISON:
        return "were poisoned";
    case TUT_YOU_ROTTING:
        return "were rotting";
    case TUT_YOU_CURSED:
        return "had something cursed";
    case TUT_YOU_HUNGRY:
        return "felt hungry";
    case TUT_YOU_STARVING:
        return "were starving";
    case TUT_MAKE_CHUNKS:
        return "learned about chunks";
    case TUT_OFFER_CORPSE:
        return "learned about sacrifice";
    case TUT_MULTI_PICKUP:
        return "read about pickup menu";
    case TUT_HEAVY_LOAD:
        return "were encumbered";
    case TUT_ROTTEN_FOOD:
        return "carried rotten food";
    case TUT_NEED_HEALING:
        return "needed healing";
    case TUT_NEED_POISON_HEALING:
        return "needed healing for poison";
    case TUT_INVISIBLE_DANGER:
        return "encountered an invisible foe";
    case TUT_NEED_HEALING_INVIS:
        return "had to heal near an unseen monster";
    case TUT_ABYSS:
        return "was cast into the Abyss";
    case TUT_POSTBERSERK:
        return "learned about Berserk after-effects";
    case TUT_RUN_AWAY:
        return "were told to run away";
    case TUT_RETREAT_CASTER:
        return "were told to retreat as a caster";
    case TUT_SHIFT_RUN:
        return "learned about shift-run";
    case TUT_MAP_VIEW:
        return "learned about the level map";
    case TUT_AUTO_EXPLORE:
        return "learned about auto-explore";
    case TUT_DONE_EXPLORE:
        return "explored a level";
    case TUT_AUTO_EXCLUSION:
        return "learned about exclusions";
    case TUT_YOU_MUTATED:
        return "caught a mutation";
    case TUT_NEW_ABILITY_GOD:
        return "gained a divine ability";
    case TUT_NEW_ABILITY_MUT:
        return "gained a mutation-granted ability";
    case TUT_NEW_ABILITY_ITEM:
        return "gained an item-granted ability";
    case TUT_WIELD_WEAPON:
        return "wielded an unsuitable weapon";
    case TUT_FLEEING_MONSTER:
        return "made a monster flee";
    case TUT_MONSTER_BRAND:
        return "learned about colour brandings";
    case TUT_MONSTER_FRIENDLY:
        return "seen first friendly monster";
    case TUT_MONSTER_SHOUT:
        return "experienced first shouting monster";
    case TUT_CONVERT:
        return "converted to a god";
    case TUT_GOD_DISPLEASED:
        return "piety ran low";
    case TUT_EXCOMMUNICATE:
        return "excommunicated by a god";
    case TUT_SPELL_MISCAST:
        return "spell miscast";
    case TUT_SPELL_HUNGER:
        return "spell casting caused hunger";
    case TUT_GLOWING:
        return "player glowing from contamination";
    case TUT_STAIR_BRAND:
        return "saw stairs with objects on it";
    case TUT_HEAP_BRAND:
        return "saw heap of objects";
    case TUT_TRAP_BRAND:
        return "saw trap with objects on it";
    case TUT_YOU_RESIST:
        return "resisted some magic";
    case TUT_CAUGHT_IN_NET:
        return "were caught in a net";
    case TUT_LOAD_SAVED_GAME:
        return "restored a saved game";
    case TUT_GAINED_MAGICAL_SKILL:
        return "gained a new magical skill";
    case TUT_CHOOSE_STAT:
        return "could choose a stat";
    case TUT_CAN_BERSERK:
        return "were told to Berserk";
    default:
        return "faced a bug";
    }
}

// Lists all triggerable events and whether they actually were triggered
// at some point, at game start or reload.
static formatted_string _tutorial_debug()
{
    std::string result;
    bool lbreak = false;
    snprintf(info, INFO_SIZE, "Tutorial Debug Screen");

    int i = _get_tutorial_cols()/2-1 - strlen(info) / 2;
    result += std::string(i, ' ');
    result += "<white>";
    result += info;
    result += "</white>" EOL EOL;

    result += "<lightblue>";
    for (i = 0; i < TUT_EVENTS_NUM; i++)
    {
        snprintf(info, INFO_SIZE, "%d: %s (%s)",
                 i, _tut_debug_list(i).c_str(),
                 Tutorial.tutorial_events[i] ? "true" : "false");

        result += info;

        // Break text into 2 columns where possible.
        if (strlen(info) >= _get_tutorial_cols()/2 || lbreak)
        {
            result += EOL;
            lbreak = false;
        }
        else
        {
            result += std::string(_get_tutorial_cols()/2-1 - strlen(info), ' ');
            lbreak = true;
        }
    }
    result += "</lightblue>" EOL EOL;

    snprintf(info, INFO_SIZE, "tutorial_left: %d\n", Tutorial.tutorial_left);
    result += info;
    result += EOL;

    snprintf(info, INFO_SIZE, "You are a %s %s, and the tutorial will reflect "
             "that.", species_name(you.species, 1), you.class_name);

    result += info;

    return formatted_string::parse_string(result);
}
#endif // debug

#ifndef USE_TILE
static formatted_string _tutorial_map_intro()
{
    std::string result;

    result  = "<";
    result += colour_to_str(channel_to_colour(MSGCH_TUTORIAL));
    result += ">";
    result += "What you see here is the typical Crawl screen. The upper left "
              "map shows your hero as the <w>@</w> in the center. The parts "
              "of the map you remember but cannot currently see will be greyed "
              "out.";
    result += "</";
    result += colour_to_str(channel_to_colour(MSGCH_TUTORIAL));
    result += ">" EOL;
    result += "<lightgrey> --more--                               "
              "Press <white>Escape</white> to skip the basics.</lightgrey>";

    linebreak_string2(result, _get_tutorial_cols());
    return formatted_string::parse_block(result, false);
}
#endif

static void _tutorial_stats_intro()
{
    std::ostringstream istr;

#ifdef USE_TILE
    istr << "To the upper right, important properties of the character are "
            "displayed. The most basic one is Health, shown as "
            "<w>Health: " << you.hp << "/" << you.hp_max << "</w> "
            "and meaning current out of maximum health points. When Health "
            "drops to zero, you die." EOL
            "<w>Magic: " << you.magic_points << "/" << you.max_magic_points
         << "</w> represents your energy for casting spells, although other "
            "actions often draw from Magic, too." EOL
            "<w>Str</w>ength, <w>Int</w>elligence, <w>Dex</w>terity below "
            "below provide an all-around account of the character's "
            "attributes. Don't worry about the rest for now.";

    formatted_message_history(istr.str(), MSGCH_TUTORIAL, 0,
                              _get_tutorial_cols());
#else
    // Note: must fill up everything to override the map
    istr << "<"
         << colour_to_str(channel_to_colour(MSGCH_TUTORIAL))
         << ">"
         << "To the right, important properties \n"
            "of the character are displayed. The \n"
            "most basic one is Health, shown as \n"
            "<w>Health: " << you.hp << "/" << you.hp_max << "</w> "
            "and meaning current \n"
            "out of maximum health points. When \n"
            "Health drops to zero, you die. \n"
            "<w>Magic: " << you.magic_points << "/" << you.max_magic_points
         << "</w> represents your energy \n"
            "for casting spells, although other \n"
            "actions often draw from Magic, too. \n"
            "<w>Str</w>ength, <w>Int</w>elligence, <w>Dex</w>terity \n"
            "below provide an all-around account \n"
            "of the character's attributes. \n"
            "Don't worry about the rest for now. \n"
         << "</" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">"
            "                                      \n"
            "<lightgrey> --more--                               "
            "Press <white>Escape</white> to skip the basics.</lightgrey>\n"
            "                                      \n"
            "                                      \n";

    formatted_string::parse_block(istr.str(), false).display();
#endif
}

static void _tutorial_message_intro()
{
    std::string result;

    result  = "This lower "
#ifdef USE_TILE
              "left "
#endif
              "part of the screen is reserved for messages. "
              "Everything related to the tutorial is shown in this colour. If "
              "you missed something, previous messages can be read again with "
              "<w>Ctrl-P</w>"
#ifdef USE_TILE
              " or by <w>clicking into the message area</w>"
#endif
              "." EOL;

#ifdef USE_TILE
    result += EOL;
    result += "To the bottom right of the screen is a set of items.  "
              "The top four lines are the items in your inventory, and "
              "the bottom two are items underneath you on the floor." EOL;
#endif

    result += "<lightgrey> --more--                               "
              "Press <white>Escape</white> to skip the basics.</lightgrey>";

    mesclr();
    formatted_message_history(result, MSGCH_TUTORIAL, 0, _get_tutorial_cols());
}

static void _tutorial_movement_info()
{
    std::string text =
        "To move your character, use the numpad; try Numlock both on and off. "
        "If your system has no number pad, or if you are familiar with the vi "
        "keys, movement is also possible with <w>hjklyubn</w>. "
#ifdef USE_TILE
        "You can also move by clicking somewhere on the map. If this is "
        "considered safe, i.e. there are no monsters around, you'll move "
        "towards the chosen square."
#endif
        EOL
        "A basic command list can be found under <w>?\?</w>, and the most "
        "important commands will be explained to you as it becomes necessary.";
    mesclr();
    formatted_message_history(text, MSGCH_TUTORIAL, 0, _get_tutorial_cols());
}

// copied from display_mutations and adapted
void tut_starting_screen()
{
#ifndef USE_TILE
    int y_pos;
#endif
    int MAX_INFO = 4;
#ifdef TUTORIAL_DEBUG
    MAX_INFO = 5; // add tutorial_debug
#endif
    char ch;

    int i;
    for (i = 0; i <= MAX_INFO; i++)
    {
#ifndef USE_TILE
        // Map window (starts at 1) or message window (starts at 18).
        // FIXME: This should be done more cleanly using the
        //        crawl_view settings!
        y_pos = (i == 1 || i == 3) ? 18 : 1;

        cgotoxy(1, y_pos);
#endif
        if (i == 0)
            clrscr();

        int width = _get_tutorial_cols();
#ifdef USE_TILE
        // use a more sensible screen width
        if (width < 80 && width < crawl_view.msgsz.x + crawl_view.hudsz.x)
            width = crawl_view.msgsz.x + crawl_view.hudsz.x;
        if (width > 80)
            width = 80;
#endif
        if (i == 0)
            _tut_starting_info(width).display();
        else if (i == 1)
#ifdef USE_TILE
        // Skip map explanation for Tiles.
            continue;
#else
            _tutorial_map_intro().display();
#endif
        else if (i == 2)
            _tutorial_stats_intro();
        else if (i == 3)
            _tutorial_message_intro();
        else if (i == 4)
            _tutorial_movement_info();
        else
        {
#ifdef TUTORIAL_DEBUG
            clrscr();
 #ifndef USE_TILE
            cgotoxy(1,y_pos);
 #endif
            _tutorial_debug().display();
#else
            continue;
#endif
        }

        if (i < MAX_INFO)
        {
#ifndef USE_TILE
            ch = c_getch();
#else
            mouse_control mc(MOUSE_MODE_MORE);
            ch = getch();
#endif
            redraw_screen();
            if (ch == ESCAPE)
                break;
        }
    }
    if (i >= MAX_INFO)
        more();

    mesclr();
}

// Once a tutorial character dies, offer some playing hints.
void tutorial_death_screen()
{
    Tutorial.tutorial_left = 0;
    std::string text;

    mpr( "Condolences! Your character's premature death is a sad, but "
         "common occurrence in Crawl. Rest assured that with diligence and "
         "playing experience your characters will last longer.",
         MSGCH_TUTORIAL);

    mpr( "Perhaps the following advice can improve your playing style:",
         MSGCH_TUTORIAL);
    more();

    if (Tutorial.tutorial_type == TUT_MAGIC_CHAR
        && Tutorial.tut_spell_counter < Tutorial.tut_melee_counter )
    {
        text = "As a Conjurer your main weapon should be offensive magic. Cast "
               "spells more often! Remember to rest when your Magic is low.";
    }
    else if (you.religion == GOD_TROG && Tutorial.tut_berserk_counter <= 3
             && !you.duration[DUR_EXHAUSTED])
    {
        text = "Don't forget to go berserk when fighting particularly "
               "difficult foes. It is risky, but makes you faster and beefier.";

        if (you.hunger_state <= HS_HUNGRY)
        {
            text += " Berserking is impossible while hungry or worse, so make "
                    "sure to keep some food with you that you can eat when you "
                    "need to go berserk.";
        }
    }
    else if (Tutorial.tutorial_type == TUT_RANGER_CHAR
             && 2*Tutorial.tut_throw_counter < Tutorial.tut_melee_counter )
    {
        text = "Your bow and arrows are extremely powerful against distant "
               "monsters. Be sure to collect all arrows lying around in the "
               "dungeon.";
    }
    else
    {
        int hint = random2(6);

        bool skip_first_hint = false;
        // If a character has been unusually busy with projectiles and spells
        // give some other hint rather than the first one.
        if (hint == 0 && Tutorial.tut_throw_counter + Tutorial.tut_spell_counter
                          >= Tutorial.tut_melee_counter)
        {
            hint = random2(5) + 1;
            skip_first_hint = true;
        }
        // FIXME: The hints below could be somewhat less random, so that e.g.
        // the message for fighting several monsters in a corridor only happens
        // if there's more than one monster around and you're not in a corridor,
        // or the one about using consumable objects only if you actually have
        // any (useful or unidentified) scrolls/wands/potions.

        if (hint == 5)
        {
            std::vector<monsters*> visible =
                get_nearby_monsters(false, true, true, false);

            if (visible.size() < 2)
            {
                if (skip_first_hint)
                    hint = random2(4) + 1;
                else
                    hint = random2(5);
            }
        }

        switch (hint)
        {
        case 0:
            text = "Always consider using projectiles, wands or spells before "
                   "engaging monsters in close combat.";
            break;

        case 1:
            text = "Learn when to run away from things you can't handle - this "
                   "is important! It is often wise to skip a particularly "
                   "dangerous level. But don't overdo this as monsters will "
                   "only get harder the deeper you delve.";
            break;

        case 2:
            text = "Rest between encounters, if possible in an area already "
                   "explored and cleared of monsters. In Crawl, searching and "
                   "resting are one and the same. To search for one turn, "
                   "press <w>s</w>, <w>.</w>, <w>delete</w> or "
                   "<w>keypad-5</w>. Pressing <w>5</w> or "
                   "<w>shift-and-keypad-5</w>"
#ifdef USE_TILE
                   ", or clicking into the stat area"
#endif
                   " will let you rest for a longer time (you will stop "
                   "resting after 100 turns, or when fully healed).";
            break;

        case 3:
            text =  "Remember to use those scrolls, potions or wands you've "
                    "found. Very often, you cannot expect to identify "
                    "everything with the scroll only. Learn to improvise: "
                    "identify through usage.";
            break;

        case 4:
            text =  "If a particular encounter feels overwhelming don't "
                    "forget to use emergency items early on. A scroll of "
                    "teleportation or a potion of speed can really save your "
                    "bacon.";
            break;

        case 5:
            text =  "Never fight more than one monster, if you can help it. "
                    "Always back into a corridor so that they are forced to "
                    "fight you one on one.";
            break;

        default:
            text =  "Sorry, no hint this time, though there should have been "
                    "one.";
        }
    }
    formatted_message_history(text, MSGCH_TUTORIAL, 0, _get_tutorial_cols());
    more();

    mpr( "See you next game!", MSGCH_TUTORIAL);

    Tutorial.tutorial_events.init(false);
}

// If a character survives until Xp 7, the tutorial is declared finished
// and they get a more advanced playing hint, depending on what they might
// know by now.
void tutorial_finished()
{
    std::string text;

    Tutorial.tutorial_left = 0;
    text =  "Congrats! You survived until the end of this tutorial - be sure "
            "to try the other ones as well. Note that the command help screen "
            "(<w>?\?</w>) will look very different from now on. Here's a last "
            "playing hint:";

    formatted_message_history(text, MSGCH_TUTORIAL, 0, _get_tutorial_cols());
    more();

    if (Tutorial.tut_explored)
    {
        text =  "Walking around and exploring levels gets easier by using "
                "auto-explore (<w>o</w>). Crawl will let you automatically "
                "move to and pick up interesting items.";
    }
    else if (Tutorial.tut_travel)
    {
        text =  "There is a convenient way for travelling between far away "
                "dungeon levels: press <w>Ctrl-G</w> or <w>G</w> and enter "
                "the desired destination. If your travel gets interrupted, "
                "issuing <w>Ctrl-G Enter</w> or <w>G Enter</w> will continue "
                "it.";
    }
    else if (Tutorial.tut_stashes)
    {
        text =  "You can search among all items existing in the dungeon with "
                "the <w>Ctrl-F</w> command. For example, "
                "<w>Ctrl-F \"knife\"</w> will list all knives. You can then "
                "travel to one of the spots. It is even possible to enter "
                "words like <w>\"shop\"</w> or <w>\"altar\"</w>.";
    }
    else
    {
        int hint = random2(4);
        switch (hint)
        {
          case 0:
              text = "The game keeps an automated logbook for your characters. "
                     "Use <w>?:</w> to read it. You can enter notes manually "
                     "with the <w>:</w> command. Once your character perishes, "
                     "two morgue files are left in the <w>morgue/</w> "
                     "directory. The one ending in .txt contains a copy of "
                     "your logbook. During play, you can create a dump file "
                     "with <w>#</w>.";
              break;

          case 1:
              text = "Crawl has a macro function built in: press <w>~m</w> "
                     "to define a macro by first specifying a trigger key "
                     "(say, <w>F1</w>) and a command sequence, for example "
                     "<w>za+.</w>. The latter will make the <w>F1</w> "
                     "key always zap the spell in slot a at the nearest "
                     "monster. For more information on macros, type <w>?~</w>.";
              break;

          case 2:
              text = "The interface can be greatly customised. All options are "
                     "explained in the file <w>options_guide.txt</w> which "
                     "can be found in the <w>docs</w> directory. The options "
                     "themselves are set in <w>init.txt</w> or "
                     "<w>.crawlrc</w>. Crawl will complain if it can't find "
                     "either file.";
               break;

          case 3:
               text = "You can ask other Crawl players for advice and help "
                      "on the <w>#crawl</w> IRC (Internet Relay Chat) "
                      "channel on freenode (<w>irc.freenode.net</w>).";
               break;

          default:
              text =  "Oops... No hint for now. Better luck next time!";
        }
    }
    formatted_message_history(text, MSGCH_TUTORIAL, 0, _get_tutorial_cols());
    more();

    Tutorial.tutorial_events.init(false);
}

// Occasionally remind religious characters of sacrifices.
void tutorial_dissection_reminder(bool healthy)
{
    if (Tutorial.tut_just_triggered || !Tutorial.tutorial_left)
        return;

    // When hungry, give appropriate message or at least don't suggest
    // sacrifice.
    if (you.hunger_state < HS_SATIATED && healthy)
    {
        learned_something_new(TUT_MAKE_CHUNKS);
        return;
    }

    if (!god_likes_fresh_corpses(you.religion))
        return;

    if (Tutorial.tutorial_events[TUT_OFFER_CORPSE])
        learned_something_new(TUT_OFFER_CORPSE);
    else if (one_chance_in(8))
    {
        Tutorial.tut_just_triggered = true;

        std::string text;
        text += "If you don't want to eat it, consider offering this "
                "corpse up under <w>p</w>rayer as a sacrifice to ";
        text += god_name(you.religion);
#ifdef USE_TILE
        text += ". You can also chop up any corpse that shows in the floor "
                "part of your inventory tiles by clicking on it with your "
                "<w>left mouse button</w>";
#endif

        text += ". Whenever you view a corpse while in tutorial mode you can "
                "reread this information.";

        formatted_message_history(text, MSGCH_TUTORIAL, 0,
                                  _get_tutorial_cols());

        if (is_resting())
            stop_running();
    }
}

// Occasionally remind injured characters of resting.
void tutorial_healing_reminder()
{
    if (!Tutorial.tutorial_left)
        return;

    if (you.duration[DUR_POISONING] && 2*you.hp < you.hp_max)
    {
        if (Tutorial.tutorial_events[TUT_NEED_POISON_HEALING])
            learned_something_new(TUT_NEED_POISON_HEALING);
    }
    else if (Tutorial.tut_seen_invisible > 0
             && you.num_turns - Tutorial.tut_seen_invisible <= 20)
    {
        // If we recently encountered an invisible monster, we need a
        // special message.
        learned_something_new(TUT_NEED_HEALING_INVIS);
        // If that one was already displayed, don't print a reminder.
    }
    else
    {
        if (Tutorial.tutorial_events[TUT_NEED_HEALING])
            learned_something_new(TUT_NEED_HEALING);
        else if (you.num_turns - Tutorial.tut_last_healed >= 50
                 && !you.duration[DUR_POISONING])
        {
            if (Tutorial.tut_just_triggered)
                return;

            Tutorial.tut_just_triggered = 1;

            std::string text;
            text =  "Remember to rest between fights and to enter unexplored "
                    "terrain with full hitpoints and magic. Ideally you "
                    "should retreat into areas you've already explored and "
                    "cleared of monsters; resting on the edge of the explored "
                    "terrain increases the chances of your rest being "
                    "interrupted by wandering monsters. For resting, press "
                    "<w>5</w> or <w>Shift-numpad 5</w>"
#ifdef USE_TILE
                    ", or click on the stat area with your mouse"
#endif
                    ".";

            if (you.religion == GOD_TROG && !you.berserk()
                && !you.duration[DUR_EXHAUSTED]
                && you.hunger_state >= HS_SATIATED)
            {
              text += "\nAlso, berserking might help you not to lose so many "
                      "hitpoints in the first place. To use your abilities type "
                      "<w>a</w>.";
            }
            formatted_message_history(text, MSGCH_TUTORIAL, 0,
                                      _get_tutorial_cols());

            if (is_resting())
                stop_running();
        }
        Tutorial.tut_last_healed = you.num_turns;
    }
}

// Give a message if you see, pick up or inspect an item type for the
// first time.
void taken_new_item(unsigned char item_type)
{
    switch (item_type)
    {
      case OBJ_WANDS:
          learned_something_new(TUT_SEEN_WAND);
          break;
      case OBJ_SCROLLS:
          learned_something_new(TUT_SEEN_SCROLL);
          break;
      case OBJ_JEWELLERY:
          learned_something_new(TUT_SEEN_JEWELLERY);
          break;
      case OBJ_POTIONS:
          learned_something_new(TUT_SEEN_POTION);
          break;
      case OBJ_BOOKS:
          learned_something_new(TUT_SEEN_SPBOOK);
          break;
      case OBJ_FOOD:
          learned_something_new(TUT_SEEN_FOOD);
          break;
      case OBJ_CORPSES:
          learned_something_new(TUT_SEEN_CARRION);
          break;
      case OBJ_WEAPONS:
          learned_something_new(TUT_SEEN_WEAPON);
          break;
      case OBJ_ARMOUR:
          learned_something_new(TUT_SEEN_ARMOUR);
          break;
      case OBJ_MISSILES:
          learned_something_new(TUT_SEEN_MISSILES);
          break;
      case OBJ_MISCELLANY:
          learned_something_new(TUT_SEEN_MISC);
          break;
      case OBJ_STAVES:
          learned_something_new(TUT_SEEN_STAFF);
          break;
      case OBJ_GOLD:
          learned_something_new(TUT_SEEN_GOLD);
          break;
      default: // nothing to be done
          return;
    }
}

// Give a special message if you gain a skill you didn't have before.
void tut_gained_new_skill(int skill)
{
    if (!Tutorial.tutorial_left)
        return;

    learned_something_new(TUT_SKILL_RAISE);

    switch (skill)
    {
    // Special cases first.
    case SK_FIGHTING:
    case SK_ARMOUR:
    case SK_STEALTH:
    case SK_STABBING:
    case SK_TRAPS_DOORS:
    case SK_UNARMED_COMBAT:
    case SK_INVOCATIONS:
    case SK_EVOCATIONS:
    case SK_DODGING:
    case SK_SHIELDS:
    case SK_THROWING:
    case SK_SPELLCASTING:
    {
        formatted_message_history(get_skill_description(skill), MSGCH_TUTORIAL,
                                  0, _get_tutorial_cols());
        stop_running();
        break;
    }
    // Only one message for all magic skills (except Spellcasting).
    case SK_CONJURATIONS:
    case SK_ENCHANTMENTS:
    case SK_SUMMONINGS:
    case SK_NECROMANCY:
    case SK_TRANSLOCATIONS:
    case SK_TRANSMUTATIONS:
    case SK_FIRE_MAGIC:
    case SK_ICE_MAGIC:
    case SK_AIR_MAGIC:
    case SK_EARTH_MAGIC:
    case SK_POISON_MAGIC:
        learned_something_new(TUT_GAINED_MAGICAL_SKILL);
        break;

    // Melee skills.
    case SK_SHORT_BLADES:
    case SK_LONG_BLADES:
    case SK_AXES:
    case SK_MACES_FLAILS:
    case SK_POLEARMS:
    case SK_STAVES:
        learned_something_new(TUT_GAINED_MELEE_SKILL);
        break;

    // Ranged skills.
    case SK_SLINGS:
    case SK_BOWS:
    case SK_CROSSBOWS:
        learned_something_new(TUT_GAINED_RANGED_SKILL);
        break;

    default:
        break;
    }
}

#ifndef USE_TILE
// As safely as possible, colourize the passed glyph.
// Handles quoting "<", MBCS-ing unicode, and
// making DEC characters safe if not properly printable.
static std::string _colourize_glyph(int col, unsigned glyph)
{
    std::string colour_str = colour_to_str(col);
    std::ostringstream text;
    text << "<" << colour_str << ">";

    text << stringize_glyph(glyph);
    if (glyph == '<') text << '<';

    text << "</" << colour_str << ">";
    return text.str();
}

static std::string _colourize_glyph(glyph g)
{
    return (_colourize_glyph(g.col, g.ch));
}
#endif

static bool _mons_is_highlighted(const monsters *mons)
{
    return (mons->friendly()
                && Options.friend_brand != CHATTR_NORMAL
            || mons_looks_stabbable(mons)
                && Options.stab_brand != CHATTR_NORMAL
            || mons_looks_distracted(mons)
                && Options.may_stab_brand != CHATTR_NORMAL);
}

static bool _advise_use_wand()
{
    for (int i = 0; i < ENDOFPACK; i++)
    {
        item_def &obj(you.inv[i]);

        if (!obj.is_valid())
            continue;

        if (obj.base_type != OBJ_WANDS)
            continue;

        // Wand type unknown, might be useful.
        if (!item_type_known(obj))
            return (true);

        // Empty wands are no good.
        if (obj.plus2 == ZAPCOUNT_EMPTY
            || item_ident(obj, ISFLAG_KNOW_PLUSES) && obj.plus <= 0)
        {
            continue;
        }

        // Can it be used to fight?
        switch (obj.sub_type)
        {
        case WAND_FLAME:
        case WAND_FROST:
        case WAND_SLOWING:
        case WAND_MAGIC_DARTS:
        case WAND_PARALYSIS:
        case WAND_FIRE:
        case WAND_COLD:
        case WAND_CONFUSION:
        case WAND_FIREBALL:
        case WAND_TELEPORTATION:
        case WAND_LIGHTNING:
        case WAND_ENSLAVEMENT:
        case WAND_DRAINING:
        case WAND_RANDOM_EFFECTS:
        case WAND_DISINTEGRATION:
            return (true);
        }
    }

    return (false);
}

void tutorial_monster_seen(const monsters &mon)
{
    if (mons_class_flag(mon.type, M_NO_EXP_GAIN))
    {
        tutorial_event_type et = mon.type == MONS_TOADSTOOL ?
            TUT_SEEN_TOADSTOOL : TUT_SEEN_ZERO_EXP_MON;

        if (Tutorial.tutorial_events[et])
        {
            if (Tutorial.tut_just_triggered)
                return;

            learned_something_new(et, mon.pos());
            return;
        }

        // Don't do TUT_SEEN_MONSTER for zero exp monsters.
        if (Tutorial.tutorial_events[TUT_SEEN_MONSTER])
            return;
    }

    if (!Tutorial.tutorial_events[TUT_SEEN_MONSTER])
    {
        if (Tutorial.tut_just_triggered)
            return;

        if (_mons_is_highlighted(&mon))
            learned_something_new(TUT_MONSTER_BRAND, mon.pos());
        if (mon.friendly())
            learned_something_new(TUT_MONSTER_FRIENDLY, mon.pos());

        if (you.religion == GOD_TROG && !you.berserk()
            && !you.duration[DUR_EXHAUSTED] && you.hunger_state >= HS_SATIATED
            && one_chance_in(4))
        {
            learned_something_new(TUT_CAN_BERSERK);
        }
        return;
    }

    stop_running();

    Tutorial.tutorial_events[TUT_SEEN_MONSTER] = false;
    Tutorial.tutorial_left--;
    Tutorial.tut_just_triggered = true;

    std::string text = "That ";
#ifdef USE_TILE
    // need to highlight monster
    const coord_def gc = mon.pos();
    tiles.place_cursor(CURSOR_TUTORIAL, gc);
    tiles.add_text_tag(TAG_TUTORIAL, &mon);

    text += "monster is a ";
    text += mon.name(DESC_PLAIN).c_str();
    text += ". Examples for typical early monsters are rats, giant newts, "
            "kobolds, or goblins. You can gain information about any monster "
            "by hovering your mouse over its tile, and read the monster "
            "description by clicking on it with your <w>right mouse button</w>."
#else
    text += _colourize_glyph(get_mons_glyph(&mon));
    text += " is a monster, usually depicted by a letter. Some typical "
            "early monsters look like <brown>r</brown>, <green>l</green>, "
            "<brown>K</brown> or <lightgrey>g</lightgrey>. ";

    if (crawl_view.mlistsz.y > 0)
    {
        text += "Your console settings allowing, you'll always see a "
                "list of monsters somewhere on the screen." EOL;
    }
    text += "You can gain information about it by pressing <w>x</w> and "
            "moving the cursor on the monster, and read the monster "
            "description by then pressing <w>v</w>. "
#endif
            "\nTo attack this monster with your wielded weapon, just move "
            "into it. ";

#ifdef USE_TILE
    text += "Note that as long as there's a non-friendly monster in view you "
            "won't be able to automatically move to distant squares, to avoid "
            "death by misclicking.";
#endif

    formatted_message_history(text, MSGCH_TUTORIAL, 0, _get_tutorial_cols());

    if (Tutorial.tutorial_type == TUT_RANGER_CHAR)
    {
        text =  "However, as a hunter you will want to deal with it using your "
                "bow. If you have a look at your bow from your "
                "<w>i</w>nventory, you'll find an explanation of how to do "
                "this. ";

        if (!you.weapon()
            || you.weapon()->base_type != OBJ_WEAPONS
            || you.weapon()->sub_type != WPN_BOW)
        {
            text += "First <w>w</w>ield it, then follow the instructions.";

#ifdef USE_TILE
        text += EOL "As a short-cut you can also <w>right-click</w> on your "
                "bow to read its description, and <w>left-click</w> to wield "
                "it.";
#endif
        }
#ifdef USE_TILE
        else
        {
            text += "Clicking with your <w>right mouse button</w> on your bow "
                    "will also let you read its description.";
        }
#endif


        formatted_message_history(text, MSGCH_TUTORIAL, 0,
                                  _get_tutorial_cols());
    }
    else if (Tutorial.tutorial_type == TUT_MAGIC_CHAR)
    {
        text =  "However, as a conjurer you will want to deal with it using "
                "magic. If you have a look at your spellbook from your "
                "<w>i</w>nventory, you'll find an explanation of how to do "
                "this.";

#ifdef USE_TILE
        text += EOL "As a short-cut you can also <w>right-click</w> on your "
                "book in your inventory to read its description.";
#endif
        formatted_message_history(text, MSGCH_TUTORIAL, 0,
                                  _get_tutorial_cols());
    }
}

void tutorial_first_item(const item_def &item)
{
    // Happens if monster is standing on dropped corpse or item.
    if (monster_at(item.pos))
        return;

    if (!Tutorial.tutorial_events[TUT_SEEN_FIRST_OBJECT]
        || Tutorial.tut_just_triggered)
    {
        // NOTE: Since a new player might not think to pick up a
        // corpse (and why should they?), TUT_SEEN_CARRION is done when a
        // corpse is first seen.
        if (!Tutorial.tut_just_triggered
            && item.base_type == OBJ_CORPSES
            && !monster_at(item.pos))
        {
            learned_something_new(TUT_SEEN_CARRION, item.pos);
        }
        return;
    }

    stop_running();

    Tutorial.tutorial_events[TUT_SEEN_FIRST_OBJECT] = false;
    Tutorial.tutorial_left--;
    Tutorial.tut_just_triggered = true;

    std::string text = "That ";
#ifndef USE_TILE
    text += _colourize_glyph(get_item_glyph(&item));
    text += " ";
#else
    const coord_def gc = item.pos;
    tiles.place_cursor(CURSOR_TUTORIAL, gc);
    tiles.add_text_tag(TAG_TUTORIAL, item.name(DESC_CAP_A), gc);
#endif

    text += "is an item. If you move there and press <w>g</w> or "
            "<w>,</w> you will pick it up. "
#ifndef USE_TILE
            "Generally, items are shown by non-letter symbols like "
            "<w>%?!\"=()[</w>. "
#else
            "You can also pick up an item by clicking on your <w>left mouse "
            "button</w> while standing on its square. "
#endif
            "Also, several types of objects will usually be picked up "
            "automatically. "
#ifdef USE_TILE
            "(In Tiles, these will be marked with a green frame around them.)"
#endif
            EOL "Once it is in your inventory, you can drop it again with "
#ifdef USE_TILE
            "a <w>left mouse click</w> while pressing the <w>Shift key</w>. "
            "Whenever you <w>right-click</w> on an item"
#else
            "<w>d</w>. Any time you look at an item in your <w>i</w>nventory"
#endif
            ", you can read about its properties and its description.";

    formatted_message_history(text, MSGCH_TUTORIAL, 0, _get_tutorial_cols());
}

static void _new_god_conduct()
{
    std::ostringstream text;

    const std::string new_god_name  = god_name(you.religion);

    text << "You've just converted to worshipping <w>" << new_god_name
         << "</w>. ";

    if (you.religion == GOD_XOM)
    {
        // Xom is a special case.
        text << "You can keep Xom happy by keeping him amused; you do "
                "absolutely not want this god to grow bored with you!\n"
                "If you keep Xom amused he'll treat you like a plaything, "
                "randomly helping and harming you for his own amusement; "
                "otherwise he'll treat you like a disfavoured plaything.";

        formatted_message_history(text.str(), MSGCH_TUTORIAL, 0,
                                  _get_tutorial_cols());
        return;
    }

    if (is_good_god(you.religion))
    {
        // For the good gods, piety grows over time.
        text << "From now on, " << new_god_name << " will watch over you and "
                "judge your behaviour. Thus, your actions will greatly "
                "influence your piety (divine favour). If your piety runs out ";
    }
    else
    {
        text << "Your piety (divine favour) will gradually decrease over time, "
                "and if it runs out ";
    }

    text << new_god_name << " will excommunicate you and punish you. "
            "You can prevent this, however, and even gain enough piety to get "
            "powers and divine gifts, by doing things to please "
         << new_god_name << ". But don't panic: you start out with a decent "
            "amount of piety, so any danger of excommunication is far off.\n";

    formatted_message_history(text.str(), MSGCH_TUTORIAL, 0,
                              _get_tutorial_cols());
    text.str("");

    text << "\nYou can check your god's likes and dislikes, as well as your "
            "current standing and divine abilities, by typing <w>^</w>"
#ifdef USE_TILE
            " (alternatively press <w>Shift</w> while "
            "<w>right-clicking</w> on your avatar)"
#endif
            ".";

    formatted_message_history(text.str(), MSGCH_TUTORIAL, 0,
                              _get_tutorial_cols());
}

// If the player is wielding a cursed non-slicing weapon then butchery
// isn't currently possible.
static bool _cant_butcher()
{
    const item_def *wpn = you.weapon();

    if (!wpn || wpn->base_type != OBJ_WEAPONS)
        return false;

    return (wpn->cursed() && !can_cut_meat(*wpn));
}

static int _num_butchery_tools()
{
    int num = 0;

    for (int i = 0; i < ENDOFPACK; ++i)
    {
        const item_def& tool(you.inv[i]);

        if (tool.is_valid()
            && tool.base_type == OBJ_WEAPONS
            && can_cut_meat( tool ))
        {
            num++;
        }
    }

    return (num);
}

static std::string _describe_portal(const coord_def &gc)
{
    const std::string desc = feature_description(gc);

    std::ostringstream text;

    // Ziggurat entrances can rarely appear as early as DL 3.
    if (desc.find("zig") != std::string::npos)
    {
        text << "is a portal to a set of special levels filled with very "
                "tough monsters; you probably shouldn't even think of going "
                "in here.  Additionally, entering a ziggurat takes a lot of "
                "gold, a lot more than you'd have right now; don't bother "
                "saving gold up for it, since at this point your gold is "
                "better spent at shops buying items which can help you "
                "survive."

                "\n\nIf you <w>still</w> want to enter (and somehow have "
                "gathered enough gold to do so) ";
    }
    // For the sake of completeness, though it's very unlikely that a
    // player will find a bazaar entrance before reahing XL 7.
    else if (desc.find("bazaar") != std::string::npos)
    {
        text << "is a portal to an inter-dimensional bazaar filled with "
                "shops.  It will disappear if you don't enter it soon, "
                "so hurry.  To enter ";
    }
    // The sewers can appear from DL 3 to DL 6.
    else
    {
        text << "is a portal to a special level where you'll have to fight "
                "your way back to the exit through some tougher than average "
                "monsters (the monsters around the portal should give a "
                "good indication as to how tough), but with the reward of "
                "some good loot.  There's no penalty for skipping it, but if "
                "you do skip it the portal will disappear, so you have to "
                "decide now if you want to risk it.  To enter ";
    }

    text << "stand over the portal and press <w>></w>.  To return find "
#ifdef USE_TILE
        "a similar looking portal tile "
#else
        "another <w>\\</w> (though NOT the ancient stone arch you'll start "
        "out on) "
#endif
        "and press <w><<</w>.";

#ifdef USE_TILE
    text << "\nAlternatively, clicking on your <w>left mouse button</w> "
            "while pressing the <w>Shift key</w> will let you enter any "
            "portal you're standing on.";
#endif

    return (text.str());
}

#define DELAY_EVENT \
{ \
    Tutorial.tutorial_events[seen_what] = true; \
    Tutorial.tutorial_left++; \
    return; \
}

// Really rare or important events should get a comment even if
// learned_something_new() was already triggered this turn.
static bool _rare_tutorial_event(tutorial_event_type event)
{
    switch (event)
    {
    case TUT_SEEN_SECRET_DOOR:
    case TUT_KILLED_MONSTER:
    case TUT_NEW_LEVEL:
    case TUT_YOU_ENCHANTED:
    case TUT_YOU_SICK:
    case TUT_YOU_POISON:
    case TUT_YOU_ROTTING:
    case TUT_YOU_CURSED:
    case TUT_YOU_HUNGRY:
    case TUT_YOU_STARVING:
    case TUT_NEED_POISON_HEALING:
    case TUT_INVISIBLE_DANGER:
    case TUT_NEED_HEALING_INVIS:
    case TUT_ABYSS:
    case TUT_RUN_AWAY:
    case TUT_RETREAT_CASTER:
    case TUT_YOU_MUTATED:
    case TUT_NEW_ABILITY_GOD:
    case TUT_NEW_ABILITY_MUT:
    case TUT_NEW_ABILITY_ITEM:
    case TUT_CONVERT:
    case TUT_GOD_DISPLEASED:
    case TUT_EXCOMMUNICATE:
    case TUT_GLOWING:
    case TUT_CAUGHT_IN_NET:
    case TUT_GAINED_MAGICAL_SKILL:
    case TUT_CHOOSE_STAT:
        return (true);
    default:
        return (false);
    }
}

// Here most of the tutorial messages for various triggers are handled.
void learned_something_new(tutorial_event_type seen_what, coord_def gc)
{
    // Already learned about that.
    if (!Tutorial.tutorial_events[seen_what])
        return;

    // Don't trigger twice in the same turn.
    if (Tutorial.tut_just_triggered && !_rare_tutorial_event(seen_what))
        return;

    std::ostringstream text;

#ifndef USE_TILE
    const coord_def e = grid2show(gc);
#endif

    Tutorial.tut_just_triggered = true;
    Tutorial.tutorial_events[seen_what] = false;
    Tutorial.tutorial_left--;

    switch (seen_what)
    {
    case TUT_SEEN_POTION:
        text << "You have picked up your first potion"
#ifndef USE_TILE
                " ('<w>!</w>'). Use "
#else
                ". Simply click on it with your <w>left mouse button</w>, or "
                "press "
#endif
                "<w>q</w> to quaff it.";
        break;

    case TUT_SEEN_SCROLL:
        text << "You have picked up your first scroll"
#ifndef USE_TILE
                " ('<w>?</w>'). Type "
#else
                ". Simply click on it with your <w>left mouse button</w>, or "
                "type "
#endif
                "<w>r</w> to read it.";
        break;

    case TUT_SEEN_WAND:
        text << "You have picked up your first wand"
#ifndef USE_TILE
                " ('<w>/</w>'). Type "
#else
                ". Simply click on it with your <w>left mouse button</w>, or "
                "type "
#endif
                "<w>V</w> to evoke it.";
        break;

    case TUT_SEEN_SPBOOK:
        text << "You have picked up a book ";
#ifndef USE_TILE
        text << "('<w>";

        text << static_cast<char>(get_item_symbol(SHOW_ITEM_BOOK))
             << "'</w>) "
             << "that you can read by typing <w>r</w>. "
                "If it's a spellbook you'll then be able to memorise spells "
                "via <w>M</w> and cast a memorised spell with <w>z</w>.";
#else
        text << ". You can read it doing a <w>right click</w> with your "
                "mouse, and memorise spells with a <w>left click</w>. ";
#endif

        if (you.religion == GOD_TROG)
        {
            text << "\nAs a worshipper of "
                 << god_name(GOD_TROG)
                 << ", though, you might instead wish to burn those tomes "
                    "of hated magic by using the corresponding "
                    "<w>a</w>bility.";
        }
        else if (!you.skills[SK_SPELLCASTING])
        {
            text << "\nHowever, first you will have to get accustomed to "
                    "spellcasting by reading lots of scrolls.";
        }
        text << "\nDuring the tutorial you can reread this information at "
                "any time by "
#ifndef USE_TILE
                "having a look in your <w>i</w>nventory at the item in "
                "question.";
#else
                "clicking on it with your <w>right mouse button</w>.";
#endif
        break;

    case TUT_SEEN_WEAPON:
        text << "This is the first weapon "
#ifndef USE_TILE
                "('<w>)</w>') "
#endif
                "you've picked up. Use <w>w</w> "
#ifdef USE_TILE
                "or click on it with your <w>left mouse button</w> "
#endif
                "to wield it, but be aware that this weapon "
                "might train a different skill from your current one. You can "
                "view the weapon's properties from your <w>i</w>nventory"
#ifdef USE_TILE
                " or by <w>right-clicking</w> on it"
#endif
                ".";

        if (Tutorial.tutorial_type == TUT_BERSERK_CHAR)
        {
            text << "\nAs you're already trained in Axes you should stick "
                    "with these. Checking other axes can be worthwhile.";
        }
        else if (Tutorial.tutorial_type == TUT_MAGIC_CHAR)
        {
            text << "\nAs a spellslinger you don't need a weapon to fight. "
                    "However, you should still carry at least one knife, "
                    "dagger, sword or axe so that you can chop up corpses.";
        }
        break;

    case TUT_SEEN_MISSILES:
        text << "This is the first stack of missiles "
#ifndef USE_TILE
                "('<w>(</w>') "
#endif
                "you've picked up. Missiles like darts and throwing nets "
                "can be thrown by hand, but other missiles like arrows and "
                "needles require a launcher and training in using it to be "
                "really effective. "
#ifdef USE_TILE
                "<w>Right-clicking</w> on "
#else
                "Selecting "
#endif
                "the item in your <w>i</w>nventory will give more "
                "information about both missiles and launcher.";

        if (Tutorial.tutorial_type == TUT_RANGER_CHAR)
        {
            text << "\nAs you're already trained in Bows you should stick "
                    "with arrows and collect more of them in the dungeon.";
        }
        else if (Tutorial.tutorial_type == TUT_MAGIC_CHAR)
        {
            text << "\nHowever, as a spellslinger, you don't really need "
                    "another type of ranged attack, unless there's another "
                    "effect in addition to damage.";
        }
        else
        {
            text << "\nFor now you might be best off with sticking to darts "
                    "or stones for ranged attacks.";
        }
        break;

    case TUT_SEEN_ARMOUR:
        text << "This is the first piece of armour "
#ifndef USE_TILE
                "('<w>[</w>') "
#endif
                "you've picked up. "
#ifdef USE_TILE
                "You can click on it to wear it, and click a second time to "
                "take it off again. Doing a <w>right mouse click</w> will "
                "show you its properties.";
#else
                "Use <w>W</w> to wear it and <w>T</w> to take it off again. "
                "You can view its properties from your <w>i</w>nventory.";
#endif

        if (you.species == SP_CENTAUR || you.species == SP_MINOTAUR)
        {
            text << "\nNote that as a " << species_name(you.species, 1)
                 << " you will be unable to wear "
                 << (you.species == SP_CENTAUR ? "boots" : "helmets")
                 << ".";
        }
        break;

    case TUT_SEEN_RANDART:
        text << "Weapons and armour that have unusual descriptions like this "
                "are much more likely to be of higher enchantment or have "
                "special properties, good or bad. The rarer the description, "
                "the greater the potential value of an item.";
        break;

    case TUT_SEEN_FOOD:
        text << "You have picked up some food"
#ifndef USE_TILE
                " ('<w>%</w>')"
#endif
                ". You can eat it by typing <w>e</w>"
#ifdef USE_TILE
                " or by clicking on it with your <w>left mouse button</w>"
#endif
                ". However, it is usually best to conserve rations and fruit "
                "until you are hungry or even starving.";
        break;

    case TUT_SEEN_CARRION:
        // NOTE: This is called when a corpse is first seen as well as when
        //       first picked up, since a new player might not think to pick
        //       up a corpse.

        if (gc.x <= 0 || gc.y <= 0)
            text << "Ah, a corpse!";
        else
        {
            int i = you.visible_igrd(gc);
            while (i != NON_ITEM)
            {
                if (mitm[i].base_type == OBJ_CORPSES)
                    break;

                i = mitm[i].link;
            }
            if (i == NON_ITEM)
                text << "Ah, a corpse!";
            else
            {
                text << "That ";
#ifndef USE_TILE
                text << _colourize_glyph(get_item_glyph(&mitm[i]));
                text << " ";
#else
                tiles.place_cursor(CURSOR_TUTORIAL, gc);
                tiles.add_text_tag(TAG_TUTORIAL, mitm[i].name(DESC_CAP_A), gc);
#endif

                text << "is a corpse.";
            }
        }

        text << " When a corpse is lying on the ground, you "
                "can <w>c</w>hop it up with a sharp implement";

        if (_cant_butcher())
        {
            text << " (though unfortunately you can't do that right now, "
                    "since the cursed weapon you're wielding can't slice up "
                    "meat, and you can't let go of it to wield one that "
                    "can)";
        }
        else if (_num_butchery_tools() == 0)
        {
            text << " (but you currently possess nothing which can do this, "
                    "so you should pick up the first knife, dagger, sword "
                    "or axe you find)";
        }
        text << ". Once hungry you can then <w>e</w>at the resulting chunks "
                "(though they may not be healthful).";
#ifdef USE_TILE
        text << " With tiles, you can also chop up any corpse that shows up in "
                "the floor part of your inventory region, simply by doing a "
                "<w>left mouse click</w> while pressing <w>Shift</w>, and "
                "then eat the resulting chunks with <w>Shift + right mouse "
                "click</w>.";
#endif

        if (god_likes_fresh_corpses(you.religion))
        {
            text << " You can offer corpses to "
                 << god_name(you.religion)
                 << " by praying over them to offer them. Note that the gods will "
                 << "not accept rotting flesh.";
        }
        text << "\nDuring the tutorial you can reread this information at "
                "any time by selecting the item in question in your "
                "<w>i</w>nventory.";
        break;

    case TUT_SEEN_JEWELLERY:
        text << "You have picked up a a piece of jewellery, either a ring"
#ifndef USE_TILE
             << " ('<w>=</w>')"
#endif
             << " or an amulet"
#ifndef USE_TILE
             << " ('<w>\"</w>')"
             << ". Type <w>P</w> to put it on and <w>R</w> to remove "
                "it. You can view its properties from your <w>i</w>nventory"
#else
             << ". You can click on it to put it on, and click a second time "
                "remove it off again. By clicking on it with your <w>right "
                "mouse button</w> you can view its properties"
#endif
             << ", though often magic is necessary to reveal its true "
                "nature.";
        break;

    case TUT_SEEN_MISC:
        text << "This is a curious object indeed. You can play around with "
                "it to find out what it does by "
#ifdef USE_TILE
                "clicking on it to e<w>V</w>oke "
#else
                "e<w>V</w>oking "
#endif
                "it. Some items need to be wielded first before you can "
                "e<w>v</w>oke them. As usual, selecting it from your "
                "<w>i</w>nventory might give you more information.";
        break;

    case TUT_SEEN_STAFF:
        text << "You have picked up a magic staff or a rod"
#ifndef USE_TILE
                ", both of which are represented by '<w>";

        text << static_cast<char>(get_item_symbol(SHOW_ITEM_STAVE))
             << "</w>'"
#endif
                ". Both must be <w>w</w>ielded to be of use. "
                "Magicians use staves to increase their power in certain "
                "spell schools. By contrast, a rod allows the casting of "
                "certain spells even without magic knowledge simply by "
                "e<w>v</w>oking it. For the latter the power depends on "
                "your Evocations skill.";
#ifdef USE_TILE
        text << " Both wielding and evoking a wielded item can be achieved "
                "by clicking on it with your <w>left mouse button</w>.";
#endif
        text << "\nDuring the tutorial you can reread this information at "
                "any time by selecting the item in question in your "
                "<w>i</w>nventory.";
        break;

    case TUT_SEEN_GOLD:
        text << "You have picked up your first pile of gold"
#ifndef USE_TILE
                " ('<yellow>$</yellow>')"
#endif
                ". Unlike all other objects in Crawl it doesn't show up in "
                "your inventory, takes up no space in your inventory, weighs "
                "nothing and can't be dropped. Gold can be used to buy "
                "items from shops, and can also be sacrificed to some gods. ";

        if (!Options.show_gold_turns)
        {
            text << "Whenever you pick up some gold, your current amount will "
                    "be mentioned. If you'd like to check your wealth at other "
                    "times, you can press <w>$</w>. It will also be "
                    "listed on the <w>%</w> screen.";
        }
        break;

    case TUT_SEEN_STAIRS:
        // Don't give this information during the first turn, to give
        // the player time to have a look around.
        if (you.num_turns < 1)
            DELAY_EVENT;

        text << "These ";
#ifndef USE_TILE
        // Is a monster blocking the view?
        if (monster_at(gc))
            DELAY_EVENT;

        text << _colourize_glyph(get_show_glyph(env.show(e))) << " ";
#else
        tiles.place_cursor(CURSOR_TUTORIAL, gc);
        tiles.add_text_tag(TAG_TUTORIAL, "Stairs", gc);
#endif
        text << "are some downstairs. You can enter the next (deeper) "
                "level by following them down (<w>></w>). To get back to "
                "this level again, press <w><<</w> while standing on the "
                "upstairs.";
#ifdef USE_TILE
        text << "\nAlternatively, clicking on your <w>left mouse button</w> "
                "while pressing the <w>Shift key</w> will let you follow any "
                "stairs you're standing on.";
#endif
        break;

    case TUT_SEEN_ESCAPE_HATCH:
        if (you.num_turns < 1)
            DELAY_EVENT;

        // monsters standing on stairs
        if (monster_at(gc))
            DELAY_EVENT;

        text << "These ";
#ifndef USE_TILE
        text << _colourize_glyph(get_show_glyph(env.show(e)));
        text << " ";
#else
        tiles.place_cursor(CURSOR_TUTORIAL, gc);
        tiles.add_text_tag(TAG_TUTORIAL, "Escape hatch", gc);
#endif
        text << "are some kind of escape hatch. You can use them to "
                "quickly leave a level with <w><<</w> and <w>></w>, "
                "respectively "
#ifdef USE_TILE
                "(or by using your <w>left mouse button</w> in combination "
                "with the <w>Shift key</w>)"
#endif
                ", but will usually be unable to return right away.";
        break;

    case TUT_SEEN_BRANCH:
        text << "This ";
#ifndef USE_TILE
        // Is a monster blocking the view?
        if (monster_at(gc))
            DELAY_EVENT;

        // FIXME: Branch entrance character is not being colored yellow.
        text << _colourize_glyph(get_show_glyph(env.show(e))) << " ";
#else
        tiles.place_cursor(CURSOR_TUTORIAL, gc);
        tiles.add_text_tag(TAG_TUTORIAL, "Branch stairs", gc);
#endif
        text << "is the entrance to a different branch of the dungeon, "
                "which might have different terrain, level layout and "
                "monsters from the current main branch you're in. Branches "
                "can range from being up to ten levels deep to having only "
                "a single level. They can also contain entrances to other "
                "branches."

                "\n\nThe first three branches you'll encounter are the "
                "Temple, the Orcish Mines and the Lair. While the Mines "
                "and the Lair can be dangerous for the new adventurer, "
                "the Temple is completely safe and contains a number of "
                "altars at which you might convert to a new god.";
        break;

    case TUT_SEEN_PORTAL:
        // Delay in the unlikely event that a player still in tutorial mode
        // creates a portal with a Trowel card, since a portal vault
        // entry's description doesn't seem to get set properly until
        // after the vault is done being placed.
        if (you.pos() == gc)
            DELAY_EVENT;

        text << "This ";
#ifndef USE_TILE
        // Is a monster blocking the view?
        if (monster_at(gc))
            DELAY_EVENT;

        text << _colourize_glyph(get_show_glyph(env.show(e))) << " ";
#else
        tiles.place_cursor(CURSOR_TUTORIAL, gc);
        tiles.add_text_tag(TAG_TUTORIAL, "Portal", gc);
#endif
        text << _describe_portal(gc);
        break;

    case TUT_STAIR_BRAND:
        // Monster or player standing on stairs.
        if (actor_at(gc))
            DELAY_EVENT;

#ifdef USE_TILE
        text << "A small question mark on a stair tile signifies that there "
                "are items in that position that you may want to check out.";
#else
        text << "If any items are covering stairs or an escape hatch, then "
                "that will be indicated by highlighting the <w><<</w> or "
                "<w>></w> symbol, instead of hiding the stair symbol with "
                "an item glyph.";
#endif
        break;

    case TUT_HEAP_BRAND:
        // Monster or player standing on heap.
        if (actor_at(gc))
            DELAY_EVENT;

#ifdef USE_TILE
        text << "A small question mark on an item tile signifies that there "
                "is at least one other item in the same heap that you may want "
                "to check out.";
        break;
#else
        text << "If two or more items are on a single square, then the square "
                "will be highlighted, and the symbol for the item on the top "
                "of the heap will be shown.";
#endif
        break;

    case TUT_TRAP_BRAND:
#ifdef USE_TILE
        // Tiles show both the trap and the item heap.
        return;
#else
        // Monster or player standing on trap.
        if (actor_at(gc))
            DELAY_EVENT;

        text << "If any items are covering a trap, then that will be "
                "indicated by highlighting the <w>^</w> symbol, instead of "
                "hiding the trap symbol with an item glyph.";
#endif
        break;

    case TUT_SEEN_TRAP:
        if (you.pos() == gc)
            text << "Oops... you just triggered a trap. ";
        else
            text << "You just discovered a trap. ";

        text << "An unwary adventurer will occasionally stumble into one "
                "of these nasty constructions";
#ifndef USE_TILE
        {
            glyph g = get_show_glyph(env.show(e));

            if (g.ch == ' ' || g.col == BLACK)
                g.col = LIGHTCYAN;

            text << " depicted by " << _colourize_glyph(g.col, '^');
        }
#endif
        text << ". They can do physical damage (with darts or needles, for "
                "example) or have other, more magical effects, like "
                "teleportation.";
        break;

    case TUT_SEEN_ALTAR:
        text << "That ";
#ifndef USE_TILE
        text << _colourize_glyph(get_show_glyph(env.show(e))) << " ";
#else
        {
            tiles.place_cursor(CURSOR_TUTORIAL, gc);
            std::string altar = "An altar to ";
            altar += god_name(feat_altar_god(grd(gc)));
            tiles.add_text_tag(TAG_TUTORIAL, altar, gc);
        }
#endif
        text << "is an altar. You can get information about it by pressing "
                "<w>p</w> while standing on the square. Before taking up "
                "the corresponding faith you'll be asked for confirmation.";

        if (you.religion == GOD_NO_GOD
            && Tutorial.tutorial_type == TUT_MAGIC_CHAR)
        {
            text << "\n\nThe best god for an unexperienced conjurer is "
                    "probably Vehumet, though Sif Muna is a good second "
                    "choice.";
        }
        break;

    case TUT_SEEN_SHOP:
#ifdef USE_TILE
        tiles.place_cursor(CURSOR_TUTORIAL, gc);
        tiles.add_text_tag(TAG_TUTORIAL, shop_name(gc), gc);
#endif
        text << "That "
#ifndef USE_TILE
             << _colourize_glyph(YELLOW, get_screen_glyph(gc)) << " "
#endif
                "is a shop. You can enter it by typing <w><<</w> "
#ifdef USE_TILE
                ", or by pressing <w>Shift</w> and clicking on it with your "
                "<w>left mouse button</w> "
#endif
                "while standing on the square.";
        text << "\n\nIf there's anything you want which you can't afford yet "
                "you can select those items and press <w>@</w> to put them "
                "on your shopping list.  The game will then remind you when "
                "you gather enough gold to buy the items on your list.";
        break;

    case TUT_SEEN_DOOR:
        if (you.num_turns < 1)
            DELAY_EVENT;

#ifdef USE_TILE
        tiles.place_cursor(CURSOR_TUTORIAL, gc);
        tiles.add_text_tag(TAG_TUTORIAL, "Closed door", gc);
#endif

        text << "That "
#ifndef USE_TILE
             << _colourize_glyph(WHITE, get_screen_glyph(gc)) << " "
#endif
                "is a closed door. You can open it by walking into it. "
                "Sometimes it is useful to close a door. Do so by pressing "
                "<w>C</w> while standing next to it. If there are several "
                "doors, you will then be prompted for a direction. "
                "Alternatively, you can also use <w>Ctrl-Direction</w>.";
#ifdef USE_TILE
        text << "\nIn Tiles, the same can be achieved by clicking on an "
                "adjacent door square.";
#endif
        if (!Tutorial.tut_explored)
        {
            text << "\nTo avoid accidentally opening a door you'd rather "
                    "remain closed during travel or autoexplore, you can mark "
                    "it with an exclusion from the map view (<w>X</w>) with "
                    "<w>ee</w> while your cursor is on the grid in question. "
                    "Such an exclusion will prevent autotravel from ever "
                    "entering that grid until you remove the exclusion with "
                    "another press of <w>Xe</w>.";
        }
        break;

    case TUT_SEEN_SECRET_DOOR:
#ifdef USE_TILE
        tiles.place_cursor(CURSOR_TUTORIAL, gc);
        tiles.add_text_tag(TAG_TUTORIAL, "Secret door", gc);
#endif
        text << "That "
#ifndef USE_TILE
             << _colourize_glyph(WHITE, get_screen_glyph(gc)) << " "
#endif
                "was a secret door. You can actively try to find secret "
                "doors by searching. To search for one turn, press <w>s</w>, "
                "<w>.</w>, <w>delete</w> or <w>keypad-5</w>. Pressing "
                "<w>5</w> or <w>shift-and-keypad-5</w> "
#ifdef USE_TILE
                ", or clicking into the stat area "
#endif
                "will search 100 times, stopping early if you find any "
                "secret doors or traps, or when your HP or MP fully "
                "recovers.\n\n"

                "If you can't find all three (or any) of the down stairs "
                "on a level, you should try searching for secret doors, since "
                "the missing stairs might be in sections of the level blocked "
                "off by them. If you really can't find any secret doors, then "
                "the missing stairs are probably in sections of the level "
                "totally disconnected from the section you're searching.";
        break;

    case TUT_KILLED_MONSTER:
        text << "Congratulations, your character just gained some experience "
                "by killing this monster! Every action will use up some of "
                "it to train certain skills. For example, fighting monsters ";

        if (Tutorial.tutorial_type == TUT_BERSERK_CHAR)
        {
            text << "in melee battle will raise your Axes and Fighting "
                    "skills.";
        }
        else if (Tutorial.tutorial_type == TUT_RANGER_CHAR)
        {
            text << "using bow and arrows will raise your Bows skill.";
        }
        else // if (Tutorial.tutorial_type == TUT_MAGIC_CHAR)
        {
            text << "with offensive magic will raise your Conjurations and "
                    "Spellcasting skills.";
        }

        if (you.religion == GOD_TROG)
        {
            text << " Also, kills of living creatures are automatically "
                    "dedicated to "
                 << god_name(you.religion)
                 << ".";
        }
        break;

    case TUT_NEW_LEVEL:
        text << "Well done! Reaching a new experience level is always a nice "
                "event: you get more health and magic points, and "
                "occasionally increases to your attributes (strength, "
                "dexterity, intelligence).";

        if (Tutorial.tutorial_type == TUT_MAGIC_CHAR)
        {
            text << "\nAlso, new experience levels let you learn more spells "
                    "(the Spellcasting skill also does this). For now, you "
                    "should try to memorise the second spell of your "
                    "starting book with <w>Ma</w>, which can then be zapped "
                    "with <w>zb</w>.";
#ifdef USE_TILE
            text << " Memorising is also possible by doing a <w>left "
                    "click</w> on the book in your inventory.";
#endif
        }
        break;

    case TUT_SKILL_RAISE:
        text << "One of your skills just got raised. You can train your skills "
                "or pick up new ones by performing the corresponding actions. "
                "To view or manage your skill set, type <w>m</w>.";
        break;

    case TUT_GAINED_MAGICAL_SKILL:
        text << "Being skilled in a magical \"school\" makes it easier to "
                "learn and cast spells of this school. Many spells belong to "
                "a combination of several schools, in which case the average "
                "skill in these schools will decide on spellcasting success "
                "and power.";
        break;

    case TUT_GAINED_MELEE_SKILL:
        text << "Being skilled with a particular type of weapon will make it "
                "easier to fight with all weapons of this type, and make you "
                "deal more damage with them. It is generally recommended to "
                "concentrate your efforts on one or two weapon types to become "
                "more powerful in them. Some weapons are closely related, and "
                "being trained in one will ease training the other. This is "
                "true for the following pairs: Short Blades/Long Blades, "
                "Axes/Polearms, Polearms/Staves, Axes/Maces, and (though not "
                "strictly a weapon skill) Slings/Throwing.";
        break;

    case TUT_GAINED_RANGED_SKILL:
        text << "Being skilled in a particular type of ranged attack will let "
                "you deal more damage when using the appropriate weapons. It "
                "is usually best to concentrate on one type of ranged attack "
                "(including spells), and to add another one as back-up.";
        break;

    case TUT_CHOOSE_STAT:
        text << "Every third level you may choose what stat to invest in, "
                "Strength, Dexterity, or Intelligence. <w>Strength</w> "
                "influences the amount you can carry, and increases the damage "
                "you deal in melee. <w>Dexterity</w> increases your evasion "
                "and thus influences your chance of dodging attacks or traps. "
                "<w>Intelligence</w> increases your success in casting spells "
                "and decreases the amount by which you hunger when you do so.\n"
                "Note that it is generally recommended to raise all your "
                "stats to a minimum of 8, so as to prevent death by stat loss.";
        break;

    case TUT_YOU_ENCHANTED:
        text << "Enchantments of all types can befall you temporarily. "
                "Brief descriptions of these appear at the lower end of the "
                "stats area. Press <w>@</w> for more details. A list of all "
                "possible enchantments is in the manual (<w>?5</w>).";
        break;

    case TUT_YOU_SICK:
        // Hack: reset tut_just_triggered, to force recursive calling of
        // learned_something_new().
        Tutorial.tut_just_triggered = false;
        learned_something_new(TUT_YOU_ENCHANTED);
        Tutorial.tut_just_triggered = true;
        text << "Corpses can be spoiled or inedible, making you sick. "
                "Also, some monsters' flesh is less palatable than others'. "
                "While sick, your hitpoints won't regenerate and sometimes "
                "an attribute may decrease. It wears off with time (";

        if (!i_feel_safe())
            text << "find a quiet corner and ";

        text << "wait with <w>5</w>"
#ifdef USE_TILE
                " or by clicking into the stats area"
#endif
                "), or you could quaff a potion of healing.";
        break;

    case TUT_YOU_POISON:
        // Hack: reset tut_just_triggered, to force recursive calling of
        // learned_something_new().
        Tutorial.tut_just_triggered = false;
        learned_something_new(TUT_YOU_ENCHANTED);
        Tutorial.tut_just_triggered = true;
        text << "Poison will slowly reduce your HP. It wears off with time (";

        if (!i_feel_safe())
            text << "find a quiet corner and ";

        text << "wait with <w>5</w>"
#ifdef USE_TILE
                "or by clicking onto the stats area"
#endif
                "), or you could quaff a potion of healing. ";
        break;

    case TUT_YOU_ROTTING:
        // Hack: Reset tut_just_triggered, to force recursive calling of
        //       learned_something_new().
        Tutorial.tut_just_triggered = false;
        learned_something_new(TUT_YOU_ENCHANTED);
        Tutorial.tut_just_triggered = true;

        text << "Ugh, your flesh is rotting! Not only does this slowly "
                "reduce your HP, it also slowly reduces your <w>maximum</w> "
                "HP (your usual maximum HP will be indicated by a number in "
                "parentheses).\n"
                "While you can wait it out, you'll probably want to stop "
                "rotting as soon as possible by drinking a potion of healing, "
                "since the longer you wait the more your maximum HP will be "
                "reduced. Once you've stopped rotting you can restore your "
                "maximum HP to normal by drinking potions of healing and heal "
                "wounds while fully healed.";
        break;

    case TUT_YOU_CURSED:
        text << "Curses are comparatively harmless, but they do mean that "
                "you cannot remove cursed equipment and will have to suffer "
                "the (possibly) bad effects until you find and read a scroll "
                "of remove curse (though if you're wielding a cursed "
                "non-slicing weapon, you'll be unable to <w>c</w>hop up "
                "corpses into chunks). Weapons and armour can also be "
                "uncursed using the appropriate enchantment scrolls.";
        break;

    case TUT_YOU_HUNGRY:
        text << "There are two ways to overcome hunger: food you started "
                "with or found, and self-made chunks from corpses. To get the "
                "latter, all you need to do is <w>c</w>hop up a corpse "
                "with a sharp implement. ";

        if (_cant_butcher())
        {
            text << "Unfortunately you can't butcher corpses right now, "
                    "since the cursed weapon you're wielding can't slice up "
                    "meat, and you can't let go of it to wield one that "
                    "can.";
        }
        else
        {
            const int num = _num_butchery_tools();
            if (num == 0)
            {
                text << "However, you currently possess no sharp implements, "
                        "so you should pick up the first knife, dagger, sword "
                        "or axe you find. ";
            }
            else if (Tutorial.tutorial_type != TUT_MAGIC_CHAR)
                text << "Your starting weapon will do nicely. ";
            else if (num == 1)
                text << "The slicing weapon you picked up will do nicely. ";
            else
            {
                text << "One of the slicing weapons you picked up will do "
                        "nicely. ";
            }
        }

        text << "Try to dine on chunks in order to save permanent food.";

        if (Tutorial.tutorial_type == TUT_BERSERK_CHAR)
            text << "\nNote that you cannot Berserk while hungry or worse.";
        break;

    case TUT_YOU_STARVING:
        text << "You are now suffering from terrible hunger. You'll need to "
                "<w>e</w>at something quickly, or you'll die. The safest "
                "way to deal with this is to simply eat something from your "
                "inventory, rather than wait for a monster to leave a corpse. "
                "In a pinch, potions and fountains also can provide some "
                "nutrition, though not as much as food.";

        if (Tutorial.tutorial_type == TUT_MAGIC_CHAR)
            text << "\nNote that you cannot cast spells while starving.";
        break;

    case TUT_MULTI_PICKUP:
        text << "There's a more comfortable way to pick up several items at "
                "the same time. If you press <w>,</w> or <w>g</w> "
#ifdef USE_TILE
                ", or click your left mouse button "
#endif
                "twice you can choose items from a menu"
#ifdef USE_TILE
                ", either by pressing their letter, or by clicking the "
                "corresponding lines in the menu"
#endif
                ".\nThis takes fewer keystrokes but has no influence on the "
                "number of turns needed. Multi-pickup will be interrupted by "
                "monsters or other dangerous events.";
        break;

    case TUT_HEAVY_LOAD:
        if (you.burden_state != BS_UNENCUMBERED)
        {
            text << "It is not usually a good idea to run around encumbered; "
                    "it slows you down and increases your hunger.";
        }
        else
        {
            text << "Sadly, your inventory is limited to 52 items, and it "
                    "appears your knapsack is full.";
        }

        text << " However, this is easy enough to rectify: simply "
                "<w>d</w>rop some of the stuff you don't need or that's too "
                "heavy to lug around permanently.";
#ifdef USE_TILE
        text << " In the drop menu you can then comfortably select which "
                "items to drop by pressing their inventory letter, or by "
                "clicking on them.";
#endif

        if (Tutorial.tut_stashes)
        {
            text << "\n\nYou can easily find items you've left on the floor "
                    "with the <w>Ctrl-F</w> command, which will let you "
                    "seach for all known items in the dungeon.  For example, "
                    "<w>Ctrl-F \"knife\"</w> will list all knives. You can "
                    "can then travel to one of the spots.";
            Tutorial.tut_stashes = false;
        }

        text << "\n\nBe warned that items that you leave on the floor can "
                "be picked up and used by monsters.";
        break;

    case TUT_ROTTEN_FOOD:
        text << "One or more of the chunks or corpses you carry has started "
                "to rot. Few species can digest these safely, so you might "
                "just as well <w>d</w>rop them now. When selecting items from "
                "a menu, there's a shortcut (<w>&</w>) to select all skeletons "
                "and rotten chunks or corpses in the stash at once.";
        break;

    case TUT_MAKE_CHUNKS:
       text << "How lucky! That monster left a corpse which you can now "
               "<w>c</w>hop up";

        if (_cant_butcher())
        {
            text << "(or which you <w>could</w> chop up if it weren't for "
                    "the fact that you can't let go of your cursed "
                    "non-chopping weapon)";
        }
        else if (_num_butchery_tools() == 0)
        {
            text << "(or which you <w>could</w> chop up if you had a "
                    "chopping weapon; you should pick up the first knife, "
                    "dagger, sword or axe you find if you want to be able "
                    "to chop up corpses)";
        }
        text << ". One or more chunks will appear that you can then "
                "<w>e</w>at. Beware that some chunks may be, sometimes or "
                "always, hazardous. You can find out whether that might be the "
                "case by "
#ifdef USE_TILE
                "clicking with your <w>right mouse button</w> onto the corpse "
                "or chunk.";
#else
                "<w>v</w>iewing a corpse or chunk on the floor or by having a "
                "look at it in your <w>i</w>nventory.";
#endif
        break;

    case TUT_OFFER_CORPSE:
        if (!god_likes_fresh_corpses(you.religion)
            || you.hunger_state < HS_SATIATED)
        {
            return;
        }

        text << "Hey, that monster left a corpse! If you don't need it for "
                "food or other purposes, you can sacrifice it to "
             << god_name(you.religion)
             << " by <w>p</w>raying over it to offer it. ";

        break;

    case TUT_SHIFT_RUN:
        text << "Walking around takes fewer keystrokes if you press "
                "<w>Shift-direction</w> or <w>/ direction</w>. "
                "That will let you run until a monster comes into sight or "
                "your character sees something interesting.";
        break;

    case TUT_MAP_VIEW:
        text << "As you explore a level, orientation can become difficult. "
                "Press <w>X</w> to bring up the level map. Typing <w>?</w> "
                "shows the list of level map commands. "
                "Most importantly, moving the cursor to a spot and pressing "
                "<w>.</w> or <w>Enter</w> lets your character move there on "
                "its own.";
#ifdef USE_TILE
        text << "\nAlso, clicking on the right-side minimap with your "
                "<w>right mouse button</w> will zoom into that dungeon area. "
                "Clicking with the <w>left mouse button</w> instead will let "
                "you move there.";
#endif
        break;

    case TUT_AUTO_EXPLORE:
        if (!Tutorial.tut_explored)
            return;

        text << "Fully exploring a level and picking up all the interesting "
                "looking items can be tedious. To save on this tedium you "
                "can press <w>o</w> to auto-explore, which will "
                "automatically explore unmapped regions, automatically pick "
                "up interesting items, and stop if a monster or interesting "
                "dungeon feature (stairs, altar, etc.) is encountered.";
        Tutorial.tut_explored = false;
        break;

    case TUT_DONE_EXPLORE:
        // XXX: You'll only get this message if you're using auto exploration.
        text << "Hey, you've finished exploring the dungeon on this level! "
                "You can search for stairs from the level map (<w>X</w>) "
                "by pressing <w>></w>. The cursor will jump to the nearest "
                "staircase, and by pressing <w>.</w> or <w>Enter</w> your "
                "character can move there, too. ";

        if (Tutorial.tutorial_events[TUT_SEEN_STAIRS])
        {
            text << "In rare cases, you may have found no downstairs at all. "
                    "Try searching for secret doors in suspicious looking "
                    "spots; use <w>s</w>, <w>.</w> or for 100 turns with "
                    "<w>5</w> "
#ifdef USE_TILE
                    "(or alternatively click into the stat area) "
#endif
                    "to do so.";
        }
        else
        {
            text << "Each level of Crawl has three "
#ifndef USE_TILE
                    "white "
#endif
                    "up and three "
#ifndef USE_TILE
                    "white "
#endif
                    "down stairs. Unexplored parts can often be accessed via "
                    "another level or through secret doors. To find the "
                    "latter, search the adjacent squares of walls for one "
                    "turn with <w>.</w> or <w>s</w>, or for 100 turns with "
                    "<w>5</w> or <w>Shift-numpad 5</w>"
#ifdef USE_TILE
                    ", or by clicking on the stat area"
#endif
                    ".\n\n";
        }
        break;

    case TUT_AUTO_EXCLUSION:
        // In the highly unlikely case the player encounters a
        // hostile statue or oklob plant during the tutorial...
        if (Tutorial.tut_explored)
        {
            // Hack: Reset tut_just_triggered, to force recursive calling of
            //       learned_something_new().
            Tutorial.tut_just_triggered = false;
            learned_something_new(TUT_AUTO_EXPLORE);
            Tutorial.tut_just_triggered = true;
        }
        text << "\nTo prevent autotravel or autoexplore taking you into "
                "dangerous territory, you can set travel exclusions by "
                "entering the map view (<w>X</w>) and then toggling the "
                "exclusion radius on the monster position with <w>e</w>. "
                "To make this easier some immobile monsters listed in the "
                "<w>auto_exclude</w> option (such as this one) are considered "
                "dangerous enough to warrant an automatic setting of an "
                "exclusion. It will be automatically cleared if you manage to "
                "kill the monster. You could also manually remove the "
                "exclusion with <w>Xee</w> but unless you remove this monster "
                "from the auto_exclude list, the exclusion will be reset the "
                "next turn.";
        break;

    case TUT_NEED_HEALING:
        text << "If you're low on hitpoints or magic and there's no urgent "
                "need to move, you can rest for a bit. Ideally, you should "
                "retreat to an area you've already explored and cleared "
                "of monsters before resting, since resting on the edge of "
                "the explored terrain increases the risk of rest being "
                "interrupted by a wandering monster. Press <w>5</w> or "
                "<w>shift-numpad-5</w>"
#ifdef USE_TILE
                ", or click into the stat area"
#endif
                " to do so.";
        break;

    case TUT_NEED_POISON_HEALING:
        text << "Your poisoning could easily kill you, so now would be a "
                "good time to <w>q</w>uaff a potion of heal wounds or, "
                "better yet, a potion of healing. If you have seen neither "
                "of these so far, try unknown ones in your inventory. Good "
                "luck!";
        break;

    case TUT_INVISIBLE_DANGER:
        text << "Fighting against a monster you cannot see is difficult. "
                "Your best bet is probably a strategic retreat, be it via "
                "teleportation or by getting off the level. "
                "Or else, luring the monster into a corridor should at least "
                "make it easier for you to hit it.";

        // To prevent this text being immediately followed by the next one...
        Tutorial.tut_last_healed = you.num_turns - 30;
        break;

    case TUT_NEED_HEALING_INVIS:
        text << "You recently noticed an invisible monster, so unless you "
                "killed it or left the scene resting might not be safe. If you "
                "still need to replenish your hitpoints or magic, you'll have "
                "to quaff an appropriate potion. For normal resting you will "
                "first have to get away from the danger.";

        Tutorial.tut_last_healed = you.num_turns;
        break;

    case TUT_CAN_BERSERK:
        // Don't print this information if the player already knows it.
        if (Tutorial.tut_berserk_counter)
            return;

        text << "Against particularly difficult foes, you should use your "
                "Berserk <w>a</w>bility. Berserk will last longer if you "
                "kill a lot of monsters.";
        break;

    case TUT_POSTBERSERK:
        text << "Berserking is extremely exhausting! It burns a lot of "
                "nutrition, and afterwards you are slowed down and "
                "occasionally even pass out. Press <w>@</w> to see your "
                "current exhaustion status.";
        break;

    case TUT_RUN_AWAY:
        text << "Whenever you've got only a few hitpoints left and you're in "
                "danger of dying, check your options carefully. Often, "
                "retreat or use of some item might be a viable alternative "
                "to fighting on.";

        if (you.species == SP_CENTAUR)
        {
            text << " As a four-legged centaur you are particularly quick - "
                    "running is an option!";
        }

        text << " If retreating to another level, keep in mind that monsters "
                "may follow you if they're standing right next to you when "
                "you start climbing or descending the stairs. And even if "
                "you've managed to shake them off, they'll still be there when "
                "you come back, so you might want to use a different set of "
                "stairs when you return.";

        if (you.religion == GOD_TROG && !you.berserk()
            && !you.duration[DUR_EXHAUSTED]
            && you.hunger_state >= HS_SATIATED)
        {
            text << "\nAlso, with "
                 << apostrophise(god_name(you.religion))
                 << " support you can use your Berserk ability (<w>a</w>) "
                    "to temporarily gain more hitpoints and greater "
                    "strength. ";
        }
        break;

    case TUT_RETREAT_CASTER:
        text << "Without magical power you're unable to cast spells. While "
                "melee is a possibility, that's not where your strengths "
                "lie, so retreat (if possible) might be the better option.";

        if (_advise_use_wand())
            text << "\n\nOr you could e<w>V</w>oke a wand to deal damage.";
        break;

    case TUT_YOU_MUTATED:
        text << "Mutations can be obtained from several sources, among them "
                "potions, spell miscasts, and overuse of strong enchantments "
                "like Invisibility. The only reliable way to get rid of "
                "mutations is with potions of cure mutation. There are about "
                "as many harmful as beneficial mutations, and most of them "
                "have three levels. Check your mutations with <w>A</w>.";
        break;

    case TUT_NEW_ABILITY_GOD:
        switch (you.religion)
        {
        // Gods where first granted ability is active.
        case GOD_KIKUBAAQUDGHA: case GOD_YREDELEMNUL: case GOD_NEMELEX_XOBEH:
        case GOD_ZIN:           case GOD_OKAWARU:     case GOD_SIF_MUNA:
        case GOD_TROG:          case GOD_ELYVILON:    case GOD_LUGONU:
            text << "You just gained a divine ability. Press <w>a</w> to "
                    "take a look at your abilities or to use one of them.";
            break;

        // Gods where first granted ability is passive.
        default:
            text << "You just gained a divine ability. Press <w>^</w> "
#ifdef USE_TILE
                    "or press <w>Shift</w> and <w>right-click</w> on the "
                    "player tile "
#endif
                    "to take a look at your abilities.";
            break;
        }
        break;

    case TUT_NEW_ABILITY_MUT:
        text << "That mutation granted you a new ability. Press <w>a</w> to "
                "take a look at your abilities or to use one of them.";
            break;
        break;

    case TUT_NEW_ABILITY_ITEM:
        text << "That item you just equipped granted you a new ability "
                "(un-equipping the item will remove the ability). "
                "Press <w>a</w> to take a look at your abilities or to "
                "use one of them.";
            break;
        break;

    case TUT_CONVERT:
        _new_god_conduct();
        break;

    case TUT_GOD_DISPLEASED:
        text << "Uh-oh, " << god_name(you.religion) << " is growing "
                "displeased because your piety is running low. Possibly this "
                "is the case because you're committing heretic acts";

        if (!is_good_god(you.religion))
        {
            // Piety decreases over time for non-good gods.
            text << ", because " << god_name(you.religion) << " finds your "
                    "worship lacking, or a combination of the two";
        }
        text << ". If your piety goes to zero, then you'll be excommunicated. "
                "Better get cracking on raising your piety, and/or stop "
                "annoying your god. ";

        text << "In any case, you'd better reread the religious description. "
                "To do so, "
#ifdef USE_TILE
                "press <w>Shift</w> and <w>right-click</w> on your avatar.";
#else
                "type <w>^</w>.";
#endif
        break;

    case TUT_EXCOMMUNICATE:
    {
        const god_type new_god   = (god_type) gc.x;
        const int      old_piety = gc.y;

        god_type old_god = GOD_NO_GOD;
        for (int i = 0; i < MAX_NUM_GODS; i++)
            if (you.worshipped[i] > 0)
            {
                old_god = (god_type) i;
                break;
            }

        const std::string old_god_name  = god_name(old_god);
        const std::string new_god_name  = god_name(new_god);

        if (new_god == GOD_NO_GOD)
        {
            if (old_piety < 1)
            {
                text << "Uh-oh, " << old_god_name << " just excommunicated you "
                        "for running out of piety (your divine favour went "
                        "to nothing). Maybe you repeatedly violated the "
                        "religious rules, or maybe you failed to please your "
                        "deity often enough, or some combination of the two. "
                        "If you can find an altar dedicated to "
                     << old_god_name;
            }
            else
            {
                text << "Should you decide that abandoning " << old_god_name
                     << "wasn't such a smart move after all, and you'd like to "
                        "return to your old faith, you'll have to find an "
                        "altar dedicated to " << old_god_name << " where";
            }
            text << " you can re-convert, and all will be well. Otherwise "
                    "you'll have to weather this god's displeasure until all "
                    "divine wrath is spent.";

        }
        else
        {
            bool angry = false;
            if (is_good_god(old_god))
            {
                if (is_good_god(new_god))
                {
                    text << "Fortunately, it seems that " << old_god_name <<
                            " didn't mind your converting to " << new_god_name
                         << ". ";

                    if (old_piety > 30)
                        text << "You even kept some of your piety! ";

                    text << "Note that this kind of alliance only exists "
                            "between the three good gods, so don't expect this "
                            "to be the norm.";
                }
                else if (!god_hates_your_god(old_god))
                {
                    text << "Fortunately, it seems that " << old_god_name <<
                            " didn't mind your converting to " << new_god_name
                         << ". That's because " << old_god_name << " is one of "
                            "the good gods who generally are rather forgiving "
                            "about change of faith - unless you switch over to "
                            "the path of evil, in which case their retribution "
                            "can be nasty indeed!";
                }
                else
                {
                    text << "Looks like " << old_god_name << " didn't "
                            "appreciate your converting to " << new_god_name
                         << "! But really, changing from one of the good gods "
                            "to an evil one, what did you expect!? For any god "
                            "not on the opposing side of the faith, "
                         << old_god_name << " would have been much more "
                            "forgiving. ";

                    angry = true;
                }
            }
            else
            {
                text << "Looks like " << old_god_name << " didn't appreciate "
                        "your converting to " << new_god_name << "! (Actually, "
                        "only the three good gods will sometimes be forgiving "
                        "about this kind of faithlessness.) ";

                angry = true;
            }

            if (angry)
            {
                text << "Unfortunately, while converting back would appease "
                     << old_god_name << ", it would annoy " << new_god_name
                     << ", so you're stuck with having to suffer the wrath of "
                        "one god or another.";
            }
        }

        break;
    }

    case TUT_WIELD_WEAPON:
    {
        int wpn = you.equip[EQ_WEAPON];
        if (wpn != -1
            && you.inv[wpn].base_type == OBJ_WEAPONS
            && you.inv[wpn].cursed())
        {
            // Don't trigger if the wielded weapon is cursed.
            Tutorial.tutorial_events[seen_what] = true;
            Tutorial.tutorial_left++;
            return;
        }

        if (Tutorial.tutorial_type == TUT_RANGER_CHAR && wpn != -1
            && you.inv[wpn].base_type == OBJ_WEAPONS
            && you.inv[wpn].sub_type == WPN_BOW)
        {
            text << "You can easily switch between weapons in slots a and "
                    "b by pressing <w>'</w>.";
        }
        else
        {
            text << "You can easily switch back to your weapon in slot a by "
                    "pressing <w>'</w>. To change the slot of an item, type "
                    "<w>=i</w> and choose the appropriate slots.";
        }
        break;
    }
    case TUT_FLEEING_MONSTER:
        if (Tutorial.tutorial_type != TUT_BERSERK_CHAR)
            return;

        text << "Now that monster is scared of you! Note that you do not "
                "absolutely have to follow it. Rather, you can let it run "
                "away. Sometimes, though, it can be useful to attack a "
                "fleeing creature by throwing something after it. If you "
                "have any daggers or hand axes in your <w>i</w>nventory, you "
                "can look at one of them to read an explanation of how to do "
                "this.";
        break;

    case TUT_MONSTER_BRAND:
#ifdef USE_TILE
        tiles.place_cursor(CURSOR_TUTORIAL, gc);
        if (const monsters *m = monster_at(gc))
            tiles.add_text_tag(TAG_TUTORIAL, m->name(DESC_CAP_A), gc);
#endif
        text << "That monster looks a bit unusual. You might wish to examine "
                "it a bit more closely by "
#ifdef USE_TILE
                "hovering your mouse over its tile";
#else
                "pressing <w>x</w> and moving the cursor onto its square.";
#endif
        break;

    case TUT_MONSTER_FRIENDLY:
    {
        const monsters *m = monster_at(gc);

        if (!m)
            DELAY_EVENT;

#ifdef USE_TILE
        tiles.place_cursor(CURSOR_TUTORIAL, gc);
        tiles.add_text_tag(TAG_TUTORIAL, m->name(DESC_CAP_A), gc);
#endif
        text << "That monster is friendly to you and will attack your "
                "enemies, though you'll get only half the experience for "
                "monsters killed by allies of what you'd get for killing them "
                "yourself. You can command your allies by pressing <w>t</w> "
                "to talk to them.";

        if (!mons_att_wont_attack(m->attitude))
        {
            text << "\nHowever, it is only <w>temporarily</w> friendly, and "
                    "will become dangerous again when this friendliness "
                    "wears off.";
        }
        break;
    }

    case TUT_MONSTER_SHOUT:
    {
        const monsters* m = monster_at(gc);

        if (!m)
            DELAY_EVENT;

        // "Shouts" from zero experience monsters are boring, ignore
        // them.
        if (mons_class_flag(m->type, M_NO_EXP_GAIN))
        {
            Tutorial.tutorial_events[TUT_MONSTER_SHOUT] = true;
            return;
        }

        const bool vis = you.can_see(m);

#ifdef USE_TILE
        if (vis)
        {
            tiles.place_cursor(CURSOR_TUTORIAL, gc);
            tiles.add_text_tag(TAG_TUTORIAL, m->name(DESC_CAP_A), gc);
        }
#endif
        if (!vis)
        {
            text << "Uh-oh, some monster noticed you, either one that's "
                    "around a corner or one that's invisible. Plus, the "
                    "noise it made will alert other monsters in the "
                    "vicinity, who will come to check out what the commotion "
                    "was about.";
        }
        else if (mons_shouts(m->type, false) == S_SILENT)
        {
            text << "Uh-oh, that monster noticed you! Fortunately, it "
                    "didn't make any noise, but many monsters <w>do</w> make "
                    "noise when they notice you, which alerts other monsters "
                    "in the area, who will come to check out what the "
                    "commotion was about.";
        }
        else
        {
            text << "Uh-oh, that monster noticed you! Plus, the "
                    "noise it made will alert other monsters in the "
                    "vicinity, who will come to check out what the commotion "
                    "was about.";
        }
        break;
    }

    case TUT_MONSTER_LEFT_LOS:
    {
        const monsters* m = monster_at(gc);

        if (!m || !you.can_see(m))
            DELAY_EVENT;

        text << m->name(DESC_CAP_THE, true) << " didn't vanish, but merely "
                "moved onto a square which you can't currently see. It's still "
                "nearby, unless something happens to it in the short amount of "
                "time it's out of sight.";
        break;
    }

    case TUT_SEEN_MONSTER:
    case TUT_SEEN_FIRST_OBJECT:
        // Handled in special functions.
        break;

    case TUT_SEEN_TOADSTOOL:
    {
        const monsters* m = monster_at(gc);

        if (!m || !you.can_see(m))
            DELAY_EVENT;

        text << "Sometimes toadstools will grow on decaying corpses, and "
                "will wither away soon after appearing.  Worshipers of "
                "Fedhas Madash, the plant god, can make use of them, "
                "but to everyone else they're just ugly dungeon decoration.";
        break;
    }

    case TUT_SEEN_ZERO_EXP_MON:
    {
        const monsters* m = monster_at(gc);

        if (!m || !you.can_see(m))
            DELAY_EVENT;

        text << "That ";
#ifdef USE_TILE
        // need to highlight monster
        tiles.place_cursor(CURSOR_TUTORIAL, gc);
        tiles.add_text_tag(TAG_TUTORIAL, m);

        text << "is a ";
#else
        text << _colourize_glyph(get_mons_glyph(m)) << " is a ";
#endif
        text << m->name(DESC_PLAIN).c_str() << ". ";

        text << "While <w>technically</w> a monster, it's more like "
                "dungeon furniture, since it's harmless and doesn't move. "
                "If it's in your way you can attack and kill it like other "
                "monsters, but you won't get any expereince for doing so. ";
        break;
    }

    case TUT_ABYSS:
        text << "Uh-oh, you've wound up in the Abyss! The Abyss is a special "
                "place where you cannot remember or map where you've been; it "
                "is filled with nasty monsters, and you're probably going to "
                "die.\n";
        text << "To increase your chances of survival until you can find the "
                "exit"
#ifndef USE_TILE
                " (a flickering <w>\\</w>)"
#endif
                ", keep moving, don't fight any of the monsters, and don't "
                "bother picking up any items on the ground. If you're "
                "encumbered or overburdened, then lighten up your load, and if "
                "the monsters are closing in, try to use items of speed to get "
                "away. Also, wherever possible, move in a direction slightly "
                "off from a compass direction (for example, north-by-northwest "
                "instead of north or northwest), as you're more likely to miss "
                "the exit if you keep heading solely in a compass direction.";
        break;

    case TUT_SPELL_MISCAST:
    {
        text << "You just miscast a spell. ";

        item_def *armour = you.slot_item(EQ_BODY_ARMOUR);
        item_def *shield = you.slot_item(EQ_SHIELD);
        if (armour && !is_light_armour(*armour) || shield)
        {
            text << "Wearing heavy body armour or using a shield, especially a "
                    "large one, can severely hamper your spellcasting "
                    "abilities. You can check the effect of this by comparing "
                    "the success rates on the <w>z\?</w> screen with and "
                    "without the item being worn.\n\n";
        }

        text << "If the spellcasting success chance is high (which can be "
                "checked by entering <w>z\?</w> or <w>I</w>) then a miscast "
                "merely means the spell is not working, along with a harmless "
                "side effect. "
                "However, for spells with a low success rate, there's a chance "
                "of contaminating yourself with magical energy, plus a chance "
                "of an additional harmful side effect. Normally this isn't a "
                "problem, since magical contamination bleeds off over time, "
                "but if you're repeatedly contaminated in a short amount of "
                "time you'll mutate or suffer from other ill side effects.\n\n";

        text << "Note that a miscast spell will still consume the full amount "
                "of MP and nutrition that a successfully cast spell would.";
        break;
    }
    case TUT_SPELL_HUNGER:
        text << "The spell you just cast made you hungrier; you can see how "
                "hungry spells make you by entering <w>z\?!</w> or <w>II</w>. "
                "The amount of nutrition consumed increases with the level of "
                "the spell and decreases depending on your intelligence stat "
                "and your Spellcasting skill. If both of these are high "
                "enough a spell might even not cost you any nutrition at all.";
        break;

    case TUT_GLOWING:
        text << "You've accumulated so much magical contamination that you're "
                "glowing! You usually acquire magical contamination from using "
                "some powerful magics, like invisibility, haste or potions of "
                "resistance. ";

        if (you.magic_contamination < 5)
        {
            text << "As long as the status only shows in grey nothing will "
                    "actually happen as a result of it, but as you continue "
                    "suffusing yourself with magical contamination you'll "
                    "eventually start glowing for real, which ";
        }
        else
        {
            text << "This normally isn't a problem as contamination slowly "
                    "bleeds off on its own, but it seems that you've "
                    "accumulated so much contamination over a short amount of "
                    "time that it ";
        }
        text << "can have nasty effects, such as mutate you or deal direct "
                "damage. In addition, glowing is going to make you much more "
                "noticeable.";
        break;

    case TUT_YOU_RESIST:
        text << "There are many dangers in Crawl. Luckily, there are ways to "
                "(at least partially) resist some of them, if you are "
                "fortunate enough to find them. There are two basic variants "
                "of resistances: the innate magic resistance that depends on "
                "your species, grows with the experience level, and protects "
                "against hostile enchantments; and the specific resistances "
                "against certain types of magic and also other effects, e.g. "
                "fire or draining.\n"
                "You can find items in the dungeon or gain mutations that will "
                "increase (or lower) one or more of your resistances. To view "
                "your current set of resistances, "
#ifdef USE_TILE
                "<w>right-click</w> on the player avatar.";
#else
                "press <w>%</w>.";
#endif
        break;

    case TUT_CAUGHT_IN_NET:
        text << "While you are held in a net, you cannot move around or engage "
                "monsters in combat. Instead, any movement you take is counted "
                "as an attempt to struggle free from the net. With a wielded "
                "bladed weapon you will be able to cut the net faster";

        if (Tutorial.tutorial_type == TUT_BERSERK_CHAR)
            text << ", especially if you're berserking while doing so";

        text << ". Small species may also wriggle out of a net, only damaging "
                "it a bit, so as to then <w>f</w>ire it at a monster.";

        if (Tutorial.tutorial_type == TUT_MAGIC_CHAR)
        {
            text << " Note that casting spells is still very much possible, "
                    "as is using wands, scrolls and potions.";
        }
        else
        {
            text << " Note that using wands, scrolls and potions is still "
                    "very much possible.";
        }
        break;

    case TUT_LOAD_SAVED_GAME:
    {
        text << "Welcome back! If it's been a while since you last played this "
                "character, you should take some time to refresh your memory "
                "of your character's progress. It is recommended to at least "
                "have a look through your <w>i</w>nventory, but you should "
                "also check ";

        std::vector<std::string> listed;
        if (Tutorial.tutorial_type == TUT_MAGIC_CHAR)
            listed.push_back("your spells (<w>z?</w>)");
        if (!your_talents(false).empty())
            listed.push_back("your <w>a</w>bilities");
        if (Tutorial.tutorial_type != TUT_MAGIC_CHAR || how_mutated())
            listed.push_back("your set of mutations (<w>A</w>)");
        if (you.religion != GOD_NO_GOD)
            listed.push_back("your religious standing (<w>^</w>)");

        listed.push_back("the message history (<w>Ctrl-P</w>)");
        listed.push_back("the character overview screen (<w>%</w>)");
        text << comma_separated_line(listed.begin(), listed.end()) << ".";

        text << "\nAlternatively, you can dump all information pertaining to "
                "your character into a text file with the <w>#</w> command. "
                "You can then find said file in the <w>morgue/</w> folder (<w>"
             << you.your_name << ".txt</w>) and read it at your leisure. Also, "
                "such a file will automatically be created upon death (the "
                "filename will then also contain the date) but that won't be "
                "of much use to you now.";
        break;
    }
    default:
        text << "You've found something new (but I don't know what)!";
    }

    if (!text.str().empty())
    {
        formatted_message_history(text.str(), MSGCH_TUTORIAL, 0,
                                  _get_tutorial_cols());
        stop_running();
    }
}

formatted_string tut_abilities_info()
{
    std::ostringstream text;
    text << "<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";
    std::string broken = "This screen shows your character's set of talents. "
        "You can gain new abilities via certain items, through religion or by "
        "way of mutations. Activation of an ability usually comes at a cost, "
        "e.g. nutrition or Magic power. Press '<w>!</w>' or '<w>?</w>' to "
        "toggle between ability selection and description.";
    linebreak_string2(broken, _get_tutorial_cols());
    text << broken;

    text << "</" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";

    return formatted_string::parse_string(text.str(), false);
}

// Explains the basics of the skill screen. Don't bother the player with the
// aptitude information. (Toggling is still possible, of course.)
void print_tut_skills_info()
{
    textcolor(channel_to_colour(MSGCH_TUTORIAL));
    std::ostringstream text;
    text << "<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";
    std::string broken = "This screen shows the skill set of your character. "
        "The number next to the skill is your current level, the higher the "
        "better. The <cyan>cyan percent value</cyan> shows your progress "
        "towards the next skill level. You can toggle which skills to train by "
        "pressing their slot letters. A <darkgrey>greyish</darkgrey> skill "
        "will increase at a decidedly slower rate and ease training of others. "
        "Press <w>?</w> to read your skills' descriptions.";
    linebreak_string2(broken, _get_tutorial_cols());
    text << broken;
    text << "</" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";

    formatted_string::parse_string(text.str(), false).display();
}

void print_tut_skills_description_info()
{
    textcolor(channel_to_colour(MSGCH_TUTORIAL));
    std::ostringstream text;
    text << "<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";
    std::string broken = "This screen shows the skill set of your character. "
                         "Press the letter of a skill to read its description, "
                         "or press <w>?</w> again to return to the skill "
                         "selection.";

    linebreak_string2(broken, _get_tutorial_cols());
    text << broken;
    text << "</" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";

    formatted_string::parse_string(text.str(), false).display();
}

// A short explanation of Crawl's target mode and its most important commands.
static std::string _tut_target_mode(bool spells = false)
{
   std::string result;
   result = "then be taken to target mode with the nearest monster or previous "
            "target already targeted. You can also cycle through all hostile "
            "monsters in sight with <w>+</w> or <w>-</w>. "
            "Once you're aiming at the correct monster, simply hit "
            "<w>f</w>, <w>Enter</w> or <w>.</w> to shoot at it. "
            "If you miss, <w>";

   if (spells)
       result += "zap";
   else
       result += "ff";

   result += "</w> fires at the same target again.";

   return (result);
}

static std::string _tut_abilities(const item_def& item)
{
    std::string str = "To do this, ";

    if (!item_is_equipped(item))
    {
        switch(item.base_type)
        {
        case OBJ_WEAPONS:   str += "first <w>w</w>ield it"; break;
        case OBJ_ARMOUR:    str += "first <w>W</w>ear it"; break;
        case OBJ_JEWELLERY: str += "first <w>P</w>ut it on"; break;
        default:
            str += "<r>(BUG! this item shouldn't give an ability)</r>";
            break;
        }
        str += ", then ";
    }
    str += "enter the ability menu with <w>a</w>, and then "
           "choose the corresponding ability. Note that such an attempt of "
           "activation, especially by the untrained, is likely to fail.";

    return (str);
}

static std::string _tut_throw_stuff(const item_def &item)
{
    std::string result;

    result  = "To do this, type <w>f</w> to fire, then <w>";
    result += item.slot;
    result += "</w> for ";
    result += (item.quantity > 1 ? "these" : "this");
    result += " ";
    result += item_base_name(item);
    result += (item.quantity > 1? "s" : "");
    result += ". You'll ";
    result += _tut_target_mode();

    return (result);
}

// Explains the most important commands necessary to use an item, and mentions
// special effects, etc.
// NOTE: For identified artefacts don't give all this information!
//       (The screen is likely to overflow.) Artefacts need special information
//       if they are evokable or grant resistances.
//       In any case, check whether we still have enough space for the
//       inscription prompt and answer.
void tutorial_describe_item(const item_def &item)
{
    std::ostringstream ostr;
    ostr << "<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";
    switch (item.base_type)
    {
       case OBJ_WEAPONS:
       {
            if (is_artefact(item) && item_type_known(item))
            {
                if (gives_ability(item)
                    && wherey() <= get_number_of_lines() - 5)
                {
                    // You can activate it.
                    ostr << "When wielded, some weapons (such as this one) "
                            "offer certain abilities you can activate. ";
                    ostr << _tut_abilities(item);
                    break;
                }
                else if (gives_resistance(item)
                         && wherey() <= get_number_of_lines() - 3)
                {

                    // It grants a resistance.
                    ostr << "\nThis weapon offers its wearer protection from "
                            "certain sources. For an overview of your "
                            "resistances (among other things) type <w>%</w>"
#ifdef USE_TILE
                            " or click on your avatar with the <w>right mouse "
                            "button</w>"
#endif
                            ".";
                    break;
                }
                return;
            }

            item_def *weap = you.slot_item(EQ_WEAPON);
            bool wielded = (weap && (*weap).slot == item.slot);
            bool long_text = false;

            if (!wielded)
            {
                ostr << "You can wield this weapon with <w>w</w>, or use "
                        "<w>'</w> to switch between the weapons in slot "
                        "a and b. (Use <w>=i</w> to adjust item slots.)";

                // Weapon skill used by this weapon and the best weapon skill.
                int curr_wpskill, best_wpskill;

                // Maybe this is a launching weapon?
                if (is_range_weapon(item))
                {
                    // Then only compare with other launcher skills.
                    curr_wpskill = range_skill(item);
                    best_wpskill = best_skill(SK_SLINGS, SK_THROWING, 99);
                }
                else
                {
                    // Compare with other melee weapons.
                    curr_wpskill = weapon_skill(item);
                    best_wpskill = best_skill(SK_SHORT_BLADES, SK_STAVES, 99);
                    // Maybe unarmed is better.
                    if (you.skills[SK_UNARMED_COMBAT] > you.skills[best_wpskill])
                        best_wpskill = SK_UNARMED_COMBAT;
                }

                if (you.skills[curr_wpskill] + 2 < you.skills[best_wpskill])
                {
                    ostr << "\nOn second look, you've been training in <w>"
                         << skill_name(best_wpskill)
                         << "</w> for a while, so maybe you should "
                            "continue training that rather than <w>"
                         << skill_name(curr_wpskill)
                         << "</w>. (Type <w>m</w> to see the skill "
                            "management screen for the actual numbers.)";

                    long_text = true;
                }
            }
            else // wielded weapon
            {
                if (is_range_weapon(item))
                {
                    ostr << "To attack a monster, ";
#ifdef USE_TILE
                    ostr << "if you have appropriate ammo quivered you can "
                            "<w>left mouse click</w> on the monster while "
                            "prssing the <w>Shift key</w>.  Alternatively, "
                            "you can <w>left mouse click</w> on the tile for "
                            "the ammo you wish to fire, and then <w>left "
                            "mouse click </w> on the monster.\n\n";
                    ostr << "To launch ammunition using the keyboard, ";
#endif
                    ostr << "you only need to "
                            "<w>f</w>ire the appropriate type of ammunition. "
                            "You'll ";
                    ostr << _tut_target_mode();
                }
                else
                {
                    ostr << "To attack a monster, you can simply walk into it.";
                }
            }

            if (is_throwable(&you, item) && !long_text)
            {
                ostr << "\n\nSome weapons (including this one), can also be "
                        "<w>f</w>ired. ";
                ostr << _tut_throw_stuff(item);
                long_text = true;
            }
            if (!item_type_known(item)
                && (is_artefact(item)
                    || get_equip_desc(item) != ISFLAG_NO_DESC))
            {
                ostr << "\n\nWeapons and armour that have unusual descriptions "
                     << "like this are much more likely to be of higher "
                     << "enchantment or have special properties, good or bad. "
                     << "The rarer the description, the greater the potential "
                     << "value of an item.";

                Tutorial.tutorial_events[TUT_SEEN_RANDART] = false;
            }
            if (item_known_cursed( item ) && !long_text)
            {
                ostr << "\n\nOnce wielded, a cursed weapon won't leave your "
                        "hands again until the curse has been lifted by "
                        "reading a scroll of remove curse or one of the "
                        "enchantment scrolls.";

                if (!wielded && is_throwable(&you, item))
                    ostr << " (Throwing it is safe, though.)";

                Tutorial.tutorial_events[TUT_YOU_CURSED] = false;
            }
            Tutorial.tutorial_events[TUT_SEEN_WEAPON] = false;
            break;
       }
       case OBJ_MISSILES:
            if (is_throwable(&you, item))
            {
                ostr << item.name(DESC_CAP_YOUR)
                     << " can be <w>f</w>ired without the use of a launcher. ";
                ostr << _tut_throw_stuff(item);
            }
            else if (is_launched(&you, you.weapon(), item))
            {
                ostr << "As you're already wielding the appropriate launcher, "
                        "you can simply ";
#ifdef USE_TILE
                ostr << "<w>left mouse click</w> on the monster you want "
                        "to hit while pressing the <w>Shift key</w>.  "
                        "Alternatively, you can <w>left mouse click</w> on "
                        "this tile of the ammo you want to fire, and then "
                        "<w>left mouse click</w> on the monster you want "
                        "to hit.\n\n"

                        "To launch this ammo using the keyboard, you can "
                        "simply ";
#endif

                ostr << "<w>f</w>ire "
                     << (item.quantity > 1 ? "these" : "this")
                     << " " << item.name(DESC_BASENAME)
                     << (item.quantity > 1? "s" : "")
                     << ". You'll ";
                ostr << _tut_target_mode();
            }
            else
            {
                ostr << "To shoot "
                     << (item.quantity > 1 ? "these" : "this")
                     << " " << item.name(DESC_BASENAME)
                     << (item.quantity > 1? "s" : "")
                     << ", first you need to <w>w</w>ield an appropriate "
                        "launcher.";
            }
            Tutorial.tutorial_events[TUT_SEEN_MISSILES] = false;
            break;

       case OBJ_ARMOUR:
       {
            bool wearable = true;
            if (you.species == SP_CENTAUR && item.sub_type == ARM_BOOTS)
            {
                ostr << "As a Centaur you cannot wear boots. "
                        "(Type <w>A</w> to see a list of your mutations and "
                        "innate abilities.)";
                wearable = false;
            }
            else if (you.species == SP_MINOTAUR && is_hard_helmet(item))
            {
                ostr << "As a Minotaur you cannot wear helmets. "
                        "(Type <w>A</w> to see a list of your mutations and "
                        "innate abilities.)";
                wearable = false;
            }
            else if (item.sub_type == ARM_CENTAUR_BARDING)
            {
                ostr << "Only centaurs can wear centaur barding.";
                wearable = false;
            }
            else if (item.sub_type == ARM_NAGA_BARDING)
            {
                ostr << "Only nagas can wear naga barding.";
                wearable = false;
            }
            else
            {
                ostr << "You can wear pieces of armour with <w>W</w> and take "
                        "them off again with <w>T</w>"
#ifdef USE_TILE
                        ", or, alternatively, simply click on their tiles to "
                        "perform either action."
#endif
                        ".";
            }

            if (Tutorial.tutorial_type == TUT_MAGIC_CHAR
                && !is_light_armour(item)
                && get_armour_slot(item) == EQ_BODY_ARMOUR)
            {
                ostr << "\nNote that body armour with high evasion penalties "
                        "may hinder your ability to learn and cast spells. "
                        "Light armour such as robes, leather armour or any "
                        "elven armour will be generally safe for any aspiring "
                        "spellcaster.";
            }
            else if (Tutorial.tutorial_type == TUT_MAGIC_CHAR
                     && is_shield(item))
            {
                ostr << "\nNote that shields will hinder you ability to "
                        "cast spells; the larger the shield, the bigger "
                        "the penalty.";
            }
            else if (Tutorial.tutorial_type == TUT_RANGER_CHAR
                     && is_shield(item))
            {
                ostr << "\nNote that wearing a shield will greatly decrease "
                        "the speed at which you can shoot arrows.";
            }

            if (!item_type_known(item)
                && (is_artefact(item)
                    || get_equip_desc( item ) != ISFLAG_NO_DESC))
            {
                ostr << "\n\nWeapons and armour that have unusual descriptions "
                     << "like this are much more likely to be of higher "
                     << "enchantment or have special properties, good or bad. "
                     << "The rarer the description, the greater the potential "
                     << "value of an item.";

                Tutorial.tutorial_events[TUT_SEEN_RANDART] = false;
            }
            if (wearable)
            {
                if (item_known_cursed( item ))
                {
                    ostr << "\nA cursed piece of armour, once worn, cannot be "
                            "removed again until the curse has been lifted by "
                            "reading a scroll of remove curse or enchant "
                            "armour.";
                }
                if (gives_resistance(item))
                {
                    ostr << "\n\nThis armour offers its wearer protection from "
                            "certain sources. For an overview of your"
                            " resistances (among other things) type <w>%</w>"
#ifdef USE_TILE
                            " or click on your avatar with the <w>right mouse "
                            "button</w>"
#endif
                            ".";
                }
                if (gives_ability(item))
                {
                    ostr << "\n\nWhen worn, some types of armour (such as "
                            "this one) offer certain abilities you can "
                            "activate. ";
                    ostr << _tut_abilities(item);
                }
            }
            Tutorial.tutorial_events[TUT_SEEN_ARMOUR] = false;
            break;
       }
       case OBJ_WANDS:
            ostr << "The magic within can be unleashed by evoking "
                    "(<w>V</w>) it.";
#ifdef USE_TILE
            ostr << " Alternatively, you can 1) <w>left mouse click</w> on "
                    "the monster you wish to target (or your player character "
                    "to target yourself) while pressing the <w>Alt key</w> "
                    "and pick the wand from the menu, or 2) "
                    "<w>left mouse click</w> on the wand tile and then "
                    "<w>left mouse click</w> on your target.";
#endif
            Tutorial.tutorial_events[TUT_SEEN_WAND] = false;
            break;

       case OBJ_FOOD:
            ostr << "Food can simply be <w>e</w>aten"
#ifdef USE_TILE
                    ", something you can also do by <w>left clicking</w> on it"
#endif
                    ". ";

            if (item.sub_type == FOOD_CHUNK)
            {
                ostr << "Note that most species refuse to eat raw meat unless "
                        "really hungry. ";
                if (food_is_rotten(item))
                {
                    ostr << "Even fewer can safely digest rotten meat, and "
                            "you're probably not part of that group.";
                }
            }
            Tutorial.tutorial_events[TUT_SEEN_FOOD] = false;
            break;

       case OBJ_SCROLLS:
            ostr << "Type <w>r</w> to read this scroll"
#ifdef USE_TILE
                    "or simply click on it with your <w>left mouse button</w>"
#endif
                    ".";

            Tutorial.tutorial_events[TUT_SEEN_SCROLL] = false;
            break;

       case OBJ_JEWELLERY:
       {
            ostr << "Jewellery can be <w>P</w>ut on or <w>R</w>emoved "
                    "again"
#ifdef USE_TILE
                    ", though in Tiles, either can be done by clicking on the "
                    "item in your inventory"
#endif
                    ".";

            if (item_known_cursed( item ))
            {
                ostr << "\nA cursed piece of jewellery will cling to its "
                        "unfortunate wearer's neck or fingers until the curse "
                        "is finally lifted when he or she reads a scroll of "
                        "remove curse.";
            }
            if (gives_resistance(item))
            {
                    ostr << "\n\nThis "
                         << (item.sub_type < NUM_RINGS ? "ring" : "amulet")
                         << " offers its wearer protection "
                            "from certain sources. For an overview of your "
                            "resistances (among other things) type <w>%</w>"
#ifdef USE_TILE
                            " or click on your avatar with the <w>right mouse "
                            "button</w>"
#endif
                            ".";
            }
            if (gives_ability(item))
            {
                ostr << "\n\nWhen worn, some types of jewellery (such as this "
                        "one) offer certain abilities you can activate. ";
                ostr << _tut_abilities(item);
            }
            Tutorial.tutorial_events[TUT_SEEN_JEWELLERY] = false;
            break;
       }
       case OBJ_POTIONS:
            ostr << "Type <w>q</w> to quaff this potion"
#ifdef USE_TILE
                    "or simply click on it with your <w>left mouse button</w>"
#endif
                    ".";
            Tutorial.tutorial_events[TUT_SEEN_POTION] = false;
            break;

       case OBJ_BOOKS:
            if (item.sub_type == BOOK_MANUAL)
            {
                ostr << "A manual can greatly help you in training a skill. "
                        "To use it, <w>r</w>ead it while your experience "
                        "pool (the number in brackets) is large. Note that "
                        "this will drain said pool, so only use this manual "
                        "if you think you need the skill in question.";
            }
            else // It's a spellbook!
            {
                if (you.religion == GOD_TROG
                    && (item.sub_type != BOOK_DESTRUCTION
                        || !item_ident(item, ISFLAG_KNOW_TYPE)))
                {
                    if (!item_ident(item, ISFLAG_KNOW_TYPE))
                        ostr << "It's a book, you can <w>r</w>ead it.";
                    else
                    {
                        ostr << "A spellbook! You could <w>M</w>emorise some "
                                "spells and then cast them with <w>z</w>.";
                    }
                    ostr << "\nAs a worshipper of "
                         << god_name(GOD_TROG)
                         << ", though, you might instead wish to burn this "
                            "tome of hated magic by using the corresponding "
                            "<w>a</w>bility. "
                            "Note that this only works on books that are lying "
                            "on the floor and not on your current square. ";
                }
                else if (!item_ident(item, ISFLAG_KNOW_TYPE))
                {
                    ostr << "It's a book, you can <w>r</w>ead it"
#ifdef USE_TILE
                            ", something that can also be achieved by clicking "
                            "on its tile in your inventory."
#endif
                            ".";
                }
                else if (item.sub_type == BOOK_DESTRUCTION)
                {
                    ostr << "This magical item can cause great destruction "
                            "- to you, or your surroundings. Use with care!";
                }
                else if (!you.skills[SK_SPELLCASTING])
                {
                    ostr << "A spellbook! You could <w>M</w>emorise some "
                            "spells and then cast them with <w>z</w>. ";

                    ostr << "\nFor now, however, that will have to wait until "
                            "you've learned the basics of Spellcasting by "
                            "reading lots of scrolls.";
                }
                else // You actually can cast spells.
                {
                    if (player_can_memorise(item))
                    {
                        ostr << "Such a <lightblue>highlighted "
                                "spell</lightblue> can be <w>M</w>emorised "
                                "right away. ";
                    }
                    else
                    {
                        ostr << "You cannot memorise any "
                             << (you.spell_no ? "more " : "")
                             << "spells right now. This will change as you "
                                "grow in levels and Spellcasting proficiency. ";
                    }

                    if (you.spell_no)
                    {
                        ostr << "\n\nTo do magic, ";
#ifdef USE_TILE
                        ostr << "you can <w>left mouse click</w> on the "
                                "monster you wish to target (or on your "
                                "player character to cast a spell on "
                                "yourself) while pressing the <w>Control "
                                "key</w>, and then select a spell from the "
                                "menu. "
                                "\n\nAlternatively, ";
#endif
                        ostr << "you can type <w>z</w> and choose a "
                                "spell, e.g. <w>a</w> (check with <w>?</w>). "
                                "For attack spells you'll ";
                        ostr << _tut_target_mode(true);
                    }
                }
            }
            ostr << "\n";
            Tutorial.tutorial_events[TUT_SEEN_SPBOOK] = false;
            break;

       case OBJ_CORPSES:
            Tutorial.tutorial_events[TUT_SEEN_CARRION] = false;

            if (item.sub_type == CORPSE_SKELETON)
            {
                ostr << "Skeletons can be used as components for certain "
                        "necromantic spells. Apart from that, they are "
                        "largely useless.";
                if (in_inventory(item))
                {
                    ostr << " In the drop menu you can select all skeletons "
                            "and rotten chunks or corpses in your inventory "
                            "at once with <w>d&</w>.";
                }
                break;
            }

            ostr << "Corpses lying on the floor can be <w>c</w>hopped up with "
                    "a sharp implement to produce chunks for food (though they "
                    "may not be healthy)";

            if (!food_is_rotten(item) && god_likes_fresh_corpses(you.religion))
            {
                ostr << ", or offered as a sacrifice by "
                     << god_name(you.religion)
                     << " <w>p</w>raying over them.";
            }
            ostr << ". ";

            if (food_is_rotten(item))
            {
                ostr << "Rotten corpses won't be of any use to you, though, so "
                        "you might just as well ";
                if (!in_inventory(item))
                    ostr << "ignore them. ";
                else
                {
                    ostr << "<w>d</w>rop this. Use <w>d&</w> to select all "
                            "skeletons and rotten chunks or corpses in your "
                            "inventory. ";
                }
                ostr << "No god will accept such rotten sacrifice, either.";
            }
            else
            {
#ifdef USE_TILE
                ostr << " For an individual corpse in your inventory, the most "
                        "practical way to chop it up is to drop it by clicking "
                        "on it with your <w>left mouse button</w> while "
                        "<w>Shift</w> is pressed, and then repeat that command "
                        "for the corpse tile now lying on the floor.";
#endif
            }
            if (!in_inventory(item))
                break;

            ostr << "\n\nIf there are several items in your inventory you'd "
                    "like to drop, the most convenient way is to use the "
                    "<w>d</w>rop menu. On a related note, butchering "
                    "several corpses on a floor square is facilitated by "
                    "using the <w>c</w>hop prompt where <w>c</w> is a "
                    "valid synonym for <w>y</w>es or you can directly chop "
                    "<w>a</w>ll corpses.";
            break;

       case OBJ_STAVES:
            if (item_is_rod( item ))
            {
                if (!item_ident(item, ISFLAG_KNOW_TYPE))
                {
                    ostr << "\n\nTo find out what this rod might do, you have "
                            "to <w>w</w>ield and e<w>v</w>oke it to see if you "
                            "can use the spells hidden within"
#ifdef USE_TILE
                            ", both of which can be done by clicking on it"
#endif
                            ".";
                }
                else
                {
                    ostr << "\n\nYou can use this rod's magic by "
                            "<w>w</w>ielding and e<w>v</w>oking it"
#ifdef USE_TILE
                            ", both of which can be achieved by clicking on it"
#endif
                            ".";
                }
            }
            else
            {
                ostr << "This staff can enhance your spellcasting of specific "
                        "spell schools. ";

                bool gives_resist = false;
                if (you.spell_no && !item_ident(item, ISFLAG_KNOW_TYPE))
                {
                    ostr << "You can find out which one by casting spells "
                            "while wielding this staff. Eventually, the staff "
                            "might react to a spell of its school and identify "
                            "itself.";
                }
                else if (gives_resistance(item))
                {
                    ostr << "It also offers its wielder protection from "
                            "certain sources. For an overview of your "
                            "resistances (among other things) type <w>%</w>"
#ifdef USE_TILE
                            " or click on your avatar with the <w>right mouse "
                            "button</w>"
#endif
                            ".";

                    gives_resist = true;
                }

                if (!gives_resist && you.religion == GOD_TROG)
                {
                    ostr << "\n\nSeeing how "
                         << god_name(GOD_TROG, false)
                         << " frowns upon the use of magic, this staff will be "
                            "of little use to you and you might just as well "
                            "<w>d</w>rop it now.";
                }
            }
            Tutorial.tutorial_events[TUT_SEEN_STAFF] = false;
            break;

       case OBJ_MISCELLANY:
            if (is_deck(item))
            {
                ostr << "Decks of cards are powerful magical items. Try "
                        "<w>w</w>ielding and e<w>v</w>oking it"
#ifdef USE_TILE
                        ", either of which can be done by clicking on it"
#endif
                        ". You can read about the effect of a card by "
                        "searching the game's database with <w>?/c</w>.";
            }
            else
            {
                ostr << "Miscellaneous items sometimes harbour magical powers "
                        "that can be harnessed by e<w>V</w>oking the item.";
            }

            Tutorial.tutorial_events[TUT_SEEN_MISC] = false;
            break;

       default:
            return;
    }

    ostr << "</" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";
    std::string broken = ostr.str();
    linebreak_string2(broken, _get_tutorial_cols());
    cgotoxy(1, wherey() + 2);
    formatted_string::parse_block(broken, false).display();
}        // tutorial_describe_item()

void tutorial_inscription_info(bool autoinscribe, std::string prompt)
{
    // Don't print anything if there's not enough space.
    if (wherey() >= get_number_of_lines() - 1)
        return;

    std::ostringstream text;
    text << "<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";

    bool longtext = false;
    if (wherey() <= get_number_of_lines() - (autoinscribe ? 10 : 8))
    {
        text << EOL
         "Inscriptions are a powerful concept of Dungeon Crawl." EOL
         "You can inscribe items to differentiate them, or to comment on them, " EOL
         "but also to set rules for item interaction. If you are new to Crawl, " EOL
         "you can safely ignore this feature, though.";

        longtext = true;
    }

    if (autoinscribe && wherey() <= get_number_of_lines() - 6)
    {
        text << EOL
         "Artefacts can be autoinscribed to give a brief overview of their " EOL
         "known properties.";

        longtext = true;
    }
    text << EOL
       "(In the main screen, press <w>?6</w> for more information.)" EOL;
    text << "</" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";

    formatted_string::parse_string(text.str()).display();

    // Ask a second time, if it's been a longish interruption.
    if (longtext && !prompt.empty() && wherey() <= get_number_of_lines() - 2)
        formatted_string::parse_string(prompt).display();
}

bool tutorial_pos_interesting(int x, int y)
{
    return (cloud_type_at(coord_def(x, y)) != CLOUD_NONE
            || _water_is_disturbed(x, y)
            || _tutorial_feat_interesting(grd[x][y]));
}

static bool _tutorial_feat_interesting(dungeon_feature_type feat)
{
    // Altars and branch entrances are always interesting.
    if (feat >= DNGN_ALTAR_FIRST_GOD && feat <= DNGN_ALTAR_LAST_GOD)
        return (true);
    if (feat >= DNGN_ENTER_FIRST_BRANCH && feat <= DNGN_ENTER_LAST_BRANCH)
        return (true);

    switch (feat)
    {
    // So are statues, traps, and stairs.
    case DNGN_ORCISH_IDOL:
    case DNGN_GRANITE_STATUE:
    case DNGN_TRAP_MAGICAL:
    case DNGN_TRAP_MECHANICAL:
    case DNGN_TRAP_NATURAL:
    case DNGN_STONE_STAIRS_DOWN_I:
    case DNGN_STONE_STAIRS_DOWN_II:
    case DNGN_STONE_STAIRS_DOWN_III:
    case DNGN_STONE_STAIRS_UP_I:
    case DNGN_STONE_STAIRS_UP_II:
    case DNGN_STONE_STAIRS_UP_III:
    case DNGN_ESCAPE_HATCH_DOWN:
    case DNGN_ESCAPE_HATCH_UP:
    case DNGN_ENTER_PORTAL_VAULT:
        return (true);
    default:
        return (false);
    }
}

void tutorial_describe_pos(int x, int y)
{
    _tutorial_describe_disturbance(x, y);
    _tutorial_describe_cloud(x, y);
    _tutorial_describe_feature(x, y);
}

static void _tutorial_describe_feature(int x, int y)
{
    const dungeon_feature_type feat = grd[x][y];
    const coord_def            where(x, y);

    std::ostringstream ostr;
    ostr << "\n\n<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";

    bool boring = false;

    switch (feat)
    {
       case DNGN_ORCISH_IDOL:
       case DNGN_GRANITE_STATUE:
            ostr << "It's just a harmless statue - or is it?\nEven if not "
                    "a danger by themselves, statues often mark special "
                    "areas, dangerous ones or ones harbouring treasure.";
            break;

       case DNGN_TRAP_MAGICAL:
       case DNGN_TRAP_MECHANICAL:
            ostr << "These nasty constructions can do physical damage (with "
                    "darts or needles, for example) or have other, more "
                    "magical effects. ";

            if (feat == DNGN_TRAP_MECHANICAL)
            {
                ostr << "You can attempt to deactivate the mechanical type by "
                        "standing next to it and then pressing <w>Ctrl</w> "
                        "and the direction of the trap. Note that this usually "
                        "causes the trap to go off, so it can be quite a "
                        "dangerous task.\n\n"

                        "You can safely pass over a mechanical trap if "
                        "you're flying or levitating.";
            }
            else
            {
                ostr << "Magical traps can't be disarmed, and unlike "
                        "mechanical traps you can't avoid tripping them "
                        "by levitating or flying over them.";
            }
            Tutorial.tutorial_events[TUT_SEEN_TRAP] = false;
            break;

       case DNGN_TRAP_NATURAL: // only shafts for now
            ostr << "The dungeon contains a number of natural obstacles such "
                    "as shafts, which lead one to three levels down. They "
                    "can't be disarmed, but you can safely pass over them "
                    "if you're levitating or flying.";
            Tutorial.tutorial_events[TUT_SEEN_TRAP] = false;
            break;

       case DNGN_STONE_STAIRS_DOWN_I:
       case DNGN_STONE_STAIRS_DOWN_II:
       case DNGN_STONE_STAIRS_DOWN_III:
            ostr << "You can enter the next (deeper) level by following them "
                    "down (<w>></w>). To get back to this level again, "
                    "press <w><<</w> while standing on the upstairs.";
#ifdef USE_TILE
            ostr << " In Tiles, you can achieve the same, in either direction, "
                    "by clicking the <w>left mouse button</w> while pressing "
                    "<w>Shift</w>. ";
#endif

            if (is_unknown_stair(where))
            {
                ostr << "\n\nYou have not yet passed through this particular "
                        "set of stairs. ";
            }

            Tutorial.tutorial_events[TUT_SEEN_STAIRS] = false;
            break;

       case DNGN_STONE_STAIRS_UP_I:
       case DNGN_STONE_STAIRS_UP_II:
       case DNGN_STONE_STAIRS_UP_III:
            if (you.your_level < 1)
            {
                ostr << "These stairs lead out of the dungeon. Following them "
                        "will end the game. The only way to win is to "
                        "transport the fabled Orb of Zot outside.";
            }
            else
            {
                ostr << "You can enter the previous (shallower) level by "
                        "following these up (<w><<</w>). This is ideal for "
                        "retreating or finding a safe resting spot, since the "
                        "previous level will have less monsters and monsters "
                        "on this level can't follow you up unless they're "
                        "standing right next to you. To get back to this "
                        "level again, press <w>></w> while standing on the "
                        "downstairs.";
#ifdef USE_TILE
                ostr << " In Tiles, you can perform either action simply by "
                        "clicking the <w>left mouse button</w> while pressing "
                        "<w>Shift</w> instead. ";
#endif
                if (is_unknown_stair(where))
                {
                    ostr << "\n\nYou have not yet passed through this "
                            "particular set of stairs. ";
                }
            }
            Tutorial.tutorial_events[TUT_SEEN_STAIRS] = false;
            break;

       case DNGN_ESCAPE_HATCH_DOWN:
       case DNGN_ESCAPE_HATCH_UP:
            ostr << "Escape hatches can be used to quickly leave a level with "
                    "<w><<</w> and <w>></w>, respectively. Note that you will "
                    "usually be unable to return right away.";

            Tutorial.tutorial_events[TUT_SEEN_ESCAPE_HATCH] = false;
            break;

       case DNGN_ENTER_PORTAL_VAULT:
            ostr << "This " << _describe_portal(where);
            Tutorial.tutorial_events[TUT_SEEN_PORTAL] = false;
            break;

       case DNGN_CLOSED_DOOR:
       case DNGN_DETECTED_SECRET_DOOR:
            if (!Tutorial.tut_explored)
            {
                ostr << "\nTo avoid accidentally opening a door you'd rather "
                        "remain closed during travel or autoexplore, you can "
                        "mark it with an exclusion from the map view "
                        "(<w>X</w>) with <w>ee</w> while your cursor is on the "
                        "grid in question. Such an exclusion will prevent "
                        "autotravel from ever entering that grid until you "
                        "remove the exclusion with another press of <w>Xe</w>.";
            }
            break;

       default:
            if (feat >= DNGN_ALTAR_FIRST_GOD && feat <= DNGN_ALTAR_LAST_GOD)
            {
                god_type altar_god = feat_altar_god(feat);

                if (you.religion == GOD_NO_GOD)
                {
                ostr << "This is your chance to join a religion! In general, "
                        "the gods will help their followers, bestowing powers "
                        "of all sorts upon them, but many of them demand a "
                        "life of dedication, constant tributes or "
                        "entertainment in return. \nYou can get information "
                        "about <w>"
                     << god_name(altar_god)
                     << "</w> by pressing <w>p</w> while standing on the "
                        "altar. Before taking up the responding faith you'll "
                        "be asked for confirmation.";
                }
                else if (you.religion == altar_god)
                {
                    if (god_likes_items(you.religion))
                    {
                        ostr << "If "
                             << god_name(you.religion)
                             << " likes to have certain items or corpses "
                                "sacrificed on altars, any appropriate item "
                                "<w>d</w>ropped on an altar during prayer, or "
                                "already lying on an altar when you start "
                                "<w>p</w>raying will be automatically "
                                "sacrificed to "
                             << god_name(you.religion)
                             << ".";
                    }
                }
                else
                {
                    ostr << god_name(you.religion)
                         << " probably won't like it if you switch allegiance, "
                            "but having a look won't hurt: to get information "
                            "on <w>";
                    ostr << god_name(altar_god);
                    ostr << "</w>, press <w>p</w> while standing on the "
                            "altar. Before taking up the responding faith (and "
                            "abandoning your current one!) you'll be asked for "
                            "confirmation."
                            "\nTo see your current standing with "
                         << god_name(you.religion)
                         << " press <w>^</w>"
#ifdef USE_TILE
                            ", or press <w>Shift</w> while clicking with "
                            "your <w>right mouse button</w> on your avatar"
#endif
                            ".";
                }
                Tutorial.tutorial_events[TUT_SEEN_ALTAR] = false;
                break;
            }
            else if (feat >= DNGN_ENTER_FIRST_BRANCH
                     && feat <= DNGN_ENTER_LAST_BRANCH)
            {
                ostr << "An entryway into one of the many dungeon branches in "
                        "Crawl. ";
                if (feat != DNGN_ENTER_TEMPLE)
                    ostr << "Beware, sometimes these can be deadly!";
                break;
            }
            else
            {
                // Describe blood-stains even for boring features.
                if (!is_bloodcovered(where))
                    return;
                boring = true;
            }
    }

    if (is_bloodcovered(where))
    {
        if (!boring)
            ostr << "\n\n";

        ostr << "Many forms of combat and some forms of magical attack "
                "will splatter the surrounings with blood (if the victim has "
                "any blood, that is).  Some monsters can smell blood from "
                "a distance and will come looking for whatever the blood "
                "was spilled from.";
    }

    ostr << "</" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";

    std::string broken = ostr.str();
    linebreak_string2(broken, _get_tutorial_cols());
    formatted_string::parse_block(broken, false).display();
}

static void _tutorial_describe_cloud(int x, int y)
{
    cloud_type ctype = cloud_type_at(coord_def(x, y));
    if (ctype == CLOUD_NONE)
        return;

    std::string cname = cloud_name(env.cgrid(coord_def(x, y)));

    std::ostringstream ostr;

    ostr << "\n\n<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";

    ostr << "The " << cname << " ";

    if (ends_with(cname, "s"))
        ostr << "are ";
    else
        ostr << "is ";

    bool need_cloud = false;
    switch (ctype)
    {
    case CLOUD_BLACK_SMOKE:
    case CLOUD_GREY_SMOKE:
    case CLOUD_BLUE_SMOKE:
    case CLOUD_TLOC_ENERGY:
    case CLOUD_PURPLE_SMOKE:
    case CLOUD_MIST:
    case CLOUD_MAGIC_TRAIL:
        ostr << "harmless. ";
        break;

    default:
        if (!is_damaging_cloud(ctype, true))
        {
            ostr << "currently harmless, but that could change at some point. "
                    "Check the overview screen (<w>%</w>) to view your "
                    "resistances.";
            need_cloud = true;
        }
        else
        {
            ostr << "probably dangerous, and you should stay out of it if you "
                    "can. ";
        }
    }

    if (is_opaque_cloud(env.cgrid[x][y]))
    {
        ostr << (need_cloud? "\nThis cloud" : "It")
             << " is opaque. If two or more opaque clouds are between "
                "you and a square you won't be able to see anything in that "
                "square.";
    }

    ostr << "</" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";

    std::string broken = ostr.str();
    linebreak_string2(broken, _get_tutorial_cols());
    formatted_string::parse_block(broken, false).display();
}

static void _tutorial_describe_disturbance(int x, int y)
{
    if (!_water_is_disturbed(x, y))
        return;

    std::ostringstream ostr;

    ostr << "\n\n<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";

    ostr << "The strange disturbance means that there's a monster hiding "
            "under the surface of the shallow water. Other than non-submerged "
            "monsters, a submerged monster will not be autotargeted when doing "
            "a ranged attack while there are other, visible targets in sight. "
            "Of course you can still target it manually if you wish to.";

    ostr << "</" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";

    std::string broken = ostr.str();
    linebreak_string2(broken, _get_tutorial_cols());
    formatted_string::parse_block(broken, false).display();
}

static bool _water_is_disturbed(int x, int y)
{
    const coord_def c(x,y);
    const monsters *mon = monster_at(c);

    if (!mon || grd(c) != DNGN_SHALLOW_WATER || !you.see_cell(c))
        return (false);

    return (!mon->visible_to(&you) && !mons_flies(mon));
}

bool tutorial_monster_interesting(const monsters *mons)
{
    if (mons_is_unique(mons->type) || mons->type == MONS_PLAYER_GHOST)
        return (true);

    // Highlighted in some way.
    if (_mons_is_highlighted(mons))
        return (true);

    // The monster is (seriously) out of depth.
    if (you.level_type == LEVEL_DUNGEON
        && mons_level(mons->type) >= you.your_level + 8)
    {
        return (true);
    }
    return (false);
}

void tutorial_describe_monster(const monsters *mons)
{
    std::ostringstream ostr;
    ostr << "\n\n<" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";

    bool dangerous = false;
    if (mons_is_unique(mons->type))
    {
        ostr << "Did you think you were the only adventurer in the dungeon? "
                "Well, you thought wrong! These unique adversaries often "
                "possess skills that normal monster wouldn't, so be "
                "careful.\n\n";
        dangerous = true;
    }
    else if (mons->type == MONS_PLAYER_GHOST)
    {
        ostr << "The ghost of a deceased adventurer, it would like nothing "
                "better than to send you the same way.\n\n";
        dangerous = true;
    }
    // Don't call friendly horrible things dangerous.
    else if (!mons_att_wont_attack(mons->attitude))
    {
        // 8 is the default value for the note-taking of OOD monsters.
        // Since I'm too lazy to come up with any measurement of my own
        // I'll simply reuse that one.
        int level_diff = mons_level(mons->type) - (you.your_level + 8);

        if (you.level_type == LEVEL_DUNGEON && level_diff >= 0)
        {
            ostr << "This kind of monster is usually only encountered "
                 << (level_diff > 5 ? "much " : "")
                 << "deeper in the dungeon, so it's probably "
                 << (level_diff > 5 ? "extremely" : "very")
                 << " dangerous!\n\n";
            dangerous = true;
        }
    }

    if (mons->berserk())
    {
        ostr << "A berserking monster is bloodthirsty and fighting madly. "
                "Such a blood rage makes it particularly dangerous!\n\n";
        dangerous = true;
    }

    // Monster is highlighted.
    if (mons->friendly())
    {
        ostr << "Friendly monsters will follow you around and attempt to aid "
                "you in battle. You can order your allies by <w>t</w>alking "
                "to them.";

        if (!mons_att_wont_attack(mons->attitude))
        {
            ostr << "\n\nHowever, it is only <w>temporarily</w> friendly, "
                    "and will become dangerous again when this friendliness "
                    "wears off.";
        }
    }
    else if (dangerous)
    {
        if (!Tutorial.tut_explored && mons->foe != MHITYOU)
        {
            ostr << "You can easily mark its square as dangerous to avoid "
                    "accidentally entering into its field of view when using "
                    "auto-explore or auto-travel. To do so, enter the level "
                    "map with <w>X</w> and then press <w>e</w> when your "
                    "cursor is hovering over the monster's grid. Doing so will "
                    "mark this grid and all surrounding ones within a radius "
                    "of 8 as \"excluded\" ones that explore or travel modus "
                    "won't enter.\n";
#ifdef USE_TILE
            ostr << "Upon returning to the main map, you'll even find all "
                    "surrounding grids visibly highlighted.";
#endif
        }
        else
        {
            ostr << "This might be a good time to run away";

            if (you.religion == GOD_TROG && !you.berserk()
                && !you.duration[DUR_EXHAUSTED]
                && you.hunger_state >= HS_SATIATED)
            {
                ostr << " or apply your Berserk <w>a</w>bility";
            }
            ostr << ".";
        }
    }
    else if (Options.stab_brand != CHATTR_NORMAL
             && mons_looks_stabbable(mons))
    {
        ostr << "Apparently "
             << mons_pronoun((monster_type) mons->type, PRONOUN_NOCAP)
             << " has not noticed you - yet. Note that you do not have to "
                "engage every monster you meet. Sometimes, discretion is the "
                "better part of valour.";
    }
    else if (Options.may_stab_brand != CHATTR_NORMAL
             && mons_looks_distracted(mons))
    {
        ostr << "Apparently "
             << mons_pronoun((monster_type) mons->type, PRONOUN_NOCAP)
             << " has been distracted by something. You could use this "
                "opportunity to sneak up on this monster - or to sneak away.";
    }

    ostr << "</" << colour_to_str(channel_to_colour(MSGCH_TUTORIAL)) << ">";

    std::string broken = ostr.str();
    linebreak_string2(broken, _get_tutorial_cols());
    formatted_string::parse_block(broken, false).display();
}

void tutorial_observe_cell(const coord_def& gc)
{
    if (feat_is_escape_hatch(grd(gc)))
        learned_something_new(TUT_SEEN_ESCAPE_HATCH, gc);
    else if (feat_is_branch_stairs(grd(gc)))
        learned_something_new(TUT_SEEN_BRANCH, gc);
    else if (is_feature('>', gc))
        learned_something_new(TUT_SEEN_STAIRS, gc);
    else if (is_feature('_', gc))
        learned_something_new(TUT_SEEN_ALTAR, gc);
    else if (is_feature('^', gc))
        learned_something_new(TUT_SEEN_TRAP, gc);
    else if (feat_is_closed_door(grd(gc)))
        learned_something_new(TUT_SEEN_DOOR, gc);
    else if (grd(gc) == DNGN_ENTER_SHOP)
        learned_something_new(TUT_SEEN_SHOP, gc);
    else if (grd(gc) == DNGN_ENTER_PORTAL_VAULT)
        learned_something_new(TUT_SEEN_PORTAL, gc);

    const int it = you.visible_igrd(gc);
    if (it != NON_ITEM)
    {
        const item_def& item(mitm[it]);

        if (Options.feature_item_brand != CHATTR_NORMAL
            && (is_feature('>', gc) || is_feature('<', gc)))
        {
            learned_something_new(TUT_STAIR_BRAND, gc);
        }
        else if (Options.trap_item_brand != CHATTR_NORMAL
                 && is_feature('^', gc))
        {
            learned_something_new(TUT_TRAP_BRAND, gc);
        }
        else if (Options.heap_brand != CHATTR_NORMAL && item.link != NON_ITEM)
            learned_something_new(TUT_HEAP_BRAND, gc);
    }
}